Pokémon-Like Temtem Announces Final Major Updates And Removal Of Monetisation

Crema: “We’re actually very happy with the final product”.

We’ve got some big news for all the “Tamers” out there today, with the Pokémon-like online game Temtem announcing the final major updates for the game as well as the removal of monetisation.

In an incredibly lengthy message to the game’s community, developer Crema revealed Patch 1.7 and Patch 1.8 would be the last major updates for the game. Patch 1.7 (due out in early June) will contain a new season, a new Tamer Pass, balance changes, quality of life updates, and much more. As for patch 1.8, it will come with even more QoL updates, balance changes, “a renovation and rework” of the game’s economy, and some other additions.

Read the full article on nintendolife.com

Capcom Announces New Digital Showcase Featuring Monster Hunter Stories & More

‘Capcom Highlights’ is a new two day event.

Capcom has hosted all sorts of showcase over the past few years and to kick off 2024 it’s announced ‘Capcom Highlights’ – a new digital event covering all of the latest Capcom titles.

The difference with this event is it’s being divided into two days. Day 1 will take place on 7th March 2024 and the second day will be 11th March 2024. The program runtime will be “between 15-20 minutes” each day.

Read the full article on nintendolife.com

WWE 2K24 Review

The pressure of an annual release schedule can be a curse for big sports series like WWE 2K – look no further than the maligned 2K20 to see why, a game so rough it actually forced publisher 2K to take two years off and regroup, which led to the redesign that got it to the much better place it’s in today. In many ways, WWE 2K24 seems like the final form of this new vision for the series. Some nagging bugaboos persist, like this year’s Showcase mode that suffers from the inability to recreate genuine moments in wrestling history in video game form, while also trying to rewrite that history. And yet, It’s marginally better in almost every other way than the last two, touting small but smart additions to well-tested systems and modes as opposed to taking bigger risks.

It doesn’t take long to see that the title for “Best Looking Wrestling Game” is still locked firmly in the hands of the 2K series. There are far fewer wrestlers that have outdated gimmicks this time around, and besides a couple noticeable exceptions, all of the top stars look just like their real-life counterparts, from their signature hair dos to the details of their gear and tattoos. The few that are clear misses, like Bayley, make you wonder if they even used the same tech to get people like Asuka so right. Announcers who have special flourishes for particular wrestlers also belt them out here, so Samantha Irving’s nasally “ChElSeA GrEeEeEnNnN” lives immortalized in this game. Referees even resemble the ones you can see on weekly television instead of just generic stand-ins, which was maybe not a necessary change but is a welcome one considering they are also recurring characters, even if they aren’t the center of attention.

When you dig past the looks and into its mechanics, you’ll need to sift through 2K24 with a fine-toothed comb to find significant differences between this and last year’s edition. The biggest addition is the Super Finisher, which lets you spend three finisher stocks to do a bigger, badder version of your finisher. These live up to their moniker, as I never had to worry about someone kicking out of them, though it might take more work than its worth to build up that many stocks since every second you spend in a match is one where the tides can turn against you. There’s also a new trading blows minigame that appears infrequently and unprompted, usually in the early goings of a match. You take turns attempting to fill (but not overfill) a gauge at increasing speeds and whoever fails to fill their gauge correctly or runs out of stamina becomes open to a big attack. I was never happy to see this minigame as it’s an abrupt shift in the action and any advantage gained didn’t feel match-changing – but it’s also barely shown up in almost 20 hours, so I don’t think it’s a sign of the minigame bloat the series was experiencing several years ago, either.

The wrestling of 2K24 is better than ever, even if it’s not overtly so.

All the other little tweaks are pretty subtle. There are cute new weapon options like microphones and smaller objects can be thrown now, which is a fun and funny way to do damage at range (assuming you don’t struggle too much with how finicky picking weapons up can be throughout 2K24). Non-legal tag team partners can only run in to break up pins or otherwise harass their foes one time before they’re locked out of voluntarily leaving the apron without being tagged in formally. I didn’t get a chance to try that in online multiplayer before launch, but it was a godsend for the various tag matches in the MyRise and Universe modes, since it prevented getting cheesed by an overly aggressive CPU team. New paybacks like Iron Jaw, which shakes off the stunned condition so you’re not vulnerable to uncounterable damage, help vary your strategies, and overall AI improvements mean that managers act noticeably more audaciously in favor of their clients in order to help them win matches. From bell to bell, the wrestling of 2K24 is better than ever, even if it’s not overtly so.

