EVE Vanguard gets extremely vague roadmap promising “major event” before early access launch

They get knocked down, but they get up again, and you’re apparently never going to keep Eve Online studio CCP Games from trying to make an FPS set in the universe of their Excel(lent?) MMO happen. EVE Vanguard – the studio’s admirable fourth crack at it – was announced last September. Since then, it’s had several open betas and, according to a new and rather vague roadmap, should release sometime post this coming November. Here’s said infographic – more pork scratching-stained napkin scrawl than sat-nav.

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Okami’s Creators Explain How It Could Have Been Even Better, How It Could Have Saved Clover Studio, and More

Capcom and Tango Gameworks veteran Ikumi Nakamura hasn’t been shy about her love and nostalgia for the project that initiated her into AAA development: Ōkami. And now in a new video conversation with Hideki Kamiya, the pair have opened up about Ōkami’s development, including Kamiya’s belief that its development team as a whole…could have been better.

This comes from a new entry in a video series presented by Nakamura’s new studio, Unseen, called Ask Ikumi. In it, she’s been sharing all sorts of behind the scenes game development insights both on Unseen’s project, Kemuri, and her own development experience. In this latest video, she sits down to chat with longtime colleague Hideki Kamiya, with whom she worked on Ōkami, Bayonetta, and briefly on Scalebound. Their conversation largely focuses on Ōkami’s development, and the pair has a lot to say!

The video opens with Kamiya explaining his notorious philosophy of blocking anyone who annoys him on Twitter by asking questions he’s answered before, or not addressing him in Japanese. They then launch into a discussion of Ōkami’s development. First, they discuss its original conception in a photo-realistic style. Ōkami was apparently first conceived while Kamiya was working on Viewtiful Joe, and saw work on the Resident Evil remake for GameCube being done next to him. He was impressed by the realism, and wanted to use that style for something more “light-hearted” than the horror genre. So Ōkami was conceived as a game about “healing.”

But, he says, the photorealistic style they were aiming for was a struggle to get working on PS2. With Ōkami in trouble, the team was looking for new ideas, when character designer Kenichiro Yoshimura drew main character Amaterasu with a brush. This design sparked a new visual style for the entire game. Not long after, the studio leads convened a three-day summit over a weekend to revamp the game, during which time the Celestial Brush was pitched, and Ōkami changed directions for the better.

Ōkami was supposed to be Clover Studio’s signature title…It was supposed to be a dream team with all the best staff in each section. That was the plan, but in the end, not everyone, but as the whole team, I frankly think it was weak.

But even so, Kamiya is candid that Ōkami could have been even better. For one, Ōkami was supposed to have a bigger story, but the team ran out of time and ended midway through what Kamiya wanted to do. What’s more, Kamiya has apparently been notoriously critical of the team that worked on Ōkami, as Nakamura brings up. She reminds him that at a party near the end of development, Kamiya apparently said to the whole room, “This team was the worst!” Kamiya admits it, and while he backs off his comments at the time a bit, he goes on to say he was “half right.”

“Ōkami was supposed to be Clover Studio’s signature title,” he says. “That’s why we wanted to create a dream team. It was supposed to be a dream team with all the best staff in each section. That was the plan, but in the end, not everyone, but as the whole team, I frankly think it was weak.

“It wasn’t a dream team. There was a very drastic contrast within. There were certainly people without whom there would be no Ōkami. Those members shone brightly. Some of them really shone stronger even more than ones I had worked with previously. I’m not saying this as flattery, but you [Nakamura] certainly did. Naoki Katakai and Keniichirou Yoshimura, Sawaki Takeyasu, Mari Shimazaki, Hiroshi Yamaguchi. I’m really grateful, but when viewed as a whole, it wasn’t a dream team.”

Kamiya elaborates a little further in banter with Nakamura here and later in the interview, suggesting that the issue was that the level of passion and enthusiasm for Ōkami wasn’t high throughout the entire team, but instead was rather uneven. Nakamura acknowledges she noticed this, too.

“If I think about the Viewtiful Joe and DMC teams, the passion was uniformly high,” Kamiya says. “But in Ōkami’s team there was a huge contrast.”

“Because all the users who played and enjoyed Ōkami, I’m sure they all think it was made by a great team, but actually, that wasn’t the case,” Kamiya concludes. “This is my honest opinion.”

