The Screen Actors Guild – American Federation of Television and Radio Artists (SAG-AFTRA) has reached a “tentative agreement” on the interactive media contract, potentially bringing to an end almost a year of industrial action across the video game industry.
The SAG-AFTRA video game strike was instigated back in July 2024 after the union and the major game companies — Activision, Blindlight, Disney Character Voices, Electronic Arts, Epic Games, Formosa Interactive, Insomniac Games, Take 2 Productions, and WB Games — that sit on the board failed to agree on AI provisions. Over 98% of members subsequently voted to strike.
Now, however, the union said it has reached a “tentative agreement,” subject to review and approval of its national board. It is expected that strike action will be suspended soon, although until the national board approves the draft agreement, SAG-AFTRA members will “remain on strike against these employers.”
“Everyone at SAG-AFTRA is immensely grateful for the sacrifices made by video game performers and the dedication of the Interactive Media Agreement Negotiating Committee throughout these many months of the video game strike,” said SAG-AFTRA National executive director and chief negotiator, Duncan Crabtree-Ireland.
“Patience and persistence has resulted in a deal that puts in place the necessary AI guardrails that defend performers’ livelihoods in the AI age, alongside other important gains.”
SAG-AFTRA filed an unfair labor practice charge with the National Labor Relations Board (NLRB) against Epic Games, after the company implemented an AI-voiced Darth Vader NPC in Fortnite. The complaint alleged that over the last six months, Llama Productions (owned by Epic Games) had failed to bargain in good faith with SAG-AFTRA’s video game actors and had made “unilateral changes to terms and conditions of employment, without providing notice to the union or the opportunity to bargain, by utilizing AI-generated voices to replace bargaining unit work” on Fortnite.
And in March, Horizon actor Ashly Burch addressed an AI Aloy video that leaked online, using it to call attention to the demands of striking voice actors. Burch said the AI Aloy video left her feeling “worried about game performance as an art form,” and used it as a jumping off point to discuss the video game voice actors strike.
“Currently what we’re fighting for is, you have to get our consent before you make an AI version of us in any form, you have to compensate us fairly, and you have to tell us how you’re using this AI double,” Burch explained.
“I feel worried not because the technology exists. Not even because game companies want to use it. Of course they do. They always want to use technological advancements. I just imagine a video like this coming out that does have someone’s performance attached to it, that does have someone’s voice or face or movement. And the possibility that if we lose this fight, that person would have no recourse. They wouldn’t have any protections, any way to fight back. And that possibility, it makes me so sad it hurts my heart. It scares me. I love this industry and this art form so much and I want there to be a new generation of actors. I want there to be so many more incredible game performances. I want to be able to continue to do this job. If we don’t win, that future is really compromised.”
Photo by VALERIE MACON/AFP via Getty Images.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Medieval zombie survival game God Save Birmingham exploded onto the scene in April with an 8-minute “gameplay” trailer that sparked as much skepticism as it did excitement. Among jokes about its Birmingham setting, some said it looked too good to be true, with animations that suggested what we were seeing in the trailer wasn’t so much gameplay, more pre-rendered footage designed to hoodwink the gaming public.
After God Save Birmingham’s April video went viral, Korean publisher Kakao Games and its developer Ocean Drive brought a demo to PAX East and released an updated gameplay video that offered perhaps a more realistic view of where the game is currently at in terms of development. This latest video has gone some way to addressing the narrative established by God Save Birmingham’s explosive April promo. But still, those The Day Before “scam game” comments remain.
It was with this in mind that I interviewed Ocean Drive CEO and founder Jae Kim and head of publishing Jungsoo Lee to find out if God Save Birmingham can ever shake off The Day Before. What surprised me is that both seemed perfectly happy with the comparison. Read on to find out why.
IGN: Can you give us some background on Ocean Drive?
Jungsoo Lee: We founded our studio back in 2020 and it’s our fifth year. We currently have about 80 developers in Korea and about 12 people in the States working on business, narrative design, and localization. As Ocean Drive Studio, our first game was Lost Eidolons. It was developed using Unity, which was one of our mistakes actually on decision-making. But we tried to have a quality of Unreal, and that was story-driven, Fire Emblem style turn-based tactical RPG. That was our first project.
