Xbox Insider Release Notes – Omega (2402.240207-1700)

Hey Xbox Insiders! We have a new Xbox Update Preview releasing to the Omega ring today.

It’s important we note that some updates made to these preview OS builds include background improvements that ensure a quality and stable build for Xbox consoles. We will continue to post these release notes, even when the noticeable changes to the UI are minimal or behind the scenes, so you’re aware when updates are coming to your device.

Details can be found below!

Xbox Insider Release Notes

System Update Details

  • OS Version: XB_FLT_2402ZN25398.3491.240207-1700
  • Available: 6 p.m. PT – February 8, 2024
  • Mandatory: 6 p.m. PT – February 9, 2024

Note: This update may not occur automatically before it has already become mandatory. You can always find the most current update as soon as it is available by opening the Guide > Profile & system > Settings > System > Updates.

Remember: Newly enrolled users in this ring are not guaranteed to receive all early updates, but they’ll receive the update prior to the GA release. Additionally, a small subset of users may remain on their current GA build once they enroll until the next system update becomes mandatory for the public. Visit the Xbox Insider Program FAQ to learn more.

Fixes Included

Thanks to all the great feedback Xbox Insiders provide and the hard work of Xbox engineers, we are happy to announce the following fixes have been implemented with this build:

Apps

  • Fixes to address an issue where Microsoft Edge would close unexpectedly.

Games

  • Fixes to address unexpected graphical issues with some titles.
  • Fixed an issue where changing the language in a game would not always download the new language as expected.

System

  • Fixes to address unexpected errors navigating to home or opening the guide, or the console remaining on the boot-up animation longer than expected.
  • Various stability and performance fixes.

Known Issues

While known issues may have been listed in previous Xbox Insider Release Notes, they are not being ignored! However, it may take Xbox engineers more time to find a solution. If you experience any of these issues, we ask that you please follow any guidance provided and file feedback with Report a Problem.

Audio

  • We have received reports of users experiencing intermittent issues with audio across the dashboard, games, and apps. If you have experienced issues, be sure you have the latest firmware updates for your TV and other equipment. If you’re unsure, you may need to contact the manufacturer for assistance.
    • Note: If you continue to experience issues after applying the latest firmware updates, please submit feedback via Report a Problem immediately with the “Reproduce with advanced diagnostics” option, then select the category “Console experiences” and “Console Audio Output Issues”. Be sure to include as much information as possible:
      • When did the issue start?
      • Did you lose audio just in the game/app or system audio as well?
      • Does changing the audio format resolve the issue? If yes, what was the format before and after?
      • Does rebooting resolve the issue?
      • What does your setup include? Equipment, layout, etc.
      • And any additional information you can provide to reproduce the problem.

Game Card

  • Some users have reported an unexpected black screen when opening the game card or selecting “Show in Microsoft Store” after it has opened, and we are investigating.

Networking

  • We are investigating reports of an issue where the console may not connect to their network as expected on boot. If you experience this, be sure to report the issue via Report a Problem as soon as you’re able.

As always, be sure to use Report a problem to keep us informed of any issues you encounter. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.

What Happens to Your Feedback

If you’re an Xbox Insider looking for support, please visit the community subreddit. Official Xbox staff, moderators, and fellow Xbox Insiders are there to help with your concerns.

When posting to the subreddit, please look through the most recent posts to see if your issue has already been posted or addressed. We always recommend adding to existing threads with the same issue before posting a new one. This helps us support you the best we can! Also, don’t forget to use “Report a Problem” before posting – the information shared in both places helps us understand your issue better.

Thank you to every Xbox Insider in the subreddit today and welcome to the community if you’re just joining us! We love that it has become such a friendly and community-driven hub of conversation and support.

For more information regarding the Xbox Insider Program follow us on Twitter. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox Update Preview ring!

The post Xbox Insider Release Notes – Omega (2402.240207-1700) appeared first on Xbox Wire.

Ed boxes his way into Street Fighter 6 on February 27

Entering the ring on February 27 in Street Fighter 6 is the troubled protégé, the bad boy of boxing, the Young Commander, Ed. With psycho power imbued within, Ed beats down his enemies with a flurry of fists to prove that he’s the true high-def picture of strength.


