Immortals Fenyx Rising 2 Reportedly Canceled Amid Ubisoft Pivot to Its Established Franchises

UPDATE: Ubisoft has issued a statement on the cancellation of Immortals Fenyx Rising 2.

“As part of our global strategy, we are redirecting and reallocating some creative teams and resources within the Quebec studio to other unannounced projects,” Ubisoft said in a statement issued to IGN. “The expertise and technologies these teams developed will serve as an accelerator for the development of these key projects focused on our biggest brands. We have nothing further to share at this time.”

ORIGINAL STORY: Ubisoft has reportedly canceled its plans for a sequel to Immortals Fenyx Rising. This decision was made earlier this month by Ubisoft’s leadership due to difficulties establishing it as an IP.

According to VGC, the sequel was reportedly in development at Ubisoft Quebec, the same studio in charge of the first game. While Immortals Fenyx Rising received positive reviews, it reportedly only sold a moderate amount of copies. Many of the units sold apparently came from heavy discounting during sales. Additionally, its European sales were reportedly 70% lower than Assassin’s Creed Valhalla’s during a similar period.

Ubisoft has recently pivoted to focus on its most prominent franchises such as Assassin’s Creed, so it might be unsurprising that a planned Immortals Fenyx Rising sequel was canceled. After all, Assassin’s Creed Mirage is launching later this year, and Ubisoft is reportedly working on a remake of Assassin’s Creed IV: Black Flag.

In January, Ubisoft also revealed that it had canceled three other unannounced games, and VGC reports that this sequel isn’t one of them. Another game, Skull and Bones, has suffered delay after delay since its initial reveal in 2017. However, it’s finally getting a closed beta next month and will be released during the 2023-2024 fiscal year.

Immortals Fenyx Rising first launched in December 2020. In IGN’s Immortals Fenyx Rising review, we said, “Immortals Fenyx Rising gives us a gorgeous world to explore, filled with mythological beasts, deities, and powers to wield. Its combat is satisfying, with plenty of choice in upgrades, while its central characters, comedic tone, and storytelling are a real highlight.”

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

Sam Lake is a Big Fan of the New Sam Lake Mod in Max Payne 3

Sam Lake, the writer and director best-known for his work on Alan Wake and Control, has a unique connection to Max Payne. In the original game, Lake’s face was used to bring the NYPD police detective to life. Lake even went so far as to dress up for the role in the original game’s cutscene.

So it’s perhaps no surprise then that Lake’s attention was grabbed by a new Max Payne 3 mod that faithfully restores his mug on the eponymous detected, comple with Lake’s “legendary facial expression.”

“Wow, this is very impressive work,” Lake wrote to modder Alexey Savvon.

The mod, which released late last week, fully-integrates Lake’s face into Max Payne 3. Savvon writes that “all of the textures of the head have been adapted and every wound that appears on Max’s face during the story has been saved.” The mod also incorporates all 14 hairstyles from the story, each of which has been adapted to Lake’s head.

The mod description promises, “In total, the mod replaces 98 models and 66 textures. Plus models and textures in the mirror for the scene where Max shaves his head. Yes, you will see how Sam Lake shaves his head!”

No wonder Lake’s impressed.

The original May Payne 3 was released back in 2012 for console and PC. Like the other games in the series, one of its primary draws was its focus on bullet time, which was inspired by the then-relatively recent Matrix films.

Our review said at the time, “Action games continue to inch the dial towards 11, sometimes at the expense of their narrative integrity. Max Payne 3, however, has the conviction to reign in the action, imbue it with purpose – the spectacle still sparkles but it also makes sense.”

A remake of the first two games was announced last year. In the meantime, Lake is keeping busy with Alan Wake 2, which is set to release on October 17.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Star Wars Outlaws: Ubisoft Answers All of Our Questions About Its Open-World Star Wars Adventure

Editor’s Note: This interview has been edited to include all of the answers from both of our live show and our subsequent Q&A with the developers, with some answers edited for clarity.

Star Wars Outlaws is nearly here, and fans still have plenty of quetsions about Ubisoft Massive’s upcoming open world game. To answer those questions, we chatted with some of the team behind Star Wars: Outlaws, including narrative director Navid Khavari, creative director Julian Gerighty, and Lucasfilm senior creative executive Matt Martin.

During our interviews, we covered a ton of ground Star Wars Outlaws, which stars a scoundrel named Kay Vess in the time between The Empire Strikes Back and Return of the Jedi. From making a game that feels both like classic Star Wars and brand new, to how Kay Vess will influence and traverse the world around her, to why everything doesn’t need Jedi and the Force, this is one conversation from that galaxy far, far away you won’t want to miss.

Star Wars: Outlaws is set to be released in 2024 and will also feature branching dialogue, epic space battles, an adorable Axolotl-like companion named Nix, and even the opportunity to work and/or betray the one and only Jabba the Hutt.

Don’t worry though, it won’t be a “300 hour epic unfinishable RPG.”

You can learn much more about Star Wars: Outlaws below, and be sure to check out why we think it looks to be a mix of Watch Dogs and Grand Theft Auto and why we believe this just may be the open-world Star Wars game we’ve always wanted.

IGN: Okay, we’re obsessed with this game. Our audience is obsessed with this game. We can’t get enough of this game. I’m delighted that we’re getting more of this game because usually we find out about something and then it goes into hibernation for like six months or a year. You’re actually talking about some new stuff this weekend, specifically a new planet.

Matt Martin, Lucasfilm Senior Creative Executive: Yeah. It’s actually a new moon, Toshara, that we’ve crafted together with Lucasfilm games and it’s really exciting. It’s inspired by East African savannas. We took this approach where you would have a thriving bustling underworld and capital city, but also these wide open plains that you could just hop in your speeder and take off down.

