F1 Manager 23 – Five exciting new features hit the track July 31

While F1 Manager 23 is lining up on the grid for release on July 31, we’re jumping into a few of the new features that are now included in the most authentic F1 management simulation to date.

Race Replay

Race Replay is a brand-new mode for F1 Manager 23 allowing you to relive every race and pivotal moments from the 2023 F1 season.

Starting Grid is the first way to prove yourself in Race Replay. Choose any team and take on the starting grid and conditions from any real 2023 race and see if you have what it takes to beat the real-life outcome. You’ll need to manage your drivers, tactics, and tyres to produce the optimal performance for the team.

Race Moments let you jump directly into crucial, real-life scenarios faced by teams during the current season. Join Alpine at the Miami Grand Prix, where Esteban Ocon is battling to keep Charles Leclerc behind and choose the perfect time for your pit stops to ensure you beat the pursuing Ferraris. Or, take charge of McLaren after a hectic 29 laps at Albert Park and see if you can lead Oscar Piastri to a points finish at his home race.

With new Starting Grids and Race Moments being added to the game following every race weekend of the 2023 season, Race Replay is your opportunity to get closer to the action than ever before!

Pit Crew Training

New for 2023 is the Sporting Director: a key staff member responsible for trackside operations, bringing with them the ability to manage and improve your pit crew. Your Sporting Director will have their own set of performance ratings that will be crucial to develop to ensure they get the best out of your pit crew during training.

Pit-crew training schedules are set monthly. You can choose between preset regimes or create a custom plan (You can even set morning/afternoon plans per day!). Go balanced or focus on specific areas you need your crew to improve on. Pit Stop Errors will put focus on improving consistency, while Fatigue Reduction will give your crew members more rest days, reducing the likelihood of a fatigue related mistake.

Driver Confidence

Confidence is key when hurtling around a circuit at 200mph in an F1 car and things are no different in F1 Manager 23.

Going into each race weekend, your drivers will have a baseline confidence level for each session. How you set up the car and how much time you give your drivers on-track in Practice will play a fundamental role in your drivers’ confidence and performance for Qualifying and Race sessions. If successful, your drivers will be more confident when the lights go out and be more likely to make that all important overtake. If they’re involved in a failed battle or incident, they will lose confidence! It’s up to you to keep an eye on how your driver is performing before issuing them commands.

Deeper Race Drama

Authenticity to the sport is at the heart of F1 Manager and this year we’ve taken it even further. You’ll see more on-track battles and wheel-to-wheel action going into corners, including that all important sprint to the first corner.

You’ll notice more variety in racing lines as drivers that are pushing hard will be more aggressive on the kerbs, while a driver that is conserving tyres may take a more passive approach to corners. New Driver Tactics will play into the previously mentioned Driver Confidence and influence how each race pans out while the ERS Battle Assist will make it easier to overtake/defend at those pivotal moments.

Get closer with Helmet Cam

And last but not least, a new, more visual way to immerse yourself. Building upon the broadcast-style presentation, where we showcase all the action with real trackside camera angles, we’ve added Helmet Cam to F1 Manager 23.

Introduced into F1 over the last couple of years, you can now get a driver’s-eye view of every corner, every battle and every incident in game.

The immersion is ramped up immediately when you switch to the helmet camera and see your driver’s hands shifting rapidly from left and right as they tackle every apex. Or cut to the car behind and watch from their eyes. It really must be seen in action to appreciate how realistic it looks.

F1 Manager 23 features a plethora of improvements and features, bringing you ever closer to all the drama and action from the real F1 season, while setting you up with all the tools to prove yourself for years into the future. Find out if you have what it takes to be a Team Principal from July 31.

PlayStation players who pre-order F1 Manager 23 will unlock three extra Race Replays. Deluxe Edition purchasers will also gain access to twelve exclusive scenarios for Race Replay.

F1 Manager 23 is available for pre-order now on PS4 and PS5, launching digitally on July 31.