Ed boxes his way into Street Fighter 6 on February 27

First appearing in Street Fighter V, Ed was initially to be used as an alternate body for M. Bison, but rejected the idea and managed to escape. Coming into his own confidence, he formed Neo Shadaloo with a group of other experiments, intending to help others like them. In present-day Street Fighter 6, he senses movement in the shadows from the remnants of Shadaloo. Ed soon discovers they have a twisted goal and need his unique abilities to achieve it.

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“Ed is a high-speed boxer. We designed his lower half so that you can clearly see his nimble footwork and added some volume to his upper body to make his punches look impactful,” according to Game Director Takayuki Nakayama. “ We also hope you take notice of the emblem on his chest and the design on his back. His attack animations have also changed significantly from Street Fighter V. To respect his background as a traditional boxer, all his attacks are now punches (except for his Level 2 Super Art). His kick buttons have been designated to various flicker attacks.”

Find the brazen boxer in World Tour on the subway fighting the Mad Gear Gang. Like all the Year 1 Characters, you can increase your bond with Ed and learn his psycho-powered moves (hot-headed attitude not included). Bring those moves into Avatar Battles in the Battle Hub to see what new combos you can create.

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We’ve seen comments asking how Ed will work with Modern Controls since his inputs were already simplified in Street Fighter V. We decided to keep his simplified inputs and incorporated them in his Modern Controls while creating expanded inputs for his Classic Controls. Ed now has quarter-circle and dragon-punch inputs for his special moves in Classic. What an edge lord, right?

Ed is still the psycho-powered boxer you know and love, imbuing his fists with chaotic force and master boxing techniques. Scouring the lands to help other ill-fated experiments has significantly upgraded Ed’s usage of psycho power. Psycho Blitz gives Ed another 1-2-3, but in a single special move, Ed unleashes a series of punches cloaked in Psycho Power.

The new and improved Psycho Flicker is vital in Ed’s ability to control space. Performed on its own, Ed releases a quick flicker jab from a distance in one of three directions to catch the opponent off-guard. If you hold this button down, Ed will use his Psycho Snatcher from Street Fighter V to pull in opponents with psycho-powered tendrils.

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Kill Rush is a new special move that resembles Psycho Swing and Smash from Street Fighter V. Ed either advances forward or performs a bob and weave backward. From the forward version, Ed can follow up with two moves. Kill Switch Break is a short, useful uppercut for closing distance. Kill Switch Chaser sees Ed unleash a powerful uppercut that sends the opponent spiraling in the air, making it easy to follow up with a combo.

Ed’s Level 1 Super Art, Psycho Storm, sees him striking opponents with high-speed flicker jabs. His Level 2 Super, Psycho Cannon, should look familiar to Street Fighter V fans. Previously, in his V-Trigger I, Ed generated a multi-hitting ball of psycho power that moved forward.

Finally, in Ed’s Level 3 Super Art, Psycho Chamber, he turns opponents into his own personal punching bag by tying their limbs and pummeling them in the name of Neo Shadaloo.

Coming with Ed is a new stage: Ruined Lab. Step into the aftermath of Shadaloo’s fall as their laboratory lies in shambles featuring now-defunct test subjects. Year 1 Ultimate Pass owners will automatically receive this stage on February 27.

Ed will be unlocked on February 27 for owners of the Year 1 Character Pass, Year 1 Ultimate Pass, Deluxe Edition, or Ultimate Edition. When he arrives, Ed’s Outfit 2, inspired by his Story Outfit from Street Fighter V, will also be available.

With the Ed update, we will also add some quality-of-life features. The game’s PC version will now have the ability to switch button displays to PlayStation buttons.

An Extra Lighting feature will be added to Photo mode, making capturing dark places easier and illuminating characters for better shots.

Celebrate Ed’s incoming entrance with the Ed Arrives! Fighting Pass. Active right now until he releases on February 27. Until then, prepare to make way for the leader of Neo Shadaloo.

