Gamescom Opening Night Live 2024 is done and dusted for another year, but it's certainly kicked off this year's Gamescom with a bang - and we've got all the news, trailers and announcements right here in one handy summary. Whether you missed the show itself or just want a handy reminder of everything announced at Gamescom Opening Night Live this year, read on below.
Of course, alongside the main show, this year's ONL also had a 30-minute pre-show that was stuffed with announcements as well, which we'll quickly run through here before getting into the detail of the main show announcements below. Here, we got new trailers for Dave the Diver's latest crossovers, spooky co-op adventure Begone Beast and construction sim Roadcraft, alongside Italian Soulslike Enotria: The Last Song, Cairn (that shouty, but lovely looking climbing game from Summer Game Fest), life sim Inzoi from PUBG publishers Krafton, as well as a Terry showcase for Street Fighter 6.
Bethesda's first big expansion to Starfield, Shattered Space, will launch for PC and Xbox Series X/S on 30th September.
We got a quick look at the upcoming addition tonight during Gamescom Opening Night Live, in a trailer that mostly focused on the REV-8 land vehicle included in August's free game update.
Indiana Jones and the Great Circle - the Microsoft-owned-Bethesda-release set to arrive on Xbox and PC this year - is also coming to PlayStation 5.
At this evening's Gamescom Opening Night Live event, host Geoff Keighley revealed that everyone's favourite fedora sporting professor will be cracking his whip on Sony's platform as well.
In addition to this news, Bethesda announced a release date for the game. Indiana Jones and the Great Circle will release across Xbox Series X/S and PC on 9th December. Its PS5 release will then follow a few months later, during the spring of 2025.
To this day, I still hold Indy responsible for my penchant for hats. I have been enthralled by Indiana Jones ever since I was a little girl - but despite this deep affection, coming away from a hands-off preview of MachineGames' Indiana Jones and the Great Circle, I just can't let myself get overly excited about the upcoming release just yet.
While I'm still looking forward to playing another narrative-driven adventure game, with that fun 'afternoon popcorn flick' energy Great Circle undoubtedly has, my immediate reaction from this first extended demo is to worry this is all it will be, leaning just a little too heavily on fan nostalgia and a tried and tested formula, but without the innovation to truly set it apart from the rest. (And, given the game is currently set to release this year, I really hoped to see more gameplay than I did.)
The demo, which is also being shown at this year's Gamescom, begins with Indy entering a large room within the Sunsparker Chamber, a mysterious underground temple and one of "several well guarded secrets and hidden ruins" you can expect to discover. With the camera in first-person, our archaeologist - gamely brought to life by a still-recognisable Troy Baker - looks around the ancient room before gameplay switches to a cutscene. Indy approaches a statue set upon a plinth at the back of the room, in a scene immediately reminiscent of Raiders of the Lost Ark - which is fitting, given the Great Circle is set between the events of this film and The Last Crusade.
Just when Geoff Keighley had started to fade from your memory, he comes rubber-banding back with a vengeance - snap! It's Gamescom week and it kicks off with Opening Night Live this evening from 7pm UK time (other Opening Night Live timings here). A pre-show with additional announcements will begin at 6.30pm UK. We'll be watching and reporting on it live, as always, right here, so you can either keep abreast of announcements while you do something else, or you can join in with your thoughtful and amusing comments. Please keep us company. Please.
MachineGames' Indiana Jones and the Great Circle will reportedly launch for PlayStation 5 in the early half of 2025, following an Xbox Series X/S and PC release at the end of this year.
That's according to industry insider Nate the Hate (one of the first people to break the news of Microsoft's multi-platform plans at the start of this year) who made the claim on social media. "MachineGames' Indiana Jones and the Great Circle will release on Xbox & PC this holiday (Dec) as a timed console exclusive," they wrote. "After this timed-exclusive window expires, Indiana Jones & the Great Circle is planned to come to PlayStation 5 in the first half of 2025."
Nate the Hate's claim tallies with a report by The Verge back in February, which said Microsoft was planning to go beyond its initial slate of comparatively low-key multi-platform releases by launching some of its flagship games on competing consoles. These were said to include Starfield and MachineGames' Indiana Jones and the Great Circle, with the latter supposedly due to arrive on PS5 "some months" after its Xbox and PC release.
Following the news Krafton was saving Hi-Fi Rush developer Tango Gameworks from being shut down for good, the PUBG publisher has confirmed its plans to "transfer approximately 50 development staff" from the studio to its Japan subsidiary.
This is roughly half the number of the studio's initial development staff, which was over 100. Gameranx reports this is because others have since found employment elsewhere, and as such there are a number of job openings at the studio.
In an update on social media platform X by Game File's Stephen Totilo, the reporter shared a statement from Krafton's PR, which said those 50 staff who are part of the transfer will "continue to work on new projects, including the expansion of the Hi-Fi Rush IP, at Krafton".
For many, scaling Mount Everest has stood as the ultimate challenge of one's strength and endurance. An achievement of a lifetime. For long-time Doom players, however, there is an equivalent: NUTS.WAD. Legend has it that NUTS.WAD descended upon Doom players in the year 2001: a map from the future in which players are dropped into a single map with more than 10,000 enemies and a handful of power-ups. And now - for the first time ever - it's playable on a games console.
I'm half-joking, of course, but the ability to load in any Doom mod is just one great feature found in the latest version of Doom and Doom 2. Helmed by Nightdive in cooperation with id Software and Machine Games, this new version is worth looking at as it is the most feature rich, best-performing version of Doom on consoles. It's available on PC, PS5, Xbox Series consoles, Switch and even last-gen PS4 and Xbox hardware. The game was transitioned over to Nightdive's KEX engine and brings with it a vast array of enhancements - 120fps support on consoles, 16-player multiplayer including co-op, and a new soundtrack from the legendary Andrew Hulshult.
But it was the mod support that was my first destination and with it, the chance to see how Nightdive's work would cope with the NUTS.WAD challenge. This pushes beyond the limits of what Doom engine was intended to handle and now we can test it on console and the results are interesting. Before we go on, it's worth stressing that all current-gen machines can handle 4K gaming at 120fps - and yes, that includes Series S. The engine is optimised and fast - all the included content and every map I tested runs like greased lightning. I wanted to raise this caveat because the challenge of NUTS.WAD is so extreme and cruel that I don't want people to get the wrong idea. The fact that you can run NUTS.WAD at all is cause for celebration!
