Poll: Will There Be A September Nintendo Direct This Year?

Trend Spotting.

Nintendo isn’t always the easiest company to predict, but things are usually pretty routine when it comes to Direct Showcases. There’s usually one in February, usually one in the summer and usually one in September — plus a handful of Indie Worlds, Partner Showcases or game-specific presentations thrown in for good measure.

We’re in September now (almost halfway through, even) and an event is still yet to be announced (at the time of writing, that is), so there’s only one thing for it: let the speculation begin.

Read the full article on nintendolife.com

Alan Wake 2: Exclusive Hands-On Preview – IGN First

Deliciously pulpy horror storytelling was at the heart of the original Alan Wake. It returns for the sequel, too, but the Stephen King-isms look to be confined to The Dark Place; the New York-styled nightmare cage the titular writer is trapped in. Out in the real world (or at least what seems like the real world) – the domain of our second protagonist, FBI agent Saga Anderson – developer Remedy Entertainment has crafted a new collage from pieces of its favourite detective stories. The eerie shadows of True Detective, Seven, and The Silence of the Lambs creep through Alan Wake 2’s gorgeous digital depiction of the Pacific Northwest.

For this month’s IGN First, I visited Remedy’s studio in Finland to play Alan Wake 2. Across more than an hour of play I experienced the entirety of Local Girl, the third chapter of Saga’s story. Within it, I saw plenty of things that will make long-term Alan Wake devotees happy. Manuscripts still litter the world, as do blue thermos flasks. There are generators to power up, and your shadow-burning flashlight is still a fundamental part of combat. A pair of ageing rock stars make a very welcome return. But the shift from nightmare horror to grisly detective thriller on Saga’s side of the story is the first sign of the bold, sweeping changes that Remedy has made in its long-awaited sequel.

Where the 2010 original was a relentless action game dressed in a Halloween costume, Alan Wake 2 is a full-bore survival horror. It comes complete with puzzles, exploration, backtracking, and a crime fiction library’s worth of creeping dread. It feels like almost every element of Alan Wake’s gameplay has been reinvented. And, from what I can tell thus far, it’s all for the better.

Local Girl begins with Saga arriving in Watery, a town established by Finnish settlers. It’s just down the road from the original Alan Wake setting of Bright Falls, and carries a similar David Lynch vibe; quaint, but off-kilter. In these opening minutes, it’s clear that Alan Wake 2 is unlike any other game Remedy has made before. There’s no urgency as I wander down Main Street, chatting with the locals about a nearby trailer park – a lead in my wider investigation into the Cult of the Tree, the story’s looming threat. But while this may be slower-paced than Remedy’s previous action romps, it’s no less weird: everyone seems to already know who I am despite this being Saga’s first visit to Watery. And Ahti is performing a rousing number at the local cafe. Yes, Ahti, the janitor from Control. I don’t know if the coffee here is damn fine, but the atmosphere certainly is.

The touch of Resident Evil can be felt in Alan Wake 2’s combat encounters.

A chat with entrepreneurial oddballs the Koskela brothers puts me on the trail of some spare keys for the trailer park, which are locked up in the gift shop of Coffee World, a local theme park. My journey there reveals that Alan Wake 2’s world is built entirely differently from its predecessor. Rather than the A-to-B shooting galleries that made up the original game, Watery is an open hub of snaking forest trails that can be freely explored and backtracked through. This has affected the scenario design; across the duration of the chapter my objectives take me back and forth, discovering and revisiting locations as new items and information expand the story.

If the opening walk through Watery presents an air of Silent Hill, then this later approach positions Alan Wake 2 close to Resident Evil, which has long used its police stations and villages in a similar manner. That relationship is further emphasised by the abundance of puzzles. As I get closer to Coffee World I stumble across a number of containers, each locked by a brain teaser with a difficulty level that scales in correlation with the rewards inside. I find a basic supply chest that’s protected by a simple memory mini-game, but later discover a lockbox containing a powerful crossbow. Cracking it requires a close study of the surrounding environment, as the bolts embedded in the nearby targets are clues to the padlock’s combination. I appreciate this more involved and ambiguous approach over Resident Evil’s tradition of using an unusual item as a key, although that design does still make an appearance later in the chapter.

The touch of Resident Evil can also be felt in Alan Wake 2’s combat encounters, which are framed from an almost identical camera angle and have the remakes’ same snappy, stressful gunplay. There’s a grisly wound system, too, that opens up wet cavities with each gunshot. But that familiar foundation is blended with more original Remedy ideas. The dodge returns from the first game, so ducking beneath hurled hatchets and melee swipes is still part of the rhythm. And then there’s the core of Alan Wake’s DNA: the flashlight. Enemies are still cloaked in shadow which must be burned away with the beam of your torch before bullets will inflict damage. It’s great to see that unique mechanic return, not only for its ties to the lore, but also because it provides a distinct, tension-laced two-step approach to every enemy.

