How The Thing: Remastered Remains Faithful To 2002’s Adaptation

How The Thing: Remastered Remains Faithful To 2002’s Adaptation

John Carpenter’s iconic 1982 horror classic “The Thing” has inspired countless creators over the years, including Computer Artworks, the studio behind 2002’s The Thing, a video game adaptation that takes place after the events of the film.

In the game, Captain J.F. Blake leads a team of U.S. Special Forces in an investigation of Outpost 31. There, Blake and his crew must defend themselves from hostile alien life, and each other, as infections arise.

Despite being released 20 years after the 1982 film, The Thing has become more of a challenge to revisit than its original source of inspiration. While you can easily purchase or stream the film, 2002’s The Thing often requires nostalgic gamers to track down a physical copy along with the necessary hardware to play it on.

This is where Nightdive comes in with The Thing: Remastered, available on Xbox Series X|S and Xbox One today. It’s a revitalization of the almost-lost game that stays true to the creators’ original vision.

Understanding The Source Material

Nightdive’s goal is to bring lost and forgotten games like The Thing back from the depths. Not only so people can revisit their favorites on modern platforms like Xbox Series X|S, but also to preserve these games for future generations.

Game preservation is something I recently stressed the importance of while writing about Killing Time: Resurrected, and the same remains true for The Thing: Remastered. All games deserve to be preserved, but preservation isn’t as simple as applying a fresh coat of paint. One of the challenges in using remasters as a form of preservation is keeping the remaster as faithful to the original as possible.

With this in mind, Nightdive worked closely with members of the original Computer Artworks staff, including art director Ron Ashtiani and technical director Mark Atkinson, both of whom are well-versed in the game they helped create and the 1982 film.

“I‘d seen the film before the project, but re-watched it multiple times when we started the game,” explains Computer Artworks technical director, Mark Atkinson. “We wanted to preserve the feel of the movie and what made it scary in terms of a survival horror.”

For Ron Ashtiani, the movie “scared the hell out of me, but also sparked my interest in sci-fi horror.” He went on to reflect how ahead of its time the film was. “It was made before the days of studios relying on an abundance of CG effects to wow the viewer.”

In addition to being ahead of its time visually, “The Thing” benefited from the captivating performance of actors like Kurt Russel and Keith David, and well-written screenplay courtesy of Bill Lancaster.

“I think one of the reasons ‘The Thing’ still holds up is due to the lingering mystery at the end — who was the Thing? It’s a smart movie, a masterclass in cinema,” remarks Joel Welsh, art lead on The Thing: Remastered at Nightdive Studios.

While it’s not required to watch “The Thing” before playing The Thing: Remastered, it does help broaden your knowledge of the peril Captain J.F. Blake and his team face as they explore Outpost 31. Both from alien creatures, and each other.

“Every scene was carefully detailed to make you wonder and be suspicious about everyone the whole time,” says Grover Wimberly IV, Nightdive’s project manager and producer on The Thing: Remastered. “For fans of Nightdive games who haven’t had a chance to watch ‘The Thing,’ I’d suggest watching before diving into the game.”

Remastering With The Masters

Mark Atkinson oversaw many technical aspects with 2002’s The Thing in addition to contributing to the game’s original design and coding alongside Computer Artworks’ talented team of engineers. Working on The Thing: Remastered with Nightdive, Atkinson took on a similar role.

“On the remaster, Ron and I were involved from the start, resurrecting the old code and master quality art assets, and helping guide the Nightdive team, e.g. what was intentional vs. where we just ran out of time to polish,” notes Atkinson.

“The remaster adds many significant upgrades in terms of gameplay, level design, UI, HUD etc., which go beyond a simple 4K reskin. Ron and I gave the green light to all of that, as well as consulting Andrew Curtis, the original game designer. In practical terms, I did a significant amount of C++ work as we wanted to really take the opportunity to make the remaster as good as possible.”

When asked about his experience working on 2002’s The Thing, Ashtiani recalls, “I joined the art team at Computer Artworks just after the game was fully signed after a successful prototype. Back then, art teams weren’t siloed into specific fields, but I mainly worked on the environments and built around half of the levels in the game.”

