SAG-AFTRA video game actors vote in favor of strike action over wages and AI

SAG-AFTRA members have voted in favor of a strike authorization for performers working in video games, including those who do voice work, motion capture and stunts for the industry. Of the 34,687 members who cast their ballot, 98.32 percent voted "yes." It doesn't automatically mean that the performers are going on strike, only that they could after September 26. 

The guild explained that it's been negotiating for a new contract with video game companies since 2022, but that they "have refused to agree to critical terms [its] members need." For its next bargaining sessions on September 26, 27 and 28, it believes the strike authorization gives it the added leverage needed to get the companies to agree to its terms. At the moment, the guild is in talks with Activision, Blindlight, Disney Character Voices, Electronic Arts, Epic Games, Formosa Interactive, Insomniac Games, Take 2 Productions, VoiceWorks Productions and WB Games.

Specifically, SAG-AFTRA is fighting for wage hikes that would allow performers to make a living from their work in the face of inflation, as well as more rigorous safety measures on set. The guild is also fighting for a contract that would protect performers against exploitative uses of artificial intelligence, such as companies making unauthorized copies of their likeness and voice. These all mirror the issues that ignited the ongoing strikes in the film and TV industry. The Writers Guild of America (WGA) is believed to be nearing an agreement with major studios, with one of the last sticking points in their negotiations being the use of generative AI in content production. 

This article originally appeared on Engadget at https://www.engadget.com/sag-aftra-video-game-actors-vote-in-favor-of-strike-action-over-wages-and-ai-101515825.html?src=rss

Octopath Traveler 2 arrives on Xbox in early 2024

When Octopath Traveler 2 launched earlier this year, Microsoft's consoles were noticeably missing from the list of supported platforms. Now, at this year's Tokyo Game Show, Square Enix has revealed that the game is making its way to Xbox One, Series X and Series S sometime in early 2024. Xbox's Sarah Bond introduced Square Enix VP Yu Miyake during the event and also revealed that the platform has more than doubled its number of Japanese games over the past five years. 

The high definition 2D pixel-based game that's reminiscent of a different era in gaming came out in February for the Switch, the PlayStation 4, the PlayStation 5 and Steam. It built on the strengths of its predecessor, with its new battle dynamics and game mechanism, but we still found its eight storylines too disconnected to make us feel a meaningful connection between the characters. Still, we thought it was a pretty game with better cinematic cutscenes than the first entry of the series and a polished soundtrack.

Square Enix and Xbox don't have an exact date for the game's release just yet. But it doesn't come as a surprise that Xbox is getting it much later than other consoles, seeing as the first Octopath Traveler didn't become available for the Xbox One until three years after it launched. 

This article originally appeared on Engadget at https://www.engadget.com/octopath-traveler-2-arrives-on-xbox-in-early-2024-121817577.html?src=rss

Dead Space co-creator leaves Callisto Protocol studio after it flopped

Glen Schofield, the co-creator of survival horror game Dead Space, has is leaving Striking Distance Studios. He will be replaced by current Chief Development Officer Steve Papoutsis as CEO. Schofield conceptualized Dead Space when he was with EA, before leaving the company and founding a couple of game studios. One of them is Striking Distance, where he created The Callisto Protocol, which people have been calling the spiritual successor to Dead Space since it was still in development. Like the older game, Callisto is also in the survival horror genre, except it was generally panned by critics. 

Engadget's Jessica Conditt was optimistic after playing an hour-long preview of the title, which turned out to be best portion of the game that suffered from glitches and unwieldy mechanics as a whole. Meanwhile, the Dead Space remake EA released shortly after Callisto's launch won over critics and old fans alike. 

Striking Distance Studios' parent company Krafton, which had poured over $160 million into the game's development, was originally hoping to sell 5 million copies of Callisto this year. However, it lowered its expectations to 2 million units after seeing how it performed in its first few weeks. The company likely won't be able to recoup its losses and has laid off employees over the past months. 

Krafton told Bloomberg, though, that Schofield's departure is voluntary and that he intends to "pursue new opportunities." Striking Distance's chief operating officer and chief financial officer are also leaving the company voluntarily, the company said. It's unclear where Schofield is headed next: His LinkedIn still lists the studio as his current place of employment. "Creating Striking Distance Studios has been an incredible journey and I’m so proud of what we’ve achieved with The Callisto Protocol, a game close to my heart," he said in a statement. "While pursuing a new adventure is exciting, leaving SDS is bittersweet, but I know the studio is in excellent hands." 

