PC classics Ultima, SimCity and Myst have been added to the World Video Game Hall of Fame

Deep in my heart I know that Hall of Fame-type accolades are largely just a way of dressing up a way of marketing your awards show/museum/whatever, but I also like to occasionally cast away the cynic in me and imagine a world in which this industry’s most important games and creators are rightly recognised, celebrated and preserved rather than being locked away in the vault of billion-dollar companies and left to rot. Imagine!

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Fabledom Is A Fairytale City Builder About Living Happily Ever After

Fable-ous.

Dear Villagers has announced that the cosy, accessible city builder Fabledom — which launched on Steam today — is also coming to Nintendo Switch later this year. Grenaa Games’ debut title will also be getting a physical version alongside the eShop release.

Taking the popular city builder genre and giving it a fairy tale twist, Fabledom sees you creating the perfect kingdom for you and your subjects. Inspired by The Settlers, Foundation, and Kingdoms and Castles, Fabledom aims to deliver a laid-back take on managing, building, and expanding your town.

Read the full article on nintendolife.com

Horizon Forbidden West Burning Shores expansion turns one – Building the massive Horus battle

Hi everyone! It’s been just over a year since we released Burning Shores, the expansion to Horizon Forbidden West on PS5, and with it, we challenged you with one of our most elaborate boss battles to date! We talked to our developers at Guerrilla to find out about the ideation and creation process of this epic fight.

SPOILER WARNING: Please note that this behind-the-scenes feature contains major spoilers for the storyline and gameplay elements of Horizon Forbidden West: Burning Shores. To get the most out of this in-depth article, we strongly recommend completing the quest ‘His Final Act’ prior to reading.


Horizon Forbidden West Burning Shores expansion turns one – Building the massive Horus battle

A threat from the Old World

The Horus can be seen throughout our journey with Aloy, both in Horizon Zero Dawn as well as Horizon Forbidden West, albeit at first in a dormant state – and the continuation of Aloy’s story in Burning Shores felt like the perfect moment to bring it to life, says Misja Baas, Senior Art Director at Guerrilla. 

In the ideation stage, it was clear that the design of the Horus needed to serve two purposes: First of all, to tell the story of the end of the world in the universe of the Horizon franchise. 

“For something that monumental, you need something that fits, something epic to go with that theme,” says Baas. “Imagine these giant machines crawling through the landscape, drilling holes in bunkers and wiping entire cities off the face of the earth. They also served as mobile factories producing Corruptors and Deathbringers to do the groundwork. Together they would form the swarms that ended up destroying the world as we know it. Secondly, we also wanted something that would look impressive and amazing in the landscape. For the final design, we settled on these colossal, almost insectoid machines. It allowed us to really drape the machine on the landscape and make it look very dynamic, as if you’re seeing the last moments of life on earth.” 

Leaving the Forbidden West, Los Angeles was the next obvious destination with the Hollywood sign as the perfect stage for an epic machine confrontation with this titan. 

Force of nature

When Arne Oehme, Principal Game Designer was tasked to design the penultimate battle that Aloy and Seyka are challenged with in their efforts to put an end to Londra’s devious plans, he knew he had an important task at hand. 

“We had to complete the story arc of Horizon Forbidden West, as it was the final quest of the expansion and as such, we had to deliver a level that was worthy of being its grand finale,” says Oehme. “As we are fighting a machine that was responsible for the destruction of civilization, it felt like it shouldn’t be easy to take down with just your bow and arrows. We wanted to challenge all of Aloy’s abilities in this conclusive fight: her ability to sneak in unseen and stay hidden, her agility and ability to climb and swim, and also to collaborate with her friends.” 

Oehme points out that the quest is built up in several sections. “The goal of the first section of the level was mostly to establish the Horus as an overwhelming force of nature, but we also wanted to pace ourselves and give us the potential to escalate the intensity throughout the fight,” he says. “Starting with a stealth section felt right to set the tone: The Horus is high up on the hill, it sits in an imposing position looming over you as you approach the area and this section gave us the potential to deliver the narrative and allow the characters to formulate a plan of attack.” 