Currently internally we have four different teams. Two of those projects are pretty small-scale, more like an indie style. One of the projects is positioned as more like AA scale. It’s unannounced, but it’s an action RPG project based on one of the reputable IPs in Korea. Our last final project is God Save Birmingham. We started small, but as of last month we had about 28 people working on the project.
IGN: So how did God Save Birmingham come about? How did that project start? Where did the idea come from?
Jungsoo Lee: Overall our company’s vision is basically, we only work on the game that the creative director knows the genre as a hardcore player, because we believe understanding the community needs, what kind of game should be there for the genre, is the most important factor making a successful game there. And Hyeonseong Cha [creative director] really loves Project Zomboid.
We also had a test project from Mr. Cha, one of the prototypes — it’s on the Steam market right now — it’s called Dropkick Navvy. It’s a puzzle game using physics. So he was really into using the physics in his game design. So we actually mixed those two. And on top of that we had a Lost Eidolons medieval art style production experience. So all these concepts came together after one year of prototyping, and our past project became God Save Birmingham.
IGN: The surprise for me is Birmingham. Even British developers don’t make games set in Birmingham. But a Korean developer deciding to do it in Birmingham is very surprising. So I’d love to know why you decided to go there.
Jungsoo Lee: Last year at gamescom, we had a lot of interviews at the show, and the most-asked question was, why Birmingham? So I know the answer pretty well! What happened was, we are a small team and they were really into working on medieval, especially the art director who used to work on our first game and he loves medieval art style. So we were looking at medieval, and they were searching for a medieval city. We are based in Korea, right? We are not really familiar with any of the cities in medieval times in Europe. So they were just looking at the list of cities, and they had a condition which was, it shouldn’t be big because we’re not a big team, so we can’t create a huge town. So that was the first condition. The second condition was, we wanted to have some diversity in the city, meaning that city must have some trade, a lot of trade and things going on at the time.
So they were doing research and somehow they came to this YouTube video from the Museum of Birmingham, and they had recreated 14th century Birmingham there. They were looking at that and they loved how the town looked. They did some research on Google and they learned, oh, this background is perfect, let’s just do Birmingham. And our entire team was actually surprised after our trailer released at gamescom, because there were so many British people making fun of Birmingham, and we started to wonder, what’s going on with Birmingham? Because we had zero idea what was really going on at the modern day Birmingham.
So it was a coincidence how we picked Birmingham and the situation at Birmingham got mixed up together. It helped us gain more views there because on Reddit, like Birmingham Reddit and UK Reddit, the trailer was there and they were making fun of Birmingham, like it’s better than modern day Birmingham. So initially we asked Gary [PR] and the team, ‘Is it okay? Did we do something wrong?’ And Gary told us, ‘No, it’s part of the joke.’
IGN: Did any of the developers actually visit Birmingham to get a sense of what it’s like? I’m curious about some of the research that went on to try and nail the setting.
Jungsoo Lee: In terms of how the town looks, we referred to the video from the Museum of Birmingham. That video gave them a lot of inspiration, especially how the town was looking at the time and what was the biggest landmark at the time, like Moor Street. And another research they did, our team in Korea, they purchased all the books related to medieval Birmingham.
There was a case of, they had a potato as one of the foods, and they looked at the book, what was the main food there, and potato wasn’t there. So they actually took out the potato. We have a carrot now, but we learned the color of the carrot was different at the time. It wasn’t orange, like carrot-ish color. So we are in the process of changing that.
So for now, we are actually referring to all those materials that we could get from the books or online. Also we are working with Gary to see if they can find somebody who can actually consult us about medieval times. One of the key pillars we have is recreating 14th century Birmingham as accurately as possible. So we are trying to find ways to actually make that happen right now.
IGN: I know the game is about the last survivor, so it’s not like you’re going to have lots of voice acting for characters that you’ll meet along the way. They’re zombies. Will the character have a Brummie accent?
Jungsoo Lee: Yes. We are trying to have that for the final product. The current voice acting for the trailer and the game demo, we couldn’t actually find the right person in the short period of time. But we are planning to find somebody who can recreate that medieval accent, the Brummie accent. So that’s in the plan. And we have multiple different classes and we will try to have different voice acting for those.