This article originally appeared on Engadget at https://www.engadget.com/dead-space-co-creator-leaves-callisto-protocol-studio-after-it-flopped-115021265.html?src=rss

Final Fantasy 7 Rebirth hands-on: Broader horizons and deeper combat

How many times am I going to buy this game? I'm still waiting on the answer to that, but I recently played two demos for Final Fantasy 7 Rebirth, the (poorly named) second chapter of what’s set to be a three-part remake of the 1997 RPG.

Across two separate demos, I played roughly an hour of the game, due to launch in February 2024. The first demo was a flashback tale of hero Cloud and villain Sephiroth’s journey into a problematic reactor found in Tifa and Cloud’s hometown of Nibel. This chapter featured in the original 1997 game, soon after the party left Midgar, but the twist is that you can play, control and fight as the silver-haired antagonist, Sephiroth, in battles. And at this point in time, Sephiroth and Cloud are totally cool with each other.

This flashback, with an unnaturally chipper Cloud, reintroduces the battle system of Final Fantasy 7 Remake, which offered battles that combined real-time attacks and defense with more specialized techniques, magical spells and all things Final Fantasy. The result was a satisfying hybrid, even if fans of turn-based RPGs weren’t into it.

This is a sequel, so of course there are new facets and tricks. This time, there’s a new focus on characters teaming up to attack together, something teased during the Remake DLC chapter, which centered on Yuffie and Sonan.

Final Fantasy 7 Rebirth preview
Square Enix

These synergy skills are now available to Cloud and the rest of the core party. You might get two options depending on who the controlled character is fighting alongside. In the case of Sephiroth and Cloud, you get a chargeable sword attack, augmented by… whatever magic Sephiroth seems to control, or a ranged attack. Unlike the standard abilities and spells, these synergy skills may not hit hard, but they’re instantly reusable. They’re also initiated while pressing square or triangle buttons while guarding, helping to decide which one to use, while keeping your character a little safer.

I saw examples of synergy skills that would launch Tifa, your close-range heavy-hitter, into the air, so she could close in on flying enemies, while Aerith, the magical glass cannon, could call an ally to offer her some defense from attacks. Honestly, it was these strategic skills that I’m most intrigued by. Others are more typical attacking collaborations, like Yuffie’s fiery ninjitsu spells attached to Barret's gun barrage.

Sidenote: One of my issues with FF7 Remake was the arbitrary behavior of aerial attacks — is this the solution? A simple, repeatable skill? I hope so.

Then, there are new synergy abilities (not to be confused with synergy skills). These are more like ‘ultimate attacks’ for your paired-up heroes. Similar to the solo limit break attacks, which are still here, a gauge builds up as you use the synergy skills, regular attacks and defend. These are the showstoppers: In the case of Cloud and Sephiroth, it’s a combination sword attack that really shines against the bigger beasts.

I was intrigued to see how the development team would deal with transferring established characters across. I wouldn’t be surprised if some narrative MacGuffin wiped out something, but that doesn’t seem to be the case, so far.

Many moves and special attacks (if not all — I didn’t check the entire moveset inventory) already earned in the first part of the trilogy are ready to use in the demo. However, there’s no word on whether equipment or materia (the spell-slinging orbs you equip on weapons) will transfer across. I noted some new materia, including one that ‘levels up’ paired materia to offer up even more powerful spells.

You’ll need them, as there are bigger beasts and fights. The first part of this remake project was a pretty game, especially the polished-up Intergrade version that landed on PS5 and other platforms. Can you see the improvements with this new game, now built for 2023’s consoles and PCs? Already, yes, a little.

Square Enix advised we play the demos in graphics mode, so that’s higher-res textures but at the sacrifice of smoother frame rates. Rebirth seemed to offer healthier frame rates during this demo than Remake, which is a good sign. (But I’m still likely to play most of Rebirth in the frame-rate priority mode)

The second demo was more indicative of stronger game hardware, taking the game into an open-world area around the military city of Junon – an area more expansive than what we saw in FF7R.

Characters can now sprint and vault over low-level hazards and hills. It makes the world feel less on-rails than its predecessor, even in the more constrictive reactor demo. There’s more to explore, even if traversal seems a bit crunchy, compared to games like Horizon series or Assassin’s Creed – not that I’m expecting protagonist Cloud with that giant sword to parkour with the best of them.

Sprinting only gets you so far, however, and the second demo started off with the party mounting the trusty Final Fantasy steed of choice, a giant bird species known as chocobos.