Can you tell us a little bit about the speeder because I feel like it looks like a swoop. Is it a swoop?

Julian Gerighty, Creative Director: It isn’t a swoop. It’s a speeder and we created it because of moons like Toshara. There isn’t just this bustling city in Toshara’s gate…there’s all this wilderness outside. This is where the player and Kay, driven by their objectives, can be distracted by their curiosity and explore. Those distances are fairly vast, so to make them fun and accessible, we came up with a speeder. The inspiration wasn’t a swoop, wasn’t a chopper, wasn’t a hot rod.

It wasn’t anything that had previously been done in Star Wars, it was motocross in the sense of making the travel really fun, thrilling, full of tricks, speed chases, that type of thing. We had just an unbelievable time creating the actual physical object. It’s something that has been built for Comic-Con as well, so I’m looking forward to bringing that one home.

I know somebody was just driving it in front of our studio yesterday. It’s amazing work. Incredibly well done. Is this something we’ll be able to customize a bit, change the colors or the look a little bit? Can I put stickers on it like I would in my own life?

JG: Don’t know about stickers, but there will be some personalization.

Creating a New Star Wars Experience That Still Feels At Home in that Galaxy Far, Far Away

Awesome. Awesome. Now talking about the landscape, it is very savanna-like, but there are these big red outcroppings. There’s a lot of almost crystalline looking stuff. Can you tell us about that a little bit?

JG: I think this comes down to Massive and the other partner studios at Ubisoft working very closely with Lucasfilm games on building a planet or a moon that feels like it’s Star Wars, that feels familiar but fresh. We start off with a biome, in this case east African biomes as an inspiration, and then you put a twist on it to make it feel a little bit alien. If you think of the first shots of Tatooine…

Right.

JG: Beautiful, recognizable architecture, but two suns. For us, it’s having this huge mountain and carved into it into the amberine of the mountain. The crystalline substance is a city, and these outcroppings are orange, very reflective material and that’s what brings the really alien nature to it. Familiar but fresh.

I love it.

MM: When we’re working on anything in the Star Wars world, at Lucasfilm, we have what we call the 80/20 rule where it’s 80% familiar, 20% alien, 20% fantastical. I think Toshara is a great example of that where it does have that grounded Star Wars feel, where we could go to East Africa and shoot it if this was a live action thing. Then you have the amberine or the big mound city and that brings in that 20% fantasy.

That’s awesome. Now Matt, you’re integral to the story group at Star Wars, and I know that involves working with teams like these guys and they come to you with questions, and some of those questions are probably like, “Hey, we have this character we want to use. Is he busy that day? What’s he doing in Star Wars between Empire Strikes Back and Return to The Jedi?”

This timeline specifically, it makes me really excited because this is a timeline we haven’t really seen to be explored in Star Wars games or really Star Wars media since Shadows of the Empire, which is obviously not necessarily canon anymore, but there’s a lot of stuff in that sandbox that could carry over. Tell me a little bit about that communication process between them. How often do you have to say yes or no, what does that collaboration look like?

MM: It’s rarely just, no…We do try to really partner closely with everybody that we work with and find a way to get what it is that they’re going for. Working with Massive has been amazing because they’re coming to the table with already great ideas, some really deep cuts that I was shocked to see, the sort of things where it’s brought up in a room and I’m like I’m the only one that’s going to get this.

Navid Khavari, Narrative Director: Sometimes we test.

MM: I love it because it’s clear that the team cares that much. It is, it’s a really great, we work and we’re in meetings every week. Sometimes it’s talking about the nitty gritty, the details exactly like you’re getting at. I think it’s that level of authenticity and care that’s going to make this feel really special, especially as an open world game where you as a player can go explore whatever you want and see whatever you want, and we will have had to think of what’s there.

NK: That’s great about working with Lucasfilm games and folks like Matt, is that even just last week we were doing motion capture and we had a moment where we’re like, we need some Hutts fast for a character who will remain nameless.

God, I wonder who he is?

NK: But we huddled together with them and crafted something that worked. That’s what Star Wars is about, it’s all the little details and feeling as authentic and lived in as possible.

Now speaking of the 80/20 familiarity, the most recent game of this scale in the Star Wars galaxy is the Jedi games, which have a lot of runway because they’re set in the dark times. There’s a lot of buffer there where it hasn’t been explored much story wise. This is a little bit cozier because it’s jammed between two movies in the original trilogy. I guess, Matt, you could probably speak to this a bit, but the rest of you guys in general, how do you keep from running into too many old familiar friends? We see Jabba, we see Han in the trailer. That’s Han right?

MM: That decoration on the wall?

Yeah. You know. It could be some other guy! How do you keep this from being just too samey, but with the familiar stuff?

MM: Yeah, I mean, it is something that we always do have to pay attention to because you don’t want it to feel… it starts with this big galaxy, and you don’t want it to feel too small galaxy. What’s nice is that we’re telling a scoundrel story in this era. We haven’t quite seen that, at least on screen, in that era before. We get to see the underworld really brought to the forefront, which is it’s there in the films. It’s critical in the films, but it’s more of a background element. When we’re working on a game like this, we get to take somebody like Kay Vess who’s a brand new character created just for this game and experience her story with a familiar backdrop as far as the era goes.

NK: We actually found that to be a bit of an advantage. It might sound funny, but the fact that there’s been so much written about the Empire and the rebellion during that period, really we were just talking about this and it really came organically that this is when the syndicates and the underworld are thriving. There is so much story to tell there and to have a character like Kay, who’s not a Jedi or a Sith or anything like that, she is a thief who’s just trying to get by to step into the underworld and navigate her reputation with these syndicates. There’s so much to tell.