Again, Ashtiani reprised this hands-on role with The Thing: Remastered: “My role with Nightdive has been to co-lead the art team as the vision holder for the look of the game. I worked on setting the art direction for the remaster and ensuring that while we remaster the graphics and art assets, we don’t lose the essence of the original game.”

And this is important, because the essence of the original is inherently special. For the entire team, not just the artists, 2002’s The Thing needed to align with the 1982 film, and that took making the most of the technology and tools that were available at the time.

“We did the best we could with what we had,” Ashtiani explains. “We put a lot of work into capturing the isolation of the Antarctic and created a host of new and interesting creatures. However, lighting was an area we couldn’t match until the remaster.”

As well as the technical limitations, time constraints also contributed to some of the quirks players encountered in 2002’s The Thing, which Atkinson says has been addressed in the remaster.

”People loved the original game, but had some legitimate complaints, e.g. the scripted burst-outs, the difficulty is uneven, the combat was a little janky, the boss fights weren’t great,” admits Atkinson. “We went hard on fixing all that.”

The Thing: Remastered also benefits from the addition of modern gameplay elements such as third-person aiming, quick select wheels, the ability to use a controller on PC, and more. In terms of difficulty, Atkinson notes, “the game is still fairly hard, but not in such an uneven and sometimes frustrating way as the original.” There’s also the option now for players to select an easier difficulty setting, further expanding the game’s approachability.

Seconding this, Ashtiani says the remaster is true to 2002’s The Thing, but with improved gameplay balancing, control systems, UI improvements, among other quality-of-life adjustments.

“Graphically, it’s a big leap forward,” Ashiani adds. “We’ve been able to use all the lighting technology of today, plus higher resolution models and textures. We even managed to add some assets that were cut from the original game, creature variations in particular.”

A Team Effort

Having a team you can trust is important, not only when attempting to survive in the world of The Thing, but also in developing a quality remaster. Trust, communication, and teamwork between the original developers and the developers at Nightdive Studios were integral in resurrecting 2002’s The Thing.

“We made it a point to make sure Ron and Mark’s input were taken throughout the development process by consulting and having them at our team meetings when discussing adjustments, enhancements, and fixes to make sure it fit the spirit of the original 2002 release,” explains Wimblerly IV.

“Ron and Mark certainly left their mark, along with the rest of the team,” praises Welsh. “This is Nightdive/Atari’s most ambitious remaster to date, and we hope Xbox players have a blast with it. Just remember: No One Survives Alone!”

You don’t have to take our word for it, though. Whether you’re a fan of 2002’s The Thing, or simply want to check out a classic game you previously missed out on, you’ll be able to pay an eventful visit to Outpost 31 when The Thing: Remastered releases on Xbox One and Xbox Series X|S today.

The Thing: Remastered

Nightdive Studios

No One Survives Alone.

The 2002 third-person survival horror shooter that serves as a sequel to the genre-defining 1982 film is back, remastered by Nightdive Studios to bring this innovative blend of fast paced squad action meets survival horror to the modern era. Including Antialiasing, Per Pixel Lighting, 4K Resolution and up to 120 FPS.

Where the movie ended, the true terror begins.

You are Cpt J.F. Blake, leader of a U.S. Special Forces rescue team sent to investigate the blood-curdling events and enigmatic deaths of the American scientific team that transpired at the Outpost 31 research facility located in the frozen wastelands of Antarctica. Within these inhospitable surroundings your team encounters a strange shape-shifting alien life-form that assumes the appearance of people that it kills. Trapped by the elements and infected by this horrific entity, using all your team members is critical if you hope to accomplish your objectives, let alone survive. If you only knew which ones were still human…

The post How The Thing: Remastered Remains Faithful To 2002’s Adaptation appeared first on Xbox Wire.

