Takaya Imamura Interview: Original F-Zero Designer Was ‘Really Surprised’ by the Series Revival

When F-Zero rose from the dead in 2023’s September Nintendo Direct, no one was more surprised than the man who designed Captain Falcon over three decades ago.

Ex-Nintendo designer Takaya Imamura was with the company for over 30 years, with credits on all-time classics like The Legend of Zelda: Majora’s Mask, Star Fox 64, and F-Zero. But when F-Zero 99 launched on Nintendo Switch last year, it was the first entry in the franchise without Imamura’s input, and the creator admits he wouldn’t have thought of the 99-player online direction for the series.

“The first thing I thought was really that if I’d still been at Nintendo, I don’t think I’d have been able to take this approach to it.,” Imamura says. “So I was really surprised that they made such an original take on the IP on the game itself and arranged it in such a fun way.”

Imamura may not be at Nintendo anymore, but he still holds his two main creations – F-Zero and Star Fox – very close to his heart. In fact, Imamura has already found his way back to video game development, as he’s working on a new project with an art style that’s very reminiscent of his pair of Nintendo darlings. OMEGA 6: The Triangle Stars uses the same retro future art style that Imamura built his career on, and it’s the first game he’s worked on since leaving Nintendo three years ago.

“I think it’s the first time I’ve drawn pixel art since Star Fox on Super Nintendo, which has been a while,” he says with a smile.

Imamura’s OMEGA 6 began with a 2022 manga published in France that’s now being adapted into an adventure game due out on PC and Nintendo Switch in 2025. It’s set around a journey to locate a new home planet for the human race, and Imamura says he put his all into the original comic before beginning work on the video game.

While Imamura himself tinkers on a new IP, he also comments on the state of the games and entertainment industry, noting how difficult it is for a new idea to take off.

“I think Nintendo’s real peak was when [Shigeru] Miyamoto-san was in a really central position and they were creating lots of new IP. But at the moment – and this is not just related to Nintendo – but at the moment, in the games market and in general in the entertainment world, it’s really tough to bring a new IP to market and have it be successful.”

Read on for IGN’s full interview with Imamura-san (through an interpreter), where we discuss where F-Zero goes from here, his new project OMEGA 6, why Star Fox 64 is still the most special game he’s worked on, and the keys to Nintendo’s success in the future.

IGN: When you spoke with IGN in 2021 right after you left Nintendo, you said F-Zero wasn’t gone for good, but a grand new idea was needed to bring it back. Last year, Nintendo revealed and released F-Zero 99, the first F-Zero game released that you weren’t involved with. What were the emotions when you saw F-Zero finally return from the outside?

Takaya Imamura: First off, I was really surprised. The first thing I thought was really that if I’d still been at Nintendo, I don’t think I’d have been able to take this approach to it. So I was really surprised that they made such an original take on the IP on the game itself and arranged it in such a fun way.

IGN: Why don’t you think that you would’ve been able to take that direction?

Imamura: I think it was mainly because when I saw it, I thought, “Well, that’s just like Nintendo to take this direction.” And for me, F-Zero, I’ve been working on it so long that I’ve got this… My vision of it is not as flexible as whoever took the reins on [F-Zero] 99 and was able to basically think outside the box and recreate what it was.

IGN: So now that Nintendo has acknowledged F-Zero again in this way, where do you think this series can go from here?

Imamura: If you’re asking me, in my imagination, I’m seeing something scaled up akin to F-Zero GX. But given Nintendo’s got the reins at the moment, I think they as a company will probably take it in the direction for a wider range of players, including casual gamers as well. So it’s an IP that can really capture a wide range of players.

IGN: I think that we’re in agreement that GX is the pinnacle of the F-Zero series, but basically every F-Zero game is fantastic and the sales numbers didn’t always reflect their quality. And that led to a near twenty-year hiatus. I’m wondering, as the series progressed, did you and the team ever feel like you needed a big sales hit to keep the series alive? Or as a creative were you never really focused on that side of things?

Imamura: Of course, the most important thing of any product is that it sells. So that was the first thing on our mind. We can’t just focus on game fans. We couldn’t, I couldn’t when I was at Nintendo. But F-Zero and Star Fox tend to be supported by more core gamers than casual, and Nintendo obviously needs to be able to approach a wider range of players. So yes, of course, the first thing on my mind was to have something that sells. But these games seemed to have better support with a more core gamer audience.

