Denuvo respond to their rep for tanking games – “I’m a gamer myself, and therefore I know what I’m talking about”

Over the past week or so, you may have caught wind of Denuvo – the makers of anti-cheat and anti-piracy software – embarking on a PR campaign of sorts, intended to combat negative public perception of their software. In case you’re unfamiliar, Denuvo’s wares have become infamous for allegedly sabotaging the performance of all sorts of video games, from Resident Evil: Village to Tekken 7, though accounts of the severity vary, and there is an on-going shortage of independently supplied raw data.

Denuvo’s attempts to clear the air include opening a Discord, which they say “ is a key step in fostering closer relationships with game developers, publishers, and players, offering a dynamic, real-time platform for meaningful interaction”. On Monday, Denuvo’s media team reached out to me to offer an interview with Denuvo’s product manager, Andreas Ullmann. Here’s that interview, edited for brevity.

RPS: In a recent public statement you said “we will stop letting every claim about our product go unanswered”. What claims are you referring to?

Andreas Ullmann: It’s basically really about the stuff that’s posted by the community. So you just need to check out Steam forums, for example. Very toxic, very hostile environment. If a game announces to use any of our products, if you check out the Steam forums, all the claims are popping in. SSDs are destroyed by our solution. The usual performance topics, and we simply don’t want to leave the floor to these people who are posting all things about us anymore. We want to also be there for a person who has not heard about us before. We also want to share our view, our opinion on these topics, and also act as a trusted source of information.

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No Man’s Sky: The Cursed Adds the Game’s First Flying Saucer, ‘A Gorgeous Giger-Esque Coil of Tubes, Pipeworks and Engines’

No Man’s Sky has launched its 16th expedition, The Cursed — an “unexpectedly creepy update” that hits the eternally popular space game just in time for Halloween.

Developer Hello Games said The Cursed is a “weird and unsettling” gameplay event in which players “fight to keep a grip on reality” while haunted by visions and voices from another dimension. It takes place in what’s described as a “sort of twilight universe” in which time can shift unexpectedly, day turning to night “at a vertigo inducing rate.”

The Cursed introduces the new Boundary Starship, No Man’s Sky’s first flying saucer. “It’s a gorgeous Giger-esque coil of tubes, pipeworks and engines,” Hello Games said. Here’s the official blurb:

Players must protect themselves against the weakening of the boundaries of reality. The exosuit’s usual hazard protection has been replaced with a specialized Anomaly Suppressor — maintaining this is the key to surviving while the universe begins to break down around you.

As players struggle to navigate these haunted worlds, they may come face to face with the ghostly beings that drift across the boundaries. Sometimes these spectral anomalies merely observe, and sometimes they can turn much more hostile… These encounters provide players with new challenging enemies and boss battles, at a scale not seen before in No Man’s Sky.

Travellers will not have access to hyperdrive technology, meaning no warping between star systems. Instead, interstellar travel requires careful planning and use of the ancient portal network.

Haunting voices leak through from another dimension, providing guidance, information, strange blueprints… and mystery. Players will have to decide who these voices belong to, where they are coming from, and if they are to be trusted…”

As you’d expect, The Cursed has a set of exclusive spooky rewards, including a Cthulhu-esque Horror Exosuit customisation, bioluminescent pets, and the aforementioned UFO-like Boundary Herald Starship.

The expedition begins today, October 23, and runs for approximately three weeks. Hello Games added that in the coming weeks it will launch an update for No Man’s Sky that takes advantage of the incoming PS5 Pro at launch. The $700 PS5 Pro comes out on November 7.

No Man’s Sky launched in 2016 initially for PC and PlayStation 4 before coming out on Xbox One in 2018, and PlayStation 5 and Xbox Series X and S in 2020. A Nintendo Switch version followed in 2022. Over the years, Hello Games has issued a long list of major updates that have continued to boost player numbers.

Indeed, it’s a busy time for Hello Games, which alongside updates for No Man’s Sky is working on its next game, Light No Fire. It’s about adventure, building, survival and exploration together, set on a fantasy planet the size of Earth.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The Day Before Dev Cancels Failing Kickstarter and Announces Another Game in the Same Breath

The Day Before developer Fntastic has cancelled its failing Kickstarter for one game and announced another in the same breath.

Fntastic, who released the utterly disastrous The Day Before in December 2023 before pretending to shut down, resurfaced in September asking for money for a new game: the physics based multiplayer game Escape Factory.

It has now cancelled this project, however, after it reached just 15.73% of its Kickstarter goal with $3,146 raised of a $20,000 goal. “Our campaign on Kickstarter is unlikely to reach our goal,” Fntastic said in a statement published to X/Twitter announcing another game.