Forgotton Anne devs reveal a new Metroidvania starring a horrifying face torso

You know what works for me? To do lists. ThroughLine Games should give that a go, because here they are announcing a new game in the same world as 2019’s platforming adventure Forgotton Anne. It’s a parallel universe where forgotten items, known as forgotlings come to life and endeavour to be remembered again. This new game, due out in 2024, is actually called Forgotlings, and you play as one called Fig in a similarly actiony platformy adventure in a 2D “semi open-world Metroidvania”. Fig is, by the way, an artist’s wooden posing doll, and even though he has a head his face is in his torso. I find this greatly distressing and will not stand for it.

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Teenage Mutant Ninja Turtles: Shredder’s Revenge Gets New Playable DLC Character Later This Year

Teenage Mutant Ninja Turtles: Shredder’s Revenge gets a new Dimension Shellshock DLC for PC, Nintendo Switch, PlayStation and Xbox One later this year, publisher Dotemu and developer Tribute Games have announced.

The DLC adds Usagi Yojimbo as a new playable character to the well-received beat ‘em-up. The rabbit samurai is the star of the self-titled comic book series and has popped up in the various Turtles animated series.

There’s also a new game mode, fresh original music from composer Tee Lopes, and alternative colour schemes for playable fighters.

Meanwhile, a second free update is set to be released, which adds an additional range of colour palette options separate from those included within the Dimension Shellshock DLC.

Teenage Mutant Ninja Turtles: Shredder’s Revenge was a critical and commercial hit, with over one million copies sold.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. Send news tips to wesley_yinpoole@ign.com.

Paradox is refunding all pre-orders for Bloodlines 2

The development of Vampire: The Masquerade – Bloodlines 2 has already been a bumpy ride. Publisher Paradox stated they were “happy with progress” on the game in 2021 following a switch in developers (whoever they may be) and delay after delay, but a new announcement from Paradox today has some a little worried.

“We want to provide the best value to those of you who supported us via digital pre-order,” the publisher said in a statement posted to its official blog. “We are thus offering refunds to anyone who has pre-ordered any edition of Vampire: The Masquerade – Bloodlines 2.”

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Perils of Always-Online Highlighted After Diablo 4 Player’s Level 100 Hardcore Character Dies After a Disconnect

The first Diablo 4 player to hit Level 100 in Hardcore mode was left speechless after his character was lost forever following a disconnect.

Souaïb ‘carn’ Hanaf was livestreaming Diablo 4 when the game disconnected. After logging back in, carn discovered his max level Hardcore Barbarian was gone, leaving him no option but to create another character and start all over again.

Diablo 4’s Hardcore mode features permadeath, which means if a character dies it’s gone for good.

Clearly upset and confused, carn wonders whether he has suffered a distributed denial-of-service (DDoS) attack. He then spends some time searching Diablo 4’s menus for a trace of his character, to no avail.

“This is the one thing when I was playing the beta that I was praising Blizzard for,” carn says.

“Like, holy shit, a DC-proof game. But no. I guess not.”

Then, after an extended period of silence: “I don’t know who I’m even supposed to talk to about this.”

It’s a heartbreaking moment given the time and effort carn put into the character, which is set to be immortalised on Blizzard’s Lilith statue as part of the race to max level Hardcore challenge.

And the scene is a stark reminder of the perils of always-online video games. The clip of carn’s disconnect is sure to fuel complaints about Blizzard’s decision to make Diablo 4 unplayable offline.

It remains to be seen whether Blizzard is able to recover carn’s character or, even if it is able to, whether it would be willing to.

“I’m not expecting it,” carn says of the potential for Blizzard to restore his character.

Despite this disconnect, Diablo 4 has enjoyed a relatively smooth launch, and is a smash hit.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. Send news tips to wesley_yinpoole@ign.com.