Take-Two CEO Says Competing Xbox and PlayStation Consoles Are a ‘Benefit’ but Not a ‘Necessity’

In recent weeks, a flurry of Xbox rumors about everything from platform exclusivity, the future of the company as a hardware maker, and more have prompted fans to start speculating whether or not there will even be an Xbox console for the next hardware generation. Xbox head Phil Spencer has been gearing up to explain the company’s business plan in an update next week, but in the meantime, Take-Two CEO Strauss Zelnick is keeping a relatively cool head about how any of it will impact his company’s business.

Speaking to IGN ahead of the release of Take-Two’s Q3 earnings, Zelnick spoke about both the future of physical games media as well as whether or not having two competing consoles was a necessity. We pointed out the persistent rumors that Xbox seems to be backing away from selling physical games, and asked Zelnick if Take-Two still saw value in releasing physical games on Xbox in light of that – especially since 95% of the company’s net bookings last quarter were digital anyway.

Zelnick answered with a line he’s used before when asked about other types of business models: “We’ll be where the consumer is.”

” I think I said, I think ten years ago, I was asked what will be the market share of digital distribution in ten years and I said, most of it. [Author’s Note: We couldn’t find this precise quote, but he did predict digital would grow significantly.] But there will almost certainly be a physical market that extends for quite a long time. There still is in the recorded music business, for example. We’ll support that if it makes sense to support it. We don’t make our decisions based on opinions. We base our decisions on where the consumer is.”

It’s not costly to master something for physical distribution.

I pressed him on the situation with Xbox specifically, and Zelnick reiterated his stance. Xbox’s own moves will certainly inform their decision, he said, because they can’t publish physical games on a console if it doesn’t support them. But what it all comes down to is still consumer behavior.

Then, he added:

“It’s not costly to master something for physical distribution. As long as you don’t produce too much inventory, it’s not costly…So this isn’t a big decision for us. It was a big decision 30 years ago in the business when we had to produce cartridges, and you couldn’t do anything with them…but today we can order a disc and five days later it can be on the shelf.”

Finally, I asked Zelnick if he felt it was important to his business and the health of the video game market to have an Xbox console competing with PlayStation. He replied: “I think it’s a benefit. Do I think ultimately it’s a necessity? No. But I do think it’s a benefit.”

Take-Two reported net bookings of $1.34 billion in the last quarter, down 3% year-over-year, and 95% of which were digital. Grand Theft Auto 5 sold yet another five million copies, bringing it up to over 195 million total units, and NBA 2K24 crossed the 7 million units sold mark as well. The company lowered its fiscal outlook for the full year due to a mix of factors including the delay of No Rest for the Wicked, weakening mobile ad spend, and lower than expected performance of NBA 2K. The new outlook expects between $5.25 billion to $5.3 billion in net bookings.

We also spoke to Zelnick in the same interview about the GTA 6 trailer leak last December, and asked the CEO about the company’s plans for cost reduction, and whether or not those would include layoffs.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Take-Two CEO Says GTA 6 Trailer Leak Was ‘Disappointing,’ ‘but Ultimately I Don’t Think It Hurt Us’

Alongside Take-Two’s earnings report, CEO Strauss Zelnick revealed his thoughts on the trailer leak for Rockstar Games’ highly anticipated Grand Theft Auto 6.

Zelnick said that while it was “disappointing” that the trailer was leaked before Rockstar could officially reveal it to the world, he does not believe it hurt the development team.

“It’s amazing when the trailer announcement is huge news, and then we were very gratified when the trailer broke the internet…so we couldn’t be happier or more excited,” Zelnick explained. “In terms of the leak, that’s always disappointing for the team, but ultimately, I don’t think it hurt us.”

Grand Theft Auto 6 was one of 2023’s biggest gaming announcements, coming in right at the end of the year. Rockstar planned to reveal the first GTA 6 trailer on December 5, 2023, at 9 am ET. However, that trailer would be leaked on X/Twitter less than 24 hours before its scheduled premiere, leading to Rockstar officially posting the trailer on YouTube early.

As Zelnick alluded, Rockstar developers took to social media to express their frustration at the trailer leaking before its premiere. Nevertheless, the trailer was still a massive hit when it did premiere, breaking MrBeasts’ record for most views on YouTube in 24 hours. One of the game’s playable characters, Lucia, also quickly became a fan favorite, to the point that fans are already modding her into other games.