“After careful analysis and discussion with the team, we have decided that our Escape Factory project has not generated enough interest,” it said. The Kickstarter reached the 15.73% mark after four weeks. “With this in mind, we have decided to temporarily suspend work on Escape Factory and postpone it until a more appropriate time.”

After careful analysis and discussion with the team, we have decided that our Escape Factory project has not generated enough interest.

Fntastic is now allegedly working on Items, an action horror prop hunt game. “Your wishes are very important to us,” it said. “This is exactly what many of you have been waiting for.”

No Kickstarter was announced but Fntastic said it may return to the crowdfunding route “or explore other options” once a demo for the game is made. Development will “require significant resources” so Fntastic has “decided to release mobile games” to support the process.

“All funds generated from these apps will go directly into development,” it said. “We believe this will help us create the game of your dreams.”

The term “dream” was often used in Fntastic’s marketing for The Day Before. “We hope that after the game’s success, we’ll give people faith that in this life, if you persevere toward a dream, it will come true, despite all the obstacles and doubts,” Fntastic told IGN in January 2023.

The Day Before launched to an almost impossibly rare 1/10 in IGN’s review and its shutdown was announced just four days after it launched in Early Access. It was one of the most controversial and catastrophic game launches in recent memory (now joined by PlayStation 5’s Concord) as what was touted as the “next generation of post-apocalyptic MMO open-world survival games” was released as a barebones and broken extraction shooter.

Once Steam’s most wishlisted game, suspicion mounted around The Day Before and Fntastic as time went on. It announced delay after delay amid revelations the studio used unpaid workers to develop its games, then a trademark dispute caused more issues.

Allegations the entire game was a scam then emerged from the disgruntled fanbase, made worse by the myriad copycat accusations against Fntastic. Shots in its trailers and screenshots lined up almost perfectly with other games such as Call of Duty: Black Ops Cold War, Cyberpunk 2077, and Grand Theft Auto 5.

For example, a trailer for The Day Before used the phrase: “Welcome to the next generation of post-apocalyptic MMO open-world survival games like never before. Immerse yourself in The Day Before.” Alongside not making grammatical English sense, Cyberpunk 2077’s Official Gameplay Trailer, published years earlier in 2020, used the very similar phrasing: “Welcome to the next-generation of open-world adventure. Immerse yourself in Cyberpunk 2077.”

Red Dead Redemption 2’s Official Gameplay Video, published even further back, used the phrases “…to make combat deep and engaging at all times. Each weapon has unique characteristics, with realistic reload and recoil.” A trailer for The Day Before used: “…to ensure that combat remains deep and engaging at all times. Each weapon boasts unique characteristics, as well as realistic reload and recoil mechanics.”

These are just two examples of myriad accusations with similar weight, but Fntastic denied any wrongdoing, leaned on the “fake news” defence, and implied the accusations were just an attempt at attention seeking. “We all live in a time of disinformation and lack of fact-checking,” it said following the second wave of accusations. “Anyone can say anything for views, and everyone will believe it,” it said. “Disinformation needs to be dealt with.”

Fntastic has put out plenty of disinformation and blatant lies of its own, however, like saying the aforementioned trademark dispute caused a delay when one was planned all along, and saying the studio was shutting down before announcing another game just months later. “S**t happens,” it told fans who were frustrated with the misleading information and failure of The Day Before.

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

Review: Romancing SaGa 2: Revenge Of The Seven (Switch) – A Remake That’s Equally Intriguing & Underwhelming

Two steps forward, one step back.

Square Enix has been putting out some AA mid-tier entries for some of its forgotten franchises lately, including Visions of Mana (not on Switch) and not one, but two SaGa games in 2024. The first one was SaGa Emerald Beyond in April and now Romancing SaGa 2: Revenge of the Seven.

As a remake of the original 1993 Romancing SaGa 2, Revenge of the Seven attempts to bring one of the more popular SaGa entries to the modern age. The original was groundbreaking during its time of release, embracing a non-linear narrative structure and a unique generational party mechanic that not many RPGs had. Revenge of the Seven retains what made the original special, but loses a bit of charm along the way with its poor presentation and load times.

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Like a Dragon: Pirate Yakuza in Hawaii Is a Decent Bit Longer Than Previous Spin-Off Like a Dragon Gaiden

Like a Dragon: Pirate Yakuza in Hawaii is a decent bit longer than previous Yakuza spin-off Like a Dragon Gaiden: The Man Who Erased His Name, developer Ryu Ga Gotoku Studio has said.

