Planet Coaster 2 Announced: New Trailer Reveals Water Park Attractions and Fall 2024 Launch Window

Frontier Developments has announced Planet Coaster 2, a sequel to its 2016 theme park-building simulator, with a release window of autumn 2024 for PC, PlayStation 5, and Xbox Series X | S.

Frontier announced the news with a reveal trailer highlighting pre-alpha engine footage of some of the new water park attractions. The video shows off a pool area for attendees to float around in as well as a steep, stomach-churning waterslide, but the team also promises other features, including lazy rivers, wave pools, water coasters, changing rooms, sunbeds, lifeguards, and more.

“Building upon its highly successful predecessor, Planet Coaster 2 gives players the ability to push the boundaries of creativity like never before,” Frontier explains. “Be inspired by spectacular real-world parks and create vibrant guest plazas with enhanced building and pathing tools. Intuitive piece-by-piece building tools and mesmerising new themes make it simple for players to elevate their park building to the next level.”

Planet Coaster 2 aims to enhance the experience players remember from the series’ last outing, so while new watery tools will freshen up the theme-park management gameplay, some fan-favorite rides will return, too. Other new tools include animatronics, smoke, water jets, and unique sounds to ensure guests stay happy.

Frontier also promises three game modes to enjoy: Career mode, Franchise mode, and Sandbox mode. Career sees players completing specific scenarios, while franchise challenges players to build out a worldwide park network. Sandbox, meanwhile, lets thrill-seekers design parks to their heart’s content.

Finally, Frontier says playing with friends will be “easier than ever” in Planet Coaster 2. That’s thanks to the ability to visit friends’ parks and compete in Franchise mode leaderboards. Even Sandbox mode includes the option to jump into shared levels, allowing for cooperative building across platforms.

Frontier plans to reveal further details in Frontier Unlocked livestreams, which are set to premiere on the last Wednesday of every month. We enjoyed Planet Coaster upon its launch in 2016, giving it an 8.5/10 in our review. At the time, we said, “Planet Coaster is a wild ride of delightfully customizable roller coaster theme parks and light economics.”

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Anger Foot review: Two kicks forward, one kick back

You ever do that thing on a fairground ride or rollercoaster where you sort of pull your neck and face back in preparation for extreme motion? Welcome to kick-exalting FPS Anger Foot. Violence is brutal and cartoonish. Slight mistakes kill you instantly. The soundtrack slaps. There’s an easy Devolver labelmate orientation point here, but if Hotline Miami was a cocktail of chemical euphoria and gut guilt, like realising you’ve accidentally pocketed someone’s lighter at a festival, Anger Foot is doing whippits out of balloon animals then having a great time rhythmically headbutting a portaloo for a few hours. Similarly, it’s also a bit of a masochistic ordeal to put yourself through. But, man. What a buzz.

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Talking Point: The Switch eShop Could Be Great With These Few Tweaks

Get with the times.

If you head onto the Switch eShop now, chances are you probably won’t have a good time. Unless you go into it knowing what you want to buy ahead of time, the significant slowdown and copious shovelware making up the majority of the ‘Recent Releases’ section will likely be enough to scare you off long before you discover anything worth purchasing.

There are a lot of games on the eShop in 2024; far more than we’re comfortable with, frankly. It might be difficult to imagine now, but when the Switch launched in 2017 with little more than Zelda: Breath of the Wild, Fast RMX, Snipperclips, 1-2 Switch, and a handful of other software titles, the eShop actually ran pretty smoothly. This, coupled with its simplistic design, actually made the user experience reasonably pleasant. Sure, it might have lacked the personality of the Wii U and 3DS eShops, but it worked, and that’s really all that matters.