That’s my favorite part of Star Wars, is the seedy underbelly, the drug dealers and the criminals, and ugly puppets.

MM: We aim for you.

Awesome. I actually didn’t think I could be more excited for this game, Navid, and then you walked in the room today and I recognize you and I’m like, oh, I’ve talked to you, we’ve interviewed for every Far Cry game for the last five or six years. I adore Far Cry. I love that franchise.

NK: Thank you.

I was like, oh, so we’ve got a little more Far Cry in here than I thought. Tell me a little bit about what you’re bringing to the table specifically from your history in those games and how much of that is making it into here?

NK: Well, I think just what we really focus on, especially at Massive, and I’m sure Julian can speak to this as well, is we build an open world from the ground up, but from a place of character. I think such an important goal for us is that when you look at our open worlds at Ubisoft, you have to really get into all the layers that will create that world, so demographics, politics, the characters you’re going to run into. In Toshara’s case, it’s having Imperials and Syndicates trading and being and having some corruption, all those layers.

We worked so hard with the world team to research and the narrative teams to factor in so that when you approach this game, you really are stepping into Star Wars. The wonderful thing is that every conversation we have, whether it’s about a biome or whether it’s about a character or an activity or an artifact, it always comes from a place of character. This might be Kay seeing this for the first time. How would she react to it?

The First Star Wars Open-World Game Is Filled With Syndicates to Please or Betray, Epic Space Battles, and More

Now I’m curious about the interaction of the Syndicates and the Empire because they both have their own turf. They clearly have some interaction. We’ve seen that Kay has a reputation with the Syndicates. Obviously if she pisses off the Imperials, drop troopers come in. Will the Syndicate and the Empire wind up bumping into each other at all?

JG: That’s a great point and it’s something that we’re super, super proud of because every single one of the locations that we decided upon were decided upon presence of the Empire, one, and presence of the Syndicates, two, so that both the wanted system and the reputation system for the player really clicked. The reputation system is you as Kay building positive or negative reputations with the different criminal Syndicates. The better reputation you have, the better jobs you’ll get, the better prices you’ll get in their stores. You’ll get more access to their faction territories. But if that relationship goes sour, they’re going to send people after you. It’s all about playing the Syndicates off one another, making choices, dilemmas in terms of how you hand in a quest, that type of thing. At the end of the game, every player will have a different profile in terms of their adventure through the reputation and the high stakes of the scoundrel lifestyle with the Syndicates.

It’s been interesting monitoring the reactions to Star Wars Outlaws and one of the kind of questions I think a lot of people have had is, will this actually be too big? Because certain Ubisoft games in the past have occasionally felt very big to people, maybe overwhelming. And I’m wondering what are your thoughts on that and what to you is maybe too big?

JG: Too big is a game that people don’t manage to play, enjoy, and finish. And our objective is to really get people into a very dense, rich adventure, open world adventure that they can rhythm the way that they want. So it is absolutely not a 200 or 300 hour epic unfinishable RPG. This is a very focused action-adventure RPG that will take people on a ride and is very manageable.

NK: And I think for us as well is we wanted to make sure you really get to experience Kay Vess’ journey. And we’ve talked about this a lot on the team is that yes, we’re building open worlds, we’re building bustling cities and cantinas and wide open plains, but we always try to approach it from a place of character, from a place of story and realizing that this might be Kay Vess’ first entry into a planet like Toshara that we’ve crafted for this. So that’s always in top of mind, is fusing that narrative element with the game, right?

I was going to say, how many locations … how many planets can fans expect?

JG: We’re not going into the number of locations here.

Too big is a game that people don’t manage to play, enjoy, and finish. And our objective is to really get people into a very dense, rich, open world adventure that they can rhythm the way that they want.

Okay. Just out of curiosity, so I know that you are doing all hand-crafted locations, which is pretty cool, but I’m wondering if you’re going to do kind of side planets totally optional areas to explore.

JG: So it’s mostly with focusing on the open world experience. So the open world experience means that you need a core amount of playable surface with grass and distractions and characters and cantinas. And so there won’t necessarily be one off exotic missions outside of the core areas that we’re creating.

Can you tell me a little bit about the philosophy behind the ship combat? Off the top of my head, it looks fairly simple, but I’m wondering if you could talk a little bit about the way that you were approaching it.

JG: So the ship combat, we work very closely with Ubisoft teams that have done very arcade flights and combat simulation games in the past. And our main focus was how can we make this as accessible as possible, because movement in a whole full on 360-degree environment is quite challenging. So it’s about bringing the pace down, but making every combat feel very intimate and explosive for the center. So we wanted not only combat but exploration as well in space. Combat, very accessible. There’s a chase cam control where you click it down and you’re going to chase the enemy automatically and it’s just about shooting precision. So a lot of the movement is much easier for you to be able to approach this. And you have small scale battles as well as very large scale.

And how much can you customize the ship? We talked a little bit about the speeder, but the ship itself … the ships are the character, like the Millennium Falcon.

JG: I would argue that the speeder is a character as well. So for me, the amount of personalization is around the same for both the Trailblazer and the speeder.

And yeah, I saw you running … the characters running seamlessly into the ship. So will you be able to just hang out in the ship, walk around in it?

JG: That’s the intention.

NK: Something we’ve talked a lot about with Lucasfilm Games as well is a scoundrel’s home is their ship. This is where they’re going to eat, sleep, and have fun. So we have the dog fighting aspect and it’s a huge important part of the game. But also the fact that you can talk to characters in the ship, get to know … there’s mysteries within the ship in terms of its history and everything like that. We’re excited for players to experience it.