In an interview with Famitsu translated by Game Rant, series producer and RGG Studio head Masayoshi Yokoyama said the incoming pirate adventure’s story is roughly 1.3 times to 1.5 times longer than Like a Dragon Gaiden.

This last game, which arrived just a few weeks ahead of the colossal mainline entry Like a Dragon: Infinite Wealth, could be completed in around 12 hours if players ploughed through the main story, though completing everything took upwards of 32 hours, according to How Long to Beat.

Based on this, Masayoshi estimates the story of Pirate Yakuza in Hawaii will take around 15 to 18 hours to complete. This appears to be reflected in the price, as Pirate Yakuza in Hawaii will be available for $59.99 compared to Like a Dragon Gaiden’s $49.99 and the standard video game price point of $69.99.

Perhaps the Yakuza / Like a Dragon series’ wackiest spin-off yet (besides the zombie apocalypse one), Pirate Yakuza in Hawaii stars Goro Majima as he wakes up on a beach with amnesia and becomes a pirate, obviously.

It’s a spin-off to Infinite Wealth in particular, taking place roughly six months after its story concluded but not starring too many of the same characters. Only Majima’s sworn brother Taiga Saejima is confirmed to return so far, as the game largely focuses on a new cast of pirates including a Tiger played by main game protagonist Ichiban Kasuga’s voice actor.

Trailers and gameplay shown so far shows more of the flashy and fast-paced action the series was known for before switching to a turn based role-playing game with Yakuza: Like a Dragon. Plenty of Assassin’s Creed 4: Black Flag vibes are present too, as the game features ship combat, pirate hideouts, and plenty of brutal action.

It was revealed in September with a February 28 release date but, after Monster Hunter Wilds announced the same launch date just five days later, RGG Studio shifted its own up a week. Like a Dragon: Pirate Yakuza in Hawaii therefore now launches on February 21, 2024.

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

Most Prince Of Persia: The Lost Crown devs have moved to other projects, Ubisoft confirm, following report about rejected sequel pitch

“Move over Hollow Knight,” declared Katharine (RPS in peace) in our Prince Of Persia: The Lost Crown review, summarising this freshly-honed hunk of POP art as “a deep and challenging Metroid-like with some of the best platforming this side of Moon’s Ori games.” Sadly, for all the plaudits, the game doesn’t seem to have earned sufficient megabucks to justify keeping its development team together. Earlier this week, French journalist Gautoz reported that Ubisoft had disbanded The Lost Crown’s core dev team after turning down proposals for a sequel and further expansions. Speaking to RPS this morning, Ubisoft have confirmed that “most” of the Lost Crown’s dev team have moved onto other projects, while noting that there have been no layoffs as a result.

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Shin chan: Shiro And The Coal Town review: a nostalgic collectathon I can’t stop thinking about

When I was little, I really liked what I saw of Shin chan, even if it was just largely flashes of his bare arse on Japanese TV. He seemed mischievous, a bit of a menace, and part of a fun family dynamic. Flash forward to now and I can only describe the lad as… jarring. At least, I think he’s an odd flag-bearer for a series of games where you live out a nostalgic, Japanese summer in the countryside.

And I think it’s doubly weird that Shin chan: Shiro And The Coal Town opts for a collectathon approach, that doesn’t necessarily make the act of living out a Cicada Summer all that mesmerising. But, and this is a big but: I can’t stop thinking about it. Of all the games of 2024, Coal Town may have left the biggest impression on me. In a way, I hope it does for you, too.

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Review: Shin chan: Shiro And The Coal Town (Switch) – A Stunningly Beautiful Game, Uncomplicated Yet Weird

Trolley dash.

Shin chan: Shiro and the Coal Town is based on the long-running manga and anime series, Crayon Shin-chan (Kureshin in Japanese), about a peculiar five-year-old named Shinnosuke (Shin-chan) and his family. The game follows up on the successful 2022 Western release of Shin chan: Me and the Professor on Summer Vacation – The Endless Seven-Day Journey, which puts this in the lineage of Kaz Ayabe’s Bokunatsu series. This time around, we’re working with a mercifully shorter title.

At the beginning of the game, Shin-chan’s family moves to a village because his dad gets a work assignment close to where he grew up in Akita. Playing as Shin-chan himself, you’re tasked with exploring the village and helping out the other people who live there via fetch quests, fishing, and bug catching.