At the same time, it’s equally great to see what Remedy has dropped from its original formula. The encounters in this demonstration mission are a far cry from the relentless waves of enemies that populated the first game. Instead, moments of violence are spaced much further apart and involve just one or two assailants. A single foe is a significant, bullet-absorbing challenge. It makes fights feel scrappy and desperate; a hurricane of adrenaline where every round counts.

The journey to Coffee World is host to just two of these encounters. It seems like much of Alan Wake 2’s horror is built on the nervous anticipation of violence rather than combat itself. More enemies lie in wait between the rides and stalls of the fairground, but the real battle here is one of the mind. Because on Saga’s side of the story, Alan Wake 2 is not just a survival horror. It’s a detective game, too. We are playing an FBI agent, after all, and so Remedy has built a small collection of bespoke systems to support that investigative fantasy.

As I explore Watery, I gather an increasing pile of clues and evidence. Saga does not automatically make sense of these clues; instead, they must be deciphered in the Mind Place, a mental representation of an FBI office in Saga’s head. Here you can profile people that you’ve met to learn more about them and arrange clues on a case board to make connections and unlock new mission objectives. In the most simplistic terms, this is a ‘match the right card to the right location’ puzzle. Evidence that explains a person’s motive goes in the motive section of the board, for example, and cannot be placed anywhere else.

The version of the system that I used for this preview was, unfortunately, a little clunky. The interface and UI prompts were slightly unintuitive, and occasionally I found that evidence wouldn’t fit where it logically should do, forcing me to just try every option until the clue stuck. It wasn’t particularly satisfying, but before I left the studio, Remedy was already using my feedback to fine-tune the case board. Hopefully it’s in a better place in time for release.

When it works, though, I can see the value in the mechanic. I arrive at Coffee World’s gift shop only to discover that a locked door prevents me from picking up the keys to the trailer park. Using the case board I’m able to piece together notes that I find on a pin board. A previous jammed lock was released using a screwdriver, and a maintenance man reports having recently fixed ‘The Percolator’ ride. The clues combine to trigger a new objective: find the screwdriver used by the maintenance man, and use it to break the gift shop’s lock.

This new experiment with survival horror so far feels like the approach Alan Wake was always meant to take.

This admittedly isn’t genuine detective work such as that seen in games like Paradise Killer and Return of the Obra Dinn. But the approach does provide the sense of your actions pushing the case forward and opening up new lines of investigation. And while the gift shop lock is a very simple example, I can see the board being vital to the much larger Cult of the Tree case, where there will likely be substantially more leads and categories of evidence. The board breaks all that down into clear components and allows you to easily track its individual threads. That’s helpful from a narrative perspective, and hopefully it will feel fulfilling when it comes to the detective roleplay of it all, too.

The detective work, map design, scrappy combat encounters, and slower, tense pace of Alan Wake 2 make it a very different proposition from its predecessor. In fact, from what I’ve seen across both my hands-on time and the demo shown at gamescom last month, it feels like Remedy may be making one of the most radical sequels in video game history. While I love the studio’s action game pedigree, this new experiment with survival horror so far feels like the approach Alan Wake was always meant to take. It’s cerebral, grimy, atmospheric, and bursting with character. I can’t wait to turn the page and find out what’s lurking in the next chapter.

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

Screenshot Saturday Mondays: Grappling lines and grappling tongues

Every weekend, indie devs show off current work on Twitter’s #screenshotsaturday tag. And every Monday, I bring you a selection of these snaps and clips. This week, my eye has been caught by cool fog, several grappling lines, and honestly just a great moody first-person animation for sitting down in an immersive sim. Check out these attractive and interesting indie games!

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The art of the pause

Hitting pause in a video game is like dropping a wall across it. On one side of the wall lies what is called the diegetic space of the game, aka the fictitious world, which is generally the aspect that receives the most interest, the aspect that tends to attract the weasel word “immersive”. On the other side of the wall lie menus, settings and other features that form a non-diegetic layer of bald operator functions – technical conveniences and lists of things to tweak or customise, from graphics modes to character inventory, that are cut adrift in a vacuum outside of time.

