How No Rest for the Wicked’s Gorgeous Art Direction Was Found – IGN First

When No Rest for the Wicked was first revealed at The Game Awards last year, its painterly art style was unsurprisingly a big topic of discussion. Simply put, it was the most striking trailer of the show. While it looked akin to Dungeons & Dragons sourcebook artwork in motion, the gorgeous art also made it somewhat obvious as to who was behind the images.

“This is almost like our DNA,” says Gennadiy Korol, co-founder of Moon Studios and its director of technology. “That’s the trademark of Moon, we want our games to look timeless. We want them to look like a painting that is animated.”

That much was obvious to anyone who played Moon’s Ori games, but No Rest for the Wicked seems to take that idea and push it into the next dimension. By transitioning to 3D, Moon has left the ‘illustrated’ vibe of Ori behind for something that looks like a painted reality. It’s hard not to draw parallels to projects like Netflix’s Arcane or the Spider-Verse films, which make their 3D animation appear like 2D, hand-drawn artwork. Those projects will likely prove timeless, and Moon Studios hopes the same for No Rest for the Wicked.

Achieving art design immortality requires an approach that bucks many industry trends. Aiming for higher visual metrics than that used in other games simply won’t cut it. “I think it’s always about art direction and art style more than just ray tracing and polygons,” says Thomas Mahler, Moon co-founder and No Rest for the Wicked’s creative director.

“We definitely make a conscious choice to always go against the trend, because the trend right now is doing physical-based rendering and all of this stuff,” he explains. “My problem is that a lot of these games that do that start looking the same.”

Mahler also notes games that chased huge technical innovations a decade ago haven’t all stood the test of time. Technology continues to evolve, and what was astonishing back then can look old today. “But, if I go into a museum and I look at these paintings that are literally 500 years old, I still think, ‘Oh, my God, that looks amazing,’” he says. “That’s the path that we are going down.”

Physics doesn’t matter, it’s what people feel when they play that matters.

On one hand, abandoning the tech race is liberating. You don’t need dozens of people solely focused on squeezing the most polygons out of your engine, or implementing photo realistic ray tracing. But freedom from those problems creates another equal challenge. Korol notes that there’s no “handbook” for a painted art style. Where developers chasing photorealism can turn to literal science for the answers on how to recreate light and reflections, No Rest for the Wicked’s art direction is entirely based on Moon’s own creativity. That can be somewhat mentally exhausting, but it allows the team complete control over the game’s look and feel.

“With the way we approach it, it really doesn’t matter what the physics is if the end result is boring, if the end result is not exciting,” says Korol. “Because physics doesn’t matter, it’s what people feel when they play that matters.”

While Moon had learned a huge amount about crafting a painted art style while creating Ori, the shift to three dimensions for Wicked required a whole new way of thinking. “I think the big challenge was to find something that works in 3D, that works with all of these 3D pipelines,” explains Korol, “but that still gives you this really direct artistic control and allows our artists to really create something that feels like a painting, as opposed to more of this ray-traced or normal-mapped 3D look.”

Creating a set of rules and principles for this art direction ensures that No Rest for the Wicked looks striking in every shot. But the direction ultimately fails if the characters, creatures, and world are bland and forgettable. As such, the project relies as much on its design as it does the digital brush strokes they’re painted with. That’s why Moon has tried to craft a fantasy setting that feels believable and relatable, while also being fresh and unusual.

“We don’t want our games to look like stuff that you’ve seen before,” says Mahler. “Obviously we take inspiration from historical stuff, and so on. We look at armor designs, like crazy stuff that was done hundreds of years ago, but then we always try to give it our own touch.” The result of this can be seen in the golden suits of armour featured in the trailer, with their bizarre coin-like headpieces and an unnerving lack of eyes.

“I think it goes back to world building,” adds Korol. “It’s exciting to build a world that people have never seen before, that we have never seen before, and go through that creative process of exploring and imagining it, and see what it can be.”

As technology evolves and we could potentially do photorealism, I still hope there’s going to be a part of the industry that does not just do that.