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Batman: Arkham Shadow Review

I know what you’re wondering: does the VR Batman game make me feel like Batman? Well, the answer is no. Never once in Batman: Arkham Shadow’s long playtime did I feel like I had a billion dollars, and without that the simulation will never be complete. That said, it did do a remarkably good job of making me feel like I was playing an actual Arkham game by including all of the signature elements of Rocksteady’s legendary series: literally punchy combat, intricate metroidvania-style level design that unlocks more and more as you gain new abilities, and some genuinely tricky optional puzzles. It’s a little clumsy and buggy at times, but enough of it translates well to VR that it’s more like a real game than a gimmick – and the mystery story pays off well without retreading too many of the Arkham series’ plots. And sure, while grabbing at your sides and raising your arms to glide around on your cape may look absolutely absurd to anyone who happens to be in the room with you as you play, I’d be lying if I said it wasn’t pretty fun.

This sequel to a prequel is wedged into the space between Arkham Origins (and Arkham Origins: Blackgate) and Arkham Asylum – a time period where a younger Batman is bluntly but capably voiced by Roger Craig Smith rather than the late, great Kevin Conroy. After a brief intro sequence in Gotham’s sewers and rubbing elbows with Jim Gordon and a young, one-faced Harvey Dent, we go undercover into Blackgate Prison, where Batman first encounters the likes of Doctors Harlene Quinzel and Jonathan Crane, Arnold Wesker (The Ventriloquist), Barbra Gordon, and a few more. Naturally the developers at Camouflaj can’t help retread things we’ve seen done to death: It wouldn’t really be an Arkham game without a Scarecrow hallucination sequence, for instance – and, of course, we’re treated to yet another reenactment of Crime Alley. However, the new mystery villain known as The Rat King and his populist cult, paired with the over-the-top sadist prison warden Bolton, give Arkham Shadow enough of its own material to work with that it doesn’t feel too derivative.

Another novel approach is to have Bruce Wayne visit his makeshift Batcave under Blackgate (like the one under Arkham Asylum) to swap between two costumes. He wears his full Batman regalia by night, but when the Batsuit’s back on the rack he slaps on a Mission: Impossible mask of a two-bit thug named Matches Malone, who’s been thrown in with Gotham’s worst for petty arson. There’s some gadget-less prison yard brawling to be done as Malone, but these sections are much more about ingratiating yourself to incarcerated mob boss Carmine Falcone and the other prisoners, and getting the lay of the maze-like prison yard as the days tick down to The Rat King’s grand plan. I won’t say I wasn’t eager to put the cape and cowl back on by the end of each session as Matches, but the change of pace and perspective isn’t unwelcome considering that there’s only so much variety one can find within the walls and absurdly high-tech doors of a prison, and the dark caverns below.

On that note, despite this running on a tiny machine that’s strapped to your face, Arkham Shadow is easily on par with Arkham Asylum as it looked on the Xbox 360 in terms of its character models and textures (and obviously running at a much higher resolution and frame rate), if not quite up to that level of art direction or the scale of its open areas. Of course, that’s an extremely high bar, to be fair. It’s certainly the best-looking Quest-exclusive game I’ve played, likely because it’s exclusive to the Quest 3/3S and doesn’t have to compromise for compatibility with older models. Glimpsing my bat-eared shadow as I walked down a hall or glided around with a light behind me was always a treat. Those heavy doors do often take a while to open, though, since they’re masking a lot of loading of the new area you’re traveling to. And be ready to recharge your Quest 3 four or five times to get through Arkham Shadow’s story, which can run 10 hours if you’re not stopping to smell the many Rat puzzles along the way. (It’s probably good to come up for air after a couple of hours in VR, anyway.)

The fact that you’re usually being circled by several other thugs means you have to work fast to put an enemy down.

Brawling works surprisingly well and, after things ramped up a bit to introduce enemies with armor, stun batons, shields, knives, and guns, most requiring different takedown moves, I was working up a sweat throwing physical punches that do more damage if you swing like you mean it. Here it’s less about timing punches and more about pausing for a split second after the first smack – which can send you lunging about 10 feet toward a target – to see which sequence randomly opens up: sometimes you’ll do a right, a left, or a gut-punch, others you’ll have three spots to jab at, or sometimes you’ll grab a leg and be prompted to snap it like a twig. It occasionally interprets a swing from the side as a straight-on punch or vice versa, but otherwise it’s pretty satisfying. That’s enough to keep it from being mindless flailing, but the fact that you’re usually being circled by several other thugs means you have to work fast to put an enemy down before you see an incoming attack icon in your peripheral vision and have to detour to block it with a Michael Keaton-esque no-look punch to the side, which pulls you to a different target, so the pressure is on.