UPDATE 20/8/24: Well, there you go. Following last week's Deadline report, Amazon has officially unveiled Secret Level, a new "adult-animated anthology series featuring original stories set within the worlds of some of the most beloved video games".
It's a 15-episode series from the creators of Love, Death & Robots, and it'll feature stories inspired by Armored Core, Concord, Crossfire, Dungeons & Dragons, Exodus, Honor of Kings, Mega Man, New World: Aeternum, PAC-MAN, Sifu, Spelunky, The Outer Worlds, Unreal Tournament, Warhammer 40,000, and a variety of PlayStation Studios games.
And if that takes your fancy, you'll be wanting to circle 10th December on your calendar - which is when the series arrives on Prime Video - then check out its teaser trailer below.
First person shooters (FPS) have been around for quite a while. Of all the gaming trends to come and go over the last four decades, it seems like FPS games refuse to go down. Ever since the likes of Wolfenstein and Doom popularized the idea of shooting from a first person perspective, the genre has continually dominated as some of the best selling and highest rated games of all time. There's a huge resurgence of sorts happening in the FPS world right now with countless games attempting to recapture one of the best time periods for the genre itself – the 1990s.
Games like Duke Nukem 3D, Quake, Hexen, Heretic, and the aforementioned Doom were at the top of the gaming food chain in the '90s. Recently coined "boomer shooters," these fast-paced shooters had an emphasis on movement, crazy over-the-top weapons, minimal story, huge set pieces, and intricate level design. This is in stark contrast to the more modern realistic take on the FPS genre we've seen over the last few years. Action was the name of the game. You didn't always need to know why you were shooting these awesome guns at these oftentimes disgusting and monstrous baddies, just that shooting them felt exhilarating and challenging. The point of these games wasn't to move you emotionally or challenge your world view; it was about turning you into an action hero defying the odds and (usually) saving the world.
Recently coined "boomer shooters," these fast-paced shooters had an emphasis on movement, crazy over-the-top weapons, minimal story, huge set pieces, and intricate level design.
The last 10 years have provided an influx of modern boomer shooters to introduce a new audience to the woefully underrepresented genre. A game like Doom Eternal is a perfect example of modernization within in the retro FPS space. Doom Eternal, and a lot of games like it, tend to skew towards a complete modern version of every aspect of the boomer shooter itself. This modernization arguably makes for an objectively better gaming experience overall, but it fails to scratch that itch of the pixelated masterpieces of the 1990s. Doom Eternal feels like the best Doom game, but it doesn't feel exclusively like Doom. That's where a game like Phantom Fury steps in, and boy does it scratch that itch hard.
Phantom Fury was developed by Slipgate Ironworks and Phoenix Game productions. It is the sequel to 2019's Ion Fury, which is itself a sequel to 2016's Bombshell. At first glance, Phantom Fury may not look like anything too unique. Like many titles in this genre, Phantom Fury presents itself with the modern retro aesthetic; pixelated textures, blocky and polygonal in-game models, and a vintage level design. The devil is definitely in the details, however, as Phantom Fury takes advantage of how many more pixels can be packed into these tighter spaces thanks to the "modern" part of today's technology. The game can look downright beautiful at certain points, especially during the outdoors sections, and it really captures that ever-so-important aspect of modern retro games – it feels like how I remember games looking like back then.
As far as gameplay is concerned, it is a little bit less exciting than the art style direction may make it seem. Phantom Fury covers the basics of what a boomer shooter should be: there's a huge arsenal of fun and inventive weapons that all serve different purposes, ammo can sometimes be hard to come by and as such forces the player to switch weapons and be thoughtful with their choices, staying in one spot for too long means you'll get chewed up by enemy fire, and your health and armor are pickups that don't regenerate when you're outside of combat. While this may be all pretty standard stuff when it comes to boomer shooters, Phantom Fury is still really fun to play. Guns feel decidedly punchy and devastating to use, with the aim of the game not necessarily being the best crack shot in the room, more-so just annihilating all of the enemies in front of you. So many of the weapons – like the main character's delightfully over-the-top triple-barrelled revolver known as "Loverboy" – look like they should put bowling ball sized holes in people, and Phantom Fury understands this. Many of the more powerful weapons will kill a weaker enemy in a single shot, making mowing down your combatants extremely satisfying.
The real beauty of Phantom Fury shines through in its loving depiction of those who came before. There are so many games in this genre (such as the much maligned Duke Nukem Forever) that takes these references way too far. This not only forces the experience to lose all of its own identity, but it causes the games to slide from "cheeky little reference" to "irreverence and envy for a game it considers its better." Phantom Fury doesn't do this, instead taking much of what made FPS games from previous time periods great and drawing from them exclusively.
Doom Eternal feels like the best Doom game, but it doesn't feel exclusively like Doom. That's where a game like Phantom Fury steps in, and boy does it scratch that itch hard.
So many times I found myself smiling at how well this game did at feeling like an experience I've had before while being something completely new. So many shooters from the past strove to be an example of how intricate physics engines could get and how to implement them in a fun and dynamic way. A symptom of this is that every single object in a lot of these games are interactable, oftentimes for no good reason. Appropriately, pretty much everything in Phantom Fury has some sort of physics. Whether you're throwing a bottle across the room for fun or spinning an office chair endlessly while it squeaks, if it looks like you can mess with it, you probably can. When you read computer terminals to activate objects or read information, it zooms in on the actual terminal itself; arcade and claw machines are totally usable, with some going as far as giving you ammo or keeping up with your high score; using keypads means physically manipulating each individual button with a virtual outstretched finger. It seems like a lot of these aspects of the retro shooter have been deemed unnecessary, but it all went so far in immersing the player in the world around them. Sometimes it can slow down the pace of the game, but for the most part, it's a net positive to make more of the world feel real, despite the pixelated textures. This goes as far as being able to use the physics to solve puzzles or circumnavigate an obstacle, which can show a real relationship between the player and the world they're in. One of my personal favorite aspects of boomer shooters makes a return here as well, being that you are able to get your health and armor over 100% if you're able to find health capsules and armor pieces after you're already full. It isn't a huge change, but it's enough to make diving after health and constantly checking every nook and cranny for secret areas (of which there are many if you look around) worth it. This includes the various food items found throughout the game, and there's something so charmingly video game-y about opening up a bedside table, seeing a half-eaten slice of pizza, and devouring it without hesitation for the single percentage of health boost. All of this speaks nothing to the literal references to other games found within Phantom Fury. Little extra details go a long way, and whether it's porta potties named after Portal or a soda brand named after Doom's cacodemons, there's always more fun Easter eggs right around the corner if you look hard enough.
