CD Projekt Wants Cyberpunk 2077 to Undergo a ‘Similar Evolution’ to The Witcher

CD Projekt Red wants Cyberpunk 2077’s sequel, codenamed Orion, to undergo a similar evolution to that of The Witcher franchise.

Speaking to PC Gamer, narrative director Igor Sarzyński compared the growth between 2007’s The Witcher and its 2011 sequel, Assassins of Kings, with CD Projekt Red’s hopes for its sci-fi role-playing game franchise.

“Consider The Witcher games and how much they changed with each instalment. We want a similar evolution here,” Sarzyński said. “Cyberpunk 2077 was our first venture into a futuristic-sci-fi world with a ton of new gameplay mechanics, narrative tone, themes, and art direction.

“Some of the stuff worked almost right out of the box, such as the art, city design, music, interactive scene system, playstyles,” he continued. “Other aspects took more time to get right, like character progression, NPC interactivity, and optimization.

“That’s natural; it’s impossible to nail everything on your first try. Now with all the game elements iterated and working well, we’ll focus on connecting them even tighter and creating a coherent, total immersion experience.”

Little is known about Orion, though it’s to be led by Cyberpunk 2077’s Phantom Liberty expansion director Gabe Amatangelo. Practically everything else, including if CD Projekt Red will make it first-person or third-person, is still up for debate.

A jump as prominent as the one between The Witcher and The Witcher 2 would certainly be ambitious, of course, as while the original 2007 game was well-received, CD Projekt made a huge leap between it and its 2011 sequel, and even more so to The Witcher 3: Wild Hunt, which is generally considered one of the best video games of all time.

Cyberpunk 2077’s sequel is still years away, of course, as CD Projekt Red is currently focusing on the next Witcher game, Polaris, which will be released in 2025 at the earliest. Orion will be developed at the company’s new North American studios, which are still in the process of being built.

Development on Orion has officially begun, however. CD Projekt’s chief creative officer Adam Badowski said during the company’s 2023 Investor Day presentation that the sequel has entered a “conceptual design level”.

The Investor Day presentation was a relatively busy one for CD Projekt, though perhaps not as busy as 2022’s when the company announced five new games. Nevertheless, the developer did reveal a live-action Cyberpunk project, confirmed Cyberpunk 2077 had surpassed 25 million units sold, and that CEO Adam Kiciński was stepping down.

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

Best Xbox Deals Today (November 2023): Save on SSDs, Controllers, Games & More

When it comes to picking up new games, hardware, or accessories for your Xbox, it feels good when you can find those items at a discounted price. Here, we’ll keep you updated on all of the latest deals for Xbox, including during events like Black Friday 2023 coming up this month. Below, you can find a wide range of items on sale. Not only does this include games, but also items like controllers and headsets.

TL;DR – Our Favorite Xbox Deals

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How to Avoid Xbox Game Pass Price Hike ($44.99 for 3-Months of Ultimate)

By securing 3-months of Xbox Game Pass Ultimate for $44.99, you can actually avoid the Game Pass price hike. We recommend securing your current subscription for as long as possible. You can stack up to a maximum of 36 months of Game Pass, meaning you have the option to accumulate 3-month subscriptions up to 12 times.

Admittedly, this approach might put a strain on your wallet, totaling $539.88 if you purchase the 3-month package from the link above. However, when you compare it to the new cost of Game Pass Ultimate for 36 months at $16.99 per month, amounting to $611.64, you’ll realize you’re saving $71.76 on your subscription for the next three years. Otherwise, secure your membership for at least a year to lock in at least some savings overall.

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Select Xbox Controllers Are Down to $47 (Get 22% Off)

In need of another Xbox controller? Well, you’re in luck, as there are a few great picks on sale right now. That way you can add player two (or three, or four) whenever the need arises. Plus, the colors are pretty great. In my opinion, you can never have too many controllers. You never know when someone will pop on by and want to play Overcooked or It Takes Two, or any local multiplayer game.

More Xbox Controller Deals:

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Xbox: Budget to Best

Buying new items for your Xbox doesn’t have to make a massive dent in your wallet, either. Here, we’ll feature a variety of excellent games, accessories, and hardware that are available at more affordable prices regularly or are the just option available when gaming on Xbox.

More Xbox Budget to Best Picks

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Dying Light 2: Stay Human is Down to $25

There are several games on sale right now for Xbox, but one of our favorite deals at the moment is on Dying Light 2: Stay Human, which is available for 57% off at $25. To see more games that are on sale right now for Xbox, check out the links below.

More Xbox Video Game Deals:

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Get 20% Off the Official Xbox Wireless Headset

Does your family complain when you stay up playing loud shooters late into the night? They’ll stop complaining if you pick up an Xbox headset that lets no one but you hear the delightful explosions you cause on the screen. Right now, you can get 20% off the Official Xbox Wireless Headset, bringing the price down to $79.99 from $99.99.

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When Should I Buy an Xbox?

In general, it is advisable to keep an eye out for sales and restocks throughout the year, as availability has improved since the initial launch of the console. Unlike the Nintendo Switch, there is no specific recommendation to wait for a sale regardless of the time of year. Instead, it’s a good idea to monitor various retailers and online platforms for restock announcements and promotional offers.