Part of Moon Studio’s approach to creating this exciting new world is a strict attention to detail. Like the paintings that inspired it, each frame of No Rest for the Wicked is filled to the edges with flourishes and carefully placed elements.

“Despite it not being photorealistic, we do like detail,” says Korol. “We didn’t go for this more simplistic, cell-shaded look. You will see a lot of detail in the reflection and the specular, in the way the materials react, because we did want this game to feel immersive.”

While it had to be adapted and evolved for 3D, much of this philosophy is the same as what powered the Ori games. Unsurprisingly, Moon hopes for similar results. “A lot of people would say that Ori [and the Blind Forest] still feels and looks great to play, and it’s eight, nine years later,” says Korol. “We hope the same thing happens with No Rest for the Wicked.”

That hope doesn’t just come from looking inwards, though. “I think it’s very interesting how people react now to games like Zelda: Wind Waker,” says Mahler. “Here’s cell shading, and even 20 years after, it still looks pretty good.”

“As technology evolves and we could potentially do photorealism, I still hope there’s going to be a part of the industry that does not just do that,” he continues. “That actually also just makes sure that, ‘Here’s this really unique looking game that looks unlike anything else in the market.’”

Of course, it goes without saying that Moon Studios will likely always be a part of that industry segment that holds the torch for unique art design. But as for the here and now, I look forward to seeing even more of No Rest for the Wicked’s strange creatures and beautiful landscapes in action, both as part of Wicked Inside on March 1, and when the game releases in early access later this year.

Matt Purslow is IGN’s UK News and Features Editor.

Best Nintendo Switch Deals Today (February 2024)

Like many video games, ones from Nintendo don’t come cheap. This was especially true when The Legend of Zelda: Tears of the Kingdom was revealed to be $69.99 on release, a whole $10 more expensive than other Switch titles. However, this doesn’t mean there aren’t deals to be had for Nintendo fans. In fact, there are plenty of sales on games, Switch consoles, and various accessories that are worth checking out throughout the year, and we’ve made sure to gather the very best going on at the moment below.

TL;DR – Best Switch Deals

You can also follow @IGNDeals on Twitter or Threads for even more updates on the latest discounts, or check out all our handpicked Switch deals just below.

The Best Nintendo Switch Deals – Navigate to:

Save On Nintendo Switch OLED Models at Walmart

Walmart’s offering some great discounts on Nintendo Switch OLED models. Right now, you can save on the Mario Red OLED model, the White OLED model, the OLED model with Neon Red and Neon Blue Joy-Cons, and on a White OLED model that comes bundled with Mario Kart 8 Deluxe. Keep in mind, though, that the bundle is an imported model, so make sure to check the shipping time. This model also ships with a US plug and Switches aren’t region locked, so it’ll boot up your games just fine, including your brand-new copy of Mario Kart 8 Deluxe!

Celebrate International Pokémon Day with These Game Deals

International Pokémon Day landed on February 27, but there’s still plenty of deals leftover that are worth checking out. In particular, in the world of Pokémon video games, there are a few marked down to $40 at Walmart. You can check out these excellent game deals below, and to see even more Pokémon deals outside of games, check out our roundup of the best Pokémon deals today.

The Best Nintendo Switch Game Deals

Outside of the Pokémon game deals listed above, there are still quite a few Switch games discounted right now that are worth adding to your collection. Our favorite deal is on The Legend of Zelda: Tears of the Kingdom, which you can get for $20 off at Walmart right now for $49.90. You can save on other big hits from last year as well, like Super Mario Bros. Wonder and Super Mario RPG, which we’ve listed below alongside some more game deals.

More Switch Video Game Deals

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Perfect Switch SD Card for $25.99 (and More Deals)

The best Switch SD card should be fast, reliable, and as future-proof as possible. That last one is important, as it’s quite likely we’ll be getting a Switch successor / the next Nintendo console within the next year or so (if rumors are to be believed). Therefore, you’re going to want to opt for the latest in SD card tech, which is a micro SDXC UHS-I U3 A2 V30 memory card. That’s a lot of random letters, so to save you a bit of time we’ve left our top suggestions and deals just below for your convenience. To see even more SD card deals, make sure to check out our roundup of the best SD card deals.