Grand Theft Auto 6 will be released sometime next year on PS5 and Xbox Series X/S. For more on GTA 6, check out our roundup of everything we’ve learned about the game so far.

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

New Inclusive, Accessible, Easy-Going Games Revealed for Xbox During the Whitethorn Winter Showcase

Hi, Xbox Wire readers! Today, we held our annual Whitethorn Winter Showcase, where we shared some fantastic new trailers and new details about our upcoming games coming to Xbox this year! Also, the team from the ID@Xbox Developer Acceleration Program joined us to share some information about how the program helps empower underrepresented creators to bring their games to Xbox, and revealed a new title to join our line-up of inclusive, accessible, easy-going games.

In case you missed the premiere, you can catch the replay by visiting the Whitethorn Games YouTube channel.

Now, let’s take a look at some of the announcements:

Slime Heroes

ID@Xbox Helps Whitethorn Games Reveal Pancake Games Partnership

ID@Xbox Developer Acceleration Program Lead, James Lewis, sat down with CEO and Founder of Pancake Games, Tomas Gomez, to talk about how the program has worked with the studio to bring their upcoming 3D action-adventure game Slime Heroes to Xbox and announce Whitethorn Games partnership to help bring the title to launch. But wait — there’s more! Whitethorn revealed a new trailer, showing off a terrifying (and yet somehow adorable) new boss and new area players will get to explore at launch!

Slime Heroes takes you on a journey through a whimsical world entrusted to an unlikely hero — a slime — who must save it from a mysterious corruption. You’ll journey through the expansive 3D world — alone or with a friend — encountering ferocious enemies, challenging but approachable puzzles, and uncovering forgotten treasures. Help your slime become the hero they were meant to be by consuming magical gems and dynamically combining them to create unique and powerful magical skills to help you take down even the most corrupted minions and bosses. Discover a touching story of overcoming expectations, friendship, and forgiveness as you progress because even slimes can be heroes!

Botany Manor

Botany Manor Gets a Release Date

The wait is almost over for Balloon Studios’ stunning first-person plant-puzzle game. Botany Manor is coming to Xbox — available day one with Xbox Game Pass — April 9, 2024! During the showcase, the studio released a new trailer revealing some new forgotten flora for players to bring to bloom.

In Botany Manor, you’ll travel back in time to the 19th century and take on the role of retired botanist Arabella Greene, researching long-forgotten plants that require some very unusual conditions to make them blossom. You’ll get to explore a majestic English manor house and its beautifully cultivated gardens to uncover Arabella’s decades of research and solve puzzles to figure out the exact conditions each plant requires. As you explore the tranquil homestead, you’ll also learn more about Arabella’s life and struggles as a woman in the botanical sciences during that era.  

Mythwrecked

Mythwrecked: Ambrosia Island is Coming to Xbox at Launch

Your Island getaway is close at hand — Mythwrecked: Ambrosia Island is coming to Xbox this summer! In a new video, Polygon Treehouse’s Alex Kanaris-Sotiriou shared an in-depth look at more of the gameplay, including a comprehensive look at the central friendship mechanic, treasure hunting, and much more!

Summer can’t come soon enough because we’re so eager for you to walk the beautiful sandy beaches of Mythwrecked: Ambrosia Island. Playing as backpacker Alex, who finds herself shipwrecked on a stunning Mediterranean Island, you explore a gorgeous vacation-worthy setting and meet the many residents of the Island — who just so happen to be the gods of Greek myths and legends! Something is amiss, however, as you discover the gods have forgotten who they are. It’s up to you to befriend them, search for clues and treasures to gain their trust, and help them recover their memories so they can help you in your search to find your way back home!

Magical Delicacy

New Magical Delicacy Gameplay Revealed

We’re gearing up to cook up a storm this year with the cozy Metroidvania-lite cooking game Magical Delicacy — coming to Xbox, available day one with Xbox Game Pass this year! To get you ready to venture off on your own culinary adventure, solo developer sKaule dropped by the showcase with a special message and a new gameplay trailer showing off more of the town, its community of adventurers, ingredients, and of course, delicious recipes!