However, certain events like Black Friday or other holiday seasons may bring about unique bundles, discounts, or promotional deals specifically for the Xbox Series X. These bundles may include additional games, accessories, or exclusive limited editions. While quantities for such promotions might be limited, they can provide an opportunity to get more value for your purchase. See our guide to Xbox Series X prices for more info.

Xbox Series X or Xbox Series S?

Choosing between the Xbox Series X and Xbox Series S ultimately depends on your gaming preferences, budget, and specific requirements. Let’s compare the two consoles to help you make an informed decision:

1. Performance: The Xbox Series X is the more powerful option, offering native 4K gaming, higher graphical fidelity, and faster loading times. It has more advanced hardware, including a larger storage capacity. On the other hand, the Xbox Series S targets a lower price point and offers a less powerful performance, targeting 1440p resolution gaming and upscaling to 4K.

2. Price: The Xbox Series S is more affordable compared to the Xbox Series X. If budget is a significant factor for you, the Xbox Series S provides a cost-effective option while still delivering a next-generation gaming experience. For example, the Series S can play Starfield at 1440p 30fps (vs 4K 30fps on Series X).

3. Storage: The Xbox Series X comes with a larger internal storage capacity, allowing you to store more games directly on the console. The Xbox Series S, however, has a smaller storage capacity, which means you may need to manage your game library more actively or rely on external storage solutions.

4. Disc Drive: The Xbox Series X includes a disc drive, enabling you to play physical game discs and enjoy a wider range of media options, including Blu-ray and DVD playback. The Xbox Series S, in contrast, is a digital-only console, meaning you can only play games downloaded from the digital store.

5. Graphics and Performance: While both consoles support ray tracing, the Xbox Series X provides a more immersive and visually impressive experience due to its superior hardware capabilities. If you prioritize cutting-edge graphics and want the best performance available, the Xbox Series X is the preferable choice.

Consider your gaming preferences, budget, and whether you prioritize top-of-the-line performance or cost-effectiveness. If you have a 4K TV, want the most powerful console, and are willing to invest more, the Xbox Series X is the recommended option. If you have a lower budget, a 1080p or 1440p TV, and don’t mind sacrificing some performance, the Xbox Series S offers excellent value for money.

With how expensive gaming is getting in 2023, we’re trying to save you as much money as possible on the games and other tech you actually want to buy. We’ve got great deal roundups available for all major platforms such as Switch and Xbox, and keep these updated daily with brand new offers. If you’re trying to keep costs down while maintaining your favorite hobby, stay tuned for more incredible discounts.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Spider-Man 2 Secret Room Sparks Daredevil / Doctor Strange DLC Speculation

Spider-Man 2 developer Insomniac Games previously teased something to do with Daredevil may be coming to the PlayStation 5 exclusive in the future. Now, players have found a teaser hidden within the game itself that could point in that direction or to related villains.

Veteran fans of Insomniac’s Spider-Man series of games may have noticed the absence of a fun Easter egg in Spider-Man 2 that at first glance might have been a developer error. Last month, IGN reported on how this small map change was very much deliberate, and may even allude to future content.

As IGN’s Spider-Man 2 Easter eggs guide explains, players who explored the previous Spider-Man games could discover Nelson and Murdock’s plaque on a building in Hell’s Kitchen, suggesting these Daredevil characters ran their law firm from there. Interestingly, in Marvel’s Spider-Man 2 the plaque remains but all text is gone, perhaps implying the duo relocated elsewhere.

We spoke to Insomniac senior creative director Bryan Intihar on a spoilercast episode of Beyond to ask about the removal of Spider-Man’s Daredevil Easter egg. His answer certainly suggests Insomniac is up to something. “That’s a good question,” Intihar said. “Stay tuned. Good find though.”

That quote was enough to spark fevered speculation about the potential for Daredevil to pop into Spider-Man 2’s New York at some point, potentially as DLC. Now, fans have noticed a secret room tucked away in the back of a seemingly innocuous bookshop in the Upper West Side region that may belong to members of The Hand. (To find the secret room, check out IGN’s Spider-Man 2 Easter eggs guide.)

The Hand is a supervillain organisation made up of evil ninjas who have over the years run up against Daredevil in the Marvel comics. Members of the Hand practice occult magic, which is hinted at in the secret room found in Spider-Man 2. The Hand have also appeared in the Marvel Cinematic Universe TV shows Daredevil, Iron Fist, and The Defenders.

Back to this mysterious room. Currently, players cannot get inside, but they can get a good look by shifting the camera around from outside. There’s a red flag outside with a strange symbol above the garage door.

Inside are guns, swords and shields, more symbols, and skulls.

Head to the opposite side of the building and you can enter the bookshop through the front door (most buildings in Spider-Man 2 do not let you inside). Here you can see the secret room through a bookshelf, but in the bookshop itself there are metallic goat/ram skulls on the wall and an abstract painting that looks similar to Doctor Strange’s famous Sanctum Sanctorum window.

Speculation online suggests this may all relate to Insomniac’s take on The Hand, and are coupling the secret room with Intihar’s tease to suggest Daredevil DLC is in-bound. But it may also relate to Doctor Strange, who was referenced in Spider-Man 2 via his colleague-at-arms Wong in another Easter egg.

Insomniac has so far teased a potential Venom spin-off, and it seems certain Spider-Man 3 is already in the works. Insomniac is also working on a Wolverine game, which shares the same universe as Marvel’s Spider-Man. It’s worth remembering that Spider-Man 2 contains loads of Easter eggs, many of which point to other Marvel superheroes and potential DLC and sequel threads.