As I explored the area, I also unlocked several quick-travel points to speed things up further. Time was limited, but I could face off against a few challenging enemies, which came with additional battle challenges. These were good for deepening my understanding of the new battle system, saving up specific attacks to unleash at the right moment.

Final Fantasy 7 Rebirth preview

Battles still feature the dynamics of building up stagger gauges or pressuring an enemy with elemental attacks, well-timed dodges, or hitting weak points. Each character is unique enough to come into their own against different monsters and threats. Gunner Barret and the aforementioned Aerith are both long-range attackers, while brawler Tifa and cat-wolf Red XIII are more agile, but focused on short-range. During the demo, I got to switch between different (but predetermined) party groupings, which usually ensured a balanced team.

As I guided Cloud and the rest of the gang around the cliffs and grassland, I’d collect items that can be combined in a new crafting menu, to create healing items on the fly. These crafted potions, however, often feature extra benefits, whether that’s magic point recovery or status healing. Like those new synergy attacks, Square Enix is teasing a game that feels very much like it’s deepening the gameplay of Final Fantasy VII Remake. The bigger question is: how are the team going to twist the story further, when Remake teased alternate timelines and something a little different to the story of the PS1 original?

We’ll have to wait until February 2024 to see.

This article originally appeared on Engadget at https://www.engadget.com/final-fantasy-7-rebirth-hands-on-broader-horizons-and-deeper-combat-030012766.html?src=rss

Leaked Microsoft documents hint at new Doom and Dishonored games

Bethesda's roadmap for the fiscal years starting in 2020 and ending in 2024 has made its way online as part of the unredacted documents leaked from the FTC v. Microsoft case. The list contains games we're already expecting from the developer, but it also includes previously unannounced titles. One of the them is a new entry for the Doom franchise entitled Doom Year Zero, which was scheduled to come out int the current fiscal year. Meanwhile, Bethesda had Dishonored 3 listed with the rest of the games planned for release in the fiscal year of 2024. It was also aiming to release a sequel to the paranormal adventure game Ghostwire: Tokyo in the same period. 

Seeing as Bethesda has yet to announce these titles, it's unclear if they will be launched according to the developer's original plans, or even if they're still coming out all. Other than the aforementioned games, the roadmap for FY 2024 also lists Fallout 3 Remaster and an unnamed licensed IP game. Oblivion Remaster was listed for FY 2022, but it has yet to be released.

In a letter from the same cache of leaked documents wherein Microsoft Gaming chief Phil Spencer talked about how much he wanted to acquire Nintendo, he also mentioned that the tech giant was in talks to buy Bethesda parent company Zenimax. Bethesda officially became part of Xbox in 2021 after regulators approved the purchase — something that may or may not happen for Microsoft's Activision Blizzard acquisition. The tech giant announced last year that it intended to purchase Activision Blizzard for $69 billion, but regulators in the US and EU have opposed to deal — at least in its initial formulation — due to concerns it could limit competition within the industry.

A Screenshot showing a roadmap of future Bethesda games.
Microsoft

This article originally appeared on Engadget at https://www.engadget.com/leaked-microsoft-documents-hint-at-new-doom-and-dishonored-games-122130396.html?src=rss

Spider-Man 2 is following the Sony sequel playbook, and I’m not mad about it

Spider-Man is easily one of the most recognizable fictional characters of the last 50-plus years, appearing in countless iterations across comics, movies, cartoons, video games and other media I am surely forgetting. Fans will argue about the best iteration — but for my money, the Spider-universe Insomniac Games introduced in 2018 on the PS4 with Marvel’s Spider-Man is an all-time great. It spent no time rehashing Peter Parker’s origins, throwing the player into a vibrant and massive rendering of Manhattan. The city felt alive, with tons to do investigate and a horde of Spider-Man’s most famous villains to contend with. It also skillfully introduced a world in which Parker would eventually fight side-by-side with a second Spider-Man, Miles Morales.

But, most importantly, Marvel’s Spider-Man was an absolute delight to play. Insomniac nailed the mechanics of swinging around the city and fighting bad guys to such a degree that I think web-slinging around Manhattan is up there with my all-time favorite game mechanics.

As I’ve contemplated with other single-player, story-drive masterpieces from Sony like The Last of Us,Horizon Zero Dawn and God of War: What the helldo you dofor an encore? I played about two hours of Marvel’s Spider-Man 2 at a press event earlier this week, and it seems the answer is “go bigger.” That’s the same tactic used for the sequels to those three games I mentioned earlier, and the results were always impressive, if not a bit overstuffed. Of course, it’s too early to say whether Insomniac got the balance right, because we’ve seen plenty of open-world games that simply try and do too much. But based on Insomniac’s history and the excellent ingredients it has to work with, I have high hopes for the latest spider-adventure.