During this section you sneak past the Horus’ giant tentacles, which are being used as search lights, while you are surrounded by Corrupters that Londra created using the active Horus. As you sneak past these machines (or choose to take them out head on) you make your way up to sabotage the pump used to cool down the Horus together with your companion, Seyka. 

“This section was also a perfect moment for us to help build Aloy and Seyka’s relationship,” Oehme points out, “Before things get hectic!”

Up close and far away

Getting closer, you transition from the hilly mountains to the beach with a cinematic that seamlessly flows over into gameplay. 

“In order to create structure in the fight and to give it good pacing and rhythm, we tried to separate the player and the Horus throughout the encounter,” says Baas. “If we were only going to fight the Horus up close, it felt like we were ‘clipping its toenails’ so to speak. You would constantly be really close and you wouldn’t see a lot of it and we wanted to make sure that players get a chance to see the machine and observe its abilities. We also wanted players to witness its ability to move around and notice the destruction it causes to the landscape in its path. It was really important to us to give the Horus this moment of presentation to give players a demonstration of its power.

 “To make this part of the fight feel more spectacular and dramatic we had to do completely the opposite of what we always do,” Baas recalls, referring to the lush and vibrant nature that the Horizon franchise is known for. “Our environments and settings are usually places you really want to go to and spend time in. But here, because we’re dealing with this final moment and we are showing what could be described as a flashback of the end of the world, we decided to do a 180 and go for gray and dark. A very different mood compared to what we usually aim for in Horizon. 

“During the anniversary of Burning Shores last month, many players in the Horizon community pointed out that this moment was one of their highlights when playing the expansion. Senior Creature Animator David Vince was responsible for establishing the look and feel of the movement of the Horus making its way to the beach. 

“When we had to figure out the movement theme for the Horus, we wanted it to feel like we were bringing it back from the dead,” says Vince. “This machine has been there for a thousand years, and now it’s being reanimated and controlled by something that’s not itself, so it’s basically a zombie! That became our theme for the Horus and you see this in this transition as it crawls its way down the beach: It’s not powering through, it’s struggling to get there as it’s clawing with its tentacles and pulling itself along. It really is lurching and lumbering forward in an uncoordinated manner, like a shambling zombie would. So that was our goal, to make sure it looked like it wasn’t a fully sentient titan, but one that had been hijacked and doing somebody else’s bidding.”

You follow the Horus down to the beach, traversing the cliffs and ruins of Los Angeles along the way. Oehme further explains how this was a very deliberate choice when designing the quest: “The idea behind moving to different locations in that fight comes from the fact that a quest almost always wants to be a journey.” 

As both Oehme and Baas mentioned earlier, it was important to show the player how much impact this machine had on its environment. 

“It didn’t feel good if we were tied to only one location in the world, we felt like it needed to move around to actually show you this destruction,” says Oehme. “The beach also gave us a reasonably flat space for the continuation of the combat encounter, with enough room for the Horus to stomp and splash around in the water.”    

Baas points out that working on an expansion to the main game meant that we could focus all our efforts on a single encounter and make it as awesome and epic as possible. For this all to come together, Oehme worked with multiple disciplines across development.

“This was very different content from what we were used to building, so it required a new approach,” says Oehme. “We worked together with an awesome team of specialist developers from Game Tech, Art, VFX, Animation and Sound Design to tackle the unique challenges that surfaced during development of this quest.”

One of these challenges was climbing the moving legs of the Horus to expose and destroy its heat sinks. “We wanted Seyka to distract the main armaments of the Horus to give Aloy windows of opportunity to dart in and strike, says Oehme. “As a player, being below the Horus already gives you the desire to climb it, so we wanted to make sure you could actually do that. But of course, something of that scale, and moving around and shooting you, that’s something that’s quite different from anything we had done before – but we felt like we had to do it.”

Senior Technical Designer Marcin Matuszczyk remembers tackling this specific challenge. “We already had support for climbing objects and machines like the Tallneck, but we had to improve quite a lot to make it look better for the scale and size of the Horus,” he says. “We had to create some new tech to make sure that Aloy’s hands and feet look nice against the machines’ climbing points that were placed on the leg. The Horus turned out to be the most complex machine we ever made in terms of design, scale, and collaboration between teams.”  