Diablo IV Steam Deck report: scorching performance is worth the installation faff

As well as it runs on your average desktop PC, it wasn’t until I began playing Diablo IV on the Steam Deck that its demon-thwacking really clicked for me. Largely because this was my first experience of it with gamepad controls, and using thumbsticks and face buttons to move and toss out spells just feels more… I don’t know, direct? Like I’m actually controlling my Necromancer and her boney bodyguards, not just clicking a unit and watching their animations.

It helps that Diablo IV’s Steam Deck performance is surprisingly spry, with fast 45-60fps framerates within reach even when leaving the majority of graphics settings on Ultra quality. Unlike all of the other best Steam Deck games, there’s no native support for its Battle.net launcher, but with some resourcefulness, that needs only be a temporary barrier.

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Soapbox: Zelda: Tears Of The Kingdom’s Busier Hyrule Is Making Me Miss BOTW

The call of (Breath of) the Wild.

Soapbox features enable our individual writers and contributors to voice their opinions on hot topics and random stuff they’ve been chewing over. Today, Ollie wants to explain why Breath of the Wild will remain his go-to open-world Zelda, despite Tears of the Kingdom’s improvements…


I’ve been playing The Legend of Zelda: Tears of the Kingdom on and off for more than 40 hours since its launch. I know this is a pittance compared to some people, but for me, it’s a significant chunk of time. Around hour 35, however, a nagging thought was working its way into my mind and I couldn’t shake it. Now I’m at the point where I’m able to fully articulate what it was that I was feeling, though I suspect you probably won’t like it:

Read the full article on nintendolife.com

Introducing… No Man’s Sky Singularity Expedition

Xbox Series X/S, Xbox One and Game Pass players have been enjoying searching the No Man’s Sky universe for their one-of-a-kind Sentinel starship ever since we launched the free Interceptor update just a few weeks ago. And before that the Fractal update brought the Wonders Catalogue and much much more.

Today we’re peeling back the curtain on more of the mystery started in the Interceptor update in our latest expedition – Singularity. It is chapter two of a four-part narrative that will play out throughout the year.

Like all No Man’s Sky expeditions, Singularity draws Travellers together from all systems to a specific starting point in the universe, this time to investigate the curious robot heads that were bamboozling those who came across them in Interceptor with cryptic binary messages. We want to keep the mystery, but this is a story about AI corruption, robotic uprisings and strong hints of what’s to come in No Man’s Sky.

Throughout the five week long expedition, the whole community will be working with Nada and Polo on the space anomaly can try to breathe new life into the galaxy, and work together for some exciting rewards. Ultimately, it will be up to the community as a whole to make a major choice in the end result which may have wide-reaching effects on what’s to come…

It wouldn’t be a No Man’s Sky expedition without a generous bounty of limited-time bonuses and souvenirs, and Singularity is no exception. Among the many spoils on offer as a reward for your efforts is a magnificent robot suit, our first custom set in years.

Singularity will answer some burning questions posed in Interceptor, but don’t expect all the ends to be tied up neatly. Woven into the adventure are more strange clues to decipher that hint at a deeper story to come.

Our journey continues.

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No Man’s Sky

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No Man’s Sky comes complete with all 21 major updates up to and including Waypoint, our 4.0 update.

Inspired by the adventure and imagination that we love from classic science-fiction, No Man’s Sky presents you with a galaxy to explore, filled with unique planets and lifeforms, and constant danger and action.

In No Man’s Sky, every star is the light of a distant sun, each orbited by planets filled with life, and you can go to any of them you choose. Fly smoothly from deep space to planetary surfaces, with no loading screens, and no limits. In this infinite procedurally generated universe, you’ll discover places and creatures that no other players have seen before – and perhaps never will again.

Embark on an epic voyage
At the centre of the galaxy lies a irresistible pulse which draws you on a journey towards it to learn the true nature of the cosmos. But, facing hostile creatures and fierce pirates, you’ll know that death comes at a cost, and survival will be down to the choices you make over how you upgrade your ship, your weapon and suit.