Journey as the young witch Flora to the charming harbor town of Grat, and whip up and deliver some tasty treats for the town’s eclectic residents. As you traverse the 2D platformer inspired by Metroidvanias, you’ll visit shops, meet the interesting townsfolk, and take on quests to collect recipes and gather exotic ingredients. A good chef is resourceful, so you’ll be able to take your customizable recipes to the next level by foraging throughout the town and growing yummy veggies in your garden. With secrets, mysteries, and drama to unravel in the bewitching linear story, Flora’s adventures in Grat are sure to whet your appetite and leave you saying, “Bon Appetit!”

Accessibility in Games Matters

Making sure that gaming is an inclusive experience is an important part of the games we publish, so as part of our showcase, our Chief Accessibility Officer, Britt Dye, outlined some of the accessibility features that will be available in our upcoming games. From high contrast and color-blind visual accommodations to dyslexia-friendly fonts, multiple control configurations for two- or one-handed play, adjustable camera settings, non-narrative descriptive text and more, we are dedicated to making sure that as many players as possible can enjoy their gaming experience. In addition to the showcase, you can also find more detailed information about the accessibility features for each of our games on our website.

We hope you enjoy the showcase and announcements. We’re looking forward to sharing even more news about each of our 2024 titles coming to Xbox, so stay tuned!

The post New Inclusive, Accessible, Easy-Going Games Revealed for Xbox During the Whitethorn Winter Showcase appeared first on Xbox Wire.

Claim a Key for Bzzzt, the Demanding (and Fun) Action Platformer with Bite-Sized Levels

If you like demanding, bite-sized platformers, I have great news for you! Bzzzt is a fun and fresh entry that evokes really popular games in the genre, such as Celeste and Super Meat Boy. What’s more, we are giving out keys as part of IGN Plus. WOOHOO!

IGN Plus Monthly Game: Bzzzt

Bzzzt is a fast-paced platformer from solo developer Karel Matejka (also known as KO.DLL). who has worked on the game alone for four years. They crafted every element of the game except the (very catchy) music, which was deftly made by their long-time friend Martin Linda. According to Karel, Bzzzt is inspired by a litany of games, including Manic Miner, Mario, Oddworld, Mega Man, VVVVVV, Shovel Knight, Geometry Dash, Hollow Knight, and more.

From where I’m sitting, it certainly evokes Celeste and Super Meat Boy, too, although unlike Super Meat Boy, there are several difficulty settings which let you make up to three mistakes before needing to start the bite-sized stage over.

Bzzzt Developer Interview – Karel Matejka (Bzzzt Sole Developer)

For this interview, I corresponded with Karel Matejka about their solo-developed game Bzzzt, retro games that inspire them, taking on solo game development, and more.

I hope you enjoy the game, and this excerpt from our interview. Cheers!

Brian: I understand that bringing back the old-school feel and love of retro games inspired the creation of Bzzzt. (It reminds me of Super Meat Boy with a dash of Celeste, among other things)

Karel: I was always fascinated by the old 8-bit games. As a kid, I was amazed by a new and fresh kind of entertainment I had never seen before. It was the main reason why I started making games by myself. After more than 30 years in the game industry, working on big titles, I decided to “time-travel” back to the eighties, become an indie developer, and see if I could make a game reflecting that nostalgic feeling without any old computers’ limits. I wanted to pay tribute to games I grew up on but with fresh design approaches, perfectly tight controls, rainbow art, high-frequency animations, and supersonic-speed gameplay.

I did not see the reason for creating “just another” retro game with loose controls… platforming full of frustration, and stuttering camera movement – that’s why I also searched for inspiration in modern games. Celeste has remarkably polished controls and a system of helping players. Super Meat Boy inspired me to make the gameplay more frenetic, and Cuphead was the inspiration for the ever-changing gameplay and boss stages. The list of games which influenced Bzzzt is almost endless: Manic Miner, Mario, Oddworld, Mega Man, VVVVVV, Shovel Knight, Geometry Dash, Hollow Knight, etc.

Brian: What makes the short stages / speedrunning style so compelling, as a developer?

Karel: I tried to build longer stages during playtesting, but this level design was too stressful for players. So, I decided to create shorter stages with perfectly synchronized traps and keep surprising players with new mechanics at every step – that was finally the right direction for the game and the source of core fun!