Infinity Nikki Interactive Map is Now Available

IGN’s Infinity Nikki map is here! Our interactive map tracks collectibles across the world of Miraland including Whimstars, Dew of Inspiration, and Treasure Chests for those who like to farm collectibles. It also displays the locations of Styling Challenges and Mini Games so you know where to go to spend time.

Our team of Stylists is hard at work filling out our Infinity Nikki interactive map, so make sure to check back often and track your progress across Miraland.

Infinity Nikki Interactive Map

The available Infinity Nikki interactive map filters include:

  • Collectibles, including Whimstars and Dew of Inspiration. You’ll need the latter to get rewards from Kilo the Cadenceborn!
  • Locations, such as Warp Spires, which allow you to fast travel once activated. There’s also Caverns, Catapult Seals, and more.
  • Activities, including Box Games, Mini Games, and Styling Challenges.
  • Items, such as Treasure Chests. Opening them can net you Clothing and even Diamonds, which you can spend on the Resonance Banners.
  • Quests, including Main Quests and Side Quests, so you always know where to go to start your next mission.

Infinity Nikki Codes

While you’re using IGN’s Infinity Nikki interactive map to find loot across Miraland, make sure you check out the latest Infinity Nikki codes to get even more free rewards.

Infinity Nikki codes lead to rewards like free Diamonds and Revelation Crystals, and materials such as Threads of Purity and Shiny Bubbles to help you craft new clothes, accessories, and outfits. Combine those with what you can earn by exploring the map alone and you’ve got a ton of rewards!

Northgard, Dune and Wartales devs Shiro Games reveal sci-fi MMO SpaceCraft

4X strategy and RPG stalwarts Shiro Games have announced SpaceCraft, a “massively multiplayer management and crafting adventure” set in Normandy during the Middle Ages, haha, of course not – it’s set in space. They won’t be winning the T.S. Eliot poetry prize with that title, but I guess it gets the job done. Here’s a trailer.

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The Game Awards 2024: How to Watch and What to Expect

The Game Awards 2024 is almost here – a night celebrating recognition of the biggest games released throughout the year. The event will take place on Thursday, December 12, and we’ll share below exactly how you can tune into the livestream and what to expect for awards.

How to Watch The Game Awards 2024 Livestream

The Game Awards 2024 will kick off on December 12 at 4:30pm PT/7:30pm ET and is expected to run for roughly three hours, according to The Game Awards.

If you live in the GMT or AEST timezones, this translates to 12:30am GMT/10:30am AEST on December 13.

IGN will be hosting a pre-show for The Game Awards that takes place at 4pm PT/7pm ET before the official festivities begin. We will also be back after The Game Awards for an IGN post-show to break down all the biggest moments, reveals, and winners from the show!

Where to Watch The Game Awards 2024 Online

We’re hosting the livestream for The Game Awards 2024 here, on IGN.com, and on our accounts across all major platforms including YouTube, Twitch, Twitter, and Facebook. Here are all of the links where you can watch the stream online:

What to Expect From The Game Awards 2024

There are 29 categories in total for The Game Awards 224, with the most anticipated category, “Game of the Year” having a handful of popular games. The contenders include Astrobot, Balatro, Black Myth: Wukong, Elden Ring: Shadow of the Erdtree, Final Fantasy VII Rebirth, and Metaphor: ReFantazio.

The category for “Most Anticipated Game” includes biggies with Death Stranding 2: On the Beach, Ghost of Yotei, GTA 6, Metroid Prime 4: Beyond, and Monster Hunter Wilds.

Dragon Age: The Veilguard, Prince of Persia: the Lost Crown, Star Wars Outlaws, CoD: Black Ops 6, and Diablo 4 are all up for “Innovation in Accessibility,” with “Games for Impact” comprising of Life is Strange: Double Exposure, Neva, Indika, Closer the Distance, Senua’s Saga: Hellblade 2, and Tales of Kenzera: Zau.

You can check out the full list of The Game Awards 2024 nominees, where it shows Astro Bot and Final Fantasy VII Rebirth leading with seven noms each, and Metaphor: ReFantazio following with six noms.

Opinion: Nintendo Needs To Let Us Block The Crap On Switch 2’s eShop

Block and move on.