There are the aforementioned nods to Doctor Strange and Wong. The Fantastic Four’s Baxter Building is present and correct, as is The Avengers tower. Ganke mentions the Rand Corporation, which teases the existence of Iron Fist. While superheroes other than the Spider-Men are conspicuous by their absence in the game, something a recent comic book referenced, perhaps Insomniac plans a Heroes for Hire or Defenders spin-off / DLC of some kind.

We chatted with Intihar about absolutely everything Spider-Man 2, including an unused idea for a Venomized Sandman, why Mary Jane’s stealth missions are back, and more. We’ve got a comprehensive guide to the origins of every unlockable costume, and a guide on how to unlock all those outfits in the first place.

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.

Lies of P Sequel Confirmed, First DLC and Game Update Teased

Lies of P publisher Neowiz has announced a new game update, teased the game’s first DLC, and confirmed plans to release a sequel.

Lies of P sold one million copies in less than a month after Round8 Studio’s well-received soulslike launched on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X and S, PC via Steam, and Mac via the Mac App Store on September 18. It reimagines the classic fairy tale of Pinocchio in Bloodborne style gameplay.

IGN’s Lies of P review returned an 8/10: “Lies of P might not branch out particularly far from its soulslike inspiration, but it plays the part extremely well.” Lies of P has a “very positive” user review rating on Steam too.

An upcoming patch is expected this month, which is set to bring “significant” changes to weapon and character balance as well as quality-of-life changes to “ease” the difficulty in the early stages of the game. As part of this, players will get the Rising Dodge ability as a default skill, eliminating the need to unlock it.

Players will also get a new outfit (Alidoro’s costume and mask), along with a new feature to equip glasses and hats separately “for even greater freedom in character customization”.

In a director’s letter video, game director Jiwon Choi showed off two sketches, below, that tease a small portion of the content that will be available in the first DLC. More information as well as patch notes will be available soon.

Spoilers of Lies of P are ahead.

Lies of P includes a clear hint at either upcoming DLC or a sequel. A post-credits scene shows the ruby shoes worn by Dorothy in The Wizard of Oz. An unnamed character says: “When I return, I will find her. For sure. Another key of ours. Dorothy.”

In the video, Choi confirmed plans for a Lies of P sequel. “Our highest priority is developing the DLC and working on our sequel,” Choi said. “The dev team is putting in significant effort, brainstorming and exploring different aspects of the projects.”

If you’re currently playing through the game, be sure to check out IGN’s Lies of P walkthrough.

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.

Yu Suzuki Talks Shenmue 4, Air Twister, and 40 Years of Game Development

In 1983, video game legend Yu Suzuki started his career at Sega. Now, 40 years later, his newest game, Air Twister comes to consoles and PC on November 10. The arcade-like shooter was originally released as an Apple Arcade exclusive back in June 2022.

“I look forward to more players — old and new — enjoying this classic gameplay experience. I might be one of the oldest game creators by now, but there should be some value in a retro game by a retro creator, right?” Suzuki told IGN with a laugh.

Known for games such as Space Harrier, OutRun, Virtua Fighter, and Shenmue, Suzuki was considered by many as Sega’s equivalent to Nintendo’s Shigeru Miyamoto, especially during the ’80s and ’90s, and rightfully so. He made the world’s first arcade motorcycle cabinet with Hang-On in 1985, created the first 3D fighting game with Virtua Fighter in 1993, and directed 1999’s Shenmue, a game that is seen as one of the earliest examples of a modern open-world video game. If Psy-Phi wasn’t canceled in 2006, he would have also been one of the first to bring touch controls to the arcades. How can one person contribute to the industry in so many different ways through widely different genres? To find out, we interviewed Suzuki at Ys Net, his development studio in Tokyo.

Upon us congratulating Suzuki on his 40-year career so far, he returned the favor by remembering his humble beginnings at Sega. From removing the CRT of a television to attach to a cabinet, to functioning as the weight for a load test of 1983’s Astron Belt, the young Suzuki got to experience every corner of the company. He even was tasked to develop a time card tabulation software application with one of his colleagues.

“I also remember being given a blueprint to make a circuit board,” Suzuki said with a nostalgic smile. “I had to solder it, coil it with a drill, and wire it to complete the structure. They would test the power of these circuit boards, but they threw mine straight into the garbage bin without even testing. It was a bit of a shock for me at the time.”

It didn’t take long before Sega would grant Suzuki his first chance to actually develop a game. In 1984, Champion Boxing made its way to Sega’s SG-1000. When we asked why he made his first game about boxing, Suzuki had to think for a while, but the answer he finally came up with might be a hint as to why Suzuki was able to develop so many different types of games.

“I thought boxing would be easy to achieve,” he recalled. “There wasn’t much you could do with the SG-1000’s processing power, but boxing seemed possible. The character’s straight and jab punches could be portrayed through small movements, and if the feet looked like they were jumping up and down, it would already look like boxing. For the spectators, all we had to do was change their individual color, make it look like their face was moving, and we were done. When taking the SG-1000’s power into consideration, I decided it had to be boxing.”

