Soapbox: Paper Mario’s Ms. Mowz Taught Me How To Appreciate (And Steal) The Little Things

THIEF.

Soapbox features enable our individual writers and contributors to voice their opinions on hot topics and random stuff they’ve been chewing over. Today, Kate discusses one of Mario’s criminal — and criminally underrated — pals…


Sometimes I suspect that, in another life before this one, I was a thief. In this life, I’m a relatively boring, mostly law-abiding person – albeit one who’s occasionally tempted to ‘accidentally’ put in expensive produce as something cheaper when I’m at the self-checkout, AKA God’s little test – but when a game gives me the chance to be light-fingered, I go all in.

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Elden Ring Fans Already Have Theories About This Newly Revealed Bloodborne-Like Monster

Elden Ring developer FromSoftware has unveiled a new Bloodborne-like enemy that is set to appear in next month’s Shadow of the Erdtree expansion, and fans are already talking about how it will terrorize fellow Tarnished.

The studio pulled back the curtain on its latest nightmare on X/Twitter today. An image of the currently unnamed creature reveals a cloaked, cane-wielding being with a glowing head. The Bloodborne comparisons come from its tentacle-like face, giving the enemy an almost Lovecraftian flair.

“The abandoned and tragic who forage beneath the umbra pray for the embrace of a new master,” FromSoftware’s post says.

Fans were quick to compare the creature to Bloodborne enemies like Winter Lanterns and Garden of Eyes, which both feature large, eye-covered heads and cloaked torsos. Even the image’s grim setting calls back to FromSoftware’s PlayStation 4 exclusive game, signaling to Elden Ring players that Shadow of the Erdtree will, of course, provide yet another challenging and gruesome experience.

While it’s nice to see an enemy that calls back to Bloodborne, most fans are hoping this new nameless being isn’t quite as tough to deal with as something like the Winter Lanterns. Those enemies notoriously built up an annoying status effect known as Frenzy just by being near the player. There’s also the location that the new enemy resides in, which looks suspiciously swamp-like and may or may not be poisonous.

Elden Ring: Shadow of the Erdtree was announced in February and has a PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X | S release date of June 21, 2024. In typical FromSoftware fashion, we don’t know much about how the DLC will build upon Elden Rings already great foundation. However, you can read some of what we do know here.

For more on Elden Ring, you can read our 10/10 review. We called the open-world action RPG a “masterpiece” upon its release in 2022, saying, “Elden Ring is a massive iteration on what FromSoftware began with the Souls series, bringing its relentlessly challenging combat to an incredible open world that gives us the freedom to choose our own path.”

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Monkey Island Creator Is Making a Game That Looks a Lot Like Classic Zelda

In 2022, fans of the 1990s adventure series Monkey Island finally got another game with Return to Monkey Island, which notably marked creator Ron Gilbert’s first time directing a Monkey Island project in 30 years. Now, it looks like Gilbert has another project up his sleeve that’s due out just two (or maybe three) years later.

As pointed out by Time Extension, Gilbert has been sharing progress on an untitled RPG that’s described as “classic Zelda meets Diablo meets Thimbleweed Park,” according to studio Terrible Toybox’s website.

Screenshots of the game shared on Gilbert’s Mastodon account show off a top-down pixel art style reminiscent of classic Zelda titles, flaunting a few quaint houses in a woodsy area as well as some classic dungeons, spooky forests, and a cemetery full of skeletons.

Earlier this week, Gilbert also announced that Elissa Black is joining the team as a quest designer. “This ups the chance by 37% that I’ll finish the game before becoming bored and disillusioned,” his post reads.

According to publisher Terrible Toybox’s website, the untitled game will be released in “late 2024 (or maybe early 2025, this is gamedev after all).”

IGN gave Return to Monkey Island a 9 in our review, saying Gilbert’s return to directing a Monkey Island game “meant a lot to me before I ever clicked to start a New Game, and it meant far more after the end credits rolled.” We also crowned it as the best puzzle game of 2022, and it finally made its way to mobile last summer.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun, and they’re currently developing a game called Garage Sale. Find them on Twitter: @ameliazollner.