In theory, the pause screen and its contents are not truly part of the game. There is no temporality, no sense of place, no threat, no possibility of play, no character or narrative, no save the princess, no press X to Jason or pay respects, no gather your party before travelling forth. As the scholar Madison Schmalzer points out in the paper I’m wonkily paraphrasing here, “the language of the menu itself emphasizes the menu’s position as outside of gameplay by labeling the option to continue as ‘resume game.’ The game world is always privileged as the site that gameplay happens.”

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Starfield Getting Official Mod Support in 2024

Starfield is getting official mod support in 2024 according to Bethesda development chief Todd Howard.

Speaking to Famitsu and translated by IGN, Howard didn’t say exactly when official mod support would be released but did suggest it’s likely coming through the Creation Kit also available for Fallout 4 and The Elder Scrolls 5: Skyrim.

“Once mods are supported, you’ll be able to do almost anything, just like in our previous games,” Howard said. “Mod support will be available next year, and we love mods too, so we’ll go all-in.”

Fallout 4 and Skyrim’s Creation Kits let players access the same tools Bethesda used to actually create the games, letting more advanced mods be created with greater ease. Skyrim’s was released in 2012 while Fallout 4’s was released in 2016, so Starfield’s version also releasing a year after launch makes sense.

Players haven’t been put off by the lack of official mod support so far, of course, having created all manner of wild and wacky creations for Bethesda’s space epic. Some more traditionally useful mods exist too though, as players almost immediately added their own DLSS Support and a field of view slider after Bethesda released Starfield without these features.

What IGN called a “shockingly bad” inventory management system was also replaced with a mod, and though installing these unofficial improvements turns off achievements in Starfield, modders have modded that setback out too.

For more information on how to install Starfield mods (and just about anything else in the game), be sure to check out IGN’s Starfield Guide. Also check out the new Starfield merch in the IGN Store.

In our 7/10 review, IGN said: “Starfield has a lot of forces working against it, but eventually the allure of its expansive roleplaying quests and respectable combat make its gravitational pull difficult to resist.”

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

Embracer Group Reportedly Looking To Sell Borderlands Dev Gearbox Entertainment

“After receiving interest from third parties”.

Embracer Group is reportedly weighing up options on what to do with Borderlands developer Gearbox Entertainment, including selling the US-based studio, a report from Reuters claims.

Published earlier today, the report states that three people familiar with the situation have told Reuters that a sale is on the table as Embracer Group “looks to shore up its finances”. Gearbox market materials are already reportedly available to view to potential buyers.

Read the full article on nintendolife.com

PS Plus Extra Games for September Leaked

A list of six PlayStation Plus Extra games due out in September has hit the internet.

The ever-reliable billbil-kun of Dealabs revealed September’s selection of PS Plus Extra games:

  • NieR Replicant (PS4)
  • Star Ocean: The Divine Force (PS5, PS4)
  • 13 Sentinels: Aegis Rim (PS4)
  • Sid Meier’s Civilization 6 (PS4)
  • Sniper Ghost Warrior Contracts 2
  • Unpacking (PS5, PS4)

NieR Replicant, full title NieR Replicant Ver. 1.22474487139, is the upgraded prequel of NieR:Automata. IGN’s review returned an 8/10: “Improved visuals and smoothed out combat go a long way in Nier’s update, but it’s the story that’s the star of the show.”

Unpacking, one of the best indie games of 2021, is a puzzle game about putting life’s bits and bobs in the right place. IGN’s Unpacking review awarded it an 8/10 too: “Unpacking uses its simple, satisfying puzzle gameplay to tell a moving story about the things we take with us.”

The six games reportedly go live September 19 as the first batch following Sony’s PS Plus price hike. Earlier this month, Sony raised the price of all its PS Plus 12-month subscriptions globally, across all tiers.

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.

Dungeons & Degenerate Gamblers is a warped D&D spin on Blackjack, with an enjoyable demo

There was a time back in my school days when cardgames were all the rage. Everybody had a deck of playing cards in their pocket for cheeky 15 minute rounds of Texas Hold ‘Em between lessons, with Milky Way segments and Niknaks wagered in place of chips. Yes, I’m aware I’m starting to sound like Grandpa Simpson, and no, this wasn’t from some murky era before the invention of videogames. It was the heyday of the Gameboy Advance! I’m not sure what we were thinking. But two things: 1) decks of playing cards are cheaper than game consoles, and 2) part of the fun, possibly, was that nobody really knew how to play the ostensibly well-known cardgames we were playing.

With the benefit of hindsight, I suspect there may have been creative liberties taken with the rules at times. I knew hair-pulling wasn’t a legal move in professional poker. Anyway, I’m reminded of all this by Dungeons & Degenerate Gamblers, a warped and mildly satirical, 90s-styled take on Blackjack from Purple Moss Collectors.

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