There's a certain level of jank present in Phantom Fury that's very easy to adore. AI can sometimes be a little bit wonky, movement can feel a little bit strange, and hit detection can seem off. Even though these aspects can easily be interpreted as a negative, it truly does add to the feel that you're playing something from an antiquated era. Those of you who are familiar with boomer shooters may see Phantom Fury as just another entry in the popular genre, but for me, it helped satisfy a craving I've been having for a good long while. Even though it never hits the same level of high as these titles, there were multiple times throughout where I had the feeling I was playing the original Half-Life or even the cult-darling Timesplitters. If a $25 USD fps released to relatively quiet reception can do that, I think it hits every mark it sets out to.
One of the big games featured at Gamescom Opening Night Live this year was Indiana Jones and the Great Circle from MachineGames and Lucasfilm Games. The new trailer shows more of the upcoming title’s narrative-driven adventure, which features cinematic set-pieces, puzzles, and hand-to-hand combat. It also revealed the release date of December 9 for Xbox Series […]
PUBG publisher Krafton has acquired Tango Gameworks and the Hi-Fi Rush IP from Xbox as part of a 'strategic agreement'.
The firm says it is working with Xbox to enable a 'smooth transition' so that the Tango team can "continue developing the Hi-Fi Rush IP and explore future projects".
When is the Indiana Jones and the Great Circle PS5 release date window?
Players won’t have to wait too long after its initial release on Xbox this December. Geoff Keighley took to the Gamescom Opening Night Live stage to reveal the Indiana Jones and the Great Circle PS5 release date window is Spring 2025. This means Machine Games’ next title is likely slated to launch for PlayStation sometime between March and June.
The Indiana Jones and the Great Circle Gamescom date reveal trailer offered a behind-the-scenes glimpse of actor Troy Baker as the titular character, visually portrayed by Harrison Ford. Baker recalls seeing Indiana Jones for the first time, and his excitement to take on the iconic role.
“It’s humbling playing a character so many people, myself included, look up to. As a kid, seeing Indiana Jones in the theater for the first time was a defining moment for me,” says Baker in the video. “I never would have guess that all these years later, I would be the one wearing the hat, but here I am. It’s been a dream come true. A dream I cannot wait for you to live for yourself.”
Machine Games announced it was making an Indiana Jones game back in 2021 with a short teaser trailer. The game is set between the films Raiders of the Lost Ark and Indiana Jones and the Last Crusade. It will take Indy and his new companion Gina across the globe including the Himalayas and the Great Pyramids of Egypt.
Indiana Jones and the Great Circle launches December 9, 2024, for Xbox Series X|S and PC. Preorders for the Standard, Premium, and Collector’s Edition are available now for Xbox. Players can now wishlist the game on PS5.
Elder Scrolls Online players, set your launcher patchers to go because update 43 is officially live as of this afternoon – at least if you’re on PC or Mac, anyway. U43 is a free base-game update that’s going to appeal to fans of player housing in particular. “Update 43 introduces one of the most anticipated […]
Item sets in The Elder Scrolls Online are pretty important if you want to reach your maximum potential in the game, but the creation of these sets is a closely guarded secret. While one might think that posting an in-house interview with combat designer Nadav Pechthold would shine a light on these secrets, it cleverly […]
Publisher Bethesda Softworks and developer Machine Games have announced a release date for Indiana Jones and the Great Circle. Indiana Jones and the Great Circle is launching on December 9th for Windows PC (via Steam and the Microsoft Store) and Xbox Series X|S, with a surprise PlayStation 5 release now coming next spring. Here’s a rundown on […]
Publisher Bethesda Softworks and developer Bethesda Game Studios announced the highly-anticipated Starfield DLC expansion “Shattered Space” is launching next month. Starfield downloadable content “Shattered Space” is launching on September 30th. Alongside news of the expansion launching is the reveal of a new update out now, adding a new and vehicle and more. Here’s a rundown on the […]
There is always an intriguing risk when it comes to adapting an existing movie or TV show into video game. Indiana Jones and the Great Circle takes an even greater risk with developer MachineGames introducing its own standalone story in the Lucasfilm saga. It certainly captures the cinematic feel of the movies, but it still has question marks regarding gameplay.
My recent Indiana Jones and the Great Circle preview for Gamescom 2024 was notably strictly hands-off. I had the chance to check out 30 minutes of particularly edited gameplay footage across different areas with narration. Since this was totally hands-off, it is hard to say exactly how this first-person action adventure game will play.
That said, I walked away from the hands-off preview impressed by the visuals and spectacular presentation of the Great Circle, but uncertain about its gameplay. If there is one element I am certain about this game, it is the sheer scale and diversity of the various missions players will experience. In the short time, I saw clips of adventures in Vatican City, the Himalayan’s, and Egypt. Every location looks stunning in-engine and grandiose.
If these sections are anything to go by, these iconic and beautiful locales will also have the adventurous nature of the movies as well. Indiana Jones, played by Troy Baker, encountered plenty of traps and thrilling scripted sequences. These were extremely fun to watch, especially from the fascinating first-person perspective.
However, when it comes to the actual gameplay, especially in movement and combat, I am less thrilled. The movement, at times, seemed clunky and a bit too slow. This could be due to the slower nature of the edited footage, emphasizing the detail of the environments. However, I’m not confident in this, mainly because of the combat.
Fights seem to generally happen in a one-on-one nature, at least from what I saw. There are ranged weaponry and fighting, but I mostly saw up close and personal gameplay. Jones would swap blows with enemies but the animations seemed a bit too slow. I wasn’t particularly excited by the slow pace of the fights. There is a chance the actual end result will be smoother or be faster, but I’m not impressed with that part yet.