It’s been years now since Nintendo opened the eShop floodgates and started letting everything in. In stark contrast to the Wii U days when even established developers had trouble getting their games on Nintendo platforms, the weekly update is now filled with games that would have been unthinkable just one console generation ago.

For all my moaning to come, I’ll make it clear up front that I’m not advocating going back to those dark days – the breadth and quantity of experiences you can download from the eShop is one of the great strides forward Nintendo made this gen. The problem that needs addressing is one of content management in an overcrowded storefront; for every promising-looking game and genuine gem, there are five cynical, bottom-of-the-barrel releases obscuring it.

Read the full article on nintendolife.com

Xbox Indie Winter Game Fest Demo Event 

Xbox Indie Winter Game Fest Demo Event 

As the year comes to a close, it’s the perfect time to tackle that backlog. Speaking of which, we have an exciting new lineup of game demos just for you! We’re thrilled to introduce even more unique and creative games that you can add to your Microsoft Store wish list. From December 10 to December 31, 2024, you’ll have the opportunity to play over 35 demos of upcoming unreleased games for Xbox Series X|S and Xbox One! 

Here are a few things to keep in mind

  • These demos will only be available on the Xbox Dashboard through December. Some might be re-published to the Demo channel later, but many will disappear at the end of the month, so be sure to check them out while you can. 
  • The developers would love to hear your feedback. Reach out to them on social media or through their websites. If you enjoy the game, let them know! If you have constructive criticism, they would appreciate that too. 
  • These “game demos” are not the usual kind. Typically, the demos you see in our Demo channel are created after the game is completed (or nearly completed) and represent an almost final version. Think of these as “show floor demos” and not necessarily indicative of the final product. You’ll get to experience these games early – some way early – which gives you the chance to provide your feedback! Keep in mind that these games will continue to evolve and become more polished as they approach release. 

We’ll announce the full list on December 10, but here are some games you can expect to see: 


Kulebra and the Souls of Limbo – Galla Games/Surprise Attack 

Kulebra and the Souls of Limbo

A 3D adventure game where you’ll encounter the diverse inhabitants of Limbo, a realm where souls burdened with deep regrets are doomed to relive the same day endlessly. Use your sharp mind and keen observation skills to gather clues from the residents and discover items that will help unravel the mystery of Limbo and its curse that traps souls in an eternal loop. 


The Alters – 11 bit studios 

The Alters 

Dive into an emotional sci-fi game that seamlessly blends adventure, survival, and base-building elements. Step into the shoes of Jan Dolski, an ordinary worker who must create alternate versions of himself in a desperate bid to escape a planet where even the sun’s rays can be lethal. 


Cosmorons – Blind Squirrel Games 

Cosmorons

Greetings, cosmic conquerors! Introducing Cosmorons, an old-school futuristic shooter where quirky minions take on the cosmos with outrageous weapons and endless hijinks. Your mission: achieve ultimate glory by conquering all systems in your galaxy. New areas offer big rewards but come with increased difficulty. How far can you go? 


Section 13 – Ocean Drive Studio 

A roguelite twin-stick shooter that you can enjoy solo or with up to three players. As an Agent of the S2P Corporation, your mission is to investigate an ongoing incident at the company’s most secretive facility, known for its obsession with keeping secrets. 


There will be a wide variety of games to discover and enjoy! When you get the chance to check them out, we’d love to hear your thoughts. Connect with us on Twitter, Instagram, Discord, Twitch, and YouTube. Stay tuned to Xbox Wire to learn more about what Team Xbox has planned! 

The post Xbox Indie Winter Game Fest Demo Event  appeared first on Xbox Wire.

Announcing PlayStation Tournaments: XP, a new live studio event and competition open to the global PS5 community

Since the launch of PlayStation Tournaments on PS5, we’ve continued to bring together a community of competitive gamers and esports fans on PS5 to test their skills and compete at a regional and global level. In the spirit of celebrating our community, we’re excited to announce PlayStation Tournaments: XP, a new live studio event that invites the top competitive gamers globally on PS5 for a unique in-person team-based competition. 