The design of the ship is interesting. And I think you can allude to this a little bit. What was some of the feedback that Lucasfilm was giving on the design of ship? I know that you all were kind of intentionally going for a simpler look to be more in line with maybe the used universe of the original trilogy. What was Lucasfilm’s vantage point on that?

MM: Yeah, it’s definitely about looking at the design that was done for the original trilogy, as you say, and just sort of that late 70s, early 80s design aesthetic in general. So looking at things like electronic consumer products that were in vogue at the time is always a good starting point. And then just taking that sort of kit bash nature that was used in the original films to make those props and finding a way to apply it to a digital prop basically in a game like this.

And you’ve referenced the trilogy quite a bit, but what about other works like Solo: A Star Wars Story or Rebels that have strong scoundrel aspects to them.

JG: There’s a lot of different influences. So I mean, it was the best homework assignment in the world to go home and watch a bunch of Star Wars animation and TV and read the books. And that’s not the only sort of influences either. There’s a lot in the sort of matinee action tone that we’re trying to nail that were real influences on us. And again, it’s the 70s, the 80s, big family movies, a lot of hearts, great characters, big adventure at its heart. So it wasn’t just Star Wars, there was other inspirations to it.

NK: On that we also tried to look at what were George Lucas’ original inspirations. So, whether it’s spaghetti westerns or films, we really wanted to capture that feeling of high emotional stakes that you got in the original trilogy with a sort of balance with humor and levity as well.

MM: Yeah. One specific thing to your question about kind of contemporary Star Wars that is included in the game that we discussed today in the panel is the planet of Kijimi, which is a location in the Rise of Skywalker. It was created for the Rise of Skywalker, but really only had a glimpse briefly. But being able to create it for an open world game allowed us to really explore every aspect of what that world could be, which was cool. Now we’re seeing what Kijimi was like around 30 years before the time that we see it in Rise of Skywalker.

NK: With a brand new syndicate as well.

MM: With a brand new syndicate.

NK: Based on Kijimi are a group called the Ashiga Clan, which is the sort of hive mine syndicate based around the Melitto species that lives to serve for the Hive. And so it’s a very different kind of syndicate than we normally see in Star Wars.

JG: And the Melitto are also a contemporary thing because they’re based on a character design … a character called Sarco Plank that was in the Force Awakens.

So, whether it’s spaghetti westerns or films, we really wanted to capture that feeling of high emotional stakes that you got in the original trilogy with a sort of balance with humor and levity as well.

Take me inside the team’s discussions very briefly. I’m curious, what are some of the running discussions that y’all have been having, running debates? I’m actually really interested.

JG: I mean, we can take it back to the Ashiga Clan. The creation of that syndicate is born out of the need for players to have really varied encounters, both combat and stealth. So their vision is fairly poor, but their hearing is great. So in terms of stealth, it creates a brand new challenge for players and very contrasted with the other factions that were done in future gaming …

NK: I think as well, in terms of running discussions, we’re always talking about … and this comes up a lot when we’re talking with Lucasfilm Games as well, is we want to pay homage to those iconic locations, iconic characters, but we’re always trying to push for what’s new and what’s fresh and it’s a different kind of take. So I think … I’m hoping, and I feel that that players will find a balance of that, that we’re to …

Bring balance to the Force.

NK: Yeah. You said it, not me.

The Scoundrel Is Strong in This One

How tempted are you … speaking of the Force, how tempted are you to slip in Jedi, Sith, lightsabers, and the Force? Because I mean, they’re such a huge part of Star Wars and it always feels like they make it in eventually.

NK: It’s funny because I get that question a lot. And it’s so organic when you realize … the process of coming up with this kind of story really was very organic for us because so much of the Empire and Rebellion story has been told on film, on screen. There’s been great books and comics and novelizations of sort of what’s going on referencing the underworld, but this is the first game that’s really going to get to explore that underworld aspect. And there is so much story to tell between the syndicates, between Kay Vess, between someone like ND-5, who fought in the Clone Wars and has transitioned into the underworld. So it came quite natural, honestly.

Did you take any inspiration from the LucasArts game that was canceled… Star Wars 1313?

NK: No, this was really from the ground up.

JG: No, 100%. We don’t have access to any other space. And to be honest, the pleasure as creators is also to try and find our own way and our own niche and think of things with the experience and the scale that Massive and the Palm Studios can bring to it.

Talking about the Jedi for a moment, I think about Kyle Katarn was kind of a scoundrel in Dark Forces, and then he eventually got his lightsaber and learned the Force. So is Kay going to eventually get a lightsaber?

JG: Right? This is a scoundrel.

She’s a scoundrel.

JG: She really doesn’t need it. I don’t know if she would even want it.

NK: Probably could get some good credits for that.

JG: What we were pitching internally was that this isn’t a story about the Empire or the Rebels. This isn’t a story about the Jedi. This is the story of a scoundrel. And I think it was super important for us to embrace that in terms of the gameplay, in terms of the character, in terms of character motivations. So hey, I’m fairly definite that that’s a no on that one.

As a Star Wars fan, it’s really refreshing for me to hear because I loved Jedi, but course I love so much of the other aspects of the universe. I really want a Rogue Squadron game.

JG: We’re on it next. [laughs]

What we were pitching internally was that this isn’t a story about the Empire or the Rebels. This isn’t a story about the Jedi. This is the story of a scoundrel.

One more question for you. Do you have a message for fans who have been negative about Outlaws having a woman as a protagonist?

NK: Well, I think we are just unbelievably excited to tell a crafted narrative around a character like Kay Vess that is so authentically a scoundrel as could possibly be. She really is the anchor of the game and the performance as well that Humberly González is bringing to Kay is bringing so much heart, so much humor that I really think players are just going to love experiencing her journey.