Vince expands on animating the behemoth boss. “For animation, some of the complexities that came with the Horus weren’t necessarily the model itself, but more the joint-count that was in it,” he says. “All of our machines have orientation or articulation joints that enable us to animate them. For comparison, the Slitherfang used to be our highest joint-count machine capped at around 240 joints. The Horus has over a thousand more joints than that! The Horus has its legs and tentacles, and having it turn around takes a very long time to do. It takes about 50 seconds to do a full rotation with around 1400 frames of animation, which is one animation of the 200 animations that it has.”   

“The Horus is massive! It takes up so much of your screen,” adds Vince. “Throughout the beach encounter, Seyka is up there flying around dodging tentacles and missile fire. The player isn’t always looking because it’s contending with the Horus itself. Quite a lot of Seyka’s actions that are tied to what the Horus is doing often go unnoticed. One of the biggest animations we had is when Seyka causes the Horus to trip. She flies under the titan, causing the tentacles to crash into its legs and it becomes entangled – which is incredibly hard to animate. Most players might have missed it as they are busy dodging attacks, but Seyka will help Aloy in every section of the fight, even if you don’t see it.”   

Oehme points out that some of the fights most memorable moments are too good to risk spoiling here, and invites players to dive in. 

“There’s actually another part to this fight that we haven’t even touched on yet,” he says. “But for those who haven’t played yet, it might be better to experience it for yourself!” 

Horizon Forbidden West Complete Edition is available on PS5 and PC.

PlayStation Memorial Day Deals 2024 – Here’s What to Expect

Memorial Day weekend is both a kickoff for Summer and a time filled with plenty of excellent sales to check out at various retailers. There’s so much to look at over this period, and if you’re on the lookout for good game deals, you’re in luck. Discounts in the realm of gaming are aplenty during this time and PlayStation users, in particular, can enjoy discounts on numerous items, from video games to controllers and so much more.

While we don’t know what exactly will be on sale yet, we’ve taken a look back at years past to take a guess at what deals could be returning. Not only that, but you can also find information below on when Memorial Day sales begin this year, how long they last, and what sale events are coming up after it.

Best PS5 Deals Today

When is Memorial Day?

Memorial Day lands on Monday, May 27 this year, but some of the sales kick start in the week leading up to it. Retailers like Amazon, Best Buy, and Walmart will post information to their sites on when those early sales will begin, so it’s worth keeping an eye on them.

While there’s no confirmation of it yet, some of these retailers can even offer early access to sale events through their respective memberships, which is worth keeping in mind. Walmart is one such spot that offers early access to sale events for Walmart+ members. They also offer a 30-day free trial that lines up perfectly with Memorial Day weekend – alongside excellent bonus offers right now like Xbox Game Pass Ultimate for two months for free, a three-month trial of YouTube Premium for free, five months of Apple Music for free, and more – so you can utilize that when signing up!

What PlayStation Deals to Expect This Year

Alongside video games, which always pop up with great deals during sale events like this one, there were actually quite a few more PlayStation-related items that went on sale in previous years. Last year saw various SSDs go on sale, and in the year before, DualSense wireless controllers were even discounted as the sale lined up with Sony’s Days of Play event. So when it comes to PlayStation deals, there will likely be plenty to enjoy this year. We’ll make sure to update this section properly when the deals begin to drop, but if you’re curious to see the best PlayStation/PS5 deals available right now, have a look at our roundup of the best PlayStation deals today.

How Long Do Memorial Day Sales Last?

Some Memorial Day sales only last through the weekend, but others will extend it for a few days after. It varies by retailer, so it’s worth checking in at your favorite spots to see their sale dates. You can usually find this through a notice at the top of the webpage.

When Will the Next Sale Event Happen After Memorial Day?

This time of year sees a wide variety of sale events pop up, which is always a fun way to kick off Summer. Thankfully, there will be a few more opportunities to pick up game deals you may have missed after Memorial Day is over and done with. In particular, coming up in June will be both IGN Live and Summer Game Fest. IGN Live will run from June 7-9 in LA and SGF’s big livestream event will kick off on June 7 at 2pm PT/5pm ET/10pm GMT. Around this time plenty of new deals on games will begin to pop up. Each platform’s store usually holds a big sale event in celebration of gaming’s big summer kickoff, so you’ll likely find plenty of video game deals around then.