IGN: The April gameplay reveal trailer had a huge amount of interest and comments. Some people were saying the animations were too good to be true, some of it looked scripted, it wasn’t true gameplay. You’ll have seen all of these comments yourself. Was that something you anticipated from that video? Or did it take you by surprise?
Jungsoo Lee: I say half and half. Meaning we didn’t think the impact of The Day Before… because lots of people are referencing The Day Before and saying it’s another scam, right? I mean we read everything! Even internally, Jae and especially myself were thinking some people might say something similar, it might be too good to be true. Because we acknowledge we never say it’s from the build, but the title is correct, meaning this trailer is there to show people this is what we are aiming to create in terms of gameplay experience that people will have at the final product.
So reception, we were a little bit surprised. There was another video from a YouTuber with almost 1 million views, ‘Another fake scam’ was the title. So in that sense we are a little bit surprised, but it wasn’t something we weren’t expecting.
IGN: Just to clear up for our audience exactly what is going on in that trailer, what are we seeing in that video in terms of gameplay versus things that you’ve created to give the impression of the experience you’re going for?
Jungsoo Lee: So the map, environment, props, everything is exactly as what we are working towards. So it’s already there in the build, the map and the objects, buildings, they’re all there. But as you have pointed out, some of the animations are not there yet. Some are a work in progress, and in the near future it’ll be implemented as a demo build. Some will take a longer period of time to actually get there.
But ultimately what we can tell you is we are actually working towards that direction, and nothing is really exaggerated there. Here’s one caveat though: if you play a sandbox game, you’re not going to move the camera like that. Yeah, we acknowledge that. But what we intended with the trailer was basically we want to show the environment, what kind of features will be there. That was the major intention. If the player wants to create a video like that, our final build will let you actually make the video look like that.
There will be camera options, especially for console controller players, it’s kind of common. So if you want to move the camera like that, you can actually do that. If you want to grab props like in the video, where the hand exactly grabs the objects, you can do it. But in sandbox gameplay, real-world players, what they’re going to do is open up the tab in the menu and drag everything into your inventory. You don’t want to pick one-by-one. So there will be that difference. But endgame, the animation where you walk and grab the apple, those are already in the works. So they’re actually working towards that right now.
IGN: So what you’re saying is that everything we see in that video will be achievable in the final game once it’s finished?
Jungsoo Lee: Correct.
IGN: This isn’t a situation where people are going to feel like the final product doesn’t have some of the things suggested by the video? You’re saying everything we see there eventually you’ll be able to do in the game?
Jungsoo Lee: Correct.
IGN: You had a follow-up video and took the game to PAX. From what I can see online, the reaction to that has been better, with people saying this looks a bit more realistic and not the same thing as the previous trailer. What is your assessment of the reaction and the sentiment now that that video has come out, and how different it is compared to the sentiment after the first video?
Jungsoo Lee: We definitely had much more positive comments there, but at the same time of course those people who talked about another The Day Before situation, some players are still saying, see, look at the difference between it. Our plan was basically, let’s share this, our end goal, and then we’ll regularly share how we are making progress towards that.
One thing we didn’t really expect was, we really underestimated how people perceived The Day Before situation, how hurt they were, because they were so excited. Because they were really excited, they got much bigger disappointment towards the project. And another thing was, we are not that reputable yet, so people don’t really understand what kind of pedigree we have, what kind of people we have here, how many people we have here working towards the game.
We had a lot of supporters, some of them said, ‘Why didn’t you just release this video first?’ And that part, we take the feedback seriously. But one interesting story there, Jae and I actually told the dev team not to make a pre-rendered video. We basically said, ‘Let’s just use our build and then share our current build video based on that.’ But our team, they’re so into the project that they were the ones basically insisting, ‘No, we are very confident we can do it and we have to show them how ambitious we are.’
So that was one of the interesting parts, because lots of people were thinking vice versa, where marketing and business folks were pushing them to create this marketing video to attract a lot of players into our community. But it was actually vice versa. They were very confident, ‘We can do it.’ Every week we kept asking them, ‘So this is our end goal, you have to deliver this, you’re making a promise to our players.’ And they said, ‘Yeah, we understand, and we’re very confident.’ That’s how this video came about actually.