Brian Altano is an executive producer and host at IGN. The Legend of Zelda is his favorite video game franchise, Link’s Awakening is his favorite game of all time, and he’s never finished Skyward Sword despite several valiant attempts.

Max Scoville is a senior writer, producer, and host at IGN.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Cast Your Vote in the First Ever Horror Game Awards

Voting is now open for the first ever Horror Game Awards. Fans can vote now in more than a dozen categories including Best Horror Trailer, Best Indie Performance, Best Character of the Year, and Horror Game of the Year. Part of Feardemic’s Fear Fest, the show will stream exclusively on on IGN’s YouTube and Twitch channels September 7. Winners will take home a coveted Golden Bat trophy.

Nominees for the inaugural edition include Amnesia: The Bunker, Bramble: The Mountain King, Dead Space Remake, Dredge, IMMORTALITY, FAITH: The Unholy Trinity, Resident Evil 4 Remake, SIGNALIS, System Shock, The Callisto Protocol, and more. Voting runs now through August 3.

The Horror Game Awards mark the culmination of a two-day event that kicks off with Black Summer 2023, a “three-hour showcase of 2023 and 2024’s most anticipated horror games with world premiere trailers, developer interviews, special guest appearances, and content creator reactions.”

Full nominees include:

Horror Game of The Year – Amnesia: The Bunker, Bramble: The Mountain King, Dead Space Remake, Dredge, IMMORTALITY, FAITH: The Unholy Trinity, Resident Evil 4 Remake, SIGNALIS, System Shock, The Callisto Protocol

Best Character of the Year – Elster (SIGNALIS), Olle (Bramble: The Mountain King), Leon Kennedy (Resident Evil 4 Remake), Jacob Lee (The Callisto Protocol), Isaac Clarke (Dead Space Remake)

Best Narrative of the Year – Burnhouse Lane, Decarnation, IMMORTALITY, SCP: Secret Files, SIGNALIS

Best Game Design – Amnesia: The Bunker, DREDGE, FAITH:The Unholy Trinity, Resident Evil 4 Remake, SIGNALIS

Best Art Direction – Bramble: The Mountain King, DREDGE, Layers of Fear, Saturnalia, Scorn

Best Score/Soundtrack – Amnesia: The Bunker, Bramble: The Mountain King, Resident Evil 4 Remake, SIGNALIS, The Callisto Protocol

Best Audio Design – Amnesia: The Bunker, Dead Space Remake, Scorn, System Shock, The Callisto Protocol

Best Performance – Nick Apostolides (Resident Evil 4 Remake), Manon Gage (IMMORTALITY), Charlotta Mohlin (IMMORTALITY) , Nola Klop (Bramble: The Mountain King), Gunner Wright (Dead Space Remake)

Best Indie Horror – Decarnation, DREDGE, FAITH: The Unholy Trinity, SCP: Secret Files, SIGNALIS

Best VR/AR Horror – Afterlife VR, Propagation: Paradise Hotel, Resident Evil Village VR, The Dark Pictures: Switchback VR, The Walking Dead Saints and Sinners (Chapter 2)

Best Horror Multiplayer – Evil Dead: The Game, Dead Island 2, Demonologist, Sons Of The Forest, The Outlast Trials

Best Horror Content Creator of the Year – Pastra, RagnarRox, Sagan Hawkes, Gab Smolders, The Sphere Hunter

Best Horror Trailer – SCP: Secret Files, Silent Hill 2, The Callisto Protocol, Silent Hill F, Scorn

Catch Fear Fest September 6 and 7, with The Horror Game Awards streaming exclusively on IGN September 7 at 11 am Pacific / 2 pm Eastern / 7 pm UK time on September 7.

Star Wars Outlaws Devs Promise It Won’t be a ‘300 Hour Epic Unfinishable RPG’

Ubisoft has a penchant for making long games. A completionist run in Assassin’s Creed Valhalla run can take up to 143 hours according to HowLongtoBeat, and some fans are worried that Star Wars Outlaws may be more of the same.

The concerns stem from a recent interview confirming that a Star Wars Outlaws planet will comprise “two to three zones” from Assassin’s Creed Valhalla. One of the main criticisms of Valhalla was that it felt bloated with content that many players felt underwhelming, which was exemplified by its huge number of map icons — an Ubisoft staple.

Speaking with IGN during San Diego Comic-Con, creative director Julian Gerighty and narrative director Navid Khavari addressed the question of what they consider to be “too big” in Star Wars Outlaws. Gerighty responded that “too big is a game that people don’t manage to play, enjoy, and finish.”

“Our objective is to really get people into a very dense, rich adventure, open world adventure that they can explore at their own rhythm,” Gerighty said. “So it is absolutely not a 200 or 300 hour epic unfinishable RPG. This is a very focused action-adventure RPG that will take people on a ride and is very manageable.”

Khavari added that Ubisoft wants players to “experience Kay Vess’ journey.”

“We’ve talked about this a lot on the team is that yes, we’re building open worlds, we’re building bustling cities and cantinas and wide open plains, but we always try to approach it from a place of character, from a place of story and realizing that this might be Kay Vess’ first entry into a planet like Toshara that we’ve crafted for this. So that’s always in top of mind, is fusing that narrative element with the game.”

Billed as an open world Star Wars adventure featuring Kay Vess as a newly-minted scoundrel, Star Wars Outlaws will let players explore multiple worlds, navigate the politics of the galaxy’s criminal syndicates, and take on missions from Jabba the Hutt (or just betray him, whereupon the famously vengeful hunt will send out the bounty hunters).