More Switch Micro SD Card Deals

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Nintendo Switch: Budget to Best

While an outstanding deal might not always be available at the time of searching, there are still some incredibly affordable Switch-related products out there if you look hard enough. You can see our favorite budget to best items here, including deals on the best Switch micro SD Card, power banks, and an affordable Switch Pro controller alternative.

More Switch Budget to Best Picks

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Zelda: Tears of the Kingdom Official Guide for $27 (Save $18)

With these, you’ll have a detailed overview of Hyrule, a helpful walkthrough to get you through the game, and much more. Not only that, but they have gorgeous covers as well, especially the Collector’s Edition. The Standard Edition has an MSRP of $29.99 but is on sale for $18.74, and the Collector’s Edition normally runs for $44.99, but you can get it for $26.85. Plus, if you want to complete the set, the Breath of the Wild guidebook is also down to $22.38 right now as well.

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When Should You Buy a Nintendo Switch?

The short answer is that you should buy a Nintendo Switch whenever there’s any kind of sale, regardless of the time of year. Amazon will likely offer the same console bundles on any other sale as it will on Black Friday, so there’s no real reason to wait if you’re in need of a Nintendo Switch.

That being said, there are sometimes some unique bundles and promotions during Black Friday that you won’t find any other time of the year. They usually includes additional games (like the infamous Mario Kart 8 bundle) or accessories for free, but quantities tend to be limited. As always, do your research into the seller before you make a purchase.

Where to Buy a Nintendo Switch in 2024

With how expensive gaming is getting in 2024, we’re trying to save you as much money as possible on the games and other tech you actually want to buy. We’ve got great deal roundups available for all major platforms such as PlayStation and Xbox, and keep these updated daily with brand-new offers. If you’re trying to keep costs down while maintaining your favorite hobby, stay tuned for more incredible discounts.

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Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Rockstar reportedly orders GTA 6 developers to end hybrid working in the name of “quality and polish”

GTA 6 developer Rockstar Games are reportedly ending hybrid working and requiring employees to return to the office full-time, with a view to being in “the best position to deliver the next Grand Theft Auto at the level of quality and polish we know it requires, along with a publishing roadmap that matches the scale and ambition of the game.” That’s allegedly from an email to staff sent by head of publishing Jenn Kolbe.

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Final Fantasy 7 Remake Script Change Makes Perfect Sense After You Play Rebirth

Days before the release of Final Fantasy 7: Rebirth, Square Enix unveiled an update making several tweaks to its predecessor, Final Fantasy 7: Remake. The change most noticeably impacts one of Tifa’s outfits, though there are a few other tweaks. But one other major change we haven’t written about yet is the change to Aerith’s final line in the script of Final Fantasy 7: Remake in the English translation of the game.

Unsurprisingly, a lot of people got upset about the line change. Without digging into the specifics of it, on the surface, the change appears to turn a line that previously hit a very specific emotional beat for the character into something a little less…poetic. It also seemed like a weird change to make now, of all times. The game’s been out for several years at this point! What gives!

Well, we think we have a pretty good idea why the change was made. The most I can say right off the bat is that it has to do with some plot events that take place in Rebirth, so if you’re planning to play Rebirth, just go do that and then come back later.

Because in order to talk about what’s going on here, we’re going to have to spoil the heck out of both Final Fantasy 7: Remake and Rebirth.

ONE MORE TIME: MASSIVE SPOILERS FOR THE ENDINGS OF FINAL FANTASY 7 REMAKE AND REBIRTH ARE AHEAD. Read onward at your own risk! We’re talking about the LAST SCENES OF BOTH GAMES! The endings! Don’t say I didn’t warn you! I’m even putting a video in the way of the spoilers!

Okay, phew. That’s out of the way.

The line in question in Final Fantasy 7: Remake previously read “I miss it. The steel sky.” It’s said by Aerith after the group flees Midgar and finds themselves no longer under a giant metal plate, but under an open sky. It’s a beautiful line, referencing Aerith’s genuine love for the complicated, imperfect place she calls home and her grief in the wake of the Sector 7 plate falling. The new line read is far less emotive: “This sky…I don’t like it.” Yeah! I can see why people think that’s a worse version.

