Until Dawn Film Adaptation Is in the Works With Shazam!, Lights Out Director David F. Sandberg

Another well-known horror game is getting the big screen treatment. This time, it’s Supermassive Games’ 2015 release Until Dawn.

Sony Pictures has confirmed to IGN that the movie adaptation of Until Dawn will be directed by filmmaker David F. Sandberg, who previously directed horror hits like Lights Out and Annabelle: Creation, as well as DCEU films Shazam! and its sequel Fury of the Gods. Gary Dauberman, who’s worked on horror series including It, Annabelle, and The Nun, is doing the latest pass on the script written by The Invitation’s Blair Butler.

THR first reported the news. It’ll be developed by Sony Pictures’ Screen Gems as well as PlayStation Productions.

“As our partnership with Sony Pictures continues to grow, we’re thrilled to be working on our first movie with Screen Gems. Until Dawn is a fan favorite PlayStation game that we can’t wait to bring to the big screen,” Head of Product, PlayStation Studios and Head of PlayStation Productions Asad Qizilbash said in a statement.

Released as a PS4 exclusive, Until Dawn is a choose-your-own-adventure horror game developed by Supermassive Games. Set on a snowy mountain, players control eight young adults who must survive the night. Like some of Supermassive’s recent games in The Dark Pictures Anthology or 2022’s The Quarry, who survives and how the story unfolds in Until Dawn is determined entirely based on the player’s choices.

In our review of Until Dawn, we said: “Until Dawn is an inconsistent horror game, but it’s still a heck of a lot of fun.”

Until Dawn is the latest IP from PlayStation’s catalog to get adapted for film or TV. Other PlayStation adaptations include The Last of Us, Twisted Metal, Gran Turismo, and Uncharted. The news also comes one day after it was announced that LKA’s psychological thriller Martha Is Dead is getting adapted into a feature film.

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

Xbox Insider Release Notes – Alpha Skip-Ahead (2408.240114-2000)

Hey Xbox Insiders! We have a new Xbox Update Preview releasing to the Alpha Skip-Ahead ring today.

It’s important we note that some updates made in 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: RS_XBOX_DEV_FLIGHT26029.1004.240114-2000
  • Available: 2 p.m. PT – January 17, 2024
  • Mandatory: 3 a.m. PT – January 18, 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:

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

  • 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.

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.

System – Profiles

  • We are aware recently added profiles may be removed after restarting the console, and a fix is coming in a subsequent update.
  • Workaround: While signed in, open the guide then navigate to Profile & system > Settings > System > Access restrictions > Access restrictions options then disable the Delete profiles on sign out option.

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 – Alpha Skip-Ahead (2408.240114-2000) appeared first on Xbox Wire.

Call of Duty: Warzone’s Latest Update Seems to Have Mostly Broken the Game

Call of Duty: Warzone players excited to jump into Season 1 Reloaded are running into new issues that are leaving the game almost unplayable.

The Season 1 refresh update dropped for all players today, bringing new cosmetics, multiplayer maps, changes to the Zombies formula, anti-cheat improvements, and more across the entire Call of Duty experience. They’re enticing additions that many battle royale fans aren’t getting to enjoy. Those who hop into the open-world FPS mode are being met with intense visual and gameplay glitches if they are able to make it into a match at all.

Social media sites like X/Twitter are already filled with clips and reports of lackluster experiences. A notorious clip making the rounds sees streamer Fifakill struggling to move at all after attempting to open the “Create a Class” menu.

The issues don’t stop at Create a Class. Fifakill also shared a clip on X/Twitter that shows off what can only be described as a strange dent in the Urzikstan map where there wasn’t one before.

Terraformed map sections might be funny to some, but others have found themselves unable to access Loadout Drops, too. Streamer MerK and players with them found that the Precision Airstrike Killstreak is no longer notifying nearby players when activated.

It’s a warning that could mean life or death for a squad, but it’s also only an issue you need to worry about if you’re actually able to enter a game. X/Twitter user Kaitlyn Smiles, as well as many others, are finding themselves caught in a loop that restricts access to even something as simple as the main menu.

Call of Duty: Warzone developer Raven Software is used to making changes on the fly but has yet to announce when a fix for today’s Season 1 Reloaded issues will arrive. However, the team has reported that the Loadout, geographical distortion, Killstreak notification, and main menu loop bugs are being looked into.

Call of Duty: Warzone was previously meant to bring Weapons Cases and Covert Exfil’s to the experience before Raven decided to delay the features due to negative fan feedback. No information on when those features will make their way to players has been revealed.