Marvel's Spider-Man 2 - Harlem art
Insomniac Games

My demo started well into the game’s narrative — which I won’t spend too much time on, as I didn’t get the whole picture of what was going on. I do know that classic villain Kraven is hunting another iconic Spider-Man bad guy, Dr. Curt Connors (better known as the Lizard), and Peter and Miles are both trying to defend the city from Kraven’s hunters while also finding a cure to turn the Lizard back into his mild-mannered human form.

In a demo like this, getting a feel for the gameplay is a lot more important than digging into story beats, and Spider-Man 2 had plenty to show me. Because the world in this game is almost twice as big as the original, with the addition of Brooklyn and Queens, finding new ways for players to get around was a major focus for Insomniac. Enter the web wings, a tool that allows you to glide around the city, catching wind tunnels and updrafts that sling you around at high speed. It’s not meant to replace the core web-slinging mechanic, but augment it. Given how amazing swinging around Manhattan felt in the original games (and still feels here), that’s a tall order. But it didn’t take me long to get the hang of gliding through long stretches of the city, and mixing in web-swings to regain height.

Marvel's Spider-Man 2 - web wings
Insomniac Games

The web wings are also particularly useful in places like Central Park or Queens, where there aren’t nearly as many tall buildings to swing from. Getting around Central Park always felt a little awkward in the first game, so this is a welcome addition that makes traversing different terrain much easier. It’s also great for getting across rivers — or doing battle on them. Gameplay footage revealed earlier this year showed both Spider-Men chasing the Lizard down a river while also being chased by Kraven’s hunters (both on the river and in the sky), and the web wings were crucial for catching up and dispatching the massive crew of baddies.

Another side mission saw me controlling Miles as he chased down one of Kraven’s drones — to keep up with it, you had to use the web wings to draft behind it while downloading data from it. Once you got all the data downloaded, you could take it down, but getting all that data takes a while. So you need to stay right on its tail, twisting and turning throughout the city. There’s definitely a learning curve to making tight turns and quick ascensions with the web wings, and I bounced off numerous buildings that slowed me down enough that the drone made its escape.

I got the hang of it after a few tries, but even then I was on the edge of my seat trying to keep pace – it almost had the feeling of a racing game. Challenges like this are a smart way of introducing these new mechanics and schooling players on how to best use them, though.

Unsurprisingly, combat has also gotten a few tweaks, though anyone who played the previous Insomniac games can jump right in here and start beating up the countless goons roaming New York City. Both Parker and Morales have four special moves that correspond to the four face buttons on the controller – holding L1 and pressing one of those buttons activates a special attack. When I was playing as Peter, they all involved the symbiote suit going wild, while Miles had variations on the electrical attacks introduced in his game. They charge up as you fight, and you have to wait for them to replenish; I assume you can also learn and slot new ones as the game progresses.

Marvel's Spider-Man 2 - special attacks
Insomniac Games

In the first games, mashing the circle button to dodge was a big part of combat, but Insomniac mixed things up here. Now, there are some enemies whose attacks you have to parry by pressing the block button at just the right moment – dodging won’t keep you safe. Other attacks require a dodge, as they can break through any parry or block you try. These different attacks are represented by a color flash above the enemy, indicating when it’s the right time to throw up a block or dodge away. Dealing with these attacks threw a wrench into the familiar gameplay, as it took me a while to remember that my old habits from prior games weren’t going to be enough to keep me alive here.

The gadgets both Spider-Men carry got a big improvement over the older games, too. Before, you could hold down R1 and switch from your standard web-shooters to various other hardware to help you in battle. But now, R1 defaults to web-shooters, always, a change I appreciated. From there, you can hold R1 and select a face button to activate a specific gadget.

This gives you immediate access to as many as four gadgets at once, plus your web shooter. Truth be told, I didn’t dive into the menus to find out much about the tools at my disposal, but they’re things like web bombs that wrap up multiple enemies or shock traps that zap everyone around you. Naturally, all these abilities can be leveled up with skill points you accumulate through the game, and there are the expected skill trees here as well.