EA are thinking about inserting adverts into games – but don’t worry, it’ll be “very thoughtful”

The last few weeks I’ve been watching quite a few YouTube videos (thanks, Evo Japan), and noticing that adverts during videos a) seem to pop up every 30 seconds or so and b) then last for an unskippable 30 to 60 seconds. My frustration with being bombarded by YouTube ads in videos for which I pay nothing to watch – meaning that I understand the necessity for ads of some kind to support creators and pay server bills – came to mind as I read about EA’s plans to explore inserting advertising into games, which I pay up to £70 a pop to play.

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Red Dead Redemption PC Port May Finally Be Coming, Datamine Suggests

Red Dead Redemption may finally be coming to PC if a recent datamine leak is to be believed.

What could be the biggest Red Dead Redemption news in years comes from Rockstar Games expert @TezFunz2 on X/Twitter. They report that the new information, which mentions a PC port for the studio’s classic Western sandbox game, was found in a recent update to Rockstar’s launcher site. The datamined content includes details about both the base Red Dead Redemption experience as well as its zombie-themed Undead Nightmare expansion.

“Journey across the sprawling expanses of the American West and Mexico in Red Dead Redemption, and its zombie-horror compansion, Undead Nightmare now playable on PC,” a datamined screenshot from TezFunz2 says.

Red Dead Redemption originally launched for PlayStation 3 and Xbox 360 in 2010. Although Nintendo Switch and PlayStation 4 ports arrived last year , PC players were left in the dust. If the datamined information turns out to be accurate and Red Dead Redemption comes to PC before the end of 2024, it would mark the first time the title has been officially available on the platform in 14 years.

Rockstar has notoriously dodged PC ports in the past. Grand Theft Auto 5 originally launched for consoles in 2013 and didn’t make the jump to PC until a year later. Red Dead Redemption 2 saw a similar release strategy, as it launched for consoles in 2018 and PC in 2019. The elusive Grand Theft Auto 6 is also currently listed to release for PlayStation 5 and Xbox Series X | S at first.

Rockstar leaks have been all the rage among fans recently. Just last week, players began to speculate that Grand Theft Auto 6 news may be on the way after a seemingly premature update for the developer’s website revealed screenshot placeholders. However, as with that alleged leak and today’s datamined information, it’s best to keep expectations low until Rockstar has something official to announce.

For more on Rockstar, you can read our original Red Dead Redemption review. At the time, we awarded the title a 9.7/10, saying, “Red Dead Redemption is a must-play game. Rockstar has taken the Western to new heights and created one of the deepest, most fun, and most gorgeous games around.”

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

PC classics Ultima, SimCity and Myst have been added to the World Video Game Hall of Fame

Deep in my heart I know that Hall of Fame-type accolades are largely just a way of dressing up a way of marketing your awards show/museum/whatever, but I also like to occasionally cast away the cynic in me and imagine a world in which this industry’s most important games and creators are rightly recognised, celebrated and preserved rather than being locked away in the vault of billion-dollar companies and left to rot. Imagine!

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Fabledom Is A Fairytale City Builder About Living Happily Ever After

Fable-ous.

Dear Villagers has announced that the cosy, accessible city builder Fabledom — which launched on Steam today — is also coming to Nintendo Switch later this year. Grenaa Games’ debut title will also be getting a physical version alongside the eShop release.

Taking the popular city builder genre and giving it a fairy tale twist, Fabledom sees you creating the perfect kingdom for you and your subjects. Inspired by The Settlers, Foundation, and Kingdoms and Castles, Fabledom aims to deliver a laid-back take on managing, building, and expanding your town.

Read the full article on nintendolife.com

Horizon Forbidden West Burning Shores expansion turns one – Building the massive Horus battle

Hi everyone! It’s been just over a year since we released Burning Shores, the expansion to Horizon Forbidden West on PS5, and with it, we challenged you with one of our most elaborate boss battles to date! We talked to our developers at Guerrilla to find out about the ideation and creation process of this epic fight.

SPOILER WARNING: Please note that this behind-the-scenes feature contains major spoilers for the storyline and gameplay elements of Horizon Forbidden West: Burning Shores. To get the most out of this in-depth article, we strongly recommend completing the quest ‘His Final Act’ prior to reading.