[Star Wars Outlaws] is absolutely not a 200 or 300 hour epic unfinishable RPG

Star Wars Outlaws was first revealed during Summer Game Fest and subsequently shown in greater detail at San Diego Comic-Con, with Ubisoft discussing the process of crafting a fully-explorable Tatooine and teasing some sort of role for food.

We haven’t had a chance to try out Star Wars Outlaws for ourselves yet, so it’s unclear to what extent it will resemble a typical Ubisoft game. However, Khavid did suggest that it won’t be quire so packed with icons this time around.

“I think our job is to make sure that the player organizes their experience according to their desires,” Khavid said. “That’s one of the big pluses with an open world game is the agency of the player. So if we do our job right, it’ll be so dense and so rich with different distractions that we won’t have to rely on so many UI indications for them.”

Look for our full interview with the Star Wars Outlaws developers later today. Star Wars Outlaws is slated to release in 2024.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Tekken 8: Closed Network Test Preview

I’ve greatly enjoyed the fighting game renaissance over the last few years. Between the success of Guilty Gear Strive and Street Fighter 6, and the general improvements to netcode across the board, the genre seems to be at its strongest since the arcade days. And after my time with the first weekend of Tekken 8’s Closed Network Test, it seems primed to bring the Heat to a new generation, despite a few hiccups that can hopefully be attributed to normal pre-release obstacles.

In our earlier preview, IGN’s Mitchell Saltzman covered the new mechanics introduced with the Heat system, noting that it doubled down on the uniqueness of each character. I’m happy to report that this holds true with the characters that have been added since the build he played, although they’ve simplified the Heat system just a bit. Instead of certain moves using stocks of your Gauge, both Heat Drives and Heat Smashes now just use the rest of your bar. It’s still a lot to wrap your head around, but thankfully the closed test included a quick tutorial to run down these changes.

Given the limited time available for the Closed Network Test, I’ve tried to focus on some of the newly added characters: specifically Lili and Jun. Sorry Hwoarang. No one’s got time for your nonsense.

Lili, my main from Tekken 7 – other than Armor King – is well known to be one of the most evasive characters in the series, with a fantastic side-step, tricky launchers, and even a command hop that can be followed up with either a low or mid attack, forcing you to guess if you need to block standing or crouching. Going into Heat mode in Tekken 8 boosts her evasiveness, letting you use your command hop twice in a row by holding the button down, and using these hops actually increases your heat meter, meaning you can keep your offense going for longer. She can also use her Heat Smash (the high damage ender you can use to end Heat mode) from her back-turned stance as a low attack, giving her multiple ways to land big damage.

Another character that stood out to me was Jun Kazama, returning in her first canon appearance since Tekken 2. She can use powerful attacks and strings at the cost of her own life bar. But if you activate Heat mode, you can use those moves freely without damaging yourself, and even do extra healing, giving her an extremely powerful toolset with no drawbacks for a limited time. I felt like I was barely getting a handle on what Jun could do in this first weekend, but I’m excited to explore more of her kit during the next test period.

Both characters gave me a lot of confidence that the Heat system is ultimately going to end up being a great change for Tekken 8. Finding new ways to activate my Heat, using the buffs it provides before it runs out, and then finishing it up with a Heat Smash, all made me excited to jump back into training mode as soon as I was able.

Unfortunately, what had me less excited across the board was the online performance. While about half of my matches were great, and this is very specifically a network test, some of the connections were downright rough, especially against WiFi warriors, with rollback artifacts and hitching both present. It’s hard enough to judge spacing when someone has a handle on Tekken’s complex movement, but when they suddenly appear to teleport, it made me feel like I was taking a counter hit to the face in real life. You can change the rollback settings to Prioritize Graphics or Prioritize Response (I chose Response), but it’s really just a pick-your-poison selection as you’ll be dealing with more delay as a tradeoff for less hitching. There was also an issue with stage transitions where they would hitch almost without fail. I’m not sure if this was a network issue or a performance issue, but it was very distracting nonetheless.

Thankfully, the connection screen gives a WiFi indicator, so you can avoid those players altogether if you wish, and I would strongly recommend plugging in an ethernet cable. But that won’t stop all the online issues, as matchmaking was also a bit spotty.

Long stretches of time would go by where matches would fail to connect repeatedly, or not match me with anyone at all. Game Director Katsuhiro Harada tweeted over the weekend that this was a known bug, and again, I must stress that this is a Network Test, and is designed to work out kinks they find with online play, so hopefully this will be remedied in the final release. But I can only relay my experience, which was not always optimal.

After a few days of learning a few things, getting the ever-loving tar beat out of me, and then managing to squeak out some wins, I’m even more excited for Tekken 8’s final release. Hopefully they can iron out the network issues, and if they do, I’m confident we’ll have a great new combatant for the King of Iron Fist Tournament.

Ronny Barrier is a gameplay producer for IGN. When he’s not playing fighting games or RPGs, he’s trying to get his rescue dog to stop eating dirt in the backyard. You can follow him on Twitter @Ronny_Barrier.

Neopets’ Promised ‘New Era’ After Crypto-Driven Decline Is More Complicated Than It Seems

Following a shaky few years, Neopets announced that it’s under new management alongside plans to revitalize its brand on July 17, with an in-depth statement that has fans excited for the 23-year-old game’s future for the first time in years.

The announcement — made via a post on Medium — promises widespread changes for the popular web-based digital pet game. Some changes are at a management level, with a new CEO heading World of Neopia Inc., which just became an independent studio after buying itself out from its previous owner. Others are responses to fan criticisms about Neopets’ involvement in NFTs and Web3, ongoing issues with bugs, and the game’s struggling economy. And others are wholly new outings, like the upcoming mobile release, World of Neopets, a mobile game that’s being billed as the future of Neopets.

But exciting as all this sounds for Neopians, fans are concerned this may not be the revival they are hoping for.