Deriving a game’s theme from technical limitations would become a theme for Suzuki. In 1992, Virtua Racing — Suzuki’s first full-fledged 3D polygon game — made it to the arcades. At the time, animating the joints of human characters in 3D was challenging, which was why Suzuki decided to make a racing game first. Of course, he was not the only developer to build around limitations, but his shrewd approach allowed Sega’s games to look miles ahead of its competitors’ counterparts in the arcades.

In Virtua Racing, the pit crew can be seen changing your car’s tires. For Suzuki and his team, this functioned as research for how they could animate human characters in their next game, Virtua Fighter. While its blocky polygonal characters haven’t stood the test of time, Virtua Fighter impressed the video game scene in 1993 as one of the first arcade games to boast fully animated characters in 3D. Virtua Fighter was very much a project of working around limitations in its own right. Animating multiple characters at the same time would be unrealistic, but for a fighting game, you only needed two characters on screen at a time.

“In those days, making games was about how to get the most out of the limited technology,” Suzuki said. “In that regard, things are quite different today. Since there are not so many limitations, pretty much any idea can be realized. In such a climate, the originality and creativity of a game becomes more important.”

Suzuki mentioned Vampire Survivors as an example of a video game that doesn’t necessarily make use of the newest technology, but manages to capture a wide audience anyway.

“At its core, a game is a set of rules,” he said. “Within those rules the player can compete, aim for a high score, solve a puzzle, or whatever. As long as the rules are interesting, the game is fun to play, even if it doesn’t have sound or graphics. I can only imagine how much time went into Vampire Survivors’ tuning phase to make everything feel just right. It’s not the type of game you can plan. The developers must have played it countless times, adjusting something small each time to get the perfect balance.”

The process of playing and adjusting that Suzuki describes is similar to the development cycles of the addictive games he made for the arcades in his earlier days.

“Back then, it was said that one-third of the development time of an arcade game should be purely for adjusting the balance,” he said. “But if I had one year to develop a game, I always tried to get the fundamentals done in just the first three months, so that I could use the remaining time on adjusting the game’s balance. That means the tuning phase was actually much longer than getting the game’s fundamentals done.”

Suzuki said he feels Vampire Survivors could have been made in a similar way. He looks back at that method of game development with nostalgia, but it was Suzuki himself who moved away from tightly designed gameplay experiences in favor of something on a grander scale: Shenmue.

“For a game like Shenmue, it was not possible to use the same amount of time for tuning,” he said. “My older games all had one theme that I would explore in depth. For example, OutRun is a game about driving. If you have 10 themes and want each theme to have the same depth as before, the game’s scope would have to be 10 times bigger a well. But that’s the challenge we took on for Shenmue. It was a taboo to even try something like that. That’s why we came up with technology to procedurally generate elements. In Shenmue, systems that have the word ‘magic’ in their name, such as Magic Weather and Magic Rooms, were procedurally generated.”

While common in today’s open-world games, Shenmue’s Magic Weather was one of the first systems that would allow for dynamic weather changes, ranging from snow piling up in the winter to blossoming trees during spring. The Magic Room system allowed Suzuki to make it possible for the player to explore the insides of over 1,000 rooms — in a Dreamcast game!

But according to Suzuki, the team used procedural generation in many more ways. It allowed them to automate a great deal of the tuning and debugging phase of development, hence making it possible to realize a type of game that was considered taboo.

“From the smoke of a bonfire to the change of flow of a river, we were able to procedurally generate a lot of Shenmue’s elements,” Suzuki explained. “Theoretically, this kind of technology can compress the graphics data to about one-millionth of its original size.”

At the same time, Shenmue is a game known for its human touch. The first Shenmue has hundreds of characters inhabiting its setting of Yokosuka, Japan. Each character has a unique name, backstory, and appearance. You can see these characters going about their day, all behaving in a manner that seems scripted for that character. These characters speak to the player in fully voiced dialogue, most of them having something unique to say each time the plot advances. Surely, something as human and personalized couldn’t possibly have been procedurally generated, especially for a game developed during the 1990s?

“In that department, there were things that couldn’t be procedurally generated, but also elements that could,” Suzuki said. “Character behavior can be generated by the subject, verb, and objective. For example, let’s say we have something as simple as ‘I go to Yokohama’. ‘I’ can be replaced with ‘you’, ‘he’, ‘she’, or whatever. ‘Yokohama’ can be changed to ‘Kawasaki’. ‘Go’ can be ‘eat’. Next, you can go even further by personalizing such elements. For example, if the subject is an old gentleman, he wouldn’t eat or talk in the way an impolite young man would. If you have three patterns for each type of character and mix these, that alone creates 27 variations. That is what we did for Shenmue’s characters in a nutshell.”

The world Shenmue showed gamers when it first released in 1999 — and the way it was built — was unheard of. Now, 24 years later, many of Shenmue’s features and methods are still common, especially in open-world games. While at the time players were captivated by Shenmue’s scope, compared to modern open-world games Shenmue is much more about density than size.

“I think that the size of an open world makes a game easy to advertise,” Suzuki said. “If people are amazed by a game that allows you to freely explore two square kilometers, it can be countered by making a game of four square kilometers. Next, someone makes a game with 16 square kilometers. The story goes on until someone makes a game that lets you freely explore the entire universe.”

With games like No Man’s Sky and Starfield, Suzuki’s comment perfectly describes the trend of open-world games of the last decade. Suzuki himself finds closed areas just as interesting. In one of my previous interviews with Suzuki, he mentioned the idea of making the interior of a long-distance train the main setting for a game.