Notably, though, the original Japanese version of the line (which resembles the new English translation) hasn’t changed in the update. That’s almost certainly because the line was always intended to be closer to the new version. Why? Because Aerith is, from this moment in the story onward, looking at a very different sky than everyone else in the party. And she’s not too thrilled about what it means.

Okay really and truly, one final time, I am about to just spoil the bejeezus out of Final Fantasy 7: Rebirth, including literally the last scene. Please go away if you don’t want to read that!!!

In Final Fantasy 7: Rebirth, we eventually see what Aerith is looking at above her head through a series of strange, dream-like interstitial scenes that appear to take place in an alternate universe where Aerith’s old boyfriend and Cloud’s old best friend, Zack Fair, never died. We see Zack waiting in Aerith’s house, presiding over a comatose Aerith and Cloud, and interacting with Biggs, who in the original FF7 dies when the Sector 7 plate collapses but whose fate seems a little more ambiguous in the FF7 Remake trilogy. And when Zack goes outside, the sky is noticeably messed up – there’s a giant rift running through the whole thing.

Much later in the game, following the events at Temple of the Ancients, Aerith and Cloud find themselves falling together from a great height. Cloud appears to pass out, and we once again see a scene from this strange, alternate world. Except now, Cloud and Aerith have both woken up. Zack is out, so the two go out on a date, during which Aerith warns Cloud not to look up. He does, and lo and behold, the sky rift. Cloud has little time to ponder the meaning of this as Aerith drags him around town, and eventually, he snaps back out of it and into the “real” world, where the sky isn’t messed up and the party has found him, gravely injured but alive after his fall.

The torn apart sky comes back in the final chapter of the game, present throughout a series of battles where the idea of alternate realities is explored and confused even further. And it’s brought home in the final scene of the game, where the party seems to believe Aerith died at Sephiroth’s hands. But Cloud can see her, and even speak with her, implying he’s crossed over into a reality where he saved her. In a poignant moment, he tells his teammates not to look up – referencing Aerith’s advice from the date before. We, the player, see the sky blue and normal, but it’s clear in this moment that Cloud now sees the same torn sky he saw in the alternate reality – the same torn sky it’s now apparent Aerith saw at the end of Final Fantasy 7: Remake, when she remarked, “This sky…I don’t like it.”

Having only just digesting all of this, I’m still at a bit of a loss as to what all this actually means. It’s apparent that the torn sky comes packaged in with the weird, alternate reality stuff Final Fantasy 7 Remake and Rebirth are playing with, and that characters get pulled into these weird, converging planes of existence with messed up skies every time they defy fate. Aerith sees it at the end of Remake, and Cloud is looped in at the end of Rebirth. And as my colleague and reviewer Nick Limon pointed out, it’s possible the rift is connected to something called the “universe of death” mentioned in the Final Fantasy 7 Remake Materials Ultimania book.

What likely happened with the line change is that the localizers didn’t know the context of Rebirth at the time Remake was released, and interpreted Aerith’s line in Japanese as grief about the events that had just taken place. Nomura even validated this reading of the line in an interview. And Aerith, canonically, seems to hate the sky just generally – she brings it up repeatedly in Crisis Core. But the reflective “I miss it. The steel sky” line, beautiful as it is, is only able to hold the one meaning, that of grief. The new version, even if it is a bit more straightforward, is quietly carrying a double meaning. The sky is both symbolic of Aerith’s sorrow, and it’s also quite literally messed the heck up. In that light, the line change makes a whole lot more sense.

With Final Fantasy 7: Rebirth out today, I cannot wait for lore experts to dig into all this deeper and explain what it means, because that entire game was a wild ride. If you for some reason read to the end of this without having finished it, get yourself back to our Wiki guide for some helping wrapping it all up (or doing the tens of hours of extra side content).

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

Guide: Splatoon 3: Fresh Season 2024 – Every New Weapon, Stage & Feature

Freshly squeezed.