The full conversation between Kamiya and Nakamura is fascinating and worth watching in its entirety. In it, Kamiya refers to Ōkami as a “failure” (though he seems to be referring to commercial success) and notes that Clover Studio could have continued existing if it had been successful. Nakamura also states that Ōkami has had the greatest influence on the work she’s doing now at Unseen with Kemuri. You can watch the whole video right here, and then catch up on our own interview with Nakamura from IGN FanFest earlier this year.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

New RPG From ‘Rune Factory’ Creator Lands On Switch Next Month

Physical launch to follow in October.

Red Art Games recently announced that Elrentaros Wanderings, the new RPG from Rune Factory creator Yoshifumi Hashimoto, will be heading to the Switch digitally on 16th August 2024.

Developed by Marvelous subsidiary HAKAMA, the game blends life-sim elements with action-RPG gameplay, all the while boasting gorgeous, colourful visuals that aren’t too dissimilar from Square Enix’s Bravely series.

Read the full article on nintendolife.com

Astro’s Playroom second update is now available, hiding a new Special Bot in-game

Hi everyone! We hope you are getting ready for a good summer and have enjoyed the last few weeks of gaming news. 

As we gear up for Astro Bot’s launch on September 6, we wanted to let you in on a few surprises we have been reserving for our community.

In Astro Bot, you and Astro go on a mission to rescue the 300 bots crew who got scattered all over the galaxies. Many of the bots making up the crew are cameo characters that have marked the PlayStation history. There are over 150 to collect, each with their own funny animations relating to the game they originally came from.

To add a spice of fun, we’ve been hiding 4 of these Special Bots inside Astro’s Playroom, which came pre-loaded in every PS5 console. By unlocking these 4 hidden characters in Astro’s Playroom, you will be able to take them with you into the new game, Astro Bot, and add them to your starting crew. Are you following so far?

On June 7, we dropped in the first of these 4 Special Bots. Being cheeky robots ourselves, we thought it would be fun to turn this into a treasure hunt riddle and see how long it would take anyone to figure it out. What a big surprise to see it took the community less than 3 hours to clear that riddle. That was quite incredible. If you have missed it, here is a quick rundown of what you have to do.

We hid a secret capsule in the first area of GPU Jungle (Render Forest). To make it appear, you must stand on top of a big plant near the edge of the level, just behind the Bloodborne Hunter Bot. Inside the capsule, another Special Bot (Lady Maria) appears to be trapped and needs rescuing.

On the capsule itself, we included a small hint showing the image of a clock. But what could that mean? Looking carefully around the level nearby, you will find a similar clock symbol carved into one of the trees up above. It takes a few jumps to get there. It is at the back of a tree, the furthest away.

That’s when things get trickier (or so we thought!). Standing on that spot, you have to pause the game by pressing the options button. Instead of the normal pause, that makes a special Astral Clock screen appear. By entering the number 24.11.2015 (or November 24, 2015, the original release date of the Bloodborne DLC featuring Lady Maria), the hands of the clock magically turn and…

The capsule opens, letting our Special Bot free. Well done, let’s celebrate with a trophy!

Once freed, Lady Maria will wait for you in the Mission Room, ready to be transferred to Astro Bot when you are ready.

Just a few days ago, we added a second Special Bot, Selene, from the PS5 title Returnal. Once again, working together, you were able to crack the riddle and free her to make it 2 out of 4.

We hope you enjoy these updates as much as we had fun making them! In addition to these Special Bots, the PlayStation Labo received an update, so we invite you to check it out and add new artefacts to your collection. 

That’s all for now. But the treasure hunt does not end here! We will be back soon with 2 more riddles on the run-up to the release of Astro Bot. And by the looks of it, we might have to make the next ones even harder. 

Thank you all for playing along with us, and we will see you soon!

Team Asobi out.

City Skylines 2 on Console Delayed Indefinitely as Developer Struggles to Hit Stability and Performance Targets

It’s more bad news for Cities Skylines 2, which has now seen its console version delayed indefinitely.

In a note to console players, publisher Paradox said the console version was still not up to scratch and will now miss its planned October 2024 release window, itself a delayed target from earlier this year.

“Unfortunately, we have not yet met the stability and performance targets we set for the console release,” Paradox said. “Without a Release Candidate (RC), we are now unable to meet an October release window.