Read the full article on nintendolife.com

How Milestone is Bringing Monster Trucks to Life in Monster Jam Showdown

Monster Jam: Showdown Screenshot

How Milestone is Bringing Monster Trucks to Life in Monster Jam Showdown

Summary

  • Learn how the team at Milestone blends off-road arcade racing with iconic Monster Jam trucks for Monster Jam Showdown.
  • Iconic racing locations include Death Valley, Colorado, and Alaska featuring a variety of original modes where things will get bigger and even more extreme.
  • Monster Jam Showdown will be available on Xbox Series X|S and Xbox One as of August 29, 2024, with Early Access available from August 26, 2024. Digital pre-order opens today on the Xbox Store.

When I got the news that we were going to develop a game about Monster Jam trucks, I was filled with a mix of emotions — I was both excited and a bit lost. This would be my first title as Game Director but also Milestone’s first project with these kinds of vehicles. I was already aware Monster Jam had a huge and passionate fanbase all over the world, and all the elements were there for us embark on a unique and interesting journey.

The word ‘unique’ is intrinsically linked to the Monster Jam world. We’re talking about 10.5-feet-tall, 12.5-feet-wide, and 17-feet-long trucks that weigh 12,000 pounds and generate 1,500 horsepower. Only a few people in the world get the chance to get behind the wheel of such giants, and this was the first big challenge we had to face. When you develop a racing game with bikes or cars, at least you have an initial idea of the feelings you want convey. With Monster Jam trucks, you don’t have the starting base that you need to identify key elements for a successful gameplay.

Monster Jam: Showdown Screenshot

The team and myself took a flight to Sweden to watch in-person my first Monster Jam event — this was probably the wisest decision I could have made. What quickly captured my attention was the sense of massive power that those behemoths convey, which immediately became the core of Monster Jam Showdown gameplay. The handling we developed will deliver all the key elements of driving a Monster Jam truck, but at the same time, we tailored the gaming experience to suit everybody’s needs, making the game as enjoyable as possible from the very first races.

In this regard, the work we did on the suspensions was fundamental, as these are one of the most crucial mechanical elements of a Monster Jam truck, and the reason why most of the maneuvers we see are possible. Importantly, we also added both a single-steering option, which controls the front and rear wheels at the same time from one stick, and a double steering option. The double-steering option allows you to control the front and rear wheels separately with both sticks, which mimics the set-up in a real Monster Jam truck.

Monster Jam: Showdown Screenshot

However, this was not the biggest learning I took back with me to Italy. The whole atmosphere of the event and the general feeling of “being part of something” remained stuck in my head, lighting up the final spark I was looking for. Monster Jam Showdown would not just be a racing game with trucks, but would offer players a one-of-a-kind gaming experience, mirroring the real-life events. This became our mission, and we worked hard to offer the same combination of competition and spectacle in the game that you see lives.

On one side, we did that by giving you the opportunity to compete in the most beloved official competitions, such as Freestyle and Racing. On the other side, we put a lot of effort to recreate vehicles and objects destructibility and added some cool arcade elements like boost and combos. The final and probably boldest step was broadening the entertainment beyond official locations and competitions.

Monster Jam: Showdown Screenshot

In Monster Jam Showdown, we give you the chance to drive your favorite trucks in some of the most iconic places on Earth. The barren desert of Death Valley, the stunning forests and crystal rivers of Colorado, and the wintry, wild mountains of Alaska will host a bunch of original game modes where things will get bigger, and even more extreme. Here, our design team crafted dramatic tracks that will immerse you into unprecedented scenarios, allowing you to race side-by-side with the other trucks looking for the smartest shortcut to gain the first position or even to fly over the opponents, leveraging the verticality of the layouts. This is something that will also help when performing the most difficult stunts in the open-air arenas hosting Freestyle events within those three original environments.

Learning about the Monster Jam world has been an exciting journey for us, and we combined such discovery with Milestone’s expertise in racing games to create a diverse arcade package where fans will become the protagonists of the most action-packed motorsports event on four wheels.

Monster Jam Showdown will be available on Xbox Series X|S and Xbox One as of August 29, 2024, with Early Access available from August 26, 2024. Digital pre-order opens today on the Xbox Store. For more information, please visit MonsterJamVideogame.com.