Splatoon 3‘s next season, ‘Fresh Season 2024’ is almost upon us and, as ever, that means that a whole bunch of new content will soon descend on the Splatlands.

Fresh Season 2024 begins on 1st March 2024 and promises to add new stages, weapon loadouts, gear and more. All of the newbies were shared on the @SplatoonNA and @NintendoUK Twitter accounts, and we have collected together each and every one of them and sorted them into the relevant categories below.

Read the full article on nintendolife.com

Gran Turismo 7’s 1.43 update features three new events, new cars, and Café Menu

Gran Turismo players! Update 1.43* for Gran Turismo 7 is available as of Wednesday, February 28 at 11:00pm PST / February 29 at 6:00am GMT / 3:00pm JST.


Gran Turismo 7’s 1.43 update features three new events, new cars, and Café Menu

3 new cars added this month

Audi TTS Coupé ’09 

(Can be purchased at Brand Central or Used Car Dealership)

A high-performance model aggressively evolved from the TT. 

The TTS is the high-performance version of the TT, which first debuted at the North American International Auto Show in January of 2008. The powertrain combines a 268.2 BHP @ 35.7 kgfm 2 L direct injection turbo engine with either a 6-speed manual or 6-speed S-Tronic dual-clutch transmission. Though it has the same displacement as the standard 2L turbo model, the TTS features a bespoke engine block, pistons, and connecting rods, and the turbocharger has been improved to increase performance. It produces 71 BHP more power and 7.2 kgfm more torque than the normal 2L turbo unit in models such as the 2.0 TFSI quattro. As a result, the 0-62.1 mph acceleration time is 5.2 seconds for the S-Tronic model, and 5.4 seconds for the 6-speed manual transmission. 

Aside from the standard coupe body, a convertible ‘Roadster’ model was released in certain regions. On the mechanical side, the car is equipped with the ‘Audi Magnetic Ride’ variable dampers system as standard. When selecting the sports mode from the switch on the console, the ride height drops by 10 mm, allowing for more dynamic handling. This also provides a more aggressive ride befitting the TTS name.

Mitsubishi Lancer Evolution IX MR GSR ’06 

(Can be purchased at Brand Central or Used Car Dealership)

The ‘9.5’, the final 4G63 powered Lancer Evolution.

The Mitsubishi Lancer Evolution IX MR GSR is the 2006 update of the ‘Lan Evo’ IX GSR which debuted in 2005. On first glance, the car appears to be almost identical to the previous model, but numerous refinements have been made across the entire car. For example, while the maximum power and torque numbers of the 4G63 engine remain the same, the MIVEC variable valve timing system has been retuned, the standard specification turbine wheel has changed to a titanium-aluminium alloy, and the compressor inlet diameter has been downsized. Along with other minor improvements, this resulted in sharper engine response and faster acceleration. The suspension has also been upgraded, employing high spring rate Eibach coils combined with Bilstein dampers, and the electronically controlled ‘Super AYC’ 4WD system has been reprogrammed to focus on cornering ability. 

There have also been refinements to the aerodynamics with the shape of the front bumper being changed to reduce lift. The ‘MR’ of the model name stands for ‘Mitsubishi Racing’. Throughout the company’s history, this designation has been given to the highest performance sports models. For the Lancer Evolution, MR models first appeared in the VIII line-up, making this IX the second MR model in the car’s history.

Renault R4 GTL ’85 

(Can be purchased at Brand Central or Used Car Dealership)

The world’s first hatchback found great success through utilitarian design. 

The Renault 4 (often called the ‘Quatre’ from its French name) is a compact car that debuted in 1961 to replace the best-selling Renault 4CV. Though its predecessor featured an ‘RR’ layout, which puts both the engine and drive wheels at the very rear of the vehicle, the Renault 4 featured a front-engine front-wheel drive (FF) configuration. The car would prove to be a massive success and served as the people’s car for many years to come. The car’s most notable design element is its packaging which formed the basis of the modern hatchback. The FF configuration allowed for a more spacious interior and the 4 also featured a large and lightly usable luggage space behind the back seats. 