Certain enemies need to be staggered before you can beat on them, so you’ll have to use abilities like confusing them with a cape swing, or flipping over them with a forward flick of the right stick and punching them from behind. It’s easy enough to do this in the most straightforward way possible, but the opportunity to run up the score with unbroken combos and mixing in multiple gadgets like batarangs and explosive charges brings in a very stylish element of challenge beyond simply staying alive. You also have to dodge unblockable attacks with the thumbsticks and physically duck under knife attacks. There’s certainly plenty going on – with more regularly opening up as you unlock new gadgets by progressing the story – to keep these fights and the optional standalone challenges interesting (and repeatable!).

Predator battles work almost identically to the way they do in traditional Arkham games.

The stealthy Predator battles, on the other hand, work almost identically to the way they do in traditional Arkham games in that you’re staying hidden as you take down gun-toting enemies who can quickly kill you if they spot you, but they’re a little more frustrating because the controls lack the precision needed to consistently avoid detection. The number of times I snuck up behind an enemy, and reached out to grab and silently choke him out, but accidentally punched him in the head and alerted his friends instead was, to be frank, too high by a lot. I eventually learned to do this extremely carefully – with emergency escape smoke bombs at the ready – to avoid taking a lead shower, but that felt like working around a problem rather than learning a system. Even so, it’s never anything less than gleeful to drop down from a gargoyle perch, grab a thug, and leave him helplessly dangling like a pinata for his friends to find.

We also get a handful of boss fights – mostly against the obvious opponents – and although these are a nice change of pace while they last, only one late-game one is all that memorable and none of them are especially interesting on a mechanical level.

Without the Riddler around to stash question marks everywhere, the Rat cultists have picked up puzzle duty in Blackgate, and their work ranges from trivially easy to respectably tricky and rewarding to solve. Reaching smashable rat statues and radios spreading the King’s propaganda is often a matter of turning left where the obvious path goes right, but frequently involves unlocking doors, crawling through vents, climbing pipes, and more to get the right angle – or deciphering patterns to work out codes to door locks by switching in and out of Detective mode by tapping your temple. Most of Detective mode is pretty straightforward, though – there’s none of the more ambitious crime scene reconstruction stuff from Arkham Knight. Most of it, especially the crime-scene investigation sequences, is basically just doling out plot information one piece at a time.

There are plenty of Easter eggs to find around Blackgate.

Exploration is, of course, a big part of any Arkham game, and there are plenty of Easter eggs to find around Blackgate. Much of it comes in the form of phone numbers that can be dialed at the prison pay phone to hear recorded messages from various characters. References to Batman lore in chatter from other prisoners and scattered around the environment didn’t appear quite as thick as they are in Rocksteady’s games – which is honestly another off-the-charts standard to hold any game to, especially when the best material has already been thoroughly mined – but it’s not in short supply.

One thing that’s a little too easy to find at this point, though, are bugs. I’m told there’s a patch in the works to address at least some of this, but even after launch this review was delayed by about a day because I wasn’t able to complete the story thanks to a repeated crash while trying to disarm a bomb, due to the fact I’d done things in an order other than what was precisely intended. That was after multiple crashes before that point, and I also had to reload saves because I fell through the world multiple times and got stuck on level geometry. I had plenty of audio stuttering, saw long load times when returning from the map screen, lost the ability to use my batarang during a boss fight that required it, and had a couple of puzzles made much more difficult than they should’ve been because key items didn’t highlight in Detective mode.

It wasn’t as smooth a ride as I’d have liked, but I did see the ending and was pleased with it. I won’t say much about how it turned out other than that, while I did see one big reveal coming a mile away, there was more to it that caught me off guard in a way that made me smile. I don’t think it’s much of a spoiler to say that the Rat King does not turn out to be The Joker, and in fact Camouflaj is admirably restrained in its use of Batman’s nemesis. After the big, eye-rolling reveal of Arkham Origins, and the enormous posthumous role he played in Arkham Knight, leaning on that crutch once again would’ve annoyed me to no end; I breathed a sigh of relief when other characters got some time in the spotlight.

On the whole it’s a very well done Batman story, and the dialogue is generally strong except for a few very on-the-nose lines where Batman bluntly declares “I will find the Rat King; I will stop his night of wrath!” or when Barbara Gordon acts like an annoying tween fangirl. There’s also a very conspicuous loose end left dangling at the end of the story that concerned me until I was told it’s intentional, so we’ll just have to see where that goes.

Video: Sonic X Shadow Generations Graphics Comparison (Switch, Xbox 360, PS5)

Switch resolution and frame rate seemingly revealed.

If you’re eager to know more about the Switch version of Sonic X Shadow Generations ahead of its arrival later this week, read on…

YouTube channel ‘ElAnalistaDeBits’ has shared a comparison video of the Nintendo release alongside the original Xbox 360 version and the PlayStation 5 version of the game.

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