Xbox Live

Monster Jam™ Showdown

Milestone S.r.l.

$49.99

Wait no more! Pre-order Monster Jam™ Showdown now. In addition to the full game, you’ll get Law & Disorder DLC, including 2 vehicles: Maximum Destruction™ and New Earth Authority Police™!

MASTER THE MOST ICONIC TRUCKS
The excitement of real-life Monster Jam™ events is ready to explode, thanks to the franchise’s most recognizable icons: the trucks. Grave Digger™, El Toro Loco™, Megalodon™ and many others… Drive the hottest rides in Monster Jam™ racing the current fleet, the legendary history-making trucks, and the wildest fictional beasts from the toy universe. Unlock dozens of trucks and collect countless different liveries!

OFF-ROAD ARCADE RACING FUN
Dive into a unique arcade racing experience made of thrilling off-road races and cool tricks. Squeeze your boost to demolish your opponents, then crash, twist, and distress the environment to gain even more power. Whether you’re a hardcore Monster Jam™ fan or an arcade game enthusiast, this title is primed to deliver immediate driving sensations and an accessible dual-steering racing experience.

FREESTYLE WITH STYLE
Balance your truck with the perfect wheelie, eat some dirt doing crisp donuts, or reach the sky performing the greatest big air ever. The bottom line is: get ready to defy gravity in freestyle mode! Launch yourself into insane jumps, flips & stunts, ruling the leaderboards and becoming a trick master!

SHOW WHO’S THE BOSS IN THE SHOWDOWN TOUR
Start your career in the Showdown Tour! A non-linear adventure that will take you racing across various game modes, both in sport venues and wild nature. Beat your opponents and unlock new trucks, liveries, and perks. Who’s the boss now?

RACE THE WILDERNESS
Racing and jumping in stadiums and arenas is cool, but sometimes you just want to go a bit off-track, right? So, get ready to drive through the most spectacular untamed environments. Racing through the Death Valley’s dust, the forests of Colorado and the Alaskan ice. But watch out, Mother Nature is always lurking: sandstorms, thunderstorms and blizzards are going to make things even wilder!

TONS OF GAME MODES
Monster Jam™ Showdown lets you unleash your sickest tricks and your off-road racing skills among several game modes! Play the original events in the official Monster Jam™‘s inspired stadiums, or go beyond reality with stunts and maneuvers that push the boundaries of what’s possible, even for the most skilled driver. Racing on circuits, avoiding crashes on Figure 8 tracks, or surviving Horde races. But also performing in the Best Trick or the Extreme Freestyle mode!
It’s time to master them all: to kick off your career and challenge with your friends, even in split screen mode.

Xbox Live

Monster Jam™ Showdown – Big Air Edition

Milestone S.r.l.

$69.99

Feel the adrenaline rush with Monster Jam™ Showdown – Big Air Edition! Pre-order now and get:
– Full game
– Season Pass
– Law & Disorder DLC, including 2 vehicles: Maximum Destruction™ e New Earth Authority Police™
– Odd Couple DLC, including 2 vehicles: Backwards Bob™ e Big Kahuna
– 3 days of early access

MASTER THE MOST ICONIC TRUCKS
The excitement of real-life Monster Jam™ events is ready to explode, thanks to the franchise’s most recognizable icons: the trucks. Grave Digger™, El Toro Loco™, Megalodon™ and many others… Drive the hottest rides in Monster Jam™ racing the current fleet, the legendary history-making trucks, and the wildest fictional beasts from the toy universe. Unlock dozens of trucks and collect countless different liveries!

OFF-ROAD ARCADE RACING FUN
Dive into a unique arcade racing experience made of thrilling off-road races and cool tricks. Squeeze your boost to demolish your opponents, then crash, twist, and distress the environment to gain even more power. Whether you’re a hardcore Monster Jam™ fan or an arcade game enthusiast, this title is primed to deliver immediate driving sensations and an accessible dual-steering racing experience.