IGN: So you just mentioned Star Fox, and last time we spoke with you, you called Star Fox 64, “the game of your life.” And I think a lot of fans agree that is the highlight of that series. I’m wondering if you can share why Star Fox 64 is so special to you beyond the fact that you put so much care and hard work into it.

Imamura: I think it’s difficult to express exactly why I feel that, but I think it’s probably mainly because out of all the games I’ve worked on, it’s the one where my vision has been most reflected in the final product. I was able to put most, if not all, of the ideas I had into the game. So it’s the game that I’ve made that has the most of me in it. I’m a huge film and game fan myself. And I think probably Star Fox 64 has the most elements of that, homage to other creative works, film, games, et cetera.

[Star Fox 64] is the game that I’ve made that has the most of me in it.

IGN: We’ve talked about F-Zero and Star Fox, and now you’re working on OMEGA 6, and it only takes a glance to see the similarities in your character design with those two Nintendo series we’ve touched on. OMEGA 6: The Triangle Stars uses your iconic retro future art style that F-Zero and Star Fox share. Can you just tell me very simply to readers who may not know, what is OMEGA 6?

Imamura: I don’t know if it’s the elevator pitch, but in a single phrase, the best way to describe it would be that it’s the video game spin-off product of me really wanting to become a manga artist, a mangaka, and creating a comic, putting my all into this comic and then spinning off into a game.

IGN: I find that really interesting because you left Nintendo to try something new, and you’ve been teaching, you wrote this manga, but through it all, it’s led you back to video game development. And I’m wondering when you left Nintendo, if you planned to eventually work on another game again and how that all came to be.

Imamura: Well, I had actually been thinking about game development. It was on my mind after I’d left, but I wasn’t thinking about something quite as large as OMEGA 6 has become. It was more a compact, smaller experience at first, but then we started adding things, and before I knew it, here we are.

IGN: What excites you the most about OMEGA 6? And what do you want to tell fans of your previous works about it to get them excited as well?

Imamura: Well, one of the things would be that I basically drew every single pixel in the game. So the first thing would be that I want the fans to look at the pixel art and enjoy it basically. I think it’s the first time I’ve drawn pixel art since Star Fox on Super Nintendo, which has been a while.

IGN: So speaking of that, the Super Nintendo was a long time ago, and you saw Nintendo through many highs and many lows. And right now, Nintendo’s riding what you could call an all-time high, at least financially speaking. In your opinion, what about Nintendo’s leadership and direction keeps the company relevant both across the generations that you were there for and into the future?

Imamura: Obviously, it’s just my opinion, but I think Nintendo’s real peak was when Miyamoto-san was in a really central position and they were creating lots of new IP. But at the moment – and this is not just related to Nintendo – but at the moment, in the games market and in general in the entertainment world, it’s really tough to bring a new IP to market and have it be successful. So I think what Nintendo will need to do is to work on new IP and also the existing IP, become something like Disney in terms of having all these IPs that they can create products from.

IGN: I want to make sure we touch on Zelda because you were the art director on Majora’s Mask, which is one of the most visually interesting games in the series. And the story is different and mature as well about sadness and regret. What it was like working on a Zelda game that’s still so distinct from the rest of the franchise?

Imamura: That’s quite a well-known episode in that the president of the Nintendo at the time, [Hiroshi] Yamauchi, the order came down from him to make a new Zelda in one year. And so it came down to two points. One of them was that we had the previous Zelda and we wanted to differentiate it from that. And the other one was how do we create a new world, something that is very new, that is distinctively different from previous Zeldas in such a short time? And that was basically what we came up with. We took a different path visually and conceptually. My job on the art side was to make it different from Ocarina of Time – as clearly different as possible. And that’s why we ended up with the world that that game is set in.

I think Nintendo’s real peak was when Miyamoto-san was in a really central position and they were creating lots of new IP.

IGN: I’ve always been very fascinated by the design of Majora’s Mask itself, the item. When I was a kid, I used to just stare at the cover art of it on the Nintendo 64 box. What were your inspirations for the design of the very creepy mask?