Right around the corner from those events will be Amazon Prime Day for Prime members, which is absolutely worth marking your calendar for if you missed any Memorial Day deals. While we don’t know what day exactly it’ll land on this year, it’ll likely follow in the path of years past by taking place in early July around its second week.

To see even more gaming deals outside of PlayStation, make sure to check out our individual roundups for each platform. We have a collection of the best Xbox deals, the best Nintendo Switch deals, and the best PC video game deals to check out. You can also check out our Daily Deals roundup for the best deals of the day.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

GameStop Will Reportedly Begin Buying and Selling Single Pokémon and Other TCG Cards

U.S. video game retail chain GameStop will reportedly begin buying and selling single Pokémon and other trading cards this week as it looks to capitalize on the flourishing collectibles market.

According to PokéBeach, select stores will begin buying graded cards to be sold on the GameStop website, though plans are in place to bring the trade in process to all locations. Just as customers can already trade in video games for cash or store credit, the same system will be available to those trading in Pokémon, Yu-Gi-Oh, Magic: The Gathering, and other trading card game cards.

The key word here is “graded”, of course, meaning lapsed players or collectors can’t just bring in a box of their old cards to be cashed in. Grading is a process which determines the exact condition of the card and essentially verifies it as being genuine (and valuable).

It’s unclear how GameStop will value the cards being traded in. and it will only accept those graded by the Professional Sports Authenticator (PSA), at least at the beginning of the program. It also won’t accept cards valued at more than $500.

“GameStop’s leaders believe this is the obvious next step for the company,” said one store manager who’s tested this program for GameStop. “Physical media is waning, especially for video games. It was time for the company to branch out to trading cards. They are the future.”

Pokémon will seemingly be the chain’s focus, as single holographic and reverse holographic cards from the Pokémon TCG will be sold in store too at $1 each.

The card collecting market is growing more and more popular, helped in part due to high profile cases of cards being sold for millions of dollars. The perpetually popular Pokémon sits at the top of the list in terms of value (its most expensive card is valued at $5.275 million) but a special Lord of the Rings Magic: The Gathering card was bought by rapper Post Malone for $2 million in 2023, and that record was soon broken as another card sold for $3 million just months later.

The popularity of Pokémon cards is otherwise evidenced by the number of people trying to steal them. Tokyo police reported an unprecedented number of trading card thefts in the latter half of 2022, while an independent gaming store in Minnesota reportedly had around $250,000 worth of Pokémon merchandise stolen in February of that year. One month later, again in Tokyo, a man was arrested for allegedly launching a literal heist in order to steal the treasured cards.

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

What did a medieval peasant’s raw, sour breath sound like? Manor Lords’ composers tell us

The story of Manor Lords’ soundtrack begins, as all inspiring tales do, with hunched-over late-night doom scrolling. It was pre-covid, and Pressure Cooker Studios’ composer Daniel Caleb was flicking through reddit posts when a trailer cut through the glare. He’d never heard of Manor Lords before. It looked like a new IP, but already had a huge Reddit following. Caleb loved what he saw. At that point, Pressure Cooker mainly worked on film scores, but both Caleb and fellow composer Elben Schutte had always wanted to eventually move on to bringing their storytelling from cinema to games. Even more so than film, games were the passion. Manor Lords would be perfect for them.

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Former Helldivers 2 lead writer’s next game is “Fire Emblem if it were published by Annapurna”

The former lead writer of charming super-fascist simulator Helldivers 2 is working on a strategy and tactics RPG in the vein of Nintendo and Intelligent System’s Fire Emblem games, which aren’t available on PC and as such, are a complete mystery to you, a lifelong desktop warrior who would sooner cut their hand off than suffer it to brush against one of those filthy Nintendo witches, I mean Switches.

To fill you in, Fire Emblem is known and sort of celebrated for being a rich ensemble fantasy story with character permadeath. Helldivers 2, meanwhile, is a game in which people are as expendable as bullets, and the storytelling is deliberately brittle because it consists largely of clownish propaganda. Put the two sets of inspirations together, and what do you get? You get a headline, that’s what. Beyond that, we can only dream.