“There are good movies that take place in closed areas, and there are good movies set in vast lands,” he said. “The same can be said for games. It just needs to match the story that you want to tell or the experience that you want to deliver. It’s no longer enough for a game to just be big in size or to have many characters.”

For his own works, Suzuki said it’s not as simple as prioritizing density over size. “I believe that the deep emotion and sense of wonder that entertainment can create is to a large degree determined by the amount of change. A steak doesn’t taste as good if you’ve already just eaten one. The same can be said for areas in a video game. If the player has just experienced the hustle and bustle of Hong Kong, next you want them to go to someplace quiet in the countryside,” Suzuki said, referring to the latter half of Shenmue 2.

After a drought of 18 years, Shenmue 3 was finally released in 2019. Due to its nature as a crowdfunded project, Suzuki said that Shenmue 3 was developed to please the fans who made it possible. However, if he gets to make Shenmue 4 (which he very much hopes to), he wants to do things differently.

I want Shenmue 4 to be enjoyable for newcomers.

“I want Shenmue 4 to be enjoyable for newcomers,” he said. “To make that possible, the most important thing is to make it enjoyable without knowing previous events in the story. I don’t think that a new player wants to know 100% of the story. 20 or 30% could be enough. In Shenmue 3, we implemented a digest movie that teaches the player the main events of the previous games, but for Shenmue 4 I want to integrate that part into the main game. It would be great if the player could naturally learn about previous events just by playing the game. For example, rather than watching a separate movie, having playable flashbacks could be a way to do it.”

For a long-running game series, making a sequel inviting for inexperienced players is always a big task, especially for a story-focused series like Shenmue. Once in a similar position, the Yakuza series made a shift by releasing Yakuza 0 in 2015. This prequel became a turning point for the franchise, especially in the West. We asked if Suzuki had thought of a similar approach for Shenmue.

“Yes, I have. I cannot go into detail at this point, but it is something I have been thinking about,” he said. “I think recreating the streets of Dobuita with modern visuals on a new engine alone would make it worth doing. It also connects to the topic of not simply expanding in size. Making an even more detailed Dobuita than the original Shenmue is an interesting idea, especially if it’s not a remake but a prequel with a new story.”

While it doesn’t seem like Shenmue 4 or a Shenmue prequel is officially in development, the possibility alone should be exciting news for Shenmue fans. But Shenmue is not the only thing Suzuki has been busy with.

“Besides Shenmue, there are various ideas for other games that I would like to make,” he said. “And while I cannot go into detail about it today, we are working on a new game right now.”

Air Twister became Suzuki’s first new work after Shenmue 3. While it was undoubtedly a spiritual successor to his own classic arcade shooter Space Harrier, Suzuki said he was delighted to work on a new IP for the first time in years.

From a gameplay perspective, Air Twister plays similarly to Space Harrier. By combining this classic gameplay with visuals inspired by The NeverEnding Story and a soundtrack by Dutch musician Valensia that simply screams Queen, Air Twister is a combination of ’80s and ’90s nostalgia we haven’t quite seen before.

“When developing Space Harrier, we tried to make the game look like 3D as much as possible, but we were actually working with 2D sprites,” said Suzuki. “For Air Twister, it was the opposite. The game is in full 3D, but we strived to make it control and move like a 2D game. In the bonus stage, for example, we completely ignored the gravity and inertial force of a 3D environment. It’s interesting that we are doing the exact opposite to create an experience with a similar feeling.”

Originally released for Apple Arcade, Air Twister was developed with touchscreen controls in mind, and the Nintendo Switch version can be played with touch controls as well. Suzuki told us that the development of Psy-Phi, his canceled touch-panel game that was planned for the arcades in the mid-2000s, helped Ys Net solidify the game’s touch controls.

“The biggest difference with Air Twister is that Psy-Phi was a competitive game.” Suzuki said. “Psy-Phi was designed for a big screen, but in location tests, some players burned the top of their fingers from the friction when sliding their fingers over it. The problem could have been fixed with gloves or a stylus for players to use, but in the end players burning their fingers became the reason for it to be canceled. For Air Twister, both the iPhone and Nintendo Switch have much smaller screens, so please feel at ease,” Suzuki laughed.

Almost 20 years after the cancellation of Psy-Phi, it is interesting to see Suzuki finally deliver a game with touch controls. Perhaps even more fascinating is the fact that many of the rhythm games you see in Japan’s arcade scene today use touch controls on big screens, such as Sega’s own Maimai music game, similar to what Suzuki originally attempted with Psy-Phi. Suzuki said he still sees appeal in competitive games with touch controls.

“I like the intuitive nature of touch-panel games to play against others,” he said. “Actually, for the original Virtua Fighter, I had the idea of a control scheme with many buttons, similar to a keyboard. The player could slide over the buttons all at once with their palm to attack. At the time, touch controls didn’t exist, but the thought process for this control scheme was similar.”

While Suzuki’s influence admittedly isn’t as big as it once was, seeing the legendary creator bring out a new game in 2023 should be pleasing for any old-school Sega fan. Air Twister releases on all console platforms and PC on November 10.

Why Super Mario Bros. Wonder Fans Are Torn Over ‘Easy Mode’ Yoshi

Nintendo fans have a major complaint about Super Mario Bros. Wonder, which has otherwise received glowing reviews from the gaming community since its October 20 release, and it’s centered around a certain fruit-loving dinosaur.