Imamura: So in Osaka, there’s a museum that collects lots of different artifacts and clothing from different ethnic groups. And I often go there for inspiration for different designs and stuff. And for the mask in particular, that was one place where I absorbed a lot of design ideas from.

IGN: My final question here is, as the person who created Tingle, every time a new Zelda is revealed, are you hoping that Tingle shows up in some capacity?

Imamura: [Laughs] I haven’t seen him in recent games, but I think there is a character similar to Tingle in Tears of the Kingdom.

IGN: Thank you so much, Imamura-san. I appreciate the time, and best of luck with OMEGA 6 and at gamescom.

Imamura: Thank you for your time as well.

Parts of this interview were edited for clarity.

Logan Plant is IGN’s Database Manager, Playlist Editor, and Super Ninfriendo on Nintendo Voice Chat. Find him on Twitter @LoganJPlant.

Blogroll image credit: Takaya Imamura (https://twitter.com/ima_1966/status/1351786503815397376/photo/1)

You can’t fool me with your “poorly drawn” rhino barbarians, Heroes Of The Seven Islands – the classic RPG enthusiasm is palpable

As much as I’m a sucker for the grimmest and darkest of grimdark fantasy settings, the try-hardness of it all can get a bit grating at times. You could make the same argument at the opposite end of spectrum, of course. Cosy games seem locked in a perpetual arms-race to twee each other into the dirt, chopping their rival’s dog-petting hands off and taking a sparkly tinkle on their pastel corpses. But hand-drawn RPG Heroes Of The Seven Islands feels more authentic than all that. It’s bedroom antifolk by way of chill dungeon synth, by way of an antelope sorcerer named Jean-Pierre.

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New Sonic X Shadow Generations Trailer Showcases Shadow’s Doom Powers

Eddie Brock’s got nothing on this guy.

SEGA is back with another (another) new look at Sonic X Shadow Generations, the focus this time being on Shadow’s fresh Doom Powers.

These are the abilities that the edgy hedgehog will be relying on to take down hoards of foes across each stage. We had already spotted some of these in action in previous trailers, but today’s drop is our first proper look at what the full range of Doom Powers has in store.

Read the full article on nintendolife.com

Coming to Game Pass: Atlas Fallen, Core Keeper, and Star Trucker

Coming to Game Pass: Atlas Fallen, Core Keeper, and Star Trucker

Welcome back, friends! We have more games for you, new Perks, and a limited time beta to talk about! Available to those who pre-order Call of Duty: Black Ops 6, as well as Game Pass Ultimate or PC Game Pass members, the Early Access Open Beta will be downloadable for Black Ops 6 on Xbox consoles, the Xbox app on PC, or Battle.net starting August 28. Now let’s get to all the games!

Call of Duty: Black Ops 6 Early Access Open Beta Starting August 30

Get your first taste of the next-level action coming to Black Ops 6. You can start downloading the Beta on August 28, 2024, before the early access open beta kicks off on August 30, 2024. Feel Omnimovement for yourself, explore several brand-new core 6v6 maps, and try out new weapons and gadgets. Earn in-game rewards playable in the Beta and in Black Ops 6 once the full game launches on day one with PC Game Pass and Game Pass Ultimate.

Coming Soon

Atlas Fallen (Cloud, PC, and Xbox Series X|S) – August 22
Unleash the storm in this open world action-RPG adventure, enriched by the recently released major free update, Reign of Sand! Enjoy new voice acting, a reworked campaign, and face even more formidable creatures armed with new Essence Stones. Challenge the gods with the long-awaited “New Game +” difficulty mode.

Core Keeper (Cloud, PC, and Xbox Series X|S) – August 27
Dive into Core Keeper, an underground adventure where you shape your journey. Craft, build, and explore in a dynamic world. Develop your character, uncover ancient secrets, and engage in thrilling co-op or competitive play. Embrace the challenge and unearth the mysteries that await!

Star Trucker (Cloud, Console, and PC) – September 3
Available on day one with Game Pass! Hop into the driver’s seat of your rocket-powered big rig as you haul cargo, scavenge for salvage, and interact with an eclectic cast of star-hopping truckers in this Americana-infused journey on the ultimate open road – space!