IGN: There have been multiple occasions in this interview where you’ve referenced The Day Before. It seems to me that what happened with that game has created a difficult situation for you. How damaging do you think The Day Before has been for you specifically? Are you confident you’ll be able to get to a place where people stop mentioning it with your game? Or do you think that it’s just something you are going to have to live with for the rest of the development and until the game comes out?
Jungsoo Lee: Jae and I had this conversation after the video. I don’t think it was just only giving us the damage. Because it went viral, although it wasn’t all positive, I think we got more views on the video because lots of people were actually saying, ‘Another scam here, there’s The Day Before.’ Getting more interest towards a small studio like us, every type of interest helps. So we don’t really think it’s giving us that damage.
Part of that is because we are pretty confident. The Day Before, they never had a test. They said they’re going to have a beta test, but they suddenly say only for volunteers. Everyone was confused at the time. And we are not doing pre-orders; we’ve never done pre-orders on any of our games. So while we are internally confident that by showing the progress that we are making regularly — for example we’re going to be at gamescom and we’re going to share another demo on-site, then people will see how we progressed from the PAX East demo to the gamescom demo.
So because of that level of confidence internally, I think we are fine with people actually comparing us to The Day Before, because if we can turn this around with actual gameplay and the demo, those people who are disappointed can actually be huge strong supporters of ours, and this is how you actually have to build a game with the community.
IGN: Do you have a target year in mind for when people might be able to play it via Steam either in early access or otherwise? Or is it too early to say at this point?
Jungsoo Lee: Our official communication about timeline is early access sometime next year. What we are internally debating is what volume of content do we want to have for early access? We don’t want to monetize the game too early with a very empty game, right? So we have been assessing what will be our optimum volume of the content where players can actually enjoy the game to provide us meaningful feedback about how we should evolve the game.
Project Zomboid is doing a great job. They started small and with the Build 41 update, they truly achieved commercial success from that update. And ever since they’ve been working with their community to actually create a feature that their community is asking. So we want to take a similar approach where we should have good enough of a game to… and especially with the video, we raised our internal standard bar for early access. So once we have that, I think we can get into early access. But Jae and we are targeting sometime next year. I don’t think it’ll be early next year, but probably between summer and the end of 2026.
Jae Kim: Actually, we are very impressed by the viewer count of our game reveal trailer on IGN. Our studio is the child company of Kakao Games in Korea, the big listed company. So maybe we can make the team bigger after discussing with Kakao Games, because this game has a lot of buzz right now. So maybe we can invest more into this project to make it better when we launch this game. The schedule is quite open, but personally I really want to do the early access within the next year.
IGN: For someone who has seen the April video and the reaction and dismissed it as a scam game or a fake game, or another The Day Before, what is your message to that gamer right now to convince them otherwise?
Jungsoo Lee: Actions speak louder than words. The only thing we can tell them is, we understand, we’ll try to prove it with our actions, especially with testing. Even though we have a trailer, there is a possibility people might think it’s scripted, although it’s actually the build happening. So I think hopefully they can at least wait for our future alpha, our beta tests, so that they can actually experience the game, and also follow us so that they can see what kind of progress we are making. Actions speak louder than words, so we’ll focus on our actions going forward.
Jae Kim: Our team is quite capable to deliver this quality of the game. We are not a newbie team. We have a lot of experience. It was mostly the free-to-play games, but the core members in my company, they really hate to make free-to-play games right now, because they’re all hardcore gamers, and they really want to make story based or a game with core play. So I’m quite confident to deliver this quality of the game.
My only worry is that the game should be fun, right? That’s the main concern I currently have. The quality, we can provide the quality. But I really want to provide a fun game. So please keep an eye on us, and I really appreciate all the comments on the video. Even if it’s good or bad.
God Save Birmingham is due out on PC via Steam in early access form in 2026.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Nintendo’s platforms were notably absent from the latest Call of Duty: Black Ops 7 announcement, so what exactly is going on here now that the 10-year deal has been done and the Switch 2 is officially in the hands of consumers?