As far as the types of matches you’ll be applying all these techniques in, a few returning types from older games stand out this year. The special guest referee match has the most potential for multiplayer chaos, as one player can choose to control the referee and either enforce the rules fairly, or skew things however they see fit. Referees have full agency over when they count pins, acknowledge submissions, or disqualify obvious cheating. By default, there is a system by which the refs ability to be a lawless menace is regulated, and if you slack on your job too much a new ref will come to take over. But you can also just turn that off, and become the worst friend among your group. Either way, I really liked this feature, and it was the one that made me wish I had a larger pool of people to play with pre-launch the most.

The ambulance and casket matches have similar goals: shove the opponent inside a box that they don’t want to be in, by any means necessary. The former is easily the better version of this concept, as there are way more ways to interact with the ambulance, including using it as part of your gameplan by throwing foes off of it. The casket match feels the most like a regular match with a different way to win, as the coffin just lingers off to the side of the ring waiting for you to deal with it. 2K24 also misses a big opportunity to recreate some infamous moments from this dubious match’s real life history – unfortunately, there’s no way to dance on top of the pine box with cowboy boots HBK-style.

Both of the MyRise stories are strong and stuffed with content

Meanwhile, gauntlet matches come in three flavors, and they are all welcome additions. Whether you choose a pool of superstars who are randomly selected to fight each other individually, battle royal style, or a team for a single wrestler to run through one at a time, gauntlets can be challenging tasks to take on. It’s also the closest you can get to a fighting game-style survival trial, but being limited to only four wrestlers total in any of the gauntlet match types means you can’t really push yourself too far.

MyRise, WWE 2K’s story mode, makes a solid return with two different tales of glorious victory and devastating defeat for your created characters to embark on. I spent most of my time with the Unleashed story, which mirrors some of last year’s themes from “The Lock” campaign of being a big star on the indies and having to basically start over under the WWE umbrella. The second story, Undisputed, revolves around the power vacuum left at the top of the men’s division when current god-king Roman Reigns abdicates the throne after a 1200 day reign to pursue Hollywood. This one felt a little more like a story you would see on actual WWE TV, for good and for ill, as it features more of the familiar drama of evil authority figures and rote wrestling contrivances that keep heroes from their ultimate goals. Both are strong and stuffed with content, including funny gags, returning characters from last year’s stories, and some truly bonkers events that take full advantage of the fact that this sports drama/comedy can be even more unbelievable when you make it a video game. That said, they are maybe over reliant on lots of smaller feuds and matches that feel more like filler episodes than substantive encounters.

For the Showcase mode, the concept of taking a long look back at Wrestlemania’s biggest fights sounds like an easy playlist of matches to collect. But even for a mode that has fundamentally fallen short of its mission to recreate big moments throughout wrestling history in past years, 2K24’s Wrestlemania Showcase fails to meet my already low expectations. The selection of matches, which includes 20 bouts across the 40 years of the event, is full of fights that are simply not as special as they are presented to be. Corey Graves does a lot of good storytelling in between each in order to explain the context surrounding them, which is valuable for some of the matches from the early 90s and 2000s where the “why” gets overshadowed by the “what.” But admittedly good matches like the ones from more recent Manias quite simply don’t measure up to some of the greatest in history, and no amount of retconning what happened will change that.

Taking control of these moments is still more an exercise in checking boxes than it is winning the contest, too. To this year’s credit, you don’t actually have to complete all of the mid-match objectives to progress, which include stuff like hitting a certain number of strikes or a specific power move. You could theoretically treat every match like a regular fight, pin or submit the opponent however you can as fast as you can, and move on. It’s certainly against the spirit of the whole endeavor, but it’s still nice that it doesn’t hold progress hostage behind a frustrating and sometimes arbitrary-feeling set of tasks anymore. The transitions from wrestling game to real match footage are still clever, but also jarring and seemingly more frequent this year. More than once would I complete a task to trigger a cutscene, return to combat, and then warp back into match footage only a move or two later. The impossible task of recreating that feeling you get when watching a historically great match in video game form does not become more possible if you just watch more of the match itself, it turns out.

Granular additions truly make for the best MyGM mode yet.

And for a company so enthralled with its own history, it also seems very afraid of it. Some reasons for that are a bit more understandable than others – like when big moments with long reaching consequences involve criminals or otherwise nefarious people. But a lot of it, like the edited crowd noise and blurred out faces of old referees in vintage footage, reeks of that George Lucas-esque inability to let old things be old. I’m sure many of the notable exclusions are simply rights and licensing conflicts between promotions and wrestlers, but as a person who is not a shareholder or executive in any of these companies, but rather a fan who just wants to see the best of the best celebrated properly, I think moments like Daniel Bryan beating three men across two matches in one night to win the WWE Championship deserves to be lauded just as much as many of the lesser matches that made the cut.