The Bzzzt game is about solving fast speedrun puzzles, easily memorizing all obstacles, and performing perfect jump-dash-run sequences without worrying too much about being killed by traps or enemies. Everything is instant, satisfying, and very, very addictive. The quote, “Just one last run, and I am going to sleep”, best illustrates this game.

What are some of the team’s favorite things/elements from the games?

Karel: I play games mostly because of their story (I am a huge fan of the JRPG genre). If the game has a well-written story, I am in! Maybe that’s why I am not a big fan of the Rogue-like genre. I need some progress, and I hate losing it. I love it when developers experiment with genres. When there is something fresh, a new game mechanic or an unexpected genre twist, I enjoy it a lot.

For instance, Dave the Diver. Almost all exploration games have fishing minigames – variations that have been seen hundreds of times – and Dave the Diver team finally made fishing entertaining. Or Loop Hero. They picked a Tower Defense genre and turned its established rules inside out.

Brian: For me, the music is great and the feel of the platforming is fantastic.

Karel: I started experimenting with music when I realized that many games share animation tempo and music rhythm. In the Rayman series, there are stages that are synchronized with the music, or “dancing” flowers in Plants versus Zombies are great examples.

With Martin, we decided to make the soundtrack and animated sprites precisely this way. Players will not realize this immediately, but it’s something inside that will satisfy their senses.

Brian: I am a big fan of Easy mode’s 3 lives. Being able to scale the challenge to the players desired level is a plus in my opinion. Was there ever a discussion about a mode with infinite continues per stage, or adding slowdown, or other accessibility options, given the demands placed on the player?

Karel: Yes, we are still discussing that. I plan to add a more “relaxing” mode to the game. Many players want less challenging enemies or to enjoy the game art without being disturbed by traps too much. I have already started working on that.

Brian: The sidescrolling bullet hell section with the ship was so cool, as was the 80s synthwave music.

Karel: Initially, the idea behind the game was to pay tribute only to one specific game – the first game I played on ZX Spectrum with my brother. It was Manic Miner. But when I was coding more and more subsystems, I realized it would be an unexploited potential to use only one inspiration. So, In the end, I decided to pay tribute to more games from that era. And SHMUP, because I love that genre a lot, was the first one I decided to add there as a bonus. There are so many cultural references inside the game, and it’s up to players to discover them.

Brian: Were there any other names you considered for the game?

Karel: Haha, I did not consider other names, this one was the first. Yes, I know that the game title is a bit silly, but as everything inside the game has its own inspiration evoking ’80s/’90s, there are also a few ones behind the Bzzzt name. The first one is a game called PSSST!, which was released on ZX Spectrum in 1983. The second is Ruby Rhod’s quote from The Fifth Element, directed by my favourite director, Luc Besson. And, the last inspiration is that the name reminds me of the sound of electricity, and it has a tight connection with the main character and the electric traps used inside the game.

Brian: Any notable, interesting, or fun stories from development that you can share?

Karel: When thinking about naming characters, I decided to use my friends’ names. There is a bar in Prague called BAD TIMES with a bartender named Norbert. The funny thing is, he hates his name so much that he asked us to call him only Bert (and he can be really mad sometimes). So, I have drawn the main antagonist after him, calling him Badbert and good scientist Norbert. This way, my favourite bartender has a double role in a game and does not even know about that. Maybe Badbert character is my alter ego in the end. Who knows?

Brian: What would you tell players who are getting ready to jump in for the first time?

Karel: I hope players will have fun playing the game like I did while creating it. It was a crazy long ride, but it was worth it. Bzzzt game is not only a trip to the past; it is a record of how I remember the evolution of precision platformers from its beginning till now. Oh yes! And there are leaderboards, trophies and Steam achievements!!! 🙂 And if you are still not decided, there is a free demo on Steam.

Bonus: What is one game you’ve played lately that really captured you?

Karel: Haha, I am again playing HEROES OF MIGHT AND MAGIC 3 right now. It captured me 25 years ago and can’t let me go. 🙂

What Is IGN Plus?