The mechanicals of the car are also unique. For example, although it features torsion bar suspension, which uses the elastic force of twisting a metal bar in place of a spring, it uses 2 different torsion bars in parallel for each of the rear wheels, which displaces them slightly and results in a different wheelbase on the left and right of the car. Additionally, as the transmission has been placed at the very front of the car, ahead of the engine, gear changes are operated by a long rod which reaches over the engine and protrudes into the cabin. The driver changes gears by pushing and pulling the rod in and out of the dashboard.

Café / Extra Menus 

The following Menu has been added:

  • Extra Menu No. 36: Lamborghini (Collector Level 43 and above)

World Circuits (Event)

The following new events have been added to World Circuits:

  • Sunday Cup Classic – Tsukuba Circuit
  • Japanese Clubman Cup 550 – WeatherTech Raceway Laguna Seca
  • European Clubman Cup 600 – Tsukuba Circuit

Scapes 

Pyrenees has been added as a featured curation in Scapes

*Internet connection and Gran Turismo 7 game required for update. 

GTA 6 Developers Criticise Rockstar’s ‘Reckless’ Decision to Force Staff Back to the Office

Developers at Rockstar Games have hit out at the company’s decision to force staff to return to the office five days a week to close out work on GTA 6.

This week, Rockstar notified staff of its return-to-office order, due to start in April, which it said had to do with completing development on GTA 6 “at the level of quality and polish we know it requires”, and to mitigate security breaches. GTA 6 is developed primarily at Rockstar North in Edinburgh, Scotland, although support comes from a number of other Rockstar studios across the UK and the world.

Now, the Independent Workers’ union of Great Britain, which represents video game developers in the UK, has publicly criticized Rockstar for the move, and published testimony from current developers who warn it will significantly affect their well-being.

According to the IWGB, last year 170 Rockstar Games workers in the UK signed a petition opposing mandatory three-day office work. Now, workers accuse Rockstar of “broken promises”, and have expressed concern about health, caring responsibilities, living arrangements, and a heightened risk of overwork (crunch). Some workers have said they moved their lives further away from studio locations that would now need to be reversed in under six weeks to comply with Rockstar’s demands. Rockstar is yet to comment.

The IWGB also alleges Rockstar had insisted flexible work options would remain available in an employee-wide email that said: “This isn’t our first step to five days a week. No one wants to go back to the old way of working.” The IWGB went on to claim Rockstar management has so-far refused to engage with workers on the issue, and will “pull the plug” on remote access to technology on April 15.

After so many broken promises we now fear management may even be paving the way for a return to toxic ‘crunch’ practices.

An anonymous Rockstar worker is quoted as saying: “Working from home has been a lifeline for many of us at Rockstar, allowing us to balance care responsibilities, manage disabilities, and relocate as we need. Now, Rockstar is snatching away that lifeline without a second thought for the workers who’ll be impacted most. After so many broken promises we now fear management may even be paving the way for a return to toxic ‘crunch’ practices. Senior leadership need to rethink their reckless decision making and engage with their staff to find an arrangement that works for everyone.”

Another said: “As usual, there has been zero consultation with us: the people who these policy changes most affect. Just one of my concerns is being forced to work late hours in the office to maintain contact with global teams when before we could log on from home to attend late meetings. This will mean missing out on spending time with our families. I am also aware of colleagues who have health issues preventing full time office work who are now left in limbo.”

And here’s another member of staff: “We the staff care greatly about the games we make and our passion, skill, and talent should never be taken for granted by studio management. It is together, through collaboration and a healthy work life balance and workplace culture that we continue making some of the most beloved and spectacular games in our industry.”

For years, Rockstar had a notorious reputation within the video game industry for brutal crunch in the making of Grand Theft Auto and Red Dead games. However, following the release of Red Dead Redemption 2 in 2018 and the shocking stories about the human cost of its development, media reports suggested changes were made to the company’s culture to avoid the same thing happening during the development of GTA 6.

It is unacceptable that Rockstar leadership have gone back on their word time and time again and have ignored the workers’ requests for basic working conditions.