FREESTYLE WITH STYLE
Balance your truck with the perfect wheelie, eat some dirt doing crisp donuts, or reach the sky performing the greatest big air ever. The bottom line is: get ready to defy gravity in freestyle mode! Launch yourself into insane jumps, flips & stunts, ruling the leaderboards and becoming a trick master!

SHOW WHO’S THE BOSS IN THE SHOWDOWN TOUR
Start your career in the Showdown Tour! A non-linear adventure that will take you racing across various game modes, both in sport venues and wild nature. Beat your opponents and unlock new trucks, liveries, and perks. Who’s the boss now?

RACE THE WILDERNESS
Racing and jumping in stadiums and arenas is cool, but sometimes you just want to go a bit off-track, right? So, get ready to drive through the most spectacular untamed environments. Racing through the Death Valley’s dust, the forests of Colorado and the Alaskan ice. But watch out, Mother Nature is always lurking: sandstorms, thunderstorms and blizzards are going to make things even wilder!

TONS OF GAME MODES
Monster Jam™ Showdown lets you unleash your sickest tricks and your off-road racing skills among several game modes! Play the original events in the official Monster Jam™‘s inspired stadiums, or go beyond reality with stunts and maneuvers that push the boundaries of what’s possible, even for the most skilled driver. Racing on circuits, avoiding crashes on Figure 8 tracks, or surviving Horde races. But also performing in the Best Trick or the Extreme Freestyle mode!
It’s time to master them all: to kick off your career and challenge with your friends, even in split screen mode.

All content included in Season Pass will be released by February 2025.

The post How Milestone is Bringing Monster Trucks to Life in Monster Jam Showdown appeared first on Xbox Wire.

Exhausted Man crawls onto PS5 and PS4 July 25 – full details on movement mechanics

Hello! I’m one of the developers who made Exhausted Man, an absurd sitcom depicting an exhausted life coming to PS5 and PS4 on July 25. In this game, the protagonist can only crawl and does everything while lying down. You can see that in the teaser trailer below.


Exhausted Man crawls onto PS5 and PS4 July 25 – full details on movement mechanics

Today, I want to tell you how I designed such weird characters.

Origin

It all started with a phrase: running out of energy, which became the theme of a respective game jam. I like to participate in such events, as making a game from scratch in 48 hours is a great way to relax.

Based on the theme, I came up with the idea of “people running out of energy” and built a simple character who was slumped on a couch. I posted a screenshot of it and got a lot of likes – not because of my modeling skills, but due to the resonance of exhaustion the character exuded.

I decided to make a game with this exhausted character – so he couldn’t just stay slumped on the couch, he needed to move. We’re all familiar with how our bodies feel when we’re extremely tired, standing up was not an option, so I made him crawl on the floor.

This crawling animation got even more likes. I tested the crawling maneuver on the ground in real life and it hurt all over. But since people liked it, I kept it.

Crawling like a bug

To crawl, especially on walls, humans need to learn from bugs. First, we made a ladybug that can crawl on any surface in a 3D environment.

The character’s head could copy the way the ladybug moves, but there was still a long body behind the head to account for. What bug is like that? Caterpillars. So, we implemented a feature named caterpillar bones, responsible for anchoring the body to the environment based on the head’s position. So, when you see a person crawling in the game, it’s actually based on the inner workings of a crawling caterpillar.

Soft as noodles

For a long time, the character’s body was like a normal person’s, with bendy arms and legs split in two. Although he could only crawl, he was at least somewhat human. Until our artist drew some promo art.

We liked the art so much that we thought it was okay even if it wasn’t so human-like – after all, he’s exhausted, right? So, we broke each bone into small pieces, giving the character’s limbs a noodle-like flexibility. 

Variable energy states

The protagonist needs to complete various events to achieve the goal of the night, and his energy state will change accordingly. For example, eating something raises energy. After eating, the character’s head will shine gold and they’ll gain more speed and strength. On the other hand, when the character fixes a game bug it takes on the opposite effect. The character’s face will become haggard and start to yawn a lot. Yawn bubbles will also knock the character to sleep.