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Review: Biomutant (Switch) – A Solid Action RPG Marred By A Muddy Port

Biomutant X.

It’s been a long road for Biomutant‘s Switch release. The action RPG originally came out almost three years ago, back in May 2021, with the Switch version slowly getting pushed back time and time again. However, Experiment 101’s debut title is finally here, but it maybe should have been held back for the Switch’s successor.

Biomutant takes place in a post-apocalyptic open world, where the Tree-of-Life, a gigantic natural wonder that brings life to the whole world, is slowly being destroyed by five creatures gnawing away at its roots. You begin the game by creating your mutant character who, during the adventure, can choose to save the Tree-of-Life from these creatures and let the tree heal or let the world fall to ruin. After the intro tutorial, you can visit a variety of tribes scattered throughout the corners of the world, side with them, and complete quests that meet their wishes for the world. Some want it to fall to the plague and others are united in trying to save the Tree-of-Life.

Read the full article on nintendolife.com

Star Citizen Alpha 3.23 Patch Is Largest to Date, Adds First Native Animals

Star Citizen just received its latest update, Alpha 3.23: Adventure Beckons, which adds the space sim’s first native animals, new hoverbikes, FPS upgrades, and more.

Alongside the game’s first native wildlife are massive terrestrial mission hubs, FPS and UI enhancements from single-player story spin-off Squadron 42, as well as quality-of-life improvements and new features, such as what’s called Star Map 1.0, which adds a full 3D view of the system, and new cloud and water tech. Elsewhere, there are new Master Modes for more intense space fight combat.

Developer Cloud Imperium Games said Alpha 3.23: Adventure Beckons (yes, Star Citizen is still in alpha) is Star Citizen’s largest patch to date, adding the first native wildlife for the Stanton system. This includes the small, bird-like marok and the more dangerous hound-like kopian pest, which can be found across habitable planets and feature their own unique behaviors “as they’ve adapted to humanity encroaching on their territory.”

New Distribution Centers throughout Stanton let players pick up combat and non-combat missions, with an expansion to the Arena Commander mode adding new space, ground, and experimental objectives. CIG said it had re-tuned all ships currently in the game, improved ground-based FPS combat, and expanded support for the New Player Experience.

Alpha 3.23 launches two months after CIG began talking about Star Citizen’s 1.0 launch being within sight, some 12 years after the game released its first crowdfunding drive.

Star Citizen is considered one of the most controversial projects in all video games. Over the 12 years since its crowdfunding drive began, it’s been called many things including a scam by those who wonder whether it will ever properly launch. Its virtual space ships, some of which cost hundreds of dollars, are often the focus of criticism. At the time of this article’s publication, Star Citizen had pulled in an eye-watering $683,055,935 from players. CIG calls this money “funds raised.”

CIG chief Chris Roberts has said 2024 will see the launch of Star Citizen Alpha 4.0, and that the developer is working to bring features developed for Squadron 42, the standalone story-based game starring the likes of Mark Hamill and Gillian Anderson, to the persistent universe portion of the game “at an accelerated rate.” Alpha 3.23: Adventure Beckons is part of that drive.

This is all building up to Star Citizen 1.0, which, Roberts has said, “is what we consider the features and content set to represent ‘commercial’ release.” However, there is still no release date or even release window for Star Citizen 1.0. CIG will share the roadmap later this year, it has said.

Star Citizen – Alpha 3.23: Adventure Beckons patch notes:

Meet the Wildlife, Marok and Kopian: Life finds a way. Star Citizen’s first native animals have

been added to the game, complete with bespoke behaviors fitting their evolutionary paths. Players

will begin seeing the small marok bird soaring through the skies, using its proportionally enormous

wingspan to travel vast distances with ease as it follows migratory fish. With the addition of humans

to their habitat, they’ve been observed feeding on refuse and leftovers as well. While they present

no threat to humans, the same can’t be said for the hound-like kopian. This pest creature is more

than a nuisance, and brave citizens will be charged with dealing with wild packs of these hounds,

just be sure to bring plenty of ammo.