More Games Coming to Game Pass Core on August 21

Game Pass Core members can look forward to three more games coming to the library on August 21!  Build the city of your dreams in Cities: Skylines, experience the award-winning third-person action-adventure in Control: Ultimate Edition, and jump into the driver seat to conquer extreme open environments in SnowRunner.

DLC / Game Updates

Vampire Survivors Darkasso Update – Available now
With this update, Vampire Survivors are getting Darkanas! Like Arcanas, but Dark. There’s five to unlock and just like Arcanas, these modifiers can change the outcome of your run significantly. This update also includes Room 1665, a new stage made of 16 rooms that will challenge players to fight their way through all the floors of this devilish room.

Xbox Game Pass Ultimate Perks

New perks are being added every week! Check them out in the Game Pass section of your console, Xbox app for PC, or the Xbox Game Pass mobile app.

Idle Champions of the Forgotten Realm: Five Champions – Available now
Unlock 5 Champions, 80 Gold Champion Chests, a Familiar, and a Skin for Lae’zel to use in Idle Champions of the Forgotten Realm, a strategy management game uniting characters from throughout the Dungeons & Dragons multiverse into a grand adventure.

XDefiant: Crimson Pack – Available now
This combo will have you seeing red! The Crimson Pack includes the Deep Red Samir Character Skin, Deep Red MP5 Weapon Skin, Ember M870 Weapon Skin, Pelagic ACR 6.8 Weapon Skin, and Amber M9 Weapon Skin.

The Elder Scrolls Online: 10-Year Anniversary Pack #3 – Available now
Celebrate 10 years of the Elder Scrolls Online with the 10-Year Anniversary Pack #3! This bundle includes 1x Attribute Respecification Scroll and 3x Gold Coast Experience Scrolls.

Leaving August 31

The following games will be leaving the Game Pass library soon, so don’t forget to jump back in before they go. Remember to save 20% on your purchase to keep them in your library if you want to keep the fun going!

  • Atomic Heart (Cloud, Console, and PC)
  • Guilty Gear -Strive- (Cloud, Console, and PC)
  • NBA 2K24 (Cloud and Console)

We’ll be back with more games, but until then be sure to stay tuned to @XboxGamePass, @XboxGamePassPC, and @Xbox for updates when these games are available! Catch you next time.

The post Coming to Game Pass: Atlas Fallen, Core Keeper, and Star Trucker appeared first on Xbox Wire.

Sonic x Shadow Generations interview: Shadow the Hedgehog’s new Doom Powers detailed

The launch of Sonic x Shadow Generations is coming fast this October, and everyone is curious to know more about Shadow the Hedgehog’s new Doom Powers!


Sonic x Shadow Generations interview: Shadow the Hedgehog’s new Doom Powers detailed

The team just released a trailer all about the Doom Powers, highlighting each unique ability and how they provide new twists for Shadow’s platforming and combat. The trailer also showcased gameplay from new stages calling back to fan-favorites such as Chaos Island from Sonic Frontiers and Radical Highway from Sonic Adventure 2, as well as iconic boss challenges like Metal Overlord from Sonic Heroes. Eagle-eyed viewers might also catch a glimpse of the reimagined hub world, White Space, where players will get the opportunity to test out and master Shadow’s new moves while they explore, unlock stages, and uncover collectibles.

We got together with Sonic Team Creative Officer, Takashi Iizuka, to chat on why this game was the perfect opportunity to give Shadow new abilities, and how they offer new, action-packed ways of navigating different stages and boss battles.

Why are Shadow’s Doom Powers important to the story and gameplay?

Iizuka-san: In terms of gameplay, the team wanted to make Shadow Generations’ action more unique to differentiate it from what Sonic can do, so we added the Doom Powers. Shadow’s new powers are essential because they give him new ways to attack enemies and traverse the world, giving our team more to build upon in each stage’s level design. While we can’t share much about the story, the Doom Powers play an essential role in Shadow’s journey and development throughout his campaign, giving him more powers to save the world. Shadow receives these when he awakens to the power of darkness in the game, so players will see how closely they tie into the narrative when the game comes out later this year.

How did you choose the final selection of Doom Powers we see in the game? Why were these powers right for Shadow?