It’s going to take more than just a few hours of playing to see just how well these new additions fit into the core game, but one thing was undeniable from the start: Spider-Man 2 is a visual feast. It’s the first game of the series developed exclusively for the PS5, and it shows in everything from the sunsets and water on the river to the details of the different spider-suits I tried on. Character models also look impressive, perhaps none more so than the Lizard himself, with glistening fangs and incredibly textured green skin. The amount of detail in that model was stunning, but Peter’s symbiote suit is a close second. When it gets hurt, it writhes in pain and truly feels like a living creature. Even when it’s just serving as a Spider-Man suit, the variety of textures and details is impressive – it’s a lot more than just a black outfit.

Marvel's Spider-Man 2 - symbiote suit
Insomniac Games

Perhaps the most exciting thing about this sequel, though, is the fact that you can control both Peter Parker and Miles Morales. When you’re in the open world and not directly in a main story quest, you can swap between the two Spider-Men at will by going to your communicator and holding down a button, GTA V style. Each character has their own main quests, and the game will move you back and forth between the two depending on what’s next on the docket, but there’s plenty of freedom to pick your character and explore NYC.

There are also parts of the story that’ll bounce you between both characters as things progress. We saw a look at this in the aforementioned gameplay preview a few months ago, but I got to play it out this time. The battle started with me playing as Peter, beating up some thugs in a Queens neighborhood, but then it switches to Miles across the city so you can get the jump on more hunters before they track the Lizard down. Peter eventually joins you, all hell breaks loose, and then you’re flying down the river taking out hunters on jet skis as Miles and bringing down a massive chopper as Peter.

All these changes were fluid and natural (but also very scripted) and the basic experience of controlling both Spiders-Man is similar enough that it didn’t throw me off. I am hoping that there are missions where you can decide which character you want to use, or flip between both depending on what play style you’re feeling at the moment. Regardless, having missions where you play as both significantly expanded the scope of this epic set piece.

Marvel's Spider-Man 2 - the Lizard
Insomniac Games

The preview ended with Peter uncharacteristically going off on his own to track the Lizard down after he escapes into the sewers — he’s clearly showing some symbiote-inspired darkness that Miles says is totally out of character for him. But the demo didn’t stop, and I instead was treated to the only true “boss battle” of the demo, with Peter squaring off against Connors. This was a positively huge, multi-stage showdown that required me to use all the skills I picked up over the prior two hours, including a lot of well-timed dodging and all the special attacks I had at my disposal.

As with the big battles in prior Spider-Man games, there were multiple tricks I needed to figure out to make the Lizard vulnerable – just trying my standard set of attacks wasn’t going to be enough. I died a handful of times trying to get the hang of it, but fortunately these deaths didn’t feel cheap. Usually, it was a case of me not recognizing the need to dodge rather than block, or some other variation on me not executing a skill the game had taught me. Once I got the hang of things, I made semi-quick work of the Lizard. At least, I thought I did, until the demo ended on a big old cliffhanger that made me think Peter might pay a bit of a price for going rogue.

Fortunately, I won’t have to wait long to find out how things turn out – Spider-Man 2 will be out on the PS5 on October 20. We’ll have to wait to do a full review before we can give it a full recommendation, but I think anyone who enjoyed the first games will want to check this one out. And if you haven’t tried them before, you should be able to jump right into this new one without much trouble. While I enjoy the stories Insomniac has crafted for the two Spider-Men, the delight of swinging and fighting around NYC is still one of my favorite gaming experiences out there, and it’s one that doesn’t require an encyclopedic knowledge of Spider-Man’s history.

This article originally appeared on Engadget at https://www.engadget.com/spider-man-2-is-following-the-sony-sequel-playbook-and-im-not-mad-about-it-150058690.html?src=rss

Spider-Man 2 is following the Sony sequel playbook, and I’m not mad about it

Spider-Man is easily one of the most recognizable fictional characters of the last 50-plus years, appearing in countless iterations across comics, movies, cartoons, video games and other media I am surely forgetting. Fans will argue about the best iteration — but for my money, the Spider-universe Insomniac Games introduced in 2018 on the PS4 with Marvel’s Spider-Man is an all-time great. It spent no time rehashing Peter Parker’s origins, throwing the player into a vibrant and massive rendering of Manhattan. The city felt alive, with tons to do investigate and a horde of Spider-Man’s most famous villains to contend with. It also skillfully introduced a world in which Parker would eventually fight side-by-side with a second Spider-Man, Miles Morales.

But, most importantly, Marvel’s Spider-Man was an absolute delight to play. Insomniac nailed the mechanics of swinging around the city and fighting bad guys to such a degree that I think web-slinging around Manhattan is up there with my all-time favorite game mechanics.