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

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

A wholly subscription-driven games industry would be “savage”, says Larian CEO

Larian CEO Swen Vincke has been reading Ubisoft director of subscriptions Philippe Tremblay’s thoughts from yesterday about how players need to “get comfortable” with renting their games as a package, rather than “having and owning” an individual copy. His broad takeaway is: that ain’t it, chief. In a social media thread today, Vincke wrote that “it’s going to be a lot harder to get good content if subscription becomes the dominant model and a select group gets to decide what goes to market and what not”. He feels that “direct from developer to players is the way”. As such you shouldn’t expect Baldur’s Gate 3, Divinity: Original Sin 2 or any other Larian RPGs to join the Game Pass bandwagon anytime soon.

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Feature: Bandle Tale – Exploring The “Least Developed Parts” Of The League Of Legends IP

“I think this is the first time we’ve ever let a player self-insert into one of our games”.

Last year was a busy one for Riot Forge, which published three solid, indie-developed games set in the expansive Runeterra universe (The Mageseeker, Convergence, Song of Nunu), each featuring totally unique art styles and gameplay. Now the company is turning its attention to its 2024 slate, which will kick off next month with the adorable Bandle Tale by Lazy Bear Games.

Read the full article on nintendolife.com

How Prince of Persia: The Lost Crown Builds on Rayman’s Platforming Legacy 

Prince of Persia: The Lost Crown launches tomorrow, January 18, for Xbox One, Xbox Series X|S, and PC, and is available now with a Ubisoft+ subscription or for purchasers of the Digital Deluxe Edition. Prince of Persia: The Lost Crown is an adventure inspired by Persian mythology and the Metroidvania genre, in which players step into the boots of Sargon – the youngest member of Persia’s most elite warriors, the Immortals – and brave the dangers of the mysterious Mount Qaf on a journey to save the kidnapped Prince Ghassan. Wielding acrobatic parkour abilities, mystical time powers, and fluid, combo-driven sword skills, Sargon discovers a world shattered by a time curse, where he’ll battle sand zombies, screen-filling monsters, and even alternate versions of himself. 

Prince of Persia: The Lost Crown was developed by Ubisoft Montpellier, the studio behind Rayman Origins and Rayman Legends – and some of those games’ DNA persists in Sargon’s adventure, particularly when it comes to platforming. Like Rayman and crew, Sargon has a certain rhythm and bounce to his movements that helps make exploration a blast, and a lot of his time is spent navigating deviously designed platforming sequences that dare players to thread their way through gauntlets of spikes and traps with increasingly less room for error. To find out more about this connection, and how Ubisoft Montpellier’s experience on the Rayman games helped shape Prince of Persia: The Lost Crown, we spoke with Game Director Mounir Radi. 

Rayman Origins, Rayman Legends, and Prince of Persia: The Lost Crown are obviously very different games, but is it fair to say the Rayman games were a starting point or reference for The Lost Crown? 

For the platforming aspect, yes; not for the combat. Those two things are quite different, but for the platforming aspect, the flow, we are talking about how to convey the weight of your character and the musicality. When we are talking about level design and the way you progress through levels, I like to compare Rayman and Prince of Persia to musical partitions, and this is where we used our expertise the most in mastering the flow of progression. 

Some developers tend to build a game before a toy, and we took a lot of time to make a toy first. Before having Sargon and his animation, we worked with just a capsule. Sargon was, for one year, a capsule – and yes, it was super weird! But if you establish a good weight, a good flow, and a good feel with the capsule first – and then bring the animation, the VFX, and the background, you can upgrade this feel in phases. If it’s the other way, you might miss something.  

We took a lot of time after that to try to figure out how to convey Sargon’s weight, and to think about his physicality. The weight, for me, is the whole thing, and we took a lot of time figuring out the lengths of specific animations to convey it – sometimes it was just about one frame. One frame, I swear it! We were like, “One frame! No, remove this frame!” We were jumping, bouncing. And it was super-important, because while this approach is super-demanding, it pays off in the end. 

Speaking of weight – what do you need to do differently to communicate the weight of a cartoon character like Rayman, versus a more anime-inspired hero like Sargon? What needs to be different about how they move? 

You know, when you deal with a character who has no arms and no legs, you are not exposed to the uncanny valley. Your brain can accept everything; Rayman is using his hair to fly, and that’s OK. But when you are playing with Sargon, you are in semi-reality. You are expecting specific things from his movements. Sometimes you can trick players, but you have to do it step by step, and use specific references that players may know, so they can accept new things.  

Sargon is an Immortal; he’s part of a specific world-building logic. Even if it’s mythological, people have weight, so when we were working with our animators and VFX team, and even with the 3D models, we took a lot of time to find the right balance. It’s during special abilities, like when you parry, when you are using fancy executions, and when you use your Athra Surge abilities, that you reach the highest point of spectacularity, of superheroic capacity. During this, we bring in these flashy colors, which is our way to indicate that you just unleashed a super ability, and you performed it the right way – because these are not something you can perform without a challenge. To perform an execution, you have to parry; to perform an Athra Surge, you have to build up your gauge. 