Even still, I admire the exploration aspect of Indiana Jones and the Great Circle. This is where the first-person perspective really shines from my short hands-off demo. MachineGames put a lot of thought into recreating these 1930s settings and, fortunately, it shows. Missions often have large open areas to explore, with merchants and even optional side missions to complete. Seeing the hustle, bustle, and many NPCs roaming around a market had me interested in spending time there. In some ways, these locations remind me of the historical adherence and detail of an Assassin’s Creed title.
This extends the player’s time with the gameplay beyond the typical scripted dungeon delving and crypt exploring main missions. Everything about these massive scripted sequences evoke feelings of watching the movies. I especially enjoyed the pit Jones fell into towards the end of the demo. This led to a creepier moment with scorpions and other creatures in the dark, which teased some thrilling sequences in the title. While I do have some concerns about linearity and lack of player input in these moments, Indiana Jones and the Great Circle feels incredibly cinematic.
This movie-like quality and feel comes down to the story and characters. I only have bits and pieces of the story so far, but Troy Baker nails the voice of Indiana Jones as best as one can without getting Harrison Ford himself. In the end, this makes Indiana Jones and the Great Circle seem like a faithful cinematic game adaptation of the beloved movies. While it remains to be seen if it plays as well as it looks, there is some hope for Indiana Jones fans.
Indiana Jones and the Great Circle will release for Xbox Series X/S and PC on December 9, 2024 and in Spring 2025 for PS5.
The Ansys SimAI™ cloud-enabled generative artificial intelligence (AI) platform combines the predictive accuracy of Ansys simulation with the speed of generative AI. Because of the software’s versatile underlying neural networks, it can extend to many types of simulation, including structural applications.
This white paper shows how the SimAI cloud-based software applies to highly nonlinear, transient structural simulations, such as automobile crashes, and includes:
Vehicle kinematics and deformation
Forces acting upon the vehicle
How it interacts with its environment
How understanding the changing and rapid sequence of events helps predict outcomes
These simulations can reduce the potential for occupant injuries and the severity of vehicle damage and help understand the crash’s overall dynamics. Ultimately, this leads to safer automotive design.
Oh, and new Indiana Jones And The Great Circle trailer! Great. I’ve been looking forward to a nice, juicy chunk of extended gameplay. You know, something to really convey the flow of the game, rather than the admittedly impressive but nonetheless very fragmented snippets we’ve gotten so far. Now to sit back and…oh, wait. Hang on. It’s just actor Troy Baker telling me about all the great acting he’ll be doing. It is great, by the way. He’s doing a fantastic job. Maybe just, you know, a crumb of acknowledgement or elucidation over the whole ‘interactivity’ part?
Anyway, don’t mind me. I’m just an old fool who likes to press buttons. And, to be fair, it's not like Machinegames don't have a great track record. Anyway, here’s some good news: The game releases December 9th this year. Have a release date trailer.
MachineGames have made a decent living as the creators of satirical alternate histories in which you messily murder Nazis using mighty double-handfuls of shotgun. There are Nazis to fight in Indiana Jones And The Great Circle - a globe-trotting, tomb-robbing adventure featuring a Lost Ark-era Harrison Ford - but as you'd expect from a Lucasfilm adaptation, there's rather less of the bloodshed.
Fine, that was slightly mean of me. There’s clearly at least fifteen people still playing Starfield, and Bethesda are today rewarding their commitment with a free buggy named the Rev-8. Today! It actually looks pretty nifty. With it, you’ll be able to hop, jump, and skip the tedious ballache that was hoofing it across the RPG’s needlessly large planets. Here’s a looksie:
Last week, Bethesda released a remastered edition of Doom and Doom II on Steam, with lots of extra episodes and improvements. One of these new features is a built-in browser for mods, and support for many existing mods that previously required a different version of the game. Basically, lots of good fan-made mods are now playable on the Steam version of ye olde Doom. That's neat! Ah, but there is some demon excrement on the health pack, so to speak. The mod browser lacks moderation and lets people upload the work of others with their own name pinned as the author. That's prompted one level designer to call it "a massive breach of trust and violation of norms the Doom community has done its best to hold to for those 30 years."
Tango Gameworks are back from the dead. The Hi-Fi Rush studio have been acquired - alongside the IP for future games in the rhythm action series - by South Korean company Krafton, who also own PUBG Studios and Striking Distance, among others. “This strategic move will include the rights to Tango Gameworks’ acclaimed IP, Hi-Fi Rush,” Krafton said in a statement today. I particularly enjoy the hand-rubbing, grinning use of the word ‘strategic’ here. Great news though.
Oh, and new Indiana Jones And The Great Circle trailer! Great. I’ve been looking forward to a nice, juicy chunk of extended gameplay. You know, something to really convey the flow of the game, rather than the admittedly impressive but nonetheless very fragmented snippets we’ve gotten so far. Now to sit back and…oh, wait. Hang on. It’s just actor Troy Baker telling me about all the great acting he’ll be doing. It is great, by the way. He’s doing a fantastic job. Maybe just, you know, a crumb of acknowledgement or elucidation over the whole ‘interactivity’ part?
Anyway, don’t mind me. I’m just an old fool who likes to press buttons. And, to be fair, it's not like Machinegames don't have a great track record. Anyway, here’s some good news: The game releases December 9th this year. Have a release date trailer.
MachineGames have made a decent living as the creators of satirical alternate histories in which you messily murder Nazis using mighty double-handfuls of shotgun. There are Nazis to fight in Indiana Jones And The Great Circle - a globe-trotting, tomb-robbing adventure featuring a Lost Ark-era Harrison Ford - but as you'd expect from a Lucasfilm adaptation, rather less of the bloodshed.
Fine, that was slightly mean of me. There’s clearly at least fifteen people still playing Starfield, and Bethesda are today rewarding their commitment with a free buggy named the Rev-8. Today! It actually looks pretty nifty. With it, you’ll be able to hop, jump, and skip the tedious ballache that was hoofing it across the RPG’s needlessly large planets. Here’s a looksie:
Last week, Bethesda released a remastered edition of Doom and Doom II on Steam, with lots of extra episodes and improvements. One of these new features is a built-in browser for mods, and support for many existing mods that previously required a different version of the game. Basically, lots of good fan-made mods are now playable on the Steam version of ye olde Doom. That's neat! Ah, but there is some demon excrement on the health pack, so to speak. The mod browser lacks moderation and lets people upload the work of others with their own name pinned as the author. That's prompted one level designer to call it "a massive breach of trust and violation of norms the Doom community has done its best to hold to for those 30 years."