As I’ve contemplated with other single-player, story-drive masterpieces from Sony like The Last of Us,Horizon Zero Dawn and God of War: What the helldo you dofor an encore? I played about two hours of Marvel’s Spider-Man 2 at a press event earlier this week, and it seems the answer is “go bigger.” That’s the same tactic used for the sequels to those three games I mentioned earlier, and the results were always impressive, if not a bit overstuffed. Of course, it’s too early to say whether Insomniac got the balance right, because we’ve seen plenty of open-world games that simply try and do too much. But based on Insomniac’s history and the excellent ingredients it has to work with, I have high hopes for the latest spider-adventure.

Marvel's Spider-Man 2 - Harlem art
Insomniac Games

My demo started well into the game’s narrative — which I won’t spend too much time on, as I didn’t get the whole picture of what was going on. I do know that classic villain Kraven is hunting another iconic Spider-Man bad guy, Dr. Curt Conners (better known as the Lizard), and Peter and Miles are both trying to defend the city from Kraven’s hunters while also finding a cure to turn the Lizard back into his mild-mannered human form.

In a demo like this, getting a feel for the gameplay is a lot more important than digging into story beats, and Spider-Man 2 had plenty to show me. Because the world in this game is almost twice as big as the original, with the addition of Brooklyn and Queens, finding new ways for players to get around was a major focus for Insomniac. Enter the web wings, a tool that allows you to glide around the city, catching wind tunnels and updrafts that sling you around at high speed. It’s not meant to replace the core web-slinging mechanic, but augment it. Given how amazing swinging around Manhattan felt in the original games (and still feels here), that’s a tall order. But it didn’t take me long to get the hang of gliding through long stretches of the city, and mixing in web-swings to regain height.

Marvel's Spider-Man 2 - web wings
Insomniac Games

The web wings are also particularly useful in places like Central Park or Queens, where there aren’t nearly as many tall buildings to swing from. Getting around Central Park always felt a little awkward in the first game, so this is a welcome addition that makes traversing different terrain much easier. It’s also great for getting across rivers — or doing battle on them. Gameplay footage revealed earlier this year showed both Spider-Men chasing the Lizard down a river while also being chased by Kraven’s hunters (both on the river and in the sky), and the web wings were crucial for catching up and dispatching the massive crew of baddies.

Another side mission saw me controlling Miles as he chased down one of Kraven’s drones — to keep up with it, you had to use the web wings to draft behind it while downloading data from it. Once you got all the data downloaded, you could take it down, but getting all that data takes a while. So you need to stay right on its tail, twisting and turning throughout the city. There’s definitely a learning curve to making tight turns and quick ascensions with the web wings, and I bounced off numerous buildings that slowed me down enough that the drone made its escape.

I got the hang of it after a few tries, but even then I was on the edge of my seat trying to keep pace – it almost had the feeling of a racing game. Challenges like this are a smart way of introducing these new mechanics and schooling players on how to best use them, though.

Unsurprisingly, combat has also gotten a few tweaks, though anyone who played the previous Insomniac games can jump right in here and start beating up the countless goons roaming New York City. Both Parker and Morales have four special moves that correspond to the four face buttons on the controller – holding L1 and pressing one of those buttons activates a special attack. When I was playing as Peter, they all involved the symbiote suit going wild, while Miles had variations on the electrical attacks introduced in his game. They charge up as you fight, and you have to wait for them to replenish; I assume you can also learn and slot new ones as the game progresses.

Marvel's Spider-Man 2 - special attacks
Insomniac Games

In the first games, mashing the circle button to dodge was a big part of combat, but Insomniac mixed things up here. Now, there are some enemies whose attacks you have to parry by pressing the block button at just the right moment – dodging won’t keep you safe. Other attacks require a dodge, as they can break through any parry or block you try. These different attacks are represented by a color flash above the enemy, indicating when it’s the right time to throw up a block or dodge away. Dealing with these attacks threw a wrench into the familiar gameplay, as it took me a while to remember that my old habits from prior games weren’t going to be enough to keep me alive here.

The gadgets both Spider-Men carry got a big improvement over the older games, too. Before, you could hold down R1 and switch from your standard web-shooters to various other hardware to help you in battle. But now, R1 defaults to web-shooters, always, a change I appreciated. From there, you can hold R1 and select a face button to activate a specific gadget.