Horizon Forbidden West Burning Shores expansion turns one – Building the massive Horus battle

A threat from the Old World

The Horus can be seen throughout our journey with Aloy, both in Horizon Zero Dawn as well as Horizon Forbidden West, albeit at first in a dormant state – and the continuation of Aloy’s story in Burning Shores felt like the perfect moment to bring it to life, says Misja Baas, Senior Art Director at Guerrilla. 

In the ideation stage, it was clear that the design of the Horus needed to serve two purposes: First of all, to tell the story of the end of the world in the universe of the Horizon franchise. 

“For something that monumental, you need something that fits, something epic to go with that theme,” says Baas. “Imagine these giant machines crawling through the landscape, drilling holes in bunkers and wiping entire cities off the face of the earth. They also served as mobile factories producing Corruptors and Deathbringers to do the groundwork. Together they would form the swarms that ended up destroying the world as we know it. Secondly, we also wanted something that would look impressive and amazing in the landscape. For the final design, we settled on these colossal, almost insectoid machines. It allowed us to really drape the machine on the landscape and make it look very dynamic, as if you’re seeing the last moments of life on earth.” 

Leaving the Forbidden West, Los Angeles was the next obvious destination with the Hollywood sign as the perfect stage for an epic machine confrontation with this titan. 

Force of nature

When Arne Oehme, Principal Game Designer was tasked to design the penultimate battle that Aloy and Seyka are challenged with in their efforts to put an end to Londra’s devious plans, he knew he had an important task at hand. 

“We had to complete the story arc of Horizon Forbidden West, as it was the final quest of the expansion and as such, we had to deliver a level that was worthy of being its grand finale,” says Oehme. “As we are fighting a machine that was responsible for the destruction of civilization, it felt like it shouldn’t be easy to take down with just your bow and arrows. We wanted to challenge all of Aloy’s abilities in this conclusive fight: her ability to sneak in unseen and stay hidden, her agility and ability to climb and swim, and also to collaborate with her friends.” 

Oehme points out that the quest is built up in several sections. “The goal of the first section of the level was mostly to establish the Horus as an overwhelming force of nature, but we also wanted to pace ourselves and give us the potential to escalate the intensity throughout the fight,” he says. “Starting with a stealth section felt right to set the tone: The Horus is high up on the hill, it sits in an imposing position looming over you as you approach the area and this section gave us the potential to deliver the narrative and allow the characters to formulate a plan of attack.” 

During this section you sneak past the Horus’ giant tentacles, which are being used as search lights, while you are surrounded by Corrupters that Londra created using the active Horus. As you sneak past these machines (or choose to take them out head on) you make your way up to sabotage the pump used to cool down the Horus together with your companion, Seyka. 

“This section was also a perfect moment for us to help build Aloy and Seyka’s relationship,” Oehme points out, “Before things get hectic!”

Up close and far away

Getting closer, you transition from the hilly mountains to the beach with a cinematic that seamlessly flows over into gameplay. 

“In order to create structure in the fight and to give it good pacing and rhythm, we tried to separate the player and the Horus throughout the encounter,” says Baas. “If we were only going to fight the Horus up close, it felt like we were ‘clipping its toenails’ so to speak. You would constantly be really close and you wouldn’t see a lot of it and we wanted to make sure that players get a chance to see the machine and observe its abilities. We also wanted players to witness its ability to move around and notice the destruction it causes to the landscape in its path. It was really important to us to give the Horus this moment of presentation to give players a demonstration of its power.

 “To make this part of the fight feel more spectacular and dramatic we had to do completely the opposite of what we always do,” Baas recalls, referring to the lush and vibrant nature that the Horizon franchise is known for. “Our environments and settings are usually places you really want to go to and spend time in. But here, because we’re dealing with this final moment and we are showing what could be described as a flashback of the end of the world, we decided to do a 180 and go for gray and dark. A very different mood compared to what we usually aim for in Horizon. 