For those who want to book their own WrestleMania moments, Universe Mode and MyGM have you covered. Neither make huge strides forward from last year’s editions, but prospective general managers will find some neat new toys to play with in MyGM. The most interesting to me were the post-PLE trades that allow you opportunities to pass talent between promotions, wheeling and dealing with rivals to get your roster in ship shape for the next stretch of the campaign. Superstars have individual ring levels that can be increased through training and regular booking, which helps them accumulate perks like getting bonus quality points for participating in specific match types or being able to switch classes for free. These granular additions, as well as new general managers to choose from and a big list of new power cards at your disposal to shake things up week to week, truly make for the best MyGM mode yet.

Universe Mode felt much more similar to last year’s in comparison, allowing you to take a bird’s eye view of the booking across the entire WWE Universe, or drill down on the journey of one wrestler in particular. There are a bunch of new rivalry actions and run-ins you can program into your feuds like a Loser Leaves Town match, but I think Universe heads will find that things are largely the same. That’s not necessarily a bad thing considering how robust it was to begin with, but there are still key features missing from the days of old – namely allowing superstars to cut promos on one another – that reminded there is still plenty of room to improve.

AMD Exec Says 2024 Is a ‘Huge Year’ for AI Upscaling as It Tries to Make Up Ground on Nvidia

AMD might finally be leaning towards AI in its gaming devices, as one company executive touts that 2024 will be a “huge year” for the GPU and CPU maker.

In an interview with the No Priors podcast, AMD CTO Mark Papermaster said that over the last several years, the company has been working on developing its hardware and software capabilities for artificial intelligence, with its gaming hardware finally set to implement AI.

“Well, this is a huge year for us because we have spent so many years developing our hardware and software capabilities for AI,” Papermaster explained. “We’ve just completed AI enabling our entire portfolio: Cloud, edge, PCs, embedded devices, our gaming devices. We’re enabling our gaming devices to upscale using AI, and 2024 is really a huge deployment year for us.”

While Papermaster did not specify how AMD would incorporate AI, he is most likely referring to FidelityFX Super Resolution (FSR), AMD’s supersampling tech.

Unlike Nvidia’s Deep Learning Super Sampling (DLSS) and Intel’s Xe Super Sampling (XeSS), FSR is the only supersampling tech that does not use AI. However, Papermaster’s use of “gaming devices” imply that RDNA 4 may include AI upscaling. In either case, AMD is late to the party as its key rivals, Nvidia and Intel, already use AI in their gaming products.

Nvidia has been leading the pack since 2019 with DLSS, which has become one of the most popular upscaling methods. It has made Nvidia a front-runner in the AI race, which continues to heat up as various major tech companies try to incorporate the technology into their own products.

For now, Nvidia’s adoption of AI in DLSS and other areas is paying off off, as the company recently became a 2 trillion dollar company last month.

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

Switch Emulator Yuzu To Pay $2.4 Million To Nintendo & Cease Development

3DS emulator Citra to also shut down.

Tropic Haze, the creators of the Switch emulator Yuzu, have agreed to pay Nintendo USD $2.4 million in damages as well as shut down the emulator for the hybrid console, along with the 3DS emulator Citra. This news comes just a week after Nintendo filed a lawsuit against the creators, and around a day after Tropic Haze hired its own lawyer.

In this sudden development, a joint motion was filed earlier today (spotted via Ryan Brown on Bluesky) between Nintendo and Tropic Haze. The creator of Yuzu and Citra appears to have accepted Nintendo’s demands without any pushback and have agreed to be barred from working on Yuzu, hosting Yuzu, distributing the code, and even handing Nintendo the rights to yuzu-emu.org.

Read the full article on nintendolife.com

Xbox Insider Release Notes – Beta (2403.240229-2200)

Hey Xbox Insiders! We have a new Xbox Update Preview releasing to the Beta 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_2403ZN25398.3848.240229-2200
  • Available: 2 p.m. PT – March 4, 2024
  • Mandatory: 3 a.m. PT – March 5, 2024

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:

Accessibility

  • Fixes to improve narrator readout in the guide when viewing friends and making changes to the friendship.

Capture & Share

  • Fixes to address an unexpected error in the guide when viewing recent captures.