Although there have been no public updates, according to Kotaku’s senior reporter Ethan Gach, Nintendo and Microsoft still plan to announce something in the future. It’s not exactly the most thrilling development, but when Kotaku reached out to Microsoft about this, it was reassured it’s still happening:
The Switch 2 has got off to promising start, but there is one issue Nintendo has identified that’s tied to the system’s battery.
On its support page, it’s acknowledged an issue where the “battery charge indicator” or percentage on the Switch 2 displays incorrectly. In some cases, the charge may display as being almost depleted, when there are still actually a few hours of battery life left.
It’s almost been a week since the arrival of the Switch 2 and now that more outlets have spent some time with the system, first impressions and some reviews are beginning to roll in.
If you haven’t already seen our own “review-in-progress” here on Nintendo Life, based on what we’ve experienced so far, we think Nintendo has done a decent job balancing the surprise and delight, while delivering a system that remains familiar.
Some game demos, you write up after the expo because they need a bit of reflection; some game demos, you write up immediately because they are easy to digest, even through a droning fugue of jetlag; and some game demos, you write up immediately because they synchronise perfectly with your swivel-eyed, hyper-caffeinated delirium.
It felt weird coming back to Tears of the Kingdom, one of my favourite gaming experiences evz, so soon after I had wrapped it up for the first time. Time has sped by unfathomably quickly, and I wasn’t sure whether a performance boost and an additional mobile app would be enough to let the Nintendo Switch 2 Edition get its hooks in me to quite the same extent as its predecessor did back in 2023.
Nonetheless, I couldn’t call myself a true Zelda fan if I didn’t at least have a gander at this new package. I started a new save file (because that’s an option now), blinked, and suddenly realised that five hours had passed.
The PlayStation Blog crew returned to Los Angeles to attend another Summer Game Fest Play Days. The team got some one-on-one time with a diverse selection of upcoming PS5 games. Here are the highlights!
Crimson Desert | Coming 2025
Publisher: Pearl Abyss | Developer: Pearl Abyss | PS5
Crimson Desert is bringing deep, complex melee combat to its epic open world. In combat, players can chain together kicks, grapples, strong slices, leaping attacks, and much more in a deep, layered combat system that feels more like Soul Calibur than Dark Souls. The action is fast and acrobatic, and builds in ferocity when you imbue your strongest melee attacks with powerful elemental magic like ice and thunder. Or shoot a flare to trigger an incoming artillery attack to annihilate hordes of your melee opponents.
More broadly, I spotted some familiar features of the open-world medieval-fantasy genre, like summoning a horse to cover ground more quickly, liberating enemy strongholds, and epic boss battles. The open world is huge, with Pearl Abyss claiming it will take more than two hours to traverse the game’s continent on horseback. If you love open-world games and appreciate deep, layered melee combat, this is one to watch.
– Sid Shuman
Crisol: Theater of Idols | Coming 2025
Publisher: Blumhouse Games | Developer: Vermila Studios | PS5
Crisol: Theater of Idols takes fighting to the death to a whole new level, as you try to survive against unholy animatronic horrors across the streets of a reimagined steampunk Spain using your own blood as ammo. Exploring the cursed corners of Tormentosa becomes an exercise in restraint and stealth as every reload drains directly from your own lifesource. Luckily, protagonist Gabriel can also absorb blood from enemies and corpses he encounters along the way, but it’s important to stay calm and shoot with purpose – a not-so-easy task as the jerking and twitching weapon-wielding statues of saints rush towards you. I triumphantly made it to the end of my gameplay segment with a single drop of blood left, ready to learn more of what this beautifully twisted world has in store for Gabriel.
-Kristen Zitani
Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 | Coming August 5
Publisher: Sega | Developer: CyberConnect2 | PS5
With Demon Slayer: Kimetsu No Yaiba The Movie: Infinity Castle coming in September and the success of the anime. Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 will be released at a great time for fans of the series. The Hinokami Chronicles 2 follows the events of The Entertainment District, The Swordsmith Village, and The Hashira Training arcs featuring more in-depth battle mechanics and cinematic setpieces in the single-player mode. The new gear system allows players to tweak each Demon Slayer with different skills and traits to reflect their playstyle regardless of the Demon Slayer’s breathing style.