IGN Plus is IGN’s membership program for IGN fans and gamers. You can try it for just $1 for 30 days to see if it’s for you. As an IGN Plus member you get:

Brian Barnett writes reviews, guides, features, & more for IGN & GameSpot. You can get your fix of his antics on YouTube, Twitch, Twitter, Bluesky, & Backloggd, & check out his fantastic video game talk show, The Platformers, on Backloggd & Apple Podcasts.

Overwatch 2 Season 9 Brings Major Changes to Heroes, Ranks, and More

Blizzard Entertainment is making some major changes to Overwatch 2 with Season 9: Champions, such as revamping Ranks, buffing all heroes, and more when it launches February 13.

These changes begin with the core gameplay, as Blizzard said it has heard community feedback and is making changes as a result. Weapon accuracy has been improved across the board, and every hero in the game will see a health increase to accommodate for the extra bullets taken.

“One of our main goals with these adjustments is to make firing your weapons and abilities feel more consistent without impacting the time to eliminate a target, without removing the overall feel of gameplay we all know and love,” Blizzard said in a supporting blog post. Heroes who don’t fire weapons will receive other changes to ensure balance.

Heroes between 150 and 175 HP currently will see a 25 HP increase, heroes between 200 and 300 HP will see a 50 HP increase, and those above 300 HP will see a 75 to 100 HP increase. All heroes will regenerate health passively too, at a rate of 20 HP per second after five seconds of not taking damage. The Support role passive heal has been adjusted to 2.5 seconds.

“The changes to projectile size and health pools effectively reduce the impact of burst damage and tones down the relative strength of healing, meaning it will take longer to heal someone from one HP to full health,” Blizzard said.

“An increase to health pools and weakening of burst damage means that heroes live longer and team fights will take longer to conclude. To combat some of the potentially extreme situations there, we’re also introducing a new damage passive empowering them to more easily fulfil their role in securing eliminations, reduce in-combat healing, and potentially add an additional strategic layer to focus firing targets.”

Blizzard is also fundamentally changing ranked play mechanics, as competitive ranks will be reset complete. Players will instead have a new rank determined through 10 initial Placement Matches. “With everyone’s ranks being reset, 10 matches for each role provides a high-stakes opportunity to make big gains in determining your new starting rank,” Blizzard said. “You’ll only have one chance this year to run your Placement Matches, so pick your best heroes and stay hydrated because these games count for a lot.”

A new, highest rank of Champion is also being added with Season 9. “Even with the boosts that Placements can provide, all top ranking players will still need to win a lot of games to reach Champion 1, the most exclusive tier for only the best of the best,” Blizzard said. “This is the most exclusive rank in the history of Overwatch, and we’re on the edge of our seats to see who will achieve such heights in Season 9 and beyond.”

To keep track of how close (or far) players are from Champion 1, ranks will be updated after every match as of Season 9, and a progression bar will show how much progress was gained or lost. “One piece of feedback we heard is that just knowing your rank doesn’t say anything about why your rank went up or down,” Blizzard said. “To help with this, we’re going back to updating your rank after every match and showing how much progress you gain or lose between each Skill Division.

“We’re also displaying Modifiers that affected your last match below the rank progression bar. Feedback is a driving force behind these changes, and we want to hear your thoughts on Competitive Play now that you’ll have more context for each game.

Competitive progress will also contribute to earning Competitive Points, which in turn will be used to acquire Jade weapon variants. Every match contributes to Competitive Points, though more will be gained for a win, and 3,000 points are required to unlock the Jade variant.

Season 8 Competitive Points will be turned into Legacy Competitive Points and used to unlock Golden weapon variants. The same will happen when the competitive season ticks into 2025, with all 2024 Competitive Points also being converted into Legacy points.

One of these features has already been panned by the Overwatch 2 players but largely because a developer posted about it online “out of context”. Fans slammed the self-healing mechanic after game director Aaron Keller revealed it without explaining why, something Blizzard itself admitted was a mistake.

Another feature fans are eager to hear more on, but wasn’t mentioned in the Season 9 reveal, is a change to Overwatch 2’s monetisation model. Blizzard has said it’s “actively working towards” giving away new heroes to all players, not just those who buy a premium battle pass, but hasn’t commented on the subject again since December 2023.