But no matter the energy state of the character, they’ll never stand up! Exhausted Man launches July 25 on PS5 and PS4. Can you help the poor sleepy protagonist make it through the night?

Shelley Duvall, Star of The Shining and Popeye, Dies at 75

Shelley Duvall, the actress best known for playing unique and often eccentric characters, passed away today at age 75.

As The Hollywood Reporter writes, Duvall died in her sleep from complications of diabetes. Her life partner, Dan Gilroy, confirmed Duvall’s passing to the outlet. “My dear, sweet, wonderful life partner and friend left us,” Gilroy told The Hollywood reporter in a statement. “Too much suffering lately; now she’s free. Fly away, beautiful Shelley.”

Duvall had a prolific career dating back to the 1970s, with some of her most notable roles coming in the 1970s and 1980s. Duvall perhaps is best known for her portrayal as Wendy Torrance in Stanley Kubrick’s 1980 horror film The Shining. However, Duvall is also known for her lead role in the 1980 live-action film Popeye, in addition to her roles in 1974’s Thieves Like Us and the 1977 film 3 Women.

According to her IMDb page, Duvall took a break from acting in 2002, with her last appearance at the time being the 2002 independent film Manna from Heaven. During her acting hiatus, Duvall would appeared in an interview on Dr. Phil McGraw’s talk show in 2016, revealing she was suffering from mental illness. Her appearance on the show was was controversial, with Stanley Kubrick’s daughter Vivian Kubrick stating in a post on X/Twitter to Dr. Phil accusing him of exploiting Duvall as a form of “lurid entertainment.” Before her death, Duvall would appear in 2022 in the film The Forest Hills, presumably the actress’s final film.

Blogroll Credit: Reg Innell / Getty Images

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

Planet Coaster 2 revealed with water parks and multiplayer park-building for 2024 release

“It’s going to be a good, good, good, good day,” sings Frontier’s announcement trailer for just-announced theme park simulator Planet Coaster 2. Not for me it isn’t, because now I have to compare my shabby flat, in which there are exactly zero waterslides at the time of publication, with Planet Coaster 2, in which you can expect such aquatic attractions as “meandering lazy rivers”, “adrenaline-pumping wave pools”, “looping flumes” and “exhilarating water coasters”. Please watch the trailer while I yet again revisit the possibility of sneaking into Stoke-On-Trent’s Waterworld and trying to pass myself off as the resident ghost.

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The First Descendant Patch 1.0.2 Makes Some Big Changes — Here’s What It Does

The First Descendant developer Nexon has issued a significant update for its popular looter shooter and explained some of its thinking behind the game.

Patch 1.0.2, out now across PC, PlayStation, and Xbox, adds the promised matchmaking for hard mode Infiltration Operations, renames monster patterns, eases the punishing grind ever so slightly, and makes a raft of bug fixes. Other highlights include slowing down the speed at which the Instructor robot talks (which was too fast to keep up with, really).

As part of the patch notes, Nexon insisted it has no plans to nerf meta builds players are currently using to destroy bosses, called Colossi in-game, in just a handful of seconds. These sorts of builds, which revolve around character Gley and rare machine gun Tamer, were expected, Nexon added.

“It has come to our attention that the community is worried about possible nerfs to Tamer and Gley’s infinite magazine builds,” Nexon said. “This meta is very strong, but since it is within the scope of what the dev team has planned, there are no immediate plans to do so.

“In addition, some weapons are more powerful than Tamer and there are a variety of character builds that rival Gley’s infinite magazine, so please enjoy them fully. We’ve been looking forward to seeing Descendants use creative builds to take down powerful Colossi swiftly, so we’re quite delighted to see this in action now.”

The First Descendant will continue to communicate transparently and honestly.

There’s also an interesting note addressing community concern that the drop rates of certain much-needed items were not accurately displayed in-game. In short, some players felt that The First Descendant’s displayed drop rates were not the actual drop rates in gameplay, after many struggled to get these particular items as part of the free-to-play looter shooter’s punishing grind.