“While we are making slow but steady progress, there are still unresolved issues impacting the game in ways that harm the player experience we want to deliver. We expect to receive a new RC, which will undergo a thorough review in August. This evaluation will determine whether we can begin the submission process and provide a solid release date, or if further issues need to be addressed.

“We understand this is disappointing, and it’s not what we had hoped for either. However, we are committed to keeping you informed throughout this development process, even if the updates aren’t always what we’d like.

“Thank you for your understanding and support.”

We understand this is disappointing, and it’s not what we had hoped for either.

Colossal Order’s troubled city-builder sequel launched in October 2023 on PC via Steam and immediately ran into a number of issues. But Cities: Skylines 2’s problems began before its launch even arrived. Colossal Order had warned players the game would release with performance issues a week before it came out. In IGN’s Cities: Skylines 2 review, which returned a 6/10, we said: “Cities: Skylines 2 is an ambitious sequel that might have bitten off more than it can chew – be prepared to do a lot of terraforming if you don’t want your metropolis to look like a nightmare.”

Colossal Order CEO Mariina Hallikainen later admitted the lack of modding support was the developer’s “biggest regret.” Then, in April, Paradox was forced to offer refunds for the latest DLC, with Hallikainen and Mattias Lilja, deputy CEO of publisher Paradox, admitting the heavily criticized Beach Properties DLC was rushed out in a bid to improve sentiment around the disastrous launch of Cities Skylines 2. At the time of this article’s publication, more people are playing the first Cities Skylines game than its sequel on Steam.

As for the console release, the plan was to release it in the spring of 2024 after missing last year’s launch, but it was was delayed to October. There is no new release window. Back in April, Colossal Order and Paradox insisted that the team working on the console release operates separately from the PC development team, “so it will be progressing without splitting our focus or time.”

Missing October 2024 means Cities Skylines 2 will now launch on console over a year after it came out on PC, which was clearly not in Paradox or Colossal Order’s original plan. Meanwhile, both companies are battling a disgruntled player base by releasing updates aimed at improving the core PC version.

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.

This weekend I grew a fungus daughter in eerie narrative RPG Mushroom Musume, which has a demo

I don’t plan on having kids, but in the event that I change my mind, commissioning a forest Witch to grow one from a mushroom seems a lot easier than the usual human procreative process, though possibly just as abundant in screaming. I’ve been playing the demo for “cute-creepy” RPG and life sim Mushroom Musume, in which you – an unnamed “Recluse” – cultivate and play as a series of mushroom daughters. My current mushroom daughter is called Alia. She’s a Common Turquoise Truffle. She’s got a small pig acquaintance, who so far hasn’t tried to devour her, and a cute fuzzy hat, which she stole from outside a church – precise impact on character development still TBC.

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Fallout London Release Appears Soon as Dev Declares ‘the End Is in Sight’

Expansion-sized Fallout 4 mod Fallout London appears to be nearing release after developer Team FOLON declared “the end is in sight” as it awaits final quality assurance tests.

In a post on X/Twitter, Team FOLON sought to clear up speculation by confirming it had sent “several builds” to CD Projekt Red-owned Steam competitor GOG and is awaiting the “final green light.”

“Once they’ve completed the process of double checking that Fallout: London and its installer work on all supported machines, we should be good to go,” Team FOLON said. “Yes, we have our own installer, and downgrader too.

“It is in all of our interests that this final QA process is carried out in full, and we are very thankful that GOG is assisting. While it may seem like not a lot is going on, we can assure you that the heads of the department have been working non-stop behind the scenes during this time to make the release build as good as it can be. The end is in sight.”

Fallout: London was previously due to arrive on April 23, 2024 but actual Fallout developer Bethesda announced a surprise update for Fallout 4, which the mod developer feared would impact its release.

“We’ve just been tweaking and testing non-stop in order to get things as stable as we can for you all in time for that release,” said Team FOLON project lead Dean Carter at the time. “But with the new update dropping just 48 hours later, the past four years of our work stand to just simply break.”

The end is in sight.

Carter later lamented how Bethesda, which has made clear it’s aware of Fallout: London, failed to inform Team FOLON of its plans. “That has, for lack of a better term, sort of screwed us over, somewhat,” Carter said.