Tango Gameworks are back from the dead. The Hi-Fi Rush studio have been acquired - alongside the IP for future games in the rhythm action series - by South Korean company Krafton, who also own PUBG Studios and Striking Distance, among others. “This strategic move will include the rights to Tango Gameworks’ acclaimed IP, Hi-Fi Rush,” Krafton said in a statement today. I particularly enjoy the hand-rubbing, grinning use of the word ‘strategic’ here. Great news though.
WolfEye's debut game Weird West attempted to pack a little of Dishonored's immersive sim sorcery into a top-down action-RPG. For the studio's next game, co-founders Raphaël Colantonio and Julien Roby are leaning into comparisons with their old endeavours at Arkane more earnestly. The new game - currently untitled and without a release date - is a first-person sci-fi RPG set in an alternate-1900s North America, which ostensibly combines the ingenuity and gadgetry of Dishonored and Prey with a "real RPG" experience redolent of Skyrim and modern-day Fallout.
WolfEye's debut game Weird West attempted to pack a little of Dishonored's immersive sim sorcery into a top-down action-RPG. For the studio's next game, co-founders Raphaël Colantonio and Julien Roby are leaning into comparisons with their old endeavours at Arkane more earnestly. The new game - currently untitled and without a release date - is a first-person sci-fi RPG set in an alternate-1900s North America, which ostensibly combines the ingenuity and gadgetry of Dishonored and Prey with a "real RPG" experience redolent of Skyrim and modern-day Fallout.
Nedávno bylo překvapivě oznámeno, že společnost Krafton kupuje studio Tango Gameworks, krátce poté, co bylo toto japonské studio začátkem roku uzavřeno společností Microsoft, a že součástí dohody bude také IP adresa Hi-Fi Rush, kterou společnost plánuje v budoucnu rozšířit.
Uprostřed oslav oživení studia a IP se však našlo mnoho těch, které zajímalo, zda i další vlastnosti vyvíjené Tango Gameworks změní majitele, a my v tom nyní máme jasno.
V prohlášení pro MP1st společnost Krafton potvrdila, že akvizice Tango Gameworks zahrnuje pouze Hi-Fi Rush, pokud jde o IP vyvinuté studiem. To znamená The Evil Within a Ghostwire: Tokio zůstane ve vlastnictví Microsoftu. Zda to znamená, že společnost hodlá s těmito vlastnostmi v budoucnu něco dělat, můžeme jen hádat, ale přinejmenším víme, že Tango a Krafton ne.
Co se týče Hi-Fi Rush, i když se pravděpodobně můžeme někdy v budoucnu těšit na pokračování, v krátkodobém horizontu by mělo být zajímavé sledovat, zda hra vyjde pro Nintendo Switch (nebo jeho připravovaného nástupce). Úniky informací před uzavřením Tanga společností Microsoft naznačovaly, že ano, stejně jako hodnocení PEGI.
Next year, I’ll be blogging for 15 years. I have taken a look at quite a lot of games. Now, if you go back to the start of this blog, you might notice that I only started in May 2013. The three years before that, I wrote a personal life blog in my native language. I have since deleted that for personal reasons and started blogging in English in 2013. On my Dutch blog, I wrote an article about Another Code – Two Memories, but I haven’t written one for my English blog. Yet, I have mentioned it in 2014 in a top 25 list of my favorite DS games of all time. I have written an article on the Wii sequel called Another Code: R – A Journey Into Lost Memories in 2013. While my old articles aren’t up to my personal standards anymore, I still leave them up to see the growth I have gone through over the years. Now, these two titles became classics in my eyes. When Cing went under, I didn’t hold up hope of these games ever seeing a sequel or a remake. But, we got a big surprise this year. Suddenly, both games were coming to the Nintendo Switch and not only that, they were remade from the ground up. Did these two games grow like I did in my writing, or is it something that should be better left to the past? Well, that’s what I’m going to discover with you in this article. Feel free to leave a comment in the comment section with your thoughts and/or opinions on the game and/or the content of the article, but now, let’s dive right in.
Editorial note: shameless self-promotion: if you want to see me and my buddy Klamath playing through this title… We started streaming it. So, more opinions can be found in the streams. Here is a link to the playlist.
The Remembering Of A Remake
In this game, we follow the adventures of Ashley Mizuki Robins. In the first part of the game, Ashley got a letter from her presumed dead father to come to Blood Edward island to meet him on the day right before her 14th birthday. On that journey, she meets a ghost named D, who has lost his memories.
In the second part of the game, we fast-forward two years. Ashley takes a camping trip to a lake. When she arrives at lake Juliet, she gets flashbacks from when she was very little. Not only that, she meets a young boy whose father wanted to build a holiday resort at that lake but was blamed for the pollution of the lake.
Since this game is a point-and-click game and is quite story depended, I’m not going to talk more about the story than the two small blurbs above. In terms of the story, this game tells a very heartfelt story with very nice life lessons. The writing in this game is extremely well done. The build up towards the ending of the story is very natural and stays true to the themes of the game. The biggest theme in this game is memories and history. Overall, this game is quite relaxing, and the story is never really in a rush to move forward.
New in this version is that there is voice acting. While not the whole game is voice acted, most of it is and the non voice acted scenes have little grunts and vocalizations to indicate the emotions of what’s being told. I have to say that the voice acting in this game is fantastic. I wish the voice actors of this game had more of an online presence, since I had a hard time finding other works by these voice actors. The fact that these voice actors didn’t really promote that they worked on this game on their socials is a shame.
The voice acting in this game brings so much charm to the game. For this article, I replayed parts of the original DS and Wii game and I kept hearing those characters talk in the voice of the remakes. They fit the characters like a glove, which is a hard thing to do since when you have voiceless characters… Everybody has their voice in their head, and that doesn’t always match up with the official voice acting.
Now, in terms of differences between the original games and this remake… There are quite a lot of things. On the Cing wiki, there is a long list of changes. But I would highly advise you don’t read that before you finished the game. Since, it contains a lot of spoilers. I can say this without spoiling anything. The list of changes on the game article page has no real spoilers. If you haven’t played the originals, you won’t really notice a lot of the changes. Especially because most of the changes are done to improve the flow of the game and the story. Other changes have been done because some puzzles used the special features of the Nintendo DS or the Nintendo Wii in unique ways.