“We are well aware that as many Descendants begin farming in earnest, various discussions are taking place regarding drop rates,” Nexon acknowledged. “There is no variable drop rate system in The First Descendant. We are using the fixed rates displayed in the game.

“The dev team has reviewed the acquisition rates across all servers and confirmed that they are dropping according to the rates displayed. We are currently working on various measures to ensure the community can trust the dev team such as disclosing item drop amounts for each content. And we also prepare ways to improve the farming experience. The First Descendant will continue to communicate transparently and honestly.”

However, the patch does not address the The First Descendant’s ultra aggressive monetization, nor has Nexon explained the remarkable similarities between icons used in The First Descendant and Bungie’s rival looter shooter, Destiny.

Still, The First Descendant is pulling in players, with a peak Steam concurrent player count of 264,860 so far — enough to break into the top five most-played games on Valve’s platform. Microsoft and Sony do not provide player numbers for PlayStation and Xbox.

The First Descendant update 1.0.2 patch notes in full:

Content Improvements

– Added the ‘Start Public Operation’ function (matchmaking) to Infiltration Operations (Hard). ‘Start Public Operation’ is available even if you change the selected reward, but if you select an additional option, only ‘Start Private Operation’ will be available.

– Removed the sequential type Immunity Spheres from Named Monsters. They have been changed to either the default or extermination types.

# Director’s Comment

The Dev Team acknowledges the community’s concern about the monotonous patterns of Named Monsters and strives to enhance them.

In particular, we’ve noted that the pattern involving breaking spheres in a specific order isn’t appropriate for public matching and have decided to remove it immediately.

As new patterns are developed, we will soon update the patterns of existing Named Monsters one by one.

As Named Monsters frequently appear in Hard difficulty and Special Operations, we will continue working towards diversifying their patterns.

– Increased the quantity of rare basic materials dropped from Encrypted Vaults three-fold. The Elite Vulgus that appear in Field Missions and Infiltration Operations will now drop them too.

# Director’s Comment

The most efficient way to farm rare basic materials is still through Encrypted Vaults, but for those who prefer hunting monsters, we have updated Field Missions and Infiltration Operations to drop these materials too.

The Dev Team will closely monitor the overall farming status and do our best to create a joyful environment for all our Descendants.

– Reduced the time from two 90-second to two 60-second occupations for the Kingston ‘Vulgus Data Transmitter’ Hacking Mission.

– Improved the Battle Pass Battle Supply Shop button’s visibility by redesigning it in the format of the Bonus Shop banner.

# Director’s Comment

You can get season-limited skins for free from the Battle Supply Shop. Complete pre-season challenges to claim your special skins!

– Updated the Library window from closing when the map is opened and closed through the Acquisition Information pop-up.

– Improved the duration of party invitation messages to make them easier to confirm and accept.

– Improved the duration of the Descendant Instructor’s lines.

# Director’s Comment

Many Descendants have commented that the Descendant Instructor’s dialogue contains many useful game tips.

Currently, it’s not possible to revisit previous dialogues, but we are planning to fix this.

We will continue to make improvements so that Descendants can easily access the information they require.

– Moved the guide NPC you meet after first arriving in Albion closer.

Optimization Improvements

– [PC] Improved the stability of the shader preparation process by reducing the CPU load during shader generation.

Currently, we are actively monitoring this issue, and if you encounter issues with a 13th or 14th gen Intel, please refer to Intel’s official guide.

– [PC] Lowered GPU memory usage when set at High or higher quality.

– [PC] Fixed an issue where character skins were displayed abnormally in low graphics settings intermittently during extended play.

– [PC] Fixed a bug that allowed frame limits to be set when using Nvidia and AMD’s Frame Generation.

– [Common] Fixed an issue where shadows were intermittently displayed abnormally depending on the view.

– [Common] Made various other fixes for optimization purposes, and we will continuously monitor them.

Bug Fixes

(1) UI/UX

– Fixed an issue displaying unused items in the Library.