Mirai’s Pulse and Pulse LX Hoverbikes Brings Portable Thrills: It’s about the journey, the thrill.

Mirai adds its signature fusion of advanced technology and functional elegance with a pair of

hoverbikes that offer an unparalleled connection between rider and machine. The Mirai Pulse

pushes the boundaries for what an ‘all round’ hoverbike can be, combining integrated light weapons

for defense with an ultra-light frame and extreme performance capable of outrunning almost

anything it can’t outgun. Shedding its weapons to improve speed and handling, the Pulse LX is a

visual spectacle that brings racing prowess and sophisticated styling. Both hoverbikes are

extremely portable, fitting in almost any ship’s cargo bay for terrestrial exploration almost anywhere.

Master Modes Makes its Galactic Debut: Flying in the ‘verse will never be the same again.

Originally tested in patch 3.20, Master Modes is designed to add further intensity and strategy to

ship-to-ship combat and foster exciting dogfighting scenarios. All ships now function in either

Navigation Mode (NAV) maintaining a spooled quantum drive for both manual quantum travel and

quick-travel to specific locations while disabling most offensive and defensive capabilities, and

Standard Control Mode (SCM), with full access to weapons, shields, and devices at the cost of

considerable speed. Transitioning between modes takes the flip of a switch and a few seconds for

systems to power down and up respectively. All ships have been re-tuned for this significant change

to space flight.

Welcome to the Distribution Center: Adventure Beckons introduces the first iteration of

distribution centers throughout the Stanton system. These massive structures can be accessed

from the planetary surface, with underground levels to open in later updates, and serve as mission hubs for law abiding players. Personal ground transportation is recommended for traversing these immense establishments, especially as they expand with additional underground levels.

Fly, Shoot, and Problem Solve in Arena Commander: New maps and gameplay opportunities

have arrived in Star Citizen’s ‘game within a game’. Miner’s Lament is a close-quarters dogfighter’s

dream come true, or worst nightmare, as pilots fight through the asteroid-laden ring around Yela

where the rocks are as deadly as other pilots. Going inside, a temporary Experimental Engineering

Mode is available for citizens eager to test out the first iteration of engineering gameplay shown off

at CitizenCon 2953, and their feedback will help shape the ongoing development of the system.

Plot a Course with the Star Map: The Star Map has reached its 1.0 update, rolling out a full 3D

view of the system to all pilots. Locations can now be searched by name, with additional

functionality to automatically plot a course from the present location. The update marks the

introduction of a brand-new FPS map for boots on the ground, aiding players to navigate sprawling

landing zones or even the interior layout of their ship. With the Star Map, a citizen is never truly

lost.

FPS Combat Upgrades Deliver More Immersion: Outside of the safety of a cockpit the ‘verse

can be a dangerous place, and Adventure Beckons ensures that fighting and surviving is as

engaging and enjoyable on foot as it is from ship to ship. FPS combat has never looked or felt more

authentic thanks to a range of visual improvements including improved sprinting animations and a

new dynamic crosshair option for a more realistic look of exactly where the muzzle of a weapon is

aimed at. The feel of combat has been enhanced for additional immersion, with the inclusion of

‘backpack reloading’ for slower access to additional stored magazines, and procedural recoil for all

weapons, ensuring every engagement is a truly unique experience.

New Cloud Tech and Visual Options: The volumetric cloud technology in Star Citizen has been

updated to improve both performance and visual quality, adding ground fog and volumetric

shadows as visual options. Additional performance improvements come with support for image

upscaling solutions including DLSS, FSR, and an in-house developed TSR solution. Following the

addition of over 20 new hairstyles in Alpha 3.22, the character customization system has been

overhauled with a new user interface and many new additional customization options.

Welcoming New Players to all Landing Zones: The improved New Player Experience, originally

released for Area18 in Alpha 3.19, has been expanded and is now supported on all starting

locations. While the same core skills are taught at each location, new players can now choose to

begin high in the cloud city of Orison, in the mining town of Lorville owned and operated by Hurston

Dynamics, on New Babbage which is both a bustling major trading hub and home to high-end

electronic companies, or back at Area18’s urban downtown where bright lights attract commerce

and entertainment.

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.