Yoshi lovers were initally excited to discover four variations of the popular character would be available as protagonists in the latest Mario game (along with Nabbit, Toadette, and two versions of Toad) after a list of playable characters was unveiled in an August 31 Nintendo Direct. But upon reaching the in-game character selection screen, players are greeted with an unwelcome warning in the bottom left corner: “Yoshi’s and Nabbit won’t take damage, but they also won’t transform with power-ups,” it reads.

Essentially, the resulting gameplay for those who select Yoshi or Nabbit is a “forced easy mode,” as one user coined on Twitter/X. “Easy mode controversy aside, I think Yoshi looks pretty much perfect in Super Mario Bros. Wonder and I just can’t not play as him in this game when I get it,” another user wrote on X. “Sucks that it’s forced easy mode but whatever, I’m gonna rock this dinodude regardless!”

On the same thread, another die-hard Yoshi fan echoed a similar sentiment about sacrificing difficulty for the chance to play as the beloved character: “He’s easy mode, so what?,” the user wrote. “It’s Yoshi, my favourite video game character. Therefore I’m playing him pretty much all the time because I adore him.”

“I was gonna be Yellow Yoshi but because he’s baby mode… I’ll probably be swapping between him, Mario, and maybe yellow toad,” a fan of the Mario franchise wrote on Reddit.

Though Nabbit and Yoshi are immune to damage from enemies, playing as these characters is not entirely risk-free. Players an still die by falling into pits, for example. In exchange, all Yoshis have the ability to consume enemies, spit out items, flutter jump and carry other players, while Nabbit can turn extra power-ups into Flower Coins.

“I’d love to play as Nabbit, but I want him to be a hard mode character: No power-up, 1 hit -> death,” another Redditor responded, to which a user suggested Nintendo implement a badge or time trial mode for the game’s easy mode characters to achieve this effect.

The clear benefit to the addition of easier-to-play characters is that they widen the game’s accessibility to a new generation of young kids first getting into the franchise. One parent on Reddit reccommends adults play as Yoshi so their kids can piggy-back for difficult parts of the game.

“If you’re a parent playing with your young children, play as Yoshi,” the Redditor said in a Nintendo Switch forum. “They can ride you and the power-ups you get go straight to the bank for them.”

“My kid wants the power-ups,” the user continued in the comments. “Since they’re usually losing them first anyway, me playing as Yoshi gives them more chances for the power-ups.”

Mario fans have similarly criticized Nintendo for dumbing down the mechanics of the new game’s hidden coins, which needed to be recollected in previous games if a player died before passing a checkpoint. In Super Mario Bros. Wonder, hidden Flower Coins remain collected even after a player dies, meaning players could intentionally die in-game for the sake of grabbing a hard-to-reach prize.

“I strongly believe it also takes a lot of the challenge out of collecting all three,” one Redditor posted, attributing the shift to Nintendo attempting to make the game more family-friendly. “Like… I can see why they would want to make it more accessible to young people but wtf… It’s not like most kids are gonna go for 100% completion… They should have at least made it an option in the settings for those who like the challenge.”

“There needs to be some toggle options,” another Redditor agreed. “Same thing with certain characters being invincible, should be a toggle so Nabbit and Yoshi fans can play their characters without easy mode.”

Yoshi first gained fame with the 1990 release of Super Mario World, where the character was introduced as Mario’s rideable companion. Then, when Super Mario World 2: Yoshi’s Island debuted in 1995, the platformer brought Yoshi back as a main character.

In the years that followed, Yoshi has been the protagonist and source of inspiration for a long line of titular platformers and puzzle games — most recently Yoshi’s Crafted World, which was released for the Nintendo Switch in 2019.

Suffice it to say, this little green dino has a whole lot of history, not to mention he’s captured the hearts of gamers across Nintendo’s massive fanbase. But for all you adult Yoshi fans out there, unfortunately you’ll have to select from Super Mario Bros. Wonder’s seven other characters if you’re looking for an added challenge. Here’s hoping future Mario games give players the option to adjust difficulty settings on a character-by-character basis.

Want to learn more about Super Mario Bros. Wonder? Check out our review of the game from IGN’s Ryan McCaffrey or tune in to IGN Game Scoop’s October 28 podcast.

PS5 Slim Bundle Will Seemingly Include Call of Duty: Modern Warfare 3 for Free

Call of Duty: Modern Warfare 3 is slated to release on Nov. 10 with a price tag of $70. But, for players who are planning on buying the recently announced slimmer PlayStation 5 model in the near future, Modern Warfare 3 will be essentially free thanks to a newly announced bundle.

According to new ads shared by Call of Duty news site CharlieIntel, Sony is selling a PlayStation 5 Slim Disc Edition – Call of Duty: Modern Warfare III bundle to celebrate Modern Warfare 3’s launch, and it’ll be $499 — the same price as the PS5 slim without a bundle, making the game a free addition to a PS5 slim.

The bundle is seemingly intended to launch when MW3 is released on Nov. 10 and will be available while supplies last, although some players have reportedly already found and purchased it in stores.

This isn’t the first time Activision has bundled Call of Duty with a console for free, but it seems to be a first for the new PS5 model, which is rumored to have a bundle with Spider-Man 2 for $560.