Iizuka-san: Shadow is a dark, anti-hero character, so the Doom Powers had to embody a sense of danger and mystery that can be seen in Shadow’s actions and movements. The level designers also incorporated many ways the Doom Powers can be used in this platform action game, so they are not just additional combat moves. Shadow can use Doom Powers to platform around the world.

How are these powers different from Shadow’s existing powers in previous games?

Iizuka-san: When designing the levels in Shadow Generations, we wanted to make the most of Shadow’s existing move, Chaos Control, which enables him to find new platforms to run through each stage and find new ways of attacking bosses. However, with only Chaos Control, the core of Shadow’s gameplay is very similar to what Sonic can do, so we introduced the Doom Powers to give the game more unique action. Not only does it increase the variety of things you can do in the platform action stages, but it also allows for great exploration and traversal abilities in the 3D White Space Hub World for Shadow.

What was the design process like when conceptualizing the idea and designing the look of each power?

Iizuka-san: The idea for the Doom Powers came up when we realized we needed to give Shadow new abilities and powers to create new gameplay formats. It was important to provide Shadow abilities that Sonic can’t do to make the action more enjoyable, while ensuring each power reflects his dark, anti-hero character. As the name suggests, the Doom Powers draw energy from Black Doom, so that was taken into consideration in the design of all the Doom Powers.

What Doom Powers are you most excited for fans to experience?

Iizuka-san: Doom Wing, the black wings that come out of Shadow in the Summer Game Fest trailer, was an impactful idea early in the design process, so we wanted to make it the coolest looking of all the Doom Powers. The wings that come out of Shadow make you think of a devil, which goes well with Shadow’s dark hero elements and allows us to present something cool and new, something we couldn’t do with Sonic.

Sonic fans – get ready to embrace Shadow’s dark side and use his new power to take on Black Doom and save the world! When the game launches this fall, be sure to try out all different kinds of paths and methods with each Doom Power to find new ways of completing each stage and battle.

Sonic x Shadow Generations is available for pre-order now starting at $49.99 on PlayStation 5 and PlayStation 4 consoles. To learn more about various pre-order incentives, head to PlayStation Store or Sonic x Shadow Generations official website. Fans who buy the Digital Deluxe Edition can play the game three days early and receive additional content.

Backyard Sports Revival Officially Announced by Playground Productions

Sports game fans, rejoice! Backyard Sports, the iconic video game series known for making kid-friendly sports games, is back.

In a press release, Playground Productions, the company currently holding the rights to the Backyard Sports IP, confirmed it was reviving the series, noting that the franchise is “slated to return in the coming months.” Playground Productions also provided the first teaser trailer for Backyard Sports, featuring memorable characters like Pablo Sanchez and Stephanie Morgan.

You can check out the first trailer below.

Beyond the confirmation of new Backyard Sports video games, Playground Productions said the series’ return will expand its reach to multiple verticals beyond video games, such as film, TV, and merchandise. Playground Productions explained that the revival of Backyard Sports will use “cutting-edge technology and esteemed character IP” to aim to create stories and experiences that will resonate with those who grew up with the series along with the current generation of youth.

“We’re incredibly excited to reintroduce Backyard Sports to a new generation of players,” Playground Productions CEO Chris Waters wrote in the press release. “We’re taking great care to preserve the look and feel that made the original games so special while updating them with modern features and gameplay that today’s audience expects. I can’t wait for fans to see what we’re building on the Playground.”

The Backyard Sports series began in 1997 with the release of Backyard Baseball. The franchise would eventually include games in other sports, such as basketball, football, hockey, and even skateboarding. Since 2015, however, the series has been dormant.

While fans of the series have long awaited a new entry for nearly 10 years, chatter saw a spike when NFL star and former Eagles center Jason Kelce revealed on his podcast last January that he was interested in trying to make a new Backyard Baseball and Backyard Football game.

A Playground Productions spokesperson confirmed to IGN that Kelce is “isn’t directly involved in this relaunch,” but acknowledged that Kelce represents an “audience of people that, to this day, fondly remember Backyard Sports as a staple game with iconic characters beloved by many.”