Versus Mode feels like its own separate game instead of an optional multiplayer mode. All nine Hashira will be playable along with new Upper Rank demons in its 40+ fighting roster. The new assist and combo system is on par with modern fighting game standards and something I can see some players focusing on exclusively.
-O’Dell Harmon Jr.
Directive 8020 | Coming October 2
Publisher: Supermassive Games | Developer: Supermassive Games | PS5
Supermassive Games has always understood that some of the best moments in horror come from well-intentioned human decisions. Branching choices and butterfly effects have been the mainstay of the Dark Pictures games, where the horror tropes may seem familiar, but your actions and choices ultimately craft the scares and thrills. Directive 8020 charts a course for space, and immediately sets the tone that no one is safe. I played through a small gameslice twice this weekend. In my session, crew members came in contact with cloned versions of themselves, which soon morphed into hulking horrors.
The encounter set off a chain of events, an argument amongst the crew, and finally a choice – can everyone here be trusted, or is one of us a clone? The choice I made in the first playthrough opened the door to new discussions and revealed secrets; the second playthrough saw a more violent conclusion and a branch possibly closed off. Luckily Supermassive has included the Turning Points system, a branching chart of the key decision moments that can shift the story. As you play, you can access this chart and move back to major decisions, allowing you another chance to craft your story again and again.
-Kristen Zitani
FBC: Firebreak | Coming June 17
Publisher: Remedy | Developer: Remedy | PS5
Fans of quirky co-op shooters should take note of FBC: Firebreak, which launches day one into PlayStation Plus Extra in mid-June. Set in the paranormal world of Control, Firebreak pits players against hordes of otherworldly Hiss invaders and a menagerie of disturbing new enemies while accomplishing mission objectives that require cooperative teamwork. Each player selects a starting Crisis Kit, which grants standard firearms and bombs to blast enemies, plus a signature tool that can magnify the abilities of teammates. One their own, the effects of these tools are weak, but stack them together and you’ll inflict impressive damage or manipulate the environment.
One mission tasked us with destroying sinister sticky notes littering the landscape. As one of my teammates drenched the stickies with water blasts, I zapped them with electrical attacks to quickly vaporize them — saving time and ammo. The battle raged through a large office complex as we contended with the stickie notes, rampaging Hiss enemies, and ultimately the big boss encounter in Sticky Ricky. This is one shooter where you’ll need to constantly collaborate with your teammates’ attacks to succeed, and it’s a satisfying feeling when the systems all come together. Post-launch content will be available for no additional cost, with major post-launch updates scheduled for this fall and winter. Firebreak is a unique, chaotic take on the co-op genre; I’ll definitely be playing more come launch.
-Sid Shuman
Grave Seasons | Coming 2025
Publisher: Blumhouse Games | Developer: Perfect Garbage | PS5
Cozy horror blooms in Grave Seasons, a narrative farming sim with a terrifying serial killer twist. As you harvest crops and build relationships with your (extremely attractive) neighbors, supernatural horrors soon paint your new town Ashenridge red, setting you on a path to solving which townsperson is behind the latest crop of death. Every time you play, a random townsperson is selected as the killer, meaning this mystery can take new twists every session – and yes, the killer is romanceable. While I didn’t have time to watch my planted carrot seeds mature, the clues I gathered from the first deadly encounter had me ready to start a new day and see how this mystery would grow.
-Kristen Zitani
Mixtape | Coming 2025
Publisher: Annapurna Interactive | Developer: Beethoven & Dinosaur | PS5
Annapurna’s Mixtape understands that music is more than some notes and sounds — it’s a force that can color and shape memories, relationships, and dreams. No one understands this more than fourth-wall-breaking protagonist Stacy Rockford, who has crafted the perfect playlist to a final high school adventure with her friends. Whether it was skating down scenic Pacific coast highways to DEVO where Stacy claps along to the beat between tricks, head banging through memories of late night drives to Silverchair, or even recreating a disgustingly detailed first kiss (some songs can be ruined by a memory after all…), Beethoven & Dinosaur has crafted a visual and sonic experience that I am ready to press Play on.