Sony confirmed the PS5 slim earlier this month after nonstop rumors, and it’ll be out this November. We compared the new model to the original PS5 (and an Xbox) to see how they stack up in size. As for Modern Warfare 3, we began reviewing its beta earlier this month in our ongoing multiplayer review in progress, and we called it “more Call of Duty, with all the good and the bad that entails.”

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun. Find them on Twitter: @ameliazollner.

Bungie CEO Claims Layoffs Were Due to Destiny 2 Underperformance

In an internal town hall meeting addressing a Monday round of layoffs that impacted multiple departments, Bungie CEO Pete Parsons allegedly told remaining employees that the company had kept “the right people” to continue work on Destiny 2.

Speaking to multiple current and recently laid off employees, IGN has confirmed reports that Bungie took responsibility for the layoffs, rather than laying them at the feet of parent company Sony. Parsons told employees that the layoffs were largely due to underperformance of Destiny 2 over the last year, as well as lower-than-expected preorders for upcoming expansion The Final Shape.

IGN can now independently confirm reports that The Final Shape has been delayed to June 2024, and Marathon has been internally delayed to 2025 after having been in development since 2019.

Employees were also told that Destiny 2 player sentiment was at an all-time low. Sources tell IGN that this issue had been flagged to leadership repeatedly for months prior to the layoffs, with employees begging for necessary changes to win players back.

One former Bungie employee recalled that they were repeatedly assured following the 2022 Sony acquisition of Bungie that there would be no layoffs, and cited an item from a Sony quarterly report that claimed $1.2 billion of the $4 billion acquisition was going explicitly toward staff retention. Multiple employees confirmed that money was distributed to employees who were fully vested, with money split into multiple payments over time and varying based on discipline and seniority.

Other employees also told IGN they felt especially frustrated with the layoffs given that the company had completed work on a brand new headquarters, more than double the size of its previous office and likely a pricey upgrade in Bellevue, Washington. [Note: The archived Bungie blog article was available this morning when we first drafted this piece, but as of 3:00pm PT today appeared to have been taken down. Update 3:43pm: It’s back online.]

Parsons was criticized in some quarters for calling the layoffs a “sad day at Bungie” in a tweet which similarly angered several employees we spoke to.

The exact number of those impacted is still nebulous, though some sources we spoke to suggested roughly around 100 employees, a number also reported by Bloomberg earlier today. Multiple employees claimed that internally, Bungie leadership has tried to obfuscate the numbers and departments of those impacted while discouraging employees from asking questions on these topics in company chats.

IGN has now heard of layoffs impacting the community team, art, engineering, recruiting, legal, audio, QA, creative studios, and IT, with impacts across both the Destiny 2 and Marathon teams, and including multiple members of the company’s diversity committee and accessibility club. Those impacted are receiving a minimum of three months of severance and COBRA health benefits, though other company benefits terminated immediately.

Being deemed expendable hurts

Multiple employees expressed frustration about the layoffs, saying they felt that the decisions leading to the company’s apparent money struggles were out of their hands, and that those who were laid off were being punished for a problem they largely did not cause.

“It’s definitely weird, being the one who is laid off based off the decisions and performances of people in departments you’re not involved with,” one impacted employee told IGN. “Being deemed expendable hurts.”

Additionally, IGN has been told that a noticeable number of employees had been dismissed from the QA team in the weeks and months leading up to yesterday’s layoffs. While the exact number is unknown, the number of departures over time were notable enough that the company’s head of QA sent an email around to staff members addressing the situation. IGN has reviewed the email, which claimed the dismissals “were not layoffs and not a result of cost cutting in any way,” adding that “if we ever did layoffs, we would be very upfront about it.”

Employees familiar with the situation told IGN that the dismissals came alongside what felt like a growing “crackdown” on QA, with increased job responsibilities and multiple people being placed on performance improvement plans (PIPs) for seemingly minor infractions.

In 2021, IGN spoke to 26 current and former employees at Bungie about a pervasive, toxic work culture at the Destiny 2 developer that at the time seemed to slowly be improving thanks to the ongoing efforts of employees at the ground level. However, earlier this month we also reported on an ongoing lawsuit filed against Bungie by a former HR manager, who claims she was wrongfully terminated for reporting potential racial bias in the company.

IGN has reached out to Bungie for comment.

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

Five Great Horror RPGs to Play During Halloween

Great horror RPGs are more difficult to find than you might think. Despite clever innovations like the sanity stat, role-playing designers still tend to favor swords and sorcery over everything else (just ask sci-fi fans). That doesn’t mean there aren’t some perfectly scary RPGs out there, though. Whether they feature raw psychological horror or more traditional werewolves and vampires, there’s plenty of spookiness to be found in the role-playing genre. So on this, the spookiest day of the year, here are five great RPGs to play on Halloween.

Vampire: The Masquerade – Bloodlines

Troika was an RPG studio that was aptly named. Led by Fallout developers Tim Cain and Leonard Boyarsky, who would later go on to work on The Outer Worlds, Troika produced a trio of classic RPGs – Arcanum: Of Steamworks and Magick Obscura, The Temple of Elemental Evil, and Vampire: The Masquerade – Bloodlines.

Bloodlines was barely more than half a game when it launched, rife as it was with bugs and hidden content. But what it lacked in polish it made up for in ambition, immersing you in vampiric politics, or allowing you to take on the role of a Nosferatu roaming the sewers beneath Los Angeles. The fans did the rest, producing a series of sprawling patches that addressed many of its most pressing problems.