Arc System Works worked together with several members of the original development team, and I have to say that it really feels like this is the definitive way to experience these stories. Both stories now flow into each other, and it feels more like one big story. If you didn’t know better, you could think it’s just one huge game with those major chapters. They have done an amazing job of translating the story into a modern area without destroying the original messages and atmosphere of the story.
Fuzzy memories make imperfections
In terms of visuals, this game goes for a cel shaded look. This makes the remake of the original DS game look more in line with the Wii title. In the original DS game, the game was played as a top-down puzzle game, with some moments you could see a 2D scene that you could explore.
Visually, this game is quite detailed and looks amazing. Yet, I have noticed some rough models here and there. A book here, a window there. Some of them really stick out like a sore thumb. Now, I might be very critical on these things since I review games as a hobby. But let me tell you this as well. Overall, this game looks amazing. Timeless even. There are only a handful of objects that could use some touching up.
I have the same opinion on the animations. Overall, the animations are fantastic. Seeing the first game in 3D was breathtaking. It brought the game to life in such a different way, and I’m all for it. There were a few stiff animations, but if you aren’t looking for them, I can guarantee you that you won’t notice most of them. I especially love the comic book style cutscenes where the characters speaking go inside their own square next to each other. The animations in these cutscenes add some charm to this game, it makes the more relaxing nature of this game shine even brighter.
The controls of this game are excellent. Sometimes the motion control puzzles are a little bit wonky, but overall they work perfectly. The only thing I really don’t like is how, by the press of a button, you can see the orientation of Ashley. Now, what do I dislike about this? Well, it has a sort of build in walkthrough attached to it. This is something that’s too easily accessible, and I have pressed the button too many times.
Something I’m mixed about is how the additional lore spots are now somewhat easier to find. In the original DS game, you could find special cartridges with additional story lore on them. In this game, the hiding spot is located on your map. So, if you have missed one, you can quickly see on your map in which room you need to look. Now, some of them are hidden in very tricky places. During the stream, I have seen Klamath walk past two of them several times. If you want all the additional lore, you will have to keep your eyes peeled.
If you have played any point-and-click adventure game, you’ll know what to expect here. Personally, I compare this game quite a lot to Broken Sword 3, but without the platforming. You can explore the environment, and you have to solve various puzzles. Something unique is that you can also take pictures. And let me tell you, keep every mechanic the game teaches you in mind. The fact you can take pictures is something that is going to be quite helpful during the solving of the puzzles.
The only complaint I have is that solving some puzzles have a bit too much menu work involved. I especially remember one puzzle in the first part of the game where you have to weigh coins. Instead of them being all five on the table, you have to take them from your inventory each and every time. And the annoying part is that the last two you used, move to the last spot in your inventory. There are a handful of puzzles where some quality of life improvements would be very welcome.
Relaxing with puzzles
There are some amazing new features in this game as well. One of my favorite things is that you can access a big board where all the relationships between the characters are mapped out. Not only that, when you open the profile, you can read a small note about them. If you click on Ashley’s profile, you will read a small hint on what to do next. So, if you put this game down for a while, you can catch yourself up quite quickly.
Also, something I adore is the attention to detail in this game. For example, in one of the puzzles, Ashley digs into a building blocks box. After she found what she was looking for, you will notice a small building she built next to the box with the blocks she took out. There are various other moments like this, and it adds to the charm and realism of this game quite a lot.
The more relaxing nature of this game not only comes through the visuals and gameplay, but also through the music. The music in this game is a rather calming and relaxing soundtrack. The main motive is piano through the whole soundtrack. Other major instruments are violin and acoustic guitar. The soundtracks fit this game like a glove. Now, it is tense when it needs to be, but it never steps out of its lane. It keeps being that relaxing soundtracks that brings this game more to life, and I have no complaints about it.
The biggest strength of this game is the charm of it all. The writing, the music, the sound effects, the puzzles… It all flows together so well. While the game is only roughly 15 hours long, if you know what you are doing, it’s a very enjoyable time to play through. In this remake, the game also auto saves now but outside of cutscenes, you can save at any time in 15 different save slots.
Currently, I’m over midway in the second part of the game and I have been enjoying it quite a lot. While the game has it’s minor shortcomings like some rough object models and some annoying menu’ing during puzzles… I’m falling in love with these titles all over again. If you would ask me if the remakes or the originals are better, I’d have to say both. Both versions still have their charm but if you want to experience both these titles, I’d really advice to go for the Switch version. Since, it brings both titles together in a lot better way.
I mostly have minor complaints about these remakes. Like how silly it is that you can only have ten pictures saved and deleting them is a bit too fincky. But overall, the issues I have with this game are mostly minor. Maybe a bit more time in the oven or a polishing patch will bring this game to perfection.
A lot of other reviewers are giving this game lower marks since it’s slower paced or it’s a remake of a rather obscure duology. I personally disagree with these lower scores. These two games deserve another chance in the lime light since they are quite amazing games. I personally don’t mind the slower paced gameplay, since it’s refreshing to be able to wind down with a slower game. On top of that, if you look at the care the developers put into remaking this game and bringing it to modern audiences while not chaging too much to alienate fans of the original is such a fine line to walk on… And they never fell off that line in my opinion.
I can totally understand that this game isn’t everybody’s cup of tea. But, the complaints that this game is linear and doesn’t have a lot of replay value, I find ridiculous. I mean, does every game need to have a lot of replay value and let you explore a wide open world? No, it’s okay to play a game where you need to go from point A to B. It’s okay that the story looses some of it’s charm because you know how it’s going to end. It’s how that experience impacts you, that’s what matters.
The reason why I’m so happy to see remakes of these DS and Wii titles is because we now have remakes of amazing titles like this one and Ghost Trick for example. Now, because these two games have been remade, I’m holding out hope that Cing’s other titles like the amazing Hotel Dusk and it’s sequels are being remade as well. And if they are, I hope the same team is working on them since the love and care they placed into remaking these two titles is amazing.