-Kristen Zitani
Shinobi: Art of Vengeance | Coming August 29
Publisher: Sega | Developer: Sega, Lizardcube | PS5
The Shinobi franchise returns with Shinobi: Art of Vengeance, an action title full of personality. This latest installment sees Joe Musashi clashing with the evil ENE Corp, who wish to take over the world and destroy the Musashi clan. Along with the beautiful artwork, the game focuses on exploring and backtracking once you gain new abilities and acquire new ninpo techniques to take on your enemies.
The slight shift works well as you explore with your ninja tools and find new paths and secrets that fit well with a profession that does its best work in the shadows. Combat was fun and swift, with special finishes and items to mix things up or get yourself out of a tight spot. While moment-to-moment skirmishes were manageable, the boss battle required precision and little room for error. Joe’s new adventure successfully expands on the original’s feel while mixing modern genres and elements.
-O’Dell Harmon Jr.
Sonic Racing: CrossWorlds | Coming September 25
Publisher: Sega | Developer: Sonic Team | PS5
Sonic Racing: CrossWorlds is equal parts Sega mascot racer and a celebration of Sonic’s long history in games. Factor in the inclusion of characters like Hatsune Miku, Ichiban Kasuga, as well as the new mid-race world warping mechanic, and you’ve a promising tour de force.. In each race, you have a random rival among the racers. The consistent banter as the race goes on and different situations that arise sets it apart from other games in the genre. It made each race feel unique and made me want to see the interactions between characters who, under normal circumstances, would never cross over.
The world warping lets the lead racer dictate where the middle lap will take place, and while I initially thought it would be purely cosmetic, in reality, it’s very strategic. Since these destinations can focus on driving, boating, or flying, you can pick a path that could play to your strengths or horribly hinder your opponents if you know how they are kitted. While the game is clearly for fans, its racing mechanics are the real deal.
-O’Dell Harmon Jr.
Be on the lookout for these upcoming titles and more featured at Summer Game Fest coming to PlayStation.
If there’s one thing beyond doubt after more than 35 hours with Dune: Awakening, it’s that Funcom has done its homework in crafting the most authentic take on the Dune-iverse imaginable. As a longtime fan of Frank Herbert’s iconic sci-fi setting, that’s an incredible thing to experience more often than not, and my time on Arrakis has been filled with moments of genuine shock. It’s very clever how the harsh environments and empty space are repeatedly used as progression checks, turning what seem like they should be weaknesses into strengths. Other times, that stubborn adherence to established lore results in annoying or just plain boring irritations, like how you’re all but forced to adopt a nomadic lifestyle in a genre where putting down roots and building up your base is one of the fundamentals. There have also been plenty of technical issues and bugs in the days immediately following launch, plus combat hasn’t landed with me much so far (though I’m admittedly still early in crafting my combat build), but on balance my friends and I are having an absolutely awesome time nerding out.
If you’ve ever played a survival game (and have seen a Dune movie) before, you’ll know most of what you need to feel at home among the giant sand worms: you gather materials from the world, build your own ugly-as-heck home, and upgrade your equipment to gain access to more dangerous areas with rarer materials. Like plenty of survival games, including Funcom’s own Conan Exiles or last year’s Once Human, all of this is happening on a server full of similarly sunburnt players in a perpetually online world, where cooperation and limited instances of PvP are both a distinct possibility, and which account for most of its best moments.
Where this game sets itself apart, though, is by just how much it adheres to its legendary setting, and that has a major impact on just about everything you do. For example, intelligent use is made of Arrakis’ harsh environment, which is weaponized against you quite literally every second you stay within its atmosphere. Standing directly in sunlight unprotected will bake you alive in a matter of seconds, sandstorms blow on a regular basis and will kill you if you aren’t able to get to shelter first, and most notably, there’s the issue of those pesky enormous man-eating worms which gobble you up if you dare tread upon their domain for too long. By leaning into the unforgiving world as much as it does, Awakening puts you in a constant battle against the planet itself. So instead of casually trotting around collecting resources at your leisure and settling your own little piece of the world, you’re frantically ducking behind rocks to avoid the sun’s harsh rays and drink what little water you have left, and playing a never-ending game of “the floor is lava” as you rush from one place to another with a shai-hulud hot on your heels.