(2) Descendants

– Fixed an issue where Descendants could not get out of DBNO when their HP was below -100% from module settings.

– Fixed an issue where Kyle would occasionally go up into the air when using ‘Superconductivity Thrusters’ during ‘Repulsion Dash’.

– Fixed an issue where Esiemo could not get back up while using ‘Arche Explosion’ and being inflicted with Knockback.

(3) Modules

– Fixed an issue where the increase in Firearm ATK per stack in the ‘Sharp Precision Shot’ module was summed instead of multiplied.

(4) Equipment

– Fixed an issue where a weapon’s attribute damage did not apply damage over 100,000.

– Fixed an issue where higher values were displayed as the Ultimate (Gold) option despite the Reactor’s Skill Cooldown and Skill Cost stats being preferable with lower values.

– Fixed an issue where lower values were displayed as the Ultimate (Gold) option despite the Weapon Change Speed stat being preferable with higher values.

(5) Field

– Fixed an issue where ‘Amorphous Material Pattern: 118’ and ‘Shape Stabilizer Form 8’ were not dropped at ‘Frozen Valley: Vulgus Strategic Outpost’ in Fortress (Hard).

– Fixed an issue where Elite Vulgus in the White-night Gulch ‘Upper Hatchery’ Battlefield Missions did not drop rewards.

– Fixed an issue where monster spawning was interrupted at some Vulgus Strategic Outposts.

(6) Instance Dungeon

– Fixed an issue where Vespers resource box materials were dropped from Echo Swamp, Agna Desert, White-night Gulch, Hagios, and Fortress Infiltration Operation resource boxes.

(7) Research

– Fixed an issue where the core materials of Ultimate Descendants were incorrectly displayed as Rare instead of Ultimate Tier.

(8) Miscellaneous

– [French] Fixed an issue where the ‘Go to title screen’ menu was displayed with the same phrase as ‘Exit Game’.

– [French] Fixed an issue in the story where ‘Ultimate Chimera’ was used for ‘Dreadful Abomination’.

– [French] Added missing words in the probability display for Executioner Tier 3 Set 4.

# Director’s Additional Comment

It has come to our attention that the community is worried about possible nerfs to Tamer and Gley’s infinite magazine builds.

This meta is very strong, but since it is within the scope of what the Dev Team has planned, there are no immediate plans to do so.

In addition, some weapons are more powerful than Tamer and there are a variety of character builds that rival Gley’s infinite magazine, so please enjoy them fully. We’ve been looking forward to seeing Descendants use creative builds to take down powerful Colossi swiftly, so we’re quite delighted to see this in action now.

We are well aware that as many Descendants begin farming in earnest, various discussions are taking place regarding drop rates. There is no variable drop rate system in The First Descendant. We are using the fixed rates displayed in the game. The Dev Team has reviewed the acquisition rates across all servers and confirmed that they are dropping according to the rates displayed. We are currently working on various measures to ensure the community can trust the dev team such as disclosing item drop amounts for each content. And we also prepare ways to improve the farming experience. The First Descendant will continue to communicate transparently and honestly.

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.

Dragon Quest III HD-2D Remake Looks Stunning In New Gameplay Footage

Plus, Square Enix reveals new character art.

Just when we thought we couldn’t be any more excited for Dragon Quest III HD-2D Remake, Square Enix comes along and pushes our hype levels into overdrive. The remake’s official Japanese site has today been updated with new information and screenshots and several Japanese outlets have published extended gameplay footage showcasing the adventure in action.

Let’s start with the biggie and take a look at some of the new footage. Six different Japanese outlets have been permitted to share up to half an hour of gameplay and each showcases different elements ‚ so yes, there’s a lot to catch up on. Dengeki Online’s capture drops us into the game’s random encounters from the get-go, Famitsu’s contains a good deal of environmental exploration and 4Gamer’s shorter clip gives a whistle-stop tour of several locations in bite-sized chunks.

Read the full article on nintendolife.com