Announcing PlayStation Tournaments: XP, a new live studio event and competition open to the global PS5 community

On January 18, 2025, the first-ever PlayStation Tournaments: XP competition will be held live in London. Qualifying players from across the globe and the competitive gaming community on PS5 will represent teams Triangle, Circle, Cross, and Square to earn points during the competition and vie for the title of champion, in addition to winning exclusive prizes.

Through online qualifiers via PlayStation Tournaments on PS5, players will have a chance to compete to earn their trip to London, while fans at home will be able to tune into the event live stream, watch all the action, and win prizes.

How to qualify for PlayStation Tournaments: XP 

To battle for a chance to compete in London, play in any PlayStation Tournaments: XP Open Qualifier on PS5. Open Qualifiers will start today for Tekken 8 and EA Sports FC 25. Open Qualifiers for Fortnite will start on December 6, and Astro Bot will start on December 13, 2024. See here for full details on the rules and times for each qualifier.

Players who win an Open Qualifier will be invited to a regional online Closed Final. After winning a Closed Final, the player will then earn a spot to compete in the live PlayStation Tournaments: XP event and a ticket to London, including flights and lodging. 

Gear up for PlayStation Tournaments: XP in London on January 18, 2025

When qualifying players arrive in London, they’ll be seeded into one of the four teams (Triangle, Circle, Cross, and Square) and compete across several exciting live broadcast matches to earn points (called “XP”) for their team.  

Each team will feature a Team Captain and Specialists, which are a crew of community favorites who specialize in one of the four featured titles. These Team Captains and Specialists will represent, cheer on, and coach their team through the tournament. We’ll be unveiling the full roster of Team Captains and Specialists in the coming weeks, so stay tuned! 

After four rounds of competition and surprise mini-games, the top two teams will compete to become the first-ever Champions of PlayStation Tournaments: XP.

Esports fans can tune into the PlayStation Tournaments: XP livestream on January 18 to cheer on a team and watch the event. On the PlayStation Twitch and YouTube channels, fans can watch the action in real time, from intense 1v1 matches to interviews with Team Captains. To follow along each team’s progress, a Specialist from each team will be streaming their perspective, giving you an inside look at the action. Viewers will even be able to earn points for your team and win prizes through polls in chat.

PlayStation Tournaments: XP is a celebration of the players, competitors, and fans who make our competitive community a great group to be a part of. Whether you’re competing in London or cheering on from home, we can’t wait for you to experience this new in-person competition. Stay tuned for the latest PlayStation Tournaments: XP details at compete.playstation.com.

Danchi Days is a Game Boy Advance-style quest to host a Japanese summer festival, inspired by Earthbound

One of my favourite anime shows is Sakura Quest. It’s the story of an unemployed lady from Tokyo who accidentally gets herself appointed “Queen” of a struggling backwater village by the regional tourist board. From that case of mistaken identity proceeds 25 whole-ass episodes of Machiavellian haggling with crusty bigwigs over things like organising a concert. It’s playfully dull, heartily mundane entertainment. No supernatural flourishes here – just the magic of paperwork and the thrill of bureaucracy.

I’m reminded of Sakura Quest by Danchi Days, a forthcoming cosy adventure with irresponsibly enticing Game Boy Advance-style visuals. It casts you as Hoshino, a teenage girl who’s just moved to an old “danchi” housing complex and is trying to revive the yearly tradition of a summer festival. How will she do this? By means of haggling – haggling, and a bit of CSI.

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Invincible: The Hero-Building Board Game Review

Invincible is a comic famed for its unusually high levels of gore and character mortality. Back in 2021 it got an animated TV treatment, expanding its fan base considerably and opening the door to other spin off products such as this cooperative board game. In the show, the protagonists are teenagers, struggling to learn how to use their powers to defend the world after a massacre of older, more experienced superheros. So here, you get to create them from the ground up in Invincible: The Hero-Building Game.