Bloodlines’ creepiest quest is almost certainly The Ghost Haunts at Midnight, which sends players to explore the frightening Ocean House – a hotel haunted by a very active ghost. I won’t spoil it for you, but you’ll want to play this level with the lights off.

Parasite Eve

The first five minutes of Parasite Eve features an opera performance in which everyone bursts into flame. It’s a mood that encapsulates the Square of that era rather well: dramatic, slightly unhinged, and wildly experimental. The game itself answers the question, “What if Resident Evil were an RPG?” A sequel to the novel of the same name, it stars rookie cop Aya Brea as she battles mutated monstrosities through New York, featuring a variant of the active time system that Square was famous for at the time..

To be clear, Parasite Eve is very much a product of its time. It’s stilted, awkward, and often struggles to mix survival horror and role-playing together, but it’s worth playing because it’s so evocative of Square Enix’s spirit circa the late 90s, and because there simply aren’t that many games like it. The aged graphics also belie some supremely creepy artwork. No one did “cinematic RPG” better than Squaresoft at the time, and Parasite Eve’s twisted mutations make for some great nightmare fuel during Halloween.

Omori

Omori is an RPG in which horror lies in memory, emotions, and a seemingly-joyful photo album that’s darker than it appaears. Based on a webcomic, Omori broadly resembles Earthbound, but with themes of guilt, isolation and depression. Put it this way: Earthbound is dark, but Omori is dark. It vacillates between pastel colored pencil-style art and real life, with lots of pun-based opponents as enemies. It seems innocent enough but even the happy moments are tinged with a sense of dread. If you want, you can have the main character retreat entirely into their own head. Omori isn’t the first game to follow in the tradition of Yume Nikki, the OG of surrealist horror RPGs, but it’s certainly one of the best.

Shin Megami Tensei: Strange Journey

Most Shin Megami Tensei games have at least a little bit of horror in them, but Strange Journey might be the most unsettling of them all. It embodies the existential horror of Annihilation and the paranoia of John Carpenter’s The Thing as a team of international scientists delve deeper and deeper into an apocalyptic phenomenon known as the Schwartzwelt. As you’d expect in an SMT game, the Schwartzwelt is swarming with all manner of demons, but the true monster is man. The original Strange Journey is harder to find these days — and Redux on the 3DS is far from an adequate replacement owing to its inferior art and simpler mechanics — but it’s well worth tracking down. With its striking visuals and outstanding dungeon crawling, it’s quietly one of the best – and one of the most disturbing – games in the series.

The other Pokémon Black

Long before the official release of Pokémon Black, there was Pokémon Black — the creepypasta story about a disturbing version of the beloved monster collecting RPG discovered at a flea market. It’s memorable because it seems so real, describing a version of the game that could be believably created using real game mechanics. If you haven’t read the story you should check it out here. It concludes:

I’m not sure what the motives were behind the creator of this hack. It wasn’t widely distributed, so it was presumably not for monetary gain. It was very well done for a bootleg.

It seems he was trying to convey a message; though it seems I am the sole receiver of this message. I’m not entirely sure what it was — the inevitability of death? The pointlessness of it? Perhaps he was simply trying to morbidly inject death and darkness into a children’s game. Regardless, this children’s game has made me think, and it has made me cry.

With the release of the real Pokémon Black, this version has come to be known as Pokemon Creepy Black, and has even been faithfully recreated by fans as a genuine ROM hack. It’s an excellent ghost story to chill your bones over the spookiest day of the year, and a testament to the creativity of Pokemon fans.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Nickelodeon All-Star Brawl 2 Reveals Four DLC Characters, Confirming Early Leaks

The first DLC fighters for Nickelodeon All-Star Brawl 2 have been revealed ahead of the game’s launch in just a week on Nov. 7.

The fighters are: Mr. Krabs from SpongeBob, Rocksteady from Teenage Mutant Ninja Turtles, and both Zuko and his uncle Iroh from Avatar: The Last Airbender. Revealed earlier on Tuesday via X/Twitter, the official account for Nickelodeon All-Star Brawl 2 said, “Mr. Krabs, Zuko, Rocksteady, and Iroh are joining Nickelodeon All-Star Brawl 2 as our first DLC characters in 2024! Watch out for more news on Mr. Krabs coming early next year!”

It also confirmed the addition of a new roguelite story campaign, in addition to a trailer. You can watch it below:

This initial roster of DLC characters confirms a long-standing leak that first popped up on Reddit earlier this year which mentioned all four of these characters as Brawl 2’s forthcoming DLC fighters. The leak was initially pretty controversial considering the base game’s roster already has pretty solid representation for SpongeBob, Avatar, and TMNT with four, three, and three characters respectively from those series already making an appearance in the base game.

Fans shouldn’t be too concerned about some of their other favorites not making it in, however. Based on the wording of the post itself, it sounds like there may be more DLC characters on the way after the first wave hits sometime next year.

All-Star Brawl is published by GameMill Entertainment, which made some less-flattering headlines lately thanks to Skull Island: Rise of Kong’s extremely poor fan and critical reception. It’s also come into the spotlight for some questionable work practices, including only giving its developers a year to make the entire game from scratch. You can read all about that debacle in Ash Parrish’s report for The Verge.

For more on Nickelodeon All-Star Brawl 2, check out our preview of the game.