This gives you immediate access to as many as four gadgets at once, plus your web shooter. Truth be told, I didn’t dive into the menus to find out much about the tools at my disposal, but they’re things like web bombs that wrap up multiple enemies or shock traps that zap everyone around you. Naturally, all these abilities can be leveled up with skill points you accumulate through the game, and there are the expected skill trees here as well.

It’s going to take more than just a few hours of playing to see just how well these new additions fit into the core game, but one thing was undeniable from the start: Spider-Man 2 is a visual feast. It’s the first game of the series developed exclusively for the PS5, and it shows in everything from the sunsets and water on the river to the details of the different spider-suits I tried on. Character models also look impressive, perhaps none more so than the Lizard himself, with glistening fangs and incredibly textured green skin. The amount of detail in that model was stunning, but Peter’s symbiote suit is a close second. When it gets hurt, it writhes in pain and truly feels like a living creature. Even when it’s just serving as a Spider-Man suit, the variety of textures and details is impressive – it’s a lot more than just a black outfit.

Marvel's Spider-Man 2 - symbiote suit
Insomniac Games

Perhaps the most exciting thing about this sequel, though, is the fact that you can control both Peter Parker and Miles Morales. When you’re in the open world and not directly in a main story quest, you can swap between the two Spider-Men at will by going to your communicator and holding down a button, GTA V style. Each character has their own main quests, and the game will move you back and forth between the two depending on what’s next on the docket, but there’s plenty of freedom to pick your character and explore NYC.

There are also parts of the story that’ll bounce you between both characters as things progress. We saw a look at this in the aforementioned gameplay preview a few months ago, but I got to play it out this time. The battle started with me playing as Peter, beating up some thugs in a Queens neighborhood, but then it switches to Miles across the city so you can get the jump on more hunters before they track the Lizard down. Peter eventually joins you, all hell breaks loose, and then you’re flying down the river taking out hunters on jet skis as Miles and bringing down a massive chopper as Peter.

All these changes were fluid and natural (but also very scripted) and the basic experience of controlling both Spiders-Man is similar enough that it didn’t throw me off. I am hoping that there are missions where you can decide which character you want to use, or flip between both depending on what play style you’re feeling at the moment. Regardless, having missions where you play as both significantly expanded the scope of this epic set piece.

Marvel's Spider-Man 2 - the Lizard
Insomniac Games

The preview ended with Peter uncharacteristically going off on his own to track the Lizard down after he escapes into the sewers — he’s clearly showing some symbiote-inspired darkness that Miles says is totally out of character for him. But the demo didn’t stop, and I instead was treated to the only true “boss battle” of the demo, with Peter squaring off against Conners. This was a positively huge, multi-stage showdown that required me to use all the skills I picked up over the prior two hours, including a lot of well-timed dodging and all the special attacks I had at my disposal.

As with the big battles in prior Spider-Man games, there were multiple tricks I needed to figure out to make the Lizard vulnerable – just trying my standard set of attacks wasn’t going to be enough. I died a handful of times trying to get the hang of it, but fortunately these deaths didn’t feel cheap. Usually, it was a case of me not recognizing the need to dodge rather than block, or some other variation on me not executing a skill the game had taught me. Once I got the hang of things, I made semi-quick work of the Lizard. At least, I thought I did, until the demo ended on a big old cliffhanger that made me think Peter might pay a bit of a price for going rogue.

Fortunately, I won’t have to wait long to find out how things turn out – Spider-Man 2 will be out on the PS5 on October 20. We’ll have to wait to do a full review before we can give it a full recommendation, but I think anyone who enjoyed the first games will want to check this one out. And if you haven’t tried them before, you should be able to jump right into this new one without much trouble. While I enjoy the stories Insomniac has crafted for the two Spider-Men, the delight of swinging and fighting around NYC is still one of my favorite gaming experiences out there, and it’s one that doesn’t require an encyclopedic knowledge of Spider-Man’s history.

This article originally appeared on Engadget at https://www.engadget.com/spider-man-2-following-sony-150058057.html?src=rss

Mario vs. Donkey Kong is coming to Switch on February 16, 2024

If you thought Nintendo would be done with Mario games for its current console after Super Mario Bros. Wonder, you were very much mistaken. During today's Nintendo Direct, the company revealed Mario vs. Donkey Kong is coming to Switch on February 16, 2024.

It's a new version of a Game Boy Advance game that sees Mario having to recover Mini-Mario toys that his oldest rival stole from a factory. "Observation and action" is a mantra that Nintendo used during the clip, which makes sense since this is a puzzle platformer. It'll be worth taking the time to figure out exactly what's going on in a stage before you start tackling it. You'll also need to battle Donkey Kong at certain points.