I remember Klamath’s reaction when I suggested this game for streaming. He was worried that it was going to have low numbers and not a lot of interest. But, after our first stream, he started calling this game a hidden gem. I mean, if this game can have that kind of an impact on somebody who loves point-and-click games and the fact that we had a very high number of viewers watching our streams, it must mean something.
This game has a lot of impact and I hope that others who enjoy puzzle, adventure and/or point-and-click games give this game a chance. It’s something different especially since it’s slower paced but if you let it take you by the hand and if you walk along the journey, you won’t regret the powerful journey you are going on. It’s a journey that will stick with you and sometimes a memory will pop back into your head. You’ll remember the fun and relaxing times you had with this game. While the game isn’t perfect, the positives far outweigh the negatives and it’s one of those games where going along with the ride is the most important. Since, the ride of this game is one of the best point-and-click games I have ever played.
And with that said, I have said everything I wanted to say about this game for now. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I’m curious to hear what you thought about this game and/or the content of this article. So, feel free to leave a comment in the comment section down below. I also hope to welcome you in another article, but until then have a great rest of your day and take care.
What does one write about if everything on the website is just too good?
Exactly, that's the time to bring out all the trash and while I had a top-rated "worst stinkers games" series here on the blog before, it just felt wrong to try and revive it as I felt it just dragged the blog down too much, but after a lot of feedback it is time to revive the concept, welcome back "stinkers".
We wouldn’t normally cover an MMORPG promotion with a third party, but in the case of Elder Scrolls Online and Alienware, the promo includes an event with free stuff that our readers might want to get in on – and all you have to do is go play the game. “During the next phase of […]
Six years into Fallout 76 we still don’t have guilds or text chat, but Bethesda is working on a new feature that should keep players busy and engaged nevertheless. Currently, Bethesda is talking up its Milepost Zero update which will offer something new to the franchise: outpost management and caravans. With Milepost Zero, players will […]
As if we needed more confirmation that Amazon’s Fallout series generated a lot of interest in Bethesda’s video game franchise, Microsoft CEO Satya Nadella confirmed that the games saw a huge spike of continued traffic since the show released, including Fallout 76. During this week’s Microsoft earnings call, Nadella said that “hours played on [Xbox] […]
It barely feels like five minutes since the last one, but, somehow, Gamescom is almost upon us again. Which means publishers are starting to detail their plans for the show - and in Microsoft's case, we now know that'll include daily livestreams for those at home, plus over 50 playable games for anyone wandering the Koelnmesse's halls.
Attendees visiting Microsoft's Hall 7 Gamescom booth in person will find 50 games from Xbox Game Studios, Blizzard, Bethesda, and third-party partners, playable across 240 gaming stations. These include Age of Mythology: Retold, Ara: History Untold, Diablo 4: Vessel of Hatred, Fallout 76: Milepost Zero, The Elder Scrolls Online: Gold Road, and Towerborne.
Playable third-party games, meanwhile, include Star Wars Outlaws, Space Marine 2, and the long-awaited Stalker 2: Heart of Chornobyl. A full list of games at the booth can be found here.
The fan-made game-sized mod for Fallout 4 faced a number of challenges on launch, however. As our Ian discovered when he gave it a whirl last week, he couldn't explore very much of it because it kept hard crashing back to his desktop (he did get mauled to death by a fox, though, so still rates the whole experience very highly).
You can see Ian playing through some Fallout: London via the video below.
Starfield fans believe a trademark for "Starborn" registered by Bethesda parent company Zenimax earlier this month points to the game's currently unrevealed second expansion, likely due in 2025.
It now appears that this 'planning' has made further progress, thanks to that aforementioned trademark. As spotted by Timur222 on social media platform X, Bethesda has filed a trademark for something known as Starborn. What is a Starborn? We'll explain below - so beware of small Starfield spoilers.
Artificial neural networks—algorithms inspired by biological brains—are at the center of modern artificial intelligence, behind both chatbots and image generators. But with their many neurons, they can be black boxes, their inner workings uninterpretable to users.
Researchers have now created a fundamentally new way to make neural networks that in some ways surpasses traditional systems. These new networks are more interpretable and also more accurate, proponents say, even when they’re smaller. Their developers say the way they learn to represent physics data concisely could help scientists uncover new laws of nature.
“It’s great to see that there is a new architecture on the table.” —Brice Ménard, Johns Hopkins University
For the past decade or more, engineers have mostly tweaked neural-network designs through trial and error, says Brice Ménard, a physicist at Johns Hopkins University who studies how neural networks operate but was not involved in the new work, which was posted on arXiv in April. “It’s great to see that there is a new architecture on the table,” he says, especially one designed from first principles.
One way to think of neural networks is by analogy with neurons, or nodes, and synapses, or connections between those nodes. In traditional neural networks, called multi-layer perceptrons (MLPs), each synapse learns a weight—a number that determines how strong the connection is between those two neurons. The neurons are arranged in layers, such that a neuron from one layer takes input signals from the neurons in the previous layer, weighted by the strength of their synaptic connection. Each neuron then applies a simple function to the sum total of its inputs, called an activation function.
In traditional neural networks, sometimes called multi-layer perceptrons [left], each synapse learns a number called a weight, and each neuron applies a simple function to the sum of its inputs. In the new Kolmogorov-Arnold architecture [right], each synapse learns a function, and the neurons sum the outputs of those functions.The NSF Institute for Artificial Intelligence and Fundamental Interactions
In the new architecture, the synapses play a more complex role. Instead of simply learning how strong the connection between two neurons is, they learn the full nature of that connection—the function that maps input to output. Unlike the activation function used by neurons in the traditional architecture, this function could be more complex—in fact a “spline” or combination of several functions—and is different in each instance. Neurons, on the other hand, become simpler—they just sum the outputs of all their preceding synapses. The new networks are called Kolmogorov-Arnold Networks (KANs), after two mathematicians who studied how functions could be combined. The idea is that KANs would provide greater flexibility when learning to represent data, while using fewer learned parameters.
“It’s like an alien life that looks at things from a different perspective but is also kind of understandable to humans.” —Ziming Liu, Massachusetts Institute of Technology
The researchers tested their KANs on relatively simple scientific tasks. In some experiments, they took simple physical laws, such as the velocity with which two relativistic-speed objects pass each other. They used these equations to generate input-output data points, then, for each physics function, trained a network on some of the data and tested it on the rest. They found that increasing the size of KANs improves their performance at a faster rate than increasing the size of MLPs did. When solving partial differential equations, a KAN was 100 times as accurate as an MLP that had 100 times as many parameters.