So we used fighting games as a reference, like Super Smash Bros. or Street Fighter, because in those games, there’s purity in the balance between each attack; one attack, one function. That’s why there’s one button in Prince of Persia: The Lost Crown for attacking. 

Musicality in the Rayman games and Prince of Persia: The Lost Crown is something you’ve spoken about previously, with the idea that platforming has a clear rhythm. How does that affect the shape the level design takes? How do you find a beat that works consistently?  

It’s about foreshadowing the path for the players. We used the camera to ensure that the path is super-readable, and made sure that the blocking elements of level design present a specific variety. Imagine that you’re on the ground and you have to go upward; in some games, you’d jump three times to rise three levels, so it’s hitting the same button three times – pam, pam, pam! The same button triggers the same sound, the same animation, the same VFX. That can cause fatigue, and we tried to manage this fatigue – to bring short notes, long notes, and to be sure that players have the ability to create a partition.  

Level design offers different ways to create different partitions, and it involves a lot of iteration, because sometimes you have friction.  Wwhen you see people being exposed to a challenge for the first time, and you know that they are in the zone, and they are able to pass the challenge, that means that you got it right. That means that you took enough time to train them before, so that they could absorb the mechanics – and that now, with their reflexes, they can predict the path. They have the ability to stay in the flow. 

One clear callback to the Rayman games is the Xerxes Coins, which echo the Skull Coins in Rayman Origins and Legends. They float in midair close to hazards that can often be very challenging to navigate, and players need not only to grab the coins, but to land safely in order to claim them. Have the developers always had that affinity for this kind of very tight “splatforming,” or is it something that developed over time? 

It was right from the beginning. When you’re talking about exploration, people are free to experiment with different abilities in this world. So sometimes, when you have a specific path and you give players some tools, you cannot control how they beat that path, even if there’s a specific challenge. By offering them Xerxes challenges, we were more in control. We were saying, “you have to beat it like this, to play it like this, in order to play as intended.” That was our way to get players to play specific notes in a place where they’re aware of the composition. They can use the same attacks, they can use the same amulets, they can use the same abilities to progress, but when we use Xerxes challenges, we are telling our players to play with these specific conditions or elements. 

Prince of Persia: The Lost Crown has a few superficial similarities with Rayman in terms of combat – the feel of the aerial slam attacks, for example – but The Lost Crown’s combat is much more elaborate and responsive, in a way that’s rare even for Metroidvanias. How did that new approach take shape? 

First and foremost, before even going into the Metroidvania genre, we wanted it to be a Prince of Persia game. In Prince of Persia, when you venture into the world and fight against enemies, colliding with enemies is not a danger. In a lot of Metroidvanias, enemies are obstacles: if you touch them, you’ll take a hit. But that was not what we wanted to achieve here, because for me, Prince of Persia is about experimentation.  

In the previous games, and even in the Sands of Time trilogy, the choreographic aspect of the combat was animation-driven: You press a button, you execute an animation. Sometimes it’s a flowy animation and an execution, but there’s a balance between execution and spectacle. To make sure that this new choreography is in the hands of the player, we wanted to be sure that the game is super-responsive. So the choreographic aspect is back, but now it’s the player doing their own choreography with the toolsets we give them. 

This is a new approach, and one intended for fairness – but also because if a player uses a defensive mechanic like a parry, dodge, or even a jump, it could cancel any animation. And that was the beginning, because this is less a vertical approach to game design, and much more of a horizontal approach to game design: Give them toolsets, amulets, and special abilities, and they can compose their own playstyle. I think that’s part of the legacy of Prince of Persia, of respecting players’ cleverness. This is authored gameplay, and players are free to compose, to create, to build their own choreography.  

Prince of Persia: The Lost Crown launches on January 18 for Xbox One, Xbox Series X|S, and PC – and players with a Ubisoft+ subscription, or who purchase the Digital Deluxe Edition, can start playing Sargon’s adventure right away. Secrets and danger abound throughout Mount Qaf – along with plenty of opportunities to push your combat and platforming skills to the limit – so get ready to explore, battle, and see just how warped a time-cursed mountain citadel can become. 

Xbox Live

Prince of Persia The Lost Crown

UBISOFT


34

$49.99

Pre-order to get an exclusive in-game Warrior Within outfit!

Dash into a stylish and thrilling action-adventure platformer set in a mythological Persian world where the boundaries of time and space are yours to manipulate. Play as Sargon and evolve from sword-wielding prodigy to extraordinary legend as you master acrobatic combat and unlock new Time Powers and unique super abilities.