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

New Tomb Raider Statue Celebrates Lara Croft’s Modern Adventures

Dark Horse and Crystal Dynamics are joining forces for another impressive Tomb Raider collectible. Fresh off revealing the Tomb Raider: Lara Croft (Classic Era) PVC Statue, Dark Horse is back with a new piece inspired by the Tomb Raider reboot games.

Check out the slideshow gallery below for an exclusive first look at the Tomb Raider: Lara Croft PVC Statue:

Whereas the first statue was based on the original Tomb Raider games, this new piece takes its cues from the modern reboot series. It depicts Lara bravely making her way through ancient jungle ruins. The statue includes an interchangeable right hand piece, allowing collectors to display her holding either a pistol or a climbing axe.

The Tomb Raider: Lara Croft PVC Statue was sculpted by BigShot Toyworks, with prototyping and paint by Gentle Giant. The statue measures 9.2 inches high and 6.3 inches deep, with a base width of 9.4 inches.

This statue is priced at $89.99 and is slated for release between February and April 2025. You can preorder one through the IGN Store, on the Dark Horse Direct website or through various other retailers.

The Tomb Raider: Lara Croft (Classic Era) PVC Statue is also still available to preorder on the IGN Store.

A number of Tomb Raider projects are in development right now, including a new game, a Netflix anime series and a live-action series on Prime Video penned by Phoebe Waller-Bridge.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Black Myth: Wukong’s record-setting launch popularity soured by co-publisher request to avoid “feminist propaganda” in streams

Our Black Myth: Wukong review hails the game as “a generous Soulsy adventure hybrid that works within its limitations and delivers a beautiful challenge to be unpicked with a magical toolbox”. Reviewer Edders went so far as to find the world more engaging than that of Elden Ring – proper defying-the-gods level rhetoric. Players seem to agree – the game launched last night, and has already accrued a concurrent player peak of 1.44 million – Steam’s fourth highest ever, exceeded only by Counter-Strike, Palworld and PUBG. By that metric, it’s the platform’s most popular strictly single player game of all the time.

All that goodwill has been spoiled, however, by a Steam code handout message to streamers and other “content creators” before launch which includes some reactionary, non-binding requests – no mention of “trigger words” like “Covid-19”, no talk of “politics” or “feminist propaganda”, and no mention of “China’s game industry policies, opinions, news, etc”.

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Black Myth: Wukong Has Massive Launch, Overtakes Cyberpunk 2077 to Become Most-Played Single-Player Game Ever on Steam

Black Myth: Wukong has enjoyed an enormous launch on Steam, where it has overtaken Cyberpunk 2077 to become the most-played single-player game ever on Valve’s platform.

The action RPG, developed by Chinese studio Game Science, launched in the early hours of this morning and quickly shot to the top of Steam’s most-played games list with an incredible 1,443,570 peak concurrent players. That figure will surely grow as the working week heads into the weekend and more people buy the game.

Less than 24 hours after launch, Black Myth: Wukong has already seen the fourth-highest concurrent figure ever on Steam, and is only behind PUBG (3,257,248), Palworld (2,101,867), and Valve’s own Counter-Strike 2 (1,818,773). It is ahead of big hitters such as Dota 2, Elden Ring, and Baldur’s Gate 3. Already the game has nearly 30,000 user reviews on Steam, with a ‘very positive’ user review rating.

Black Myth: Wukong’s launch will be even bigger than Steam suggests. It also released on PlayStation 5 (Sony Interactive Entertainment does not make PlayStation player numbers publicly available), Tencent’s Chinese game portal WeGame, and the Epic Games Store. An Xbox Series X and S version is due out later (find out why here).

IGN’s Black Myth: Wukong review returned an 8/10. We said: “Despite some frustrating technical issues, Black Myth: Wukong is a great action game with fantastic combat, exciting bosses, tantalizing secrets, and a beautiful world.”

If you’re jumping into Black Myth: Wukong, be sure to check out our feature, 13 things Black Myth: Wukong doesn’t Tell You.

This week, IGN verified an email sent from the Black Myth: Wukong marketing team that told content creators who were granted a Steam key that they must not include “feminist propaganda” or use what are called “trigger words” such as COVID-19 in their coverage.

Game Science has yet to respond to IGN’s previous report compiling numerous sexist comments made by the studio’s founders and other developers spanning the last decade.

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.