Neopets in Decline

The popular browser-based game Neopets, which has been going since 1999, saw a brief renaissance during the COVID-19 pandemic. But it quickly lost face again among new and old players alike after announcing Neopets Meta, a new Neopets game designed on the blockchain, in 2021. In Neopets Meta, players could earn unique in-game ‘Neocollectibles’ like Neopets themselves or ‘Pizzaroo’s Unique Pizzas’ and sell or trade them on marketplaces including Magiceden and Solanart, which are used to sell NFTs and other similar digital collectibles. To make matters worse, Neopets’ branding and gameplay are very clearly marketed towards kids, making a push for NFTs and cryptocurrency especially predatory and concerning.

Like other blockchain-related pivots and initiatives, Neopets Meta garnered widespread fan backlash when it was announced. But up until the beginning of this month, Neopets Meta showed no signs of stopping in response to that feedback. Earlier this year, Neopets even won $4 million in funding from prominent players in the Web3 space to further its initiatives.

Meanwhile, other aspects of the base Neopets game have seen widespread disrepair. Neoboards, the online messaging forum linked to the main Neopets website, has seen severe content moderation issues. The game’s economy has widespread issues spurred on by cheating and bot accounts, with items like bread costing users months’ worth of savings.

And, since there have been a number of changes to the game’s structure and browser-based gaming in general over the last few years, many pages and games simply don’t work. According to the statement made in a Medium post, the company has been operating at a loss for over 10 years. With all that in mind, it’s no wonder that Neopets felt the time was ripe for drastic change.

A New Era For Neopets

Enter Dominic Law, the company’s former Chief Metaverse Officer. Following the collapse of parent company Jumpstart, Law negotiated a management buyout late last June, officially putting Neopets under an independent developer. With its newfound freedom, The Neopets Team published its first public statement as an independent studio. Billed as, “A New Era For Neopets,” the announcement promised sweeping changes for the game that addressed many players’ concerns.

First and foremost, the controversial Neopets Meta is being shuttered. Based on the statement, The Neopets Team made the decision after reviewing player feedback and engagement. It’s also worth noting that this follows the trend of other prominent players in the gaming space backing down from their commitments to blockchain-related ventures.

Since the announcement, anyone who visits the Neopets Meta website is greeted with a statement announcing an end to the blockchain-based game. However, The Neopets Team also promises to “continue to support the Web3 community that has embraced ownership of these collections,” and goes on to say that existing collections of ‘digital collectibles’ will still be available on the open marketplace, meaning that those interested will still be able to buy, sell and trade Neopets collectibles.

In the hopes of avoiding future conflict between players and developers, The Neopets Team also announced that it would be focusing more on community engagement and involvement by bringing brand ambassadors into the fold such as John Legend, and hosting regular AMAs.

Perhaps the biggest announcement from the statement, however, was that World of Neopia Inc. would be transitioning to a mobile app called World of Neopets. Rebuilding from the ground-up, World of Neopets will be a social life-sim game that incorporates past elements from Neopets, with a rash of new content planned for the future including a new storyline. Fans of the original browser game can rest easy, as Neopets.com will still be available to play and access.

The Medium post doesn’t address timelines or roadmaps for any new Neopets content, updates, or the newly announced mobile game. Instead, it made an additional promise: a content roadmap to be revealed later the same week alongside a new, centralized landing page for all things Neopets.

The Missing Map

As promised, the new landing page went live. But despite its polished look, the site doesn’t seem as complete a hub for all things Neopets as initially promised. The site’s ‘News & Updates’ page, for example, links to a small handful of guides and tips for Neopets players and a Neopets podcast with a smattering of other blog-style posts. Most notably, the content roadmap, which was supposed to launch with the site on July 20, is nowhere to be found in this section or anywhere else on the new website four days after it was promised. The old Neopets website still has a roadmap posted, but it’s dated November of 2022. And a sentence in the “A New Era for Neopets” post on the new website reads, “To learn more about all of our plans, check out our newly updated roadmap,” but links to nothing.

In another example of the new website’s incomplete nature, one link in the News & Updates section — titled “It’s Your Choice” — appears to be a disclaimer about collecting user data. But it doesn’t provide any information about how users can make the “choice” the header alleges exists to opt out of such data-collection practices, and the text lacks context or introduction. The page bears a vaguely threatening (if comical) tone thanks to its headline and thumbnail combination over a sparse page.

Links to webpages for the original Neopets, as well as the brand’s three mobile games: Faerie’s Hope, Island Builders, and World of Neopets are all present and prominent on the new website. But World of Neopets, which has been discussed as a pivotal part of the brand’s refresh, doesn’t have a full website, instead welcoming players with a statement about the game’s development. The statement ends by encouraging players to check the brand’s new landing page for news and updates.

The Future of Neopia

At face value, the shuttering of Neopets Meta may sound promising for any fans looking forward to new Neopets content that doesn’t involve controversial Metaverse-inclined initiatives like cryptocurrency, NFTs, or Web3. In the Medium post, Neopets’ new CEO, Dominic Law is presented as a lifelong Neopets fan who’s excited to reconnect with a childhood favorite.

While that may still be the case, the Medium post doesn’t address Law’s history with the brand. From 2021 until June 30th, 2023 when The Neopets Team (led by Law) bought itself out, he served as the company’s Chief Metaverse Officer. In addition to his previous position within the company, Law’s also made comments expressing his interest and excitement about Web3 on LinkedIn. This has some fans understandably concerned about the game’s future.

Digging deeper on Neopets’ big refresh, further links to Web3 and metaverse initiatives pop up. Remember that $4 million in funding that Neopets received earlier this year from “industry leaders in the gaming and blockchain sectors”? The Medium post cites the same $4 million as part of the reason why The Neopets Team was able to buy itself out following parent company Jumpstart’s closure on June 30.