System

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

  • Some users have reported experiencing intermittent audio issues across the dashboard, games, and apps.
    • Troubleshooting: If you do experience issues, please confirm your TV and all other equipment have the latest firmware installed. If you are unsure, you may need to contact the manufacturer for assistance. You can also find additional troubleshooting tips here: Troubleshoot audio on your Xbox console.
    • Feedback: If you continue to experience issues after applying the latest firmware and troubleshooting further, please submit feedback via Report a Problem when you are experiencing the issue. Use the “Reproduce with advanced diagnostics” option, then select the category “Console experiences” and “Console Audio Output Issues”.
      • Note: Be sure to include as much information as possible about the issue, when it started, your setup, troubleshooting you have completed, and any additional information that will help us reproduce the issue.

Networking

  • We are investigating reports of an issue where the console may not connect to the network immediately on boot. If you experience this, be sure to report the issue via Report a Problem as soon as you’re able.
    • Workaround: Wait a minute or two for the connection to establish. If your console still hasn’t connected, restart your Xbox from the Power Center or the guide then file feedback with Report a Problem. Learn more about restarting here: How to restart or power cycle your Xbox console.

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 – Beta (2403.240229-2200) appeared first on Xbox Wire.

Yuzu Creators Will Pay Nintendo $2.4 Million in Damages and End Development of Switch Emulator

The creators of Yuzu have settled its lawsuit with Nintendo, agreeing to pay $2.4 million in damages and shutting down support for the popular open-source Switch emulator.

A new document reveals that Tropic Haze will pay Nintendo $2.4 million to settle the lawsuit filed last week. Nintendo sued Yuzu’s developers in U.S. Federal Court, alleging that the emulator is “primarily designed” to circumvent several layers of Switch encryption in order to make it possible to play Nintendo games on devices such as Steam Deck.

Nintendo argued in its filing that Tropic Haze was liable for the distribution of illegal copies of The Legend of Zelda: Tears of the Kingdom, claiming that it had been pirated up to 1 million times before release. Specifically, the filing claimed that Yuzu’s Patreon page allowed its developers to earn $30,000 per month by providing subscribers with “daily updates,” “early access,” and “special unreleased features” to games like Tears of the Kingdom.

Yuzu is shutting down

In a proposed final judgment and permanent injunction document, the settlement terms will forbid the distribution of Yuzu in all of its forms while shutting down its website and other services. As Nintendo previously noted in its legal complaint last week, it not only wanted monetary damages from the lawsuit but also wanted to eliminate Yuzu’s existence entirely, including taking control of its domain and social media accounts.

First released in 2018, Yuzu is an open-source Nintendo Switch emulator developed using C++. It has been used to emulate numerous Nintendo Switch games shortly after release. The topic of hardware emulation remains fraught, with some game preservation experts advocating for the emulation of older platforms that have been discontinued. The Switch, for its part, is expected to remain Nintendo’s main platform until at least 2025 and has suffered a notable piracy platform for much of its existence.

This is not the first time Nintendo has sought legal action against emulation developers. Most recently, in 2021, the ROM-hosting website called RomUniverse was ordered to pay Nintendo $2.1 million in damages for copyright infringement and federal trademark infringement. In 2018, Nintendo received over $12 million in damages after successfully suing the ROM-hosted websites LoveRETRO and LoveROMs.

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

Dune MMO will let you use The Voice, sell bases and drink blood-water – but not kill or ride sandworms (yet)

Dune: Awakening, the massively-multiplayer take on Frank Herbert’s sandy sci-fi universe from dong-loving devs Funcom, has shown off some more of its online, open-world Arrakis in a lengthy developer direct. We’ve also learnt more about what we will – and won’t – be able to do during our time exploring the planet.

Read more

The Thaumaturge Review

In a video game industry that often feels like it’s bloating into a monolithic, unsustainable beast propped up by annual staples and once every generation blockbusters, a small silver lining is that it’s still big enough for games like The Thaumaturge to exist. This mid-size RPG may not match the jaw-dropping scale of a game like Baldur’s Gate 3, but it’s still packed with atmosphere and good ideas that are mostly well executed. Aside from some buggy movement and odd voices, the turn-based combat is full of interesting strategic choices, and its great writing and story manage to punch up tried and true point-and-click clue finding and lore gathering.

You play as the eponymous Thaumaturge, a sort of Witcher/John Constantine mash up of a supernaturally gifted human and an extraplanar detective named Wiktor. His journey to uncover the circumstances of his father’s death often finds him plying his esoteric trade both in service of this goal, and as a distraction from it. The various intertwining stories of a Poland at the brink of revolution, as well as Wiktor discovering all the ways things have changed at home in his fifteen year absence, tie a compelling narrative knot across its 20 hour run time.