This time around, Nintendo has added local co-op support. So you'll be able to bring in a friend to help you recover the pilfered toys.

Mario vs. Donkey Kong isn't the only updated version of an older Mario game that's coming to Switch, though. Super Mario RPG will hit the console on November 17.

This article originally appeared on Engadget at https://www.engadget.com/mario-vs-donkey-kong-is-coming-to-switch-on-february-16-2024-142730620.html?src=rss

Baldur’s Gate III will be fully available for Mac users on September 21

Mac users who want to play Baldur's Gate III on their computers only have to wait a few more days: Larian Studios has announced that the full version of the game will be available for Mac on September 21. It has been available for the OS for quite some time, but as a limited, early access version. Fans can only play the first act of the game and can't go any further than what the developer previously described as "approximately 25 hours of self-contained content." Soon, Mac gamers will be able to continue playing until they reach the Moonrise Towers and until secrets are revealed in the third act. 

Baldur's Gate III was initially released for Windows PCs on August 3 before it came out for the PlayStation 5 earlier this month. For consoles, it remains a PlayStation 5 exclusive, but not because the developer struck a deal with Sony Entertainment. What happened was Larian Studios couldn't cross a technical hurdle, preventing it from launching the game on Xbox at the same it came out for the PS5. 

Microsoft has rules requiring developers to ensure that games released for the Series S and Series X have the same features. In Larian Studios' case, it couldn't make the game's split-screen coop feature work on the less powerful Series S. After meeting with Microsoft Gaming CEO Phil Spencer, though, the developer was given permission to release the title for the Series S without the split-screen function but with cross-save progression between Steam and the two Xbox consoles. The Xbox version of Baldur's Gate III doesn't have an exact release date yet, but it's expected to come out before the year ends. 

This article originally appeared on Engadget at https://www.engadget.com/baldurs-gate-iii-will-be-fully-available-for-mac-users-on-september-21-054650964.html?src=rss

Microsoft reveals the first 36 titles in the Xbox Game Pass Core library

Xbox Live Gold will be no more as of tomorrow, September 14. Replacing it is a new tier of Game Pass called Xbox Game Pass Core. It's a different offering to Games with Gold in that there will be a rotating library of a few dozen games, rather than you being able to claim some titles for your collection each month. Xbox has now revealed the initial list of Game Pass Core titles, but the choices may leave some players hoping for more.

The 36 titles you’ll be able to play through Game Pass Core on Xbox One and Xbox Series X/S at the jump are:

  • Among Us

  • Astroneer

  • Celeste

  • Dead Cells

  • Descenders

  • Dishonored 2

  • Doom Eternal Standard Edition

  • Fable Anniversary

  • Fallout 4

  • Fallout 76

  • Firewatch

  • Forza Horizon 4 Standard Edition

  • Gang Beasts

  • Gears 5 Game of the Year Edition

  • Golf with your Friends

  • Grounded

  • Halo 5: Guardians

  • Halo Wars 2

  • Hellblade: Senua’s Sacrifice

  • Human Fall Flat

  • Inside

  • Limbo

  • Ori & the Will of the Wisps

  • Overcooked! 2

  • Payday 2: Crimewave Edition

  • Powerwash Simulator

  • Psychonauts 2

  • Slay the Spire

  • Spiritfarer: Farewell Edition

  • Stardew Valley

  • State of Decay 2: Juggernaut Edition

  • Superliminal

  • The Elder Scrolls Online

  • Teenage Mutant Ninja Turtles: Shredder’s Revenge

  • Unpacking

  • Vampire Survivors

There are more than a few great games on that list, from Vampire Survivors and Celeste to Doom Eternal and Dishonored 2. Game Pass Core might be worth $60 per year for those who haven’t played many of those before. But it’s hard to make the case that this is the most exciting selection Microsoft could have come up with for this base version of Game Pass. The company says it plans to update the list two or three times per year, so there may be a three- to six month wait until Microsoft refreshes the library. 

There are other features of Game Pass Core that could prompt people to subscribe or remain a member, most notably the fact the service is required to play many multiplayer games on Xbox. For instance, you won’t be able to play Call of Duty: Modern Warfare III with friends on your Xbox without at least a Game Pass Core membership.

This article originally appeared on Engadget at https://www.engadget.com/microsoft-reveals-the-first-36-titles-in-the-xbox-game-pass-core-library-150519932.html?src=rss