UNLEASH YOUR INNER WARRIOR
Use your Time Powers, combat, and platforming skills to perform deadly combos and defeat time-corrupted enemies and mythological creatures.

LOSE YOURSELF IN THE PRODIGIOUS MOUNT QAF
Discover a cursed Persian-inspired world filled with larger-than-life landmarks and explore a variety of highly detailed biomes, each with their own identity, wonder, and danger.

LIVE AN EPIC ADVENTURE
Immerse yourself in a Persian mythological​ fantasy through an intriguing and original story as you use your wits to solve puzzles, find hidden treasures, and complete quests to learn more about this corrupted place.

This game leverages Smart Delivery allowing access to both the Xbox One title and the Xbox Series X|S title.

The post How Prince of Persia: The Lost Crown Builds on Rayman’s Platforming Legacy  appeared first on Xbox Wire.

Wizkids is Celebrating D&D’s 50th Anniversary with its Biggest Miniature Booster Set Ever

Of all games ever to capture the hearts of outcasts, misfits, and ne’er-do-wells around the world, none has had an impact as powerful as “the world’s greatest role-playing game”: Dungeons & Dragons. An iconic game featured in numerous shows, popular podcasts, and movies, including the recent star-studded blockbuster, Honor Among Thieves, Dungeons & Dragons celebrates its 50th birthday this year. To celebrate, miniature maker Wizkids has announced their biggest booster set so far, slated for release this July, with 60 figures featured throughout Dungeons & Dragons’ 50 years of history.

The D&D Icons of the Realms: 50th Anniversary Booster Set includes modern pre-painted 5e versions of various D&D monsters alongside their classic 1e versions, the latter of which features monsters never before recreated as minis or even in color. You can pre-order booster packs, each containing one large mini and 3 medium or small minis, here, or even supercharge your collection with the $200 booster bricks, which contain 8 booster packs with random minis.

Among the iconic characters to be featured are 1e and 5e versions of the resurgent Vecna, who recently regained his popularity owing to his appearance as the central villain in the fourth season of Stranger Things. You can also collect multiple versions of the spider queen herself, Lolth, who comes in her spider 5e incarnation and her 1e drow form. And there’s the 1e Eidolon from the iconic cover art of the 1e Player’s Handbook.

Check out side-by-sides of these retro and modern incarnations here:

“The 50th Anniversary Booster Set has become a passion project for the entire D&D community to enjoy,” said Joseph Nuzzo, senior product producer at Wizkids. “Whether you have been playing D&D for 50 years or you just had your first session, there is a miniature in this set for everyone to get excited about.”

Alongside the booster set, Wizkids will also debut the Classic Red Dragon Boxed Miniature for $29.99, which can be pre-ordered on IGN Store. This classic D&D monster, featured on the cover of the original 1977 Dungeons & Dragons: Basic Set has all the same cartoonish goodness from the days of your basement-dweling youth, and stands nearly 5 inches tall with a 75 millimeter base, covered in the creature’s coveted loot. Booster Sets are also available for preorder on DNDMini.com and at local game stores.

There are 10 secret rare figures in the 50th Anniversary Booster Set. IGN is thrilled to announce two of these figures: the Green Knight and Blue Wizard. Along with the Classic Red Dragon, fans can use these two figures to recreate the iconic cover of the 1977 basic set.

Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.

The next League Of Legends spin-off is a deep and crafty blend of Stardew, Spiritfarer and Animal Crossing

When cute crafting RPG Bandle Tale: A League Of Legends Story was first announced at the end of last year, I don’t think I really appreciated the fact it was going to be the next game from the devs behind mortuary farming-me-do Graveyard Keeper. I keep turning this fact over in my head as I watch Lazy Bear Games’ associate producer Vlada Redko play a portion of Bandle Tale over Discord for me, with creative director Nikita Kulaga and Riot Forge’s creative director Rowan Parker telling me about what’s happening onscreen in front of me. As Redko explores the whimsical, knitting-themed city of Bandle as one of League Of Legends’ tiny fluffy Yordle creatures, it is, to put it lightly, quite the tonal shift from their previous work. But don’t let its cute looks fool you.

This is a crafting RPG with a ferociously long set of skill trees to master, with 40-60 hours’ worth of new abilities to learn, objects to construct, errands to run, friends to enlist and – crucially – parties to throw. For in the Bandle woods of Runeterra, life’s problems are solved by having a good old fashioned boogie, including the rather urgent issue of fixing the world’s portal network, which has collapsed in a mysterious accident. It may have a softer, fluffier-looking surface than Graveyard Keeper, but underneath it looks as though there’s just as much to dig into here, so here’s what I’ve learned so far ahead of its release on February 21st.

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