Austin Kelmore, IWGB Game Workers Chair also hit out at Rockstar: “The workers in the IWGB Game Workers Union at Rockstar are pushing for transparency over pay and promotions, a healthy and inclusive workplace culture, and work life balance centred around what each worker needs. It is unacceptable that Rockstar leadership have gone back on their word time and time again and have ignored the workers’ requests for basic working conditions.

“Workers across the industry are done with letting executives make reckless and harmful decisions and the Rockstar workers are showing us the start of what’s to come if they’re continually ignored. There’s no better time than now to join our union and push for this to be the healthy and sustainable games industry we know it can be.”

The video game development industry has wrestled with an increasing call from executives to return to the office following the sea-change sparked by the pandemic. Last year, IGN revealed Ubisoft Montreal employees were left fuming over what they called broken promises in regards to the studio’s return-to-office mandate. And, more recently, Star Citizen developers criticized a relocation plan at developer Cloud Imperium Games.

GTA 6, meanwhile, is expected to launch at some point in 2025 on PlayStation 5 and Xbox Series X and S. Some predict it will become the best-selling video game of all time after its debut trailer set viewership records.

Image credit: Ken Jack/Getty Images

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.

Helldivers 2 Leaks Reveal Mech Gameplay

A series of Helldivers 2 gameplay leaks have revealed a look at the upcoming mech vehicle type.

One snippet of gameplay, revealed by redditor fozzye18, shows a player exit and then enter a mech before stomping around a battlefield firing what looks like an auto cannon.

Since that initial post, more mech gameplay has emerged showing what looks like a datamined stratagem explainer video. In the clip we see a dropship set the mech down on the battlefield for the Helldiver to jump into. This mech, though, fires what looks like a machine gun on one side and a rocket launcher on the other.

And, even more recently, Helldivers 2 mech gameplay is popping across social media, giving us another look at the mechs.

The addition of mechs to Helldivers 2 would come as little surprise, and not just because of these leaks. Mechs were shown in an official Helldivers 2 trailer released on the PlayStation YouTube channel a month ago. Alongside the first look, mechs were said to be coming “soon after launch”.

Meanwhile, players are speculating about the addition of a stratagem that calls in AI soldiers, and another that calls in a nuke-like meteorite. For a game that does explosions so well, a meteorite would no-doubt cause a spot of camera shake.

Now developer Arrowhead appears to have sorted out Helldivers 2’s server issues, it has time to return to its original post-launch plan, so hopefully we’ll get an idea of what to expect in terms of new content soon.

Meanwhile, there’s plenty to be getting on with in the world of Helldivers 2, including the ongoing galactic war against the bugs and bots. As revealed this week, Arrowhead employs a “game master” who runs the Helldivers 2 campaign like a D&D dungeon master. Perhaps, if Super Earth loses the current major order to push back the Automatons, the addition of mechs will help level the playing field.

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.

The making of Cobalt Core: how Tabletop Simulator and Inscryption were the secret catalysts behind this clever deckbuilding roguelike

Rocket Rat Games co-founder John Guerra remembers the exact day he started working on Cobalt Core‘s first prototype. He and his fellow co-founder Ben Driscoll had just spent a week playing Daniel Mullins’ mysterious roguelike deckbuilder Inscryption at the end of October 2021, but the combination of a bad storm and a power outage ended up forcing Guerra to decamp from his home in Massachusetts and stay with some family until it all blew over. “I got back late on Halloween, just in time to put out a bowl of candy for some kids, and then the next morning we started Cobalt Core,” he tells me.

The pair had been working on a range of different prototypes in the months leading up to this lightbulb moment. As development on their debut game, the spaceship building puzzler Sunshine Heavy Industries, began winding down, “we were throwing all kinds of stuff at the wall,” he says, including games in 3D, a platformer, with Driscoll revealing they even had “a Terraria-like one for a couple of weeks” with a grid-based world that characters bounced around in. But it was playing Inscryption that brought everything to a head. Both had spent hundreds of hours with Slay The Spire, but “Inscryption proved to us that there was still a lot of space to explore in the genre,” says Guerra. And with increasing calls from Sunshine Heavy Industries players begging them to let them fly the ships they were creating in its shipyard sandbox, “you can kind of see how that went from A to B”.

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