Monetisation has been a controversial topic within Overwatch 2 since its launch in October 2022, highlighted by its Steam release seeing the game plummet to the platform’s worst reviewed game of all time. Users described Overwatch 2 as “an attempt to pry open your wallet while masquerading as the game it used to be.”

Blizzard was also heavily criticised when Overwatch 2 launched as it forced its premium predecessor to update into a free-to-play sequel, rendering the original Overwatch unplayable. Since then, Overwatch 2 has endured a number of controversies including the cancellation of its long-awaited PvE Hero mode — the one feature, players said, that justified the sequel’s existence.

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

GTA 6 Launch Will Also be ‘Positive’ for Ubisoft, CEO Says

No one knows exactly when Grand Theft Auto 6 will launch outside of Take-Two and Rockstar, but some people are in better positions to take guesses than others. One of those better-equipped guessers is Ubisoft CEO Yves Guillemot, whose job involves making business plans that account for competitors’ massive game releases. At the moment, Guillemot is expecting a GTA 6 release sometime after March 2025 – and he’s feeling pretty good about it.

During Ubisoft’s Q3 earnings call today, Guillemot was asked how Ubisoft was thinking about their upcoming games lineup now that GTA 6 has been officially announced. The asker suggested the game was expected to target the end of fiscal 2025, which for Ubisoft would mean sometime in January through March of 2025.

Guillemot responded as follows:

What we’ve seen in the past is that each time there’s a big release like GTA, there are more and more people coming back to the industry, and that helps other games to sell as well. We see it for sure. We look at this and we are really organizing things around the launch of that game, which we do not know exactly when it is going to happen. We consider it will be closer to our financial year ’26 than our financial year ’25. But what we’ve seen is that generally it’s actually positive for the market, and we did a good launch with the launch of GTA 5 first launch and GTA 5 online game, each time we were able to generate really good revenue and profit on the games we launched.

To clarify, this means Guillemot is expecting GTA 6 won’t show up until April of 2025 or later, which does fit with the official release window Take-Two gave of just “2025.” But this is notably a little later than what some have been speculating based on past remarks by Take-Two Interactive, GTA 6’s publisher. Previously, Take-Two made bold projections about “groundbreaking titles” releasing in its own fiscal 2025 (which lines up with Ubisoft’s) that would bring them to “achieve over $8 billion in net bookings,” followed by even higher results in fiscal 2026. This could mean GTA 6 has been quietly pushed back behind the scenes, but it’s also possible this prediction was never intended to be about GTA 6 in the first place, but a number of analysts took that to mean GTA 6 would be a fiscal 2025 game.

Whatever the case, everything is still speculation and we won’t know GTA 6’s release date until we’re told what it is. But if you were expecting to be able to play it first thing in 2025, you might want to temper your hopes a bit.

What’s maybe more interesting is Guillemot’s statement that a GTA 6 release will be good for Ubisoft too. It’s long been known that AAA game companies will frequently sweat over when to release games so they don’t have to compete with other major releases that might drown them out, so it’d be natural for Ubisoft to want to avoid having any of its own major releases debut around the same time as GTA 6. But Guillemot’s point that a game like GTA 6 will draw people into video games who haven’t played them in a while or even ever before is an apt one. After they get done with GTA 6, players will want something else to do, and that something might just be an Ubisoft game.

We finally got our first look at GTA 6 later last year, when the first official trailer leaked less than 24 hours before it was supposed to debut. We learned at the time that it currently isn’t planned for PC at launch, and that it will feature dual protagonists including a new fan-beloved heroine named Lucia. For more information, check out our roundup of everything we’ve learned about the game so far.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

First Impressions: Turn-Based Scrawler ‘Inkulinati’ Flows Well After A Wordy Intro (Exclusive)

Not at all afraid to be killed in nasty ways.

Yaza Games’ Medieval scribe-inspired turn-based battler, Inkulinati, is coming to Switch on 22nd February. It’s picked up several awards since its Early Access release on Steam, including Gamescom 2022’s Best Indie Game and Most Original Game, so it’s great to see the full version finally penned in on Switch (and other consoles).

Read the full article on nintendolife.com