“During the anniversary of Burning Shores last month, many players in the Horizon community pointed out that this moment was one of their highlights when playing the expansion. Senior Creature Animator David Vince was responsible for establishing the look and feel of the movement of the Horus making its way to the beach. 

“When we had to figure out the movement theme for the Horus, we wanted it to feel like we were bringing it back from the dead,” says Vince. “This machine has been there for a thousand years, and now it’s being reanimated and controlled by something that’s not itself, so it’s basically a zombie! That became our theme for the Horus and you see this in this transition as it crawls its way down the beach: It’s not powering through, it’s struggling to get there as it’s clawing with its tentacles and pulling itself along. It really is lurching and lumbering forward in an uncoordinated manner, like a shambling zombie would. So that was our goal, to make sure it looked like it wasn’t a fully sentient titan, but one that had been hijacked and doing somebody else’s bidding.”

You follow the Horus down to the beach, traversing the cliffs and ruins of Los Angeles along the way. Oehme further explains how this was a very deliberate choice when designing the quest: “The idea behind moving to different locations in that fight comes from the fact that a quest almost always wants to be a journey.” 

As both Oehme and Baas mentioned earlier, it was important to show the player how much impact this machine had on its environment. 

“It didn’t feel good if we were tied to only one location in the world, we felt like it needed to move around to actually show you this destruction,” says Oehme. “The beach also gave us a reasonably flat space for the continuation of the combat encounter, with enough room for the Horus to stomp and splash around in the water.”    

Baas points out that working on an expansion to the main game meant that we could focus all our efforts on a single encounter and make it as awesome and epic as possible. For this all to come together, Oehme worked with multiple disciplines across development.

“This was very different content from what we were used to building, so it required a new approach,” says Oehme. “We worked together with an awesome team of specialist developers from Game Tech, Art, VFX, Animation and Sound Design to tackle the unique challenges that surfaced during development of this quest.”

One of these challenges was climbing the moving legs of the Horus to expose and destroy its heat sinks. “We wanted Seyka to distract the main armaments of the Horus to give Aloy windows of opportunity to dart in and strike, says Oehme. “As a player, being below the Horus already gives you the desire to climb it, so we wanted to make sure you could actually do that. But of course, something of that scale, and moving around and shooting you, that’s something that’s quite different from anything we had done before – but we felt like we had to do it.”

Senior Technical Designer Marcin Matuszczyk remembers tackling this specific challenge. “We already had support for climbing objects and machines like the Tallneck, but we had to improve quite a lot to make it look better for the scale and size of the Horus,” he says. “We had to create some new tech to make sure that Aloy’s hands and feet look nice against the machines’ climbing points that were placed on the leg. The Horus turned out to be the most complex machine we ever made in terms of design, scale, and collaboration between teams.”  

Vince expands on animating the behemoth boss. “For animation, some of the complexities that came with the Horus weren’t necessarily the model itself, but more the joint-count that was in it,” he says. “All of our machines have orientation or articulation joints that enable us to animate them. For comparison, the Slitherfang used to be our highest joint-count machine capped at around 240 joints. The Horus has over a thousand more joints than that! The Horus has its legs and tentacles, and having it turn around takes a very long time to do. It takes about 50 seconds to do a full rotation with around 1400 frames of animation, which is one animation of the 200 animations that it has.”   

“The Horus is massive! It takes up so much of your screen,” adds Vince. “Throughout the beach encounter, Seyka is up there flying around dodging tentacles and missile fire. The player isn’t always looking because it’s contending with the Horus itself. Quite a lot of Seyka’s actions that are tied to what the Horus is doing often go unnoticed. One of the biggest animations we had is when Seyka causes the Horus to trip. She flies under the titan, causing the tentacles to crash into its legs and it becomes entangled – which is incredibly hard to animate. Most players might have missed it as they are busy dodging attacks, but Seyka will help Aloy in every section of the fight, even if you don’t see it.”   

Oehme points out that some of the fights most memorable moments are too good to risk spoiling here, and invites players to dive in. 

“There’s actually another part to this fight that we haven’t even touched on yet,” he says. “But for those who haven’t played yet, it might be better to experience it for yourself!” 

Horizon Forbidden West Complete Edition is available on PS5 and PC.