Arrakis’ harsh environment is weaponized against you quite literally every second.
All of these hazards give you obstacles to overcome. For example, early on you’re unable to leave the tutorial area thanks to a massive gap of empty space where sun exposure or, more likely, a massive worm would certainly kill you if you attempt to go on foot, so you have to craft your first vehicle in order to safely cross it. Later on, you start to encounter places that are too hot or irradiated to explore without proper equipment. There are plenty of examples just like this, where the unique nature of the setting is turned into an interesting mechanic. Similarly, you’re constantly starved for water, which is used both as a crafting material and a resource to keep yourself alive, and usually Awakening is a better, more interesting survival game for it.
But there are other times where this fanatical adherence to Dune conventions can be quite obnoxious, like how you’re encouraged (and in some cases required) to move your base of operations from place to place as you unlock access to higher-level regions. Pulling up stakes means you either have to abandon all you’ve built up to that point or tediously relocate as much of your equipment as you can, piece by piece. Then there’s stuff like the fact that guns are often useless, since many enemies make use of the all-important Holtzman shields that completely protect from ranged attacks. This creates a weird situation where you’re juggling back and forth between guns and melee weapons depending on which enemy is currently running towards you, oftentimes having to choose between addressing the swordsman barreling down on you or the guy a few feet behind him with a chaingun, which can create a really oppressive rhythm to combat. I honestly kinda respect how much Dune: Awakening sticks to its guns by making its guns ineffective to keep with Dune lore, even as it sometimes comes at the expense of me having a good time. Even when this stuff annoys the hell out of me, I can’t help but respect it.
Like almost every single one of its survival MMO peers, Dune: Awakening has pretty awful combat.
That’s just part of the reason that, like almost every single one of its peers, Dune: Awakening has pretty awful combat. I knew going into a survival MMO that would be the case, but it’s still a particularly bitter pill that never gets any easier to swallow. I’m still quite early in unlocking all the options for battle and seeing some of the more interesting weapons and builds available, but so far gunplay is sloppy, melee combat is repetitive and janky as heck, and I’ve mostly just been trying to get through it as quickly as possible. It’s such a low point in a game I’m otherwise enjoying.
Thankfully, the combat miss is more than made up for by the absolutely stellar survival mechanics, which are some of the most thoughtful and polished I’ve seen in a while. There’s a constant stream of new technologies to research, equipment to craft, and material to hunt for with almost no filler or grind along the way. Every time I’ve collected the right materials to craft the latest shiny thing I want, I’ve immediately had another enticing item to chase, and with unique schematics dropping left and right, I’m always making interesting decisions on whether to spend my rarest materials on a cool item with a special effect versus taking the more conservative route and just crafting common items to save those resources for a rainy day. (It’s bound to rain on Arrakis one of these days.)
It’s especially impressive that they accomplished this loop so well in a desert world where there are no other locations aside from hot sand, and almost no plants or wildlife available to harvest. A major hallmark of survival games is punching trees, and there are no trees on Arrakis – instead you’re making tools to pull water from morning dew collecting in the world at night and by pulling it from the air, which is just really smart and a welcome change of pace that embraces the weird and barren setting, even if it is still essentially the same thing.
When I played the beta for Dune: Awakening, I ran into tons of bugs and hoped the delay of its launch would improve things a bit. That certainly seems to be the case, as I’ve had a significantly more stable experience so far, but even as improved as it is, it’s still fairly troubled in the technical department. I’ve had disconnects, seen entire mountains disappear and reappear before my eyes, and even had a few hours where all sand worms just up and deleted themselves from existence, making everyone on the server swarm to the resources normally protected by their constant threat. It’s not been the smoothest launch by any stretch – but also far from the worst.
After more than 35 hours I still feel like I’m fairly early into my Dune: Awakening adventure, and still have new zones to visit, haven’t gotten very far into the main story, and have only had a few encounters with PvP. There’s a ton for me to do, so look for an update sometime this week as I work my way through to the endgame.