In another experiment, they trained networks to predict one attribute of topological knots, called their signature, based on other attributes of the knots. An MLP achieved 78 percent test accuracy using about 300,000 parameters, while a KAN achieved 81.6 percent test accuracy using only about 200 parameters.
What’s more, the researchers could visually map out the KANs and look at the shapes of the activation functions, as well as the importance of each connection. Either manually or automatically they could prune weak connections and replace some activation functions with simpler ones, like sine or exponential functions. Then they could summarize the entire KAN in an intuitive one-line function (including all the component activation functions), in some cases perfectly reconstructing the physics function that created the dataset.
“In the future, we hope that it can be a useful tool for everyday scientific research,” says Ziming Liu, a computer scientist at the Massachusetts Institute of Technology and the paper’s first author. “Given a dataset we don’t know how to interpret, we just throw it to a KAN, and it can generate some hypothesis for you. You just stare at the brain [the KAN diagram] and you can even perform surgery on that if you want.” You might get a tidy function. “It’s like an alien life that looks at things from a different perspective but is also kind of understandable to humans.”
Dozens of papers have already cited the KAN preprint. “It seemed very exciting the moment that I saw it,” says Alexander Bodner, an undergraduate student of computer science at the University of San Andrés, in Argentina. Within a week, he and three classmates had combined KANs with convolutional neural networks, or CNNs, a popular architecture for processing images. They tested their Convolutional KANs on their ability to categorize handwritten digits or pieces of clothing. The best one approximately matched the performance of a traditional CNN (99 percent accuracy for both networks on digits, 90 percent for both on clothing) but using about 60 percent fewer parameters. The datasets were simple, but Bodner says other teams with more computing power have begun scaling up the networks. Other people are combining KANs with transformers, an architecture popular in large language models.
One downside of KANs is that they take longer per parameter to train—in part because they can’t take advantage of GPUs. But they need fewer parameters. Liu notes that even if KANs don’t replace giant CNNs and transformers for processing images and language, training time won’t be an issue at the smaller scale of many physics problems. He’s looking at ways for experts to insert their prior knowledge into KANs—by manually choosing activation functions, say—and to easily extract knowledge from them using a simple interface. Someday, he says, KANs could help physicists discover high-temperature superconductors or ways to control nuclear fusion.
Landnama bills itself as a “non-violent, roguelite survival base builder.” In this, you play various Viking clans settling Iceland in expeditions. To win an expedition, you must successfully colonize six areas. In each colony, you start off with a central hub, that needs to get upgraded 4 times to win. It get upgraded each time you reach a level of heart production, five, fifteen, twenty-five and thirty. To produce hearts, you explore the area, unveiling tiles and building various buildings that either produce hearts or modify those that do. You also need to build houses, which raise the total amount of hearts you can store. The survival aspect comes in the winter toll, which will take away a random amount of hearts. Lose all your hearts, you have one do over. Fail again, colony over. Fail colonizing three times and the expedition ends.
The trick in Landnama is to balance exploration and building with heart generation, so that you always have enough hearts to survive the winter. You also need to build strategically, as certain buildings can only be placed next to other building or certain tile types. In addition, there is a reputation system. Every successful colony gets you reputation, which can be used to unlock new clans, and bonuses. The harder the difficulty of expedition, and of the colonizing itself, the more reputation you will earn. And you’ll need a lot of it since everything is pretty pricey. But it does force you to get good real fast.
I liked Landnama, enough to hand it a Must Play with a nine back-end score. It’s a simple game at its heart, and each game takes only a few minutes. However, it is a game that I found engaging and you’ll want to play again. I’ve reviewed a whole lot of crap lately, and the eShop is flooded with it. It is nice to stumble upon a well-made game like Landnama and I whole-heartily recommend it for those look for a good time-waster. This is not a grand-strategy game, but it stands on its own well enough to be worth it.
Overall: Landnama is a simple but engaging strategy game of Vikings colonizing Iceland that is worth a play to anyone looking a great time-waster.
It barely feels like five minutes since the last one, but, somehow, Gamescom is almost upon us again. Which means publishers are starting to detail their plans for the show - and in Microsoft's case, we now know that'll include daily livestreams for those at home, plus over 50 playable games for anyone wandering the Koelnmesse's halls.
Attendees visiting Microsoft's Hall 7 Gamescom booth in person will find 50 games from Xbox Game Studios, Blizzard, Bethesda, and third-party partners, playable across 240 gaming stations. These include Age of Mythology: Retold, Ara: History Untold, Diablo 4: Vessel of Hatred, Fallout 76: Milepost Zero, The Elder Scrolls Online: Gold Road, and Towerborne.
Playable third-party games, meanwhile, include Star Wars Outlaws, Space Marine 2, and the long-awaited Stalker 2: Heart of Chornobyl. A full list of games at the booth can be found here.
The fan-made game-sized mod for Fallout 4 faced a number of challenges on launch, however. As our Ian discovered when he gave it a whirl last week, he couldn't explore very much of it because it kept hard crashing back to his desktop (he did get mauled to death by a fox, though, so still rates the whole experience very highly).
You can see Ian playing through some Fallout: London via the video below.
Starfield fans believe a trademark for "Starborn" registered by Bethesda parent company Zenimax earlier this month points to the game's currently unrevealed second expansion, likely due in 2025.
It now appears that this 'planning' has made further progress, thanks to that aforementioned trademark. As spotted by Timur222 on social media platform X, Bethesda has filed a trademark for something known as Starborn. What is a Starborn? We'll explain below - so beware of small Starfield spoilers.
Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week we enjoy poking around spooky oil rigs, we object in dramatic court cases, and we discover what we love about a game series through a TV adaptation of it.
The immersive sim has seen a revival in recent years. Not only from larger studios like Arkane, keeping the faith alive with their time loops and space stations, but also from a bunch of smaller developers bravely exploring a typically ambitious genre. RPS has always had an affinity for these systemically luxuriant simulations, historically lauding the likes of the original Deus Ex as the best game ever made. But given everything that has come since, is that still the case? Only one way to find out: make a big list.