Fallout London is one of the most high-profile mods in development and will let players explore a post-apocalyptic version of the English capital. Players will engage with everything from “stuffy parliamentary aristocrats to a resurrection of the Knights of the Round Table to an uncompromising cult of revolutionaries.” It even stars Baldur’s Gate 3’s Astarion actor Neil Newbon.

Bethesda development chief Todd Howard has confirmed Fallout 5 will arrive after the Elder Scrolls 6, which is still years away itself, but it continues to update MMO Fallout 76.

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

Moody cyberpunk “Tech-Noir Tactics” All Walls Must Fall is now free to keep on Steam

Time hopping in Berlin usually means queuing several hours for a club, only to magically find yourself either right back at the end of the line, or else waking up on the U-Bahn three days later with tinnitus and currywurst spilled down your Acronym jacket. Not so in cyberpunk tactics game All Walls Must Fall. Here time travel means dodging bullets, reversing flubbed hacking, and replaying that conversation you had with the bouncer that got you booted to the curb. “A bloody good time-troubling tactical shooter,” decreed Adam Smith (RPS in Peace) in his review. Well, now it’s a bloody free time-troubling tactical shooter. Take that, Monday!

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‘River Tails: Stronger Together’ Is A New Co-Op Adventure About Feline And Fish Friendship

Out now!

After a new co-op adventure to while away the summer evenings? River Tails: Stronger Together might have you covered.

This two-player platformer landed on the Switch eShop last week and it looks really rather sweet. Developed by Kid Onion Studio, River Tails will see you playing as either Furple the kitten or Finn the fish, navigating land and river in the hopes of saving the former’s family.

Read the full article on nintendolife.com

Rogue Company Dev Pulls All Dr Disrespect Content, Offers Rogue Buck Refunds Rather Than Real Money

Hi-Rez Studios has pulled all Dr Disrespect content from Rogue Company after the streamer was alleged to have sent sexually explicit messages to a minor.

Guy Beahm, better known as Dr Disrespect, was banned from Twitch in 2020 without explanation. Last month, following a number of reports, Beahm admitted he exchanged messages in 2017 with a minor via Twitch’s now-defunct Whispers feature that “sometimes leaned too much in the direction of being inappropriate.” Subsequent reports alleged the minor had informed Beahm they were underage, and Beahm continued to send “sexually graphic” messages to them regardless.

Twitch and Beahm have not responded to IGN’s request for comment.

Partners and sponsors like Turtle Beach, 2K, and the San Francisco 49ers subsequently cut ties with the streamer. Midnight Society, the game studio Beahm co-founded, also terminated its relationship with him, and monetization on his YouTube channel was suspended. Now, another video game Beahm was affiliated with has taken steps to distance itself from the streamer.

Beahm had partnered with Rogue Company publisher Hi-Rez Studios, which is also behind Smite and Paladins, to design his own level and even a $20 character skin sold in the free-to-play third-person tactical action shooter. That premium content is no longer in the game.

A statement published to the official Rogue Company X/Twitter account has signaled the change: “Hey Rogue Company, we have disabled Dr Disrespect content previously available on game. We will provide full Rogue Buck refunds to any impacted account this week.”

In recent years interest in Rogue Company has dropped off significantly. After a Steam peak concurrent player count of 12,189 set three years ago, Rogue Company now averages just a few hundred players on Steam’s platform, with 236 concurrent players at the time of this article’s publication. Indeed, Rogue Company hasn’t seen a major update since 2023, indicating a deprioritization from Hi-Rez Studios amid the upcoming launch of Smite 2.

It’s fair to say that the decision to offer Rogue Buck refunds as opposed to real-money refunds for the Dr Disrespect content has sparked a backlash from paying customers who would rather their money back than a virtual currency they deem to be practically useless. Some have taken to Rogue Company’s Steam user reviews, which are down to ‘mixed’ for recent reviews, to complain about the situation.

“Where’s my $40? I have no need for Rogue Bucks when you guys haven’t updated the game in over a year,” said one person. “How about since we paid with real money you provide real money refunds?” said another.

Meanwhile, Beahm hasn’t issued a comment since his last stream, in which he played Elden Ring DLC Shadow of the Erdtree, almost two weeks ago.

Image credit reddit / rescobar1997.

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.