Find your own destiny
Your voyage through No Man’s Sky is up to you. Will you be a fighter, preying on the weak and taking their riches, or taking out pirates for their bounties? Power is yours if you upgrade your ship for speed and weaponry.
Or a trader? Find rich resources on forgotten worlds and exploit them for the highest prices. Invest in more cargo space and you’ll reap huge rewards.
Or perhaps an explorer? Go beyond the known frontier and discover places and things that no one has ever seen before. Upgrade your engines to jump ever farther, and strengthen your suit for survival in toxic environments that would kill the unwary.

Share your journey
The galaxy is a living, breathing place. Trade convoys travel between stars, factions vie for territory, pirates hunt the unwary, and the police are ever watching. Every other player lives in the same galaxy, and you can choose to share your discoveries with them on a map that spans known space. Perhaps you will see the results of their actions as well as your own…

Related:
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No Man’s Sky’s New Singularity Update Is About AI Corruption

No Man’s Sky’s next big update is about AI and robot uprisings.

The update, out today for all formats, is dubbed Singularity. It is the 10th major update for the long-running space exploration game.

Singularity forms a part of a much longer narrative arc that kicked off in the Interceptor update and is set to play out as the year goes on.

Players investigate curious robot heads that are delivering cryptic clues across the galaxy. The story is about AI corruption and robotic uprisings, with Hello Games teasing “strong hints of what’s to come in No Man’s Sky”.

“Throughout the five week long expedition, the whole community will be working with Nada and Polo on the space anomaly to try to breathe new life into the galaxy, and work together for some exciting rewards,” Hello Games explained.

“The expedition concludes with the player having to make a choice which will have far-reaching consequences…”

The idea is by the end of the season, the No Man’s Sky community will have worked together to uncover clues that lead to hints at future updates and more story.

New rewards include No Man’s Sky’s first new full character customisation set in years.

Head to the No Man’s Sky website for the patch notes in full.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. Send news tips to wesley_yinpoole@ign.com.

Synapse hands-on report: an artistic PS VR2 shooter that puts the power of telekinesis in your hand

Synapse’s State of Play reveal illustrated a potent combo of sidearm and telekinetic-infused combat. Last month at PlayStation Showcase, developer nDreams used the release date announcement to dig into the story of a lone operative diving into another’s mind to avert global catastrophe, and the reunion of two high-caliber voice talents who find themselves again involved in a black ops-style mission, but this time on different sides of a battlefield. And now, thanks to a hands-on with a specially-curated playable demo, we have a better understanding of how Synapse gameplay unfolds.

Let’s break down the core gameplay loop. It’s driven by tactical combat, using your base abilities of bullets and TK plus interactive objects to clear out multi-leveled arenas of enemies. Those encounters are punchy bursts of action which increase in complexity and intensity. You’re outnumbered, continually outflanked, attackers able to short-range teleport to better position themselves. The odds are put back in your favor through steadily unlocked abilities and randomized buffs, all tools built to nudge you into being as enjoyably, efficiently creative with your skills as possible. Synapse has the DNA of a roguelite.

Let’s dig deeper. A run will have you fight a growing mix of enemy types across multiple levels, the sequencing of those stages randomized and pulled from a large pool of potential locations. Completion of any opens a door to the next, at the threshold of which you’re offered one of two possible two Traits. These add fun modifiers for the rest of your run. Clutch an object with TK to kick in slo-mo. Add a curve to your bullets. Turn TK-grabbed foes into short-term friendlies or targets for other assailants to draw fire away from you. 

Synapse’s mini-map is thoughtfully executed. Flip your TK hand palm up for a radial-style device to materialize upon it. A 3D space floats above it, pinpoints enemy locations and collectables. It’s an interaction with the same simple satisfaction – and muscle memory – as checking your watch for notifications.

Revelations is Synapse’s name for permanent upgrades split across three skill trees, for your TK, weapons and general resilience respectively. These trees are available between runs and will grant you, amongst others, the ability to grab enemies (and toss them around like rag-dolls) or their grenades (catching them mid-throw), increase your weapon loadout. You can activate Shrines that’ll spawn within levels, granting you a health boost or new weapons.