Though I found a lot of its main and side stories to be interesting, the slow pace does mean you’ll spend long stretches of time reading and listening before being given a chance to act. When you do, usually through dialogue options that can vary based on past choices or your own abilities, sometimes The Thaumaturge asked me to make assumptions about Wiktor’s life and old relationships that I had no context for. For instance, it regularly asks you to either be nice or a jerk to people who apparently know him, but doesn’t give you adequate reason to decide one way or the other. The voice acting can also be a bit shaky, with accents that are all over the place – more than one person that is supposed to be a native to the region sounded like I could have met them in a Wawa here in the great state of New Jersey.

That said, I did like that dialogue options regularly felt risky, and limitations imposed by previous encounters or Wiktor’s current stats made chatting people up feel like a challenge. I can’t speak to how differently any of these exchanges would go if I chose some other option, or how long it would take to reach the consequences of those choices, but The Thaumaturge at least puts on a convincing show of giving you meaningful control over its events.

The good writing that accompanies clues adds some heightened drama.

Quests involve a lot of snooping around, investigating objects both mundane and magical in private and in public, all to earn “observations,” which are clues you can draw about the people who interacted with them based on any lingering emotional residue. The lingering lust on bedsheets or wily chaos on a stray bullet stuck in a wall can help you draw conclusions about the people who were involved with these things. Even though this largely means using your perception to investigate glowing objects in a more mystical version of Batman’s detective mode, the particularly good writing that accompanies the clues does add some heightened drama as you work to put all the pieces together in your head before The Thaumaturge puts a giant neon sign on the right answers for you.

Turn of the 20th century Europe is a comfortable setting for all this political drama and magical intrigue. The Russian imperial expansion into Poland, and the latter’s revolution against the intruders, is thick with the kind of tension only a ghost skeleton with a Cavalry saber can cut. The constant push and pull between the occupiers and the increasingly more disgruntled citizens is something Wiktor’s supernatural adventure is constantly butting up against, and it really helps keep this story grounded and relatable even when things get dense with lore and macguffins, which is a hallmark of good science fiction.

I’m not an expert in the period, so when I say everything looks the part – from the hairstyles to the clothing to the architecture – just know it’s coming from a guy who’s seen Doctor Zhivago once and thought it was fine. It’s not groundbreaking in its fidelity, but colors, textures, and lighting are pretty good looking at their best. Moving around Poland is sometimes a little glitchy , but it’s a city that is dense with people to speak to and stuff to find that I was excited to explore.

Warsaw is filled to the brim with folk who’d rather you and your brethren be dead or maimed than in their business, and luckily when combat does break out, you aren’t alone. Salutors, the spiritual beings that haunt the people and places of the world, can be tamed to assist you. Each has their own strengths and types, which can be used against certain kinds of enemy weaknesses, Pokemon-style. Among my go-tos were Bukavac, a snarling beast who is great at applying negative states to enemies, or Lelek, a chaotic bird demon who can drive enemies mad.

Combat is never boring, but it’s not particularly challenging, either.

Weaving Wiktor and your chosen salutor’s attacks together to most optimally synergize your offense never felt boring, though it’s not particularly challenging, either – even on the highest difficulty, it wasn’t until the very end of my adventure that the fights truly tested my brain. This is partially because all of your currently captured Salutors are available at any time to switch back and forth between, so you always have access to your enemy’s vulnerabilities, but also because you get so much information about the goings on of every turn. You’ll be able to plan around who’s up next, what kind of attack they are going to use, and how close to death everyone is when queuing up your attacks, and while getting near perfect information in battle is a great thing, the enemies don’t seem to have the same ability to make good decisions with it that I did.

Enemies are 90% regular guys reskinned in different clothing or uniforms, wielding knives, clubs, guns, or even their fists. They may not be visually compelling, but most of their attacks do things more than straight damage, like adding detrimental status effects or draining your focus to open you up to big damage. Wiktor, combined with all of the potential spirits he can wrestle under his control, have quite a menu of offensive options themselves. Though many fights with these random goons seem to happen out of nowhere and for what should be easily avoidable reasons, it doesn’t hurt to gain as many opportunities as possible to practice all of your potential options, as well as gain points to level up your thaumaturgy skills, which boost your stats, give you access to even more attacks, and potentially unlocks new discovery and dialogue opportunities.

The other 10% of the enemies are salutors or other thaumaturges. Besides usually being more visually striking fights, with the added twist of having an untargetable character afflicting the battle in some way, they play out largely the same as other encounters. They do tend to be more challenging and provide satisfying punctuations to some of the campaign’s more interesting side missions, but I also wish they got a little spicier, tactically, considering the enemies you get to face off against.