What’s in the Box

Although it’s very much a board game, Invincible: The Hero-Building Game doesn’t have much of a board. Instead of anything fold-out, there are three separate boards that sit next to one another, representing three different areas of wherever the scenario you’re playing takes place. Each has spaces for heroes, villains, minions and civilians. They’re very basic, presumably so that they work as whatever location you’re supposed to be in, but they’re perfectly functional.

Assuming you like the style of the original Invincible comic, the remainder of the components are much more engaging. There are standees for the four playable heroes, plus Omni-man, lots of civilian and minion tokens, and multiple decks of cards for things like events, villains and hero powers, all resplendent with licensed comic art from Invincible, although the typography on the cards is a little gauche.

Aside from various cardboard and wooden markers, the other components are related directly to the playable heroes and scenarios, with a tracking board for each of these, again festooned in relevant comic art. With all those panels assembled together on the tabletop, your play area begins to look like a comic book in and of itself.

Rules and How It Plays

Rather than a point-by-point rulebook, Invincible: The Hero-Building Game walks you through the introductory scenario step by step, and then has an addendum for more advanced rules. This is a divisive approach, but it works well here, allowing you to get into the basics of the game with a minimum of fuss. Everyone picks a hero from the available roster of Invincible, Atom Eve, Rex Splode and Robot, seeds a bag with a variety of colored cubes, and dives in, working together to save the globe from an alien invasion.

There are three board areas, each one of which has spaces for heroes, villains and a mass of innocent bystanders, who fluctuate between safe and dangerous zones. On your turn you’ll start by drawing three cubes from your bag and assigning them to your hero powers, allowing you to do things like move, attack, or rescue civilians. Colored cubes have to be assigned to matching color powers: yellow is fighting, for instance, while blue tends to be more about rescue and recovery. Black cubes are wild and can be assigned anywhere, but there’s a catch: you can keep drawing and assigning cubes as long as you like, but if you get more than four black cubes, you’re exhausted and out of the round.

We’ve seen this kind of push-your-luck bag-drawing before in games like Quacks of Quedlinburg, and it’s really fun. By allowing players to control their own risk, it offers a neat balance of excitement and strategy. But it’s particularly good here because most hero powers require more than one cube to activate, meaning you’ve got to be incredibly careful about your priorities. If you really, really want to attack this round, it’s tempting to throw black cubes into your yellow powers, but then yellow cubes drawn are less useful. And on the flip side, if you haven’t quite filled and activated a power when you close in on that five-cube limit, those you’ve assigned will be wasted unless you risk another draw.

It’s superpowered swings and roundabouts and the right choice is situational, depending on whether you’re on the verge of taking out an enemy, or suffering a catastrophic number of civilian deaths. Running it close to the line when there’s a critical outcome on the line is hugely exciting and, as a bonus, it alleviates the common pitfall of cooperative play where the most experienced player directs the others. It’s your turn, it’s your bag, and it’s up to you how risky you want to play it, then down to fate whether you’ll live up to your character’s heroics or blow it for the whole team.

After all the players have finished drawing cubes and taking actions, it’s on to the training phase. You’ll each have a hand of five cards representing potential superpowers your teenage hero might learn to manifest. Orange cubes drawn during your turn can be assigned to confidence, which is essentially a currency you can use to buy these cards. This adds a whole new layer of strategy to proceedings as you look for combos between your starting powers, those in your hand and the cubes in your bag, a multi-way mash-up of bag-building and tableau building from an enormous deck of powers, for a colossal amount of variety and strategic flex.

As fun as this is, it does leave some thematic question marks hanging over the game. While the heroes do grapple with learning their powers in the comic, the idea that it’s a revolving door of different abilities they can try on for size and discard feels like a stretch too far. Similarly, while each hero starts with a signature purple power keyed to their abilities – Rex Splode can damage all enemies in the vicinity with an explosion, for example – there’s nothing to stop you choosing a roster of entirely unrelated powers to go along with it. You could make Rex, who is selfish and reckless in the source material, a caring, sharing support character with lots of healing and buff powers if you so wish.