The investors — Polygon Ventures, Blizzard Avalanche Ecosystem Fund, Hashkey Capital, IDG Capital, and NetDragon Websoft — are all blockchain-focused organizations. Polygon Ventures is even involved in the Neopets Metaverse marketplace, where a Polygon account is currently required to swap Neocollectibles. Polygon ventures is invested in other blockchain-based play-to-earn services like the Sandbox, which has worked with the likes of Ubisoft and Atari.

While the Medium post and various statements published by the newly independent developer note that current plans for the Neopets brand at large don’t include cryptocurreny and NFTs, they make no mention of Web3 or the blockchain, potentially leaving the door open for non-NFT and non-cryptocurrency-specific ventures in the blockchain.

Since the announcement, many players have flooded message boards, social media sites and forums to express their excitement and hope for the platform. Many are certainly cautious about this new leadership change. Reddit user u/artisanal_doughnut points out that this may be a last-ditch effort for The Neopets Team if its plans don’t succeed.

IGN has reached out to World of Neopia Inc. for comment regarding both the missing roadmap and the brand’s future involvement in Web3 ventures and has not recieved a response at the time of writing.

At the end of the day, most Neopians share the same sentiment: they want to enjoy the game as they used to without wading through unmoderated forums, inflated in-game prices, broken mini games and questionable monetization practices. Between missing a roadmap for the game’s ‘New Era’ and the potential for Web3 to reappear in Neopia, the game’s future may be less bright than players think.

Charlie Wacholz is a freelance writer at IGN.

Starfield Animated Shorts Show Three of the Game’s Major Cities

Bethesda Game Studios released three new animated stories for Starfield, focusing on the three major cities in the Settled Systems.

The first short film, “Supra Er Ultra,” is set on New Atlantis, which Bethesda previously confirmed is the biggest city the studio has ever made. The video focuses on a courier pilot, Kent, who “aspires to live in the most desirable part of the settled systems”.

The second animated short, “Where Hope is Built,” is set in Akila City and tells the story of an orphan girl searching for repair parts to fix a broken ship and live out her dream of exploring the stars.

The third film, “The Hand That Feeds,” is set in Neon and focuses on two street rats who steal from wealthy tourists and catch the attention of Ryujin Industries, a major corporation headquartered in Neon and one of the main factions you can join in Starfield.

With less than two months to go, official news on Starfield from Bethesda has been seldom since the dedicated showcase held in June, when we learned players can visit over 1,000 planets and the Xbox Series X/S versions are locked at 30FPS. Following the showcase, Xbox Games Studios Head Matt Booty claimed Starfield has fewer bugs than any other game made by Bethesda Game Studios.

However, some news has also surfaced from fans eager to play Starfield, such as one individual pointing out how pickpocketing in Starfield will be more intense if you decide to strip an NPC of their belongings, and another fan who thinks they worked out the entire skill tree.

Starfield comes out on September 6 on PC and Xbox Series X/S.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Sea of Stars Launches Day-and-Date Into the PlayStation Plus Game Catalog as Well as Xbox Game Pass

Sea of Stars launches day-and-date as a PlayStation Plus Game Catalog title August 29, developer Sabotage Studio has revealed.

The upcoming turn-based role-playing game inspired by the classics was already announced as coming to Xbox as a day-and-date Game Pass title, as well as PC, and Nintendo Switch.

Sea of Stars tells the story of two Children of the Solstice who combine the powers of the sun and moon to perform Eclipse Magic, the only force capable of fending off the monstrous creations of the evil alchemist known as The Fleshmancer.

Its release into the PlayStation Plus Game Catalog means Sea of Stars will be available for all Extra and Premium members on launch day. “It’s incredible for us to imagine how many more players worldwide will experience Sea of Stars and join the conversation around our project,” level designer Philippe Dionne said in a post on the PlayStation Blog.

To coincide with the announcement, a Sea of Stars demo is now available on both PlayStation 4 and PlayStation 5. It includes areas that will be part of the final game, but Dionne said the developers made sure to pick a slice that did not reveal any major spoilers from the main story.

“It is designed to give a hint of context but mostly showcases some gameplay systems and mechanics around dungeon crawling and combat,” Dionne explained. “It aims to provide a sense of the tone and vibe without giving away major points of the journey.

“It’s not exactly the final product, but we feel this playable slice represents what we are shooting for. We hope you will enjoy it!”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Final Fantasy 16 Producer Naoki Yoshida Is Tired of Trolls Complaining

Final Fantasy 16 producer and 14 director Naoki Yoshida is officially tired of online trolls complaining about his games.

As reported by Eurogamer, comments made by Yoshida during a Japanese documentary were translated by streamer and Twitter user Audrey of Aitai Kimochi (below). “There’s a lot of people who just yell at you, people I’ve never seen, met, or talked to before. It’s weird,” Yoshida said of reading negative comments online.

The documentary highlighted a handful of these comments, though most likely picked some of the tamer ones that were appropriate for TV. Reddit user elevenmile translated them: “Eikonic battles are so plain looking,” read one. “Still [the only Final Fantasy] that I’m not going to buy day one,” said another.

“What did we do to them?,” asked Yoshida in response. “Perhaps they just write it from a place of negativity and malice. It’s tiresome.”

Final Fantasy 16 has received some criticism for not really being an RPG, but outside of upsetting some dogs and its motion blur causing nausea for some players (though this was quickly addressed), the game has gone down well.

It earned high critical praise (with IGN’s review giving it a 9/10) and Square Enix said its sales were “extremely strong” after shipping three million copies in its first week.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.