All are unlocked and used during my hands-on, early access granted thanks to a generous dose of XP (called Defiance in Synpase) for the purposes of the demo. But before I step into several arenas to play around with my powers, I need to learn how the core mechanics work. Cue tutorial and the base mechanics.

Movement is an uncompromised first-person shooter, character movement and camera operated by the Sense controller sticks, with comfort settings also offered. You can also pick which of your hands does what. Gun hand is

is self-explanatory but doesn’t work in isolation: guns need to be reloaded by way of partially ejecting them then slamming magazines back into position. You can use your other hand. Or any solid surface, which includes cover points and an enemy’s noggin. Reloads continue to feel satisfying throughout the run.

Your other hand is where multitasking takes off. It can be used to grab cover, your Sense controller movement mirrored in-game to pull you out, up or to the side of whatever you’re ducking behind. As long as you’ve got your finger pulled down on the Sense controller trigger, you’re anchored. It’s a design brought over from nDreams’ previous PS VR title Fracked. A nice feature that gives you mobility options while stationary.

The game’s music is being scored by Paul Weir, who also composed No Man’s Sky. The direction he was tasked to draw inspiration from was the cerebral blockbuster movies of Christopher Nolan, lending a Zimmer-like soundtrack to Synapse.

It’s this hand, along with PS VR2’s eye-tracking, that powers TK. You learn very quickly what is interactive in Synapse: crates, platforms (and later, enemies and their grenades). In a world that’s wholly monochrome, objects made for manipulating are suddenly outlined in vibrant color. Grip with the Sense controller, and you’re free to shift the item as telekinesis intended.

The item’s movement and velocity is dictated by your hand’s movement and speed. Hold a crate steady and close, and you have mobile cover. You could toss a fastball and use this flying box to cannon into – and aimed right, one-shot kill – enemies. The delicacy and precision that TK physics offers is impressive. I’ll admit I spend longer in the tutorial than I need to, just carefully stacking crates or attempting to juggle three in the air, spinning each faster and faster as I catch and release them, tossing them higher and higher.

Two examples of using TK during combat: crates can be held and swiped back and forth, knocking enemies down like skittles. Barrels can be an explosive way to take out foes well hidden behind cover.

There’s smart use of the Sense controller’s adaptive triggers as well, with volatile objects such as barrels and live grenades requiring a lighter grip if you’re to hold them safely. Pull fully on the trigger and you’ll crush them, leading to explosive results. Perfect to toss then squeeze as they arc over the heads of congregating shooters, though a stray bullet from either side can as easily ignite a barrel.

Even in these early encounters, the action ramps up quickly, requiring you to think even quicker, pinpointing possible configurations of useful items, enemy locations, your route through and around any danger. All familiar ingredients of a roguelite, but TK gives Synapse a unique flavor.

And I’d be remiss if I didn’t take the time to acknowledge Synapse’s art direction. Monochrome levels with pops of vibrant color initially echo the best showroom OLED TV demos in showrooms, but the more I took time to soak in my surroundings, the more I felt subtly unsettled. The studio points out surrealistic art as an initial inspiration, but I realized what the desolate shoreline and rocky outcrops of this first biome was reminding me of. It’s a black and white starkness that harkened the setting of Swedish fantasy film The Seventh Seal. In that, a knight plays for his life in a game of chess against Death.

Perhaps that parallel isn’t an accident. Synapse’s story is one built around a battle of wits between two minds: The Colonel and his invader’s. In actual fact, it’s three different sources: the Colonel’s mind, your character’s own and the AI in control of the system. I’m curious to see what unfolds visually. nDreams promises a strong narrative to pull you in, stating it’ll take three complete runs to uncover the full scope of its story. And even after its conclusion, the game’s roguelite design is built to entice you back into another mind dive.