Invincible: The Hero Building Game earns back some thematic brownie points in the villain phase. Here, you draw an event card that has different instructions for villains and their minions, which will see them damaging heroes, killing civilians and using special powers, at least until such time as you do enough damage to them to get them off the board. You may also get a boost from some outside help, or include optional challenges like having to zap back and meet shifts at work to make things even tougher.

Each scenario has a selection of randomly drawn and scenario-specific enemies that enter play as the game progresses, as well as some thematic special rules. The whole package gives each scenario plenty of thematic heft as well as variety for replay value. In the second scenario, for instance, you’ll face the annoying Doc Seismic, who won’t enter play until the final round, giving you limited time to defeat him. And in the meantime, you’ll have to watch out for him accumulating damage to Mount Rushmore, which will lose you the game if it takes too much. Other ways you can lose include an excessive civilian death toll, or too many hero knock-outs from enemy damage.

To try and avoid this fate, you’ve always got the option to fly back to HQ and rest up, recovering some health and your defiance token, a handy option that lets you re-draw cubes if you don’t like what you pulled. However, doing so takes you away from the frontline, so this is very much robbing Peter to pay Paul, as while you’re away, your team-mates and civilians will be left to face the punishment. But this is typical of the game, which does a great job of keeping the tension high and making you feel like you’re stretched too thin, walking a strategic knife-edge between victory and defeat. And this matches the tone of the comic, too.

Where to Buy

Square Enix Reveals Foamstars’ Next Season Will Be Its Last, But the Game Will Remain Online

Square Enix has announced the next season of its live service shooter Foamstars will be the last, though the game will remain online.

A blog post revealed the Party Goes On season, which begins December 13 and runs until January 17, will be the final season of Foamstars but Square Enix will continue to support the game in a handful of other ways.

Square Enix will introduce “expansions” that will “enhance gameplay, such as the ability to customise shots of each character, and new enhancement elements, such as Prism Gems, all aimed at ensuring players can continue to enjoy the game for the foreseeable future.”

The Foamstars Cup will also be hosted across a series of events named after each character, which presumably means eight separate events since there are eight player characters in the game.

“Furthermore, to ensure that new players can fully enjoy Foamstars, previous Season Passes will be made available again,” Square Enix said. “Players can switch between Season Passes at any time to proceed along the Season Pass track of your choice and obtain items from past seasons. This will make it possible for players to obtain all the items from each season.”

While this isn’t as disastrous a move as a full shutdown which other triple-A live service games have suffered recently, the removal of seasons certainly doesn’t bode well for the future of Foamstars. Square Enix only released the game in February, meaning the dedicated live service support that was seasons will come to end less than one year after launch.

Foamstars debuted to a middling reception and Square Enix seemingly hasn’t been able to turn interest around. It earned a 6/10 in IGN’s review, in which we said: “Foamstars’ combat mechanics are unexpectedly engaging, but confounding time-gated modes and aggressive monetization make them harder to enjoy.”

Live service games such as Foamstars have had a rough year, with many falling to reach high levels of engagement. The model is so attractive to publishers as, instead of just making a single payment to buy a game, players are given a continuous stream of purchasing options such as battle passes, season passes, and other microtransactions.

A live service boom of sorts has occurred in the video game industry as a result of incredibly successful games such as Fortnite, Rocket League, and Fall Guys, but many publishers have seemingly fallen short by looking to capitalize immediately instead of building up a dedicated audience first.

Foamstars may be included in this list, though others such as Suicide Squad: Kill the Justice League have also fallen flat. The most infamous live service game of the year, however, and perhaps ever, is in PlayStation hero shooter Concord.

It debuted to a tragic 697 peak concurrent players on Steam, a number that made the 12,786 players of the aforementioned Suicide Squad, which was dubbed a disappointment by Warner Bros. Discovery and caused a $200 million hit to revenue, look like a titan.

Sony then made the decision to shut down the game less than two weeks after launch, and while some debated a potential return, all hopes were dashed when developer Firewalk Studios was shut down a few weeks later.

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