Niantic Asked Pokémon GO Players Not to Visit Public Park Unless They’d Bought $30 In-Game Pass

Pokémon GO developer Niantic recently implored its players to stay away from a public park in Las Vegas unless they purchased a $30 in-game content pass.

Sunset Park was the location of the Pokémon GO Tour: Hoenn event which took place from February 18 to 19 and, for those who paid $25 before the New Year or $30 after it, let players engage in all sorts of extra in-game activities focused on Pokémon from Ruby and Sapphire.

Players descended on the park in the hope of raiding, catching, trading, and battling pocket monsters, but 17,000 regular players showing up allegedly disrupted the local network and rendered the game unusable for those who had paid.

Players (and the public) did not have to pay to enter the park, but just to access the extra content available in Pokémon GO itself.

As reported by Eurogamer, the first day of the in-person event ended in frustration, with many players complaining that network issues were causing them to disconnect from raids, or entirely preventing them from logging into to the game.

Niantic later acknowledged the issue in a tweet from the official Pokémon GO account, stating that “an additional 17,000 trainers without tickets joined us at the park, causing spotty connectivity throughout the day”.

In a subsequent tweet, the developer asked non-ticketed trainers to stay away from the public park altogether, in order “to ensure a smooth event for Sunday ticket holders”.

The company also sought to placate disgruntled paying customers by extending the duration of select events taking place across the city, and offering a free bundle for affected players containing three premium and remote raid passes.

However, connection issues reportedly persisted throughout the weekend, despite the calls for non-ticketed players to stay away.

Despite Niantic claiming it was the fault of the additional players, it’s not the first time this has happened with Pokémon GO. The original Pokémon GO Fest in 2017 infamously ended in frustration for many players who, similar to the latest in Las Vegas, struggled to connect to the game, and connectivity issues have plagued other events too.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Birth review: a comforting puzzle game about death and decay

Birth really caught me off-guard. From the look of the screenshots, I was expecting a creepy story in the vein of Little Misfortune or Fran Bow, but instead Birth is infinitely more introspective. Sure, it’s a game about death, decay, and loneliness, but it’s told in the most gentle and genuine way possible. Its themes are heavy, but the game could not be more light-hearted. I have no idea how it does it, but Birth is weirdly the most wholesome yet creepy game I’ve ever played.

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Redfall’s co-op won’t tether players to each other in the open world

Redfall has received a new trailer ahead of its May release date, showing off its twisted open-world and magic-infused shooting. It looks like a bloody visual feast, but the bigger news is how Redfall’s open-world multiplayer is untethered, meaning a four-player squad can separate and fight bloodsuckers in different parts of the coastal town.

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See Jumplight Odyssey’s chaotic starship management in action with its first gameplay trailer

Jumplight Odyssey is an upcoming starship roguelite colony sim from the makers of Armello, and when I saw it in action late last year, I was extremely pumped for it. It was formally announced with its very flash animated opening sequence during November’s PC Gaming Show Preview stream, but now you, too, can see what it actually looks like in motion with its very first gameplay trailer. Come and have a gander at its spaceship antics – or, if you’re like me, just watch the two full seconds of a crew member giving Ham the pig a nice big belly-rub on repeat.

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Gran Turismo 7 Update 1.29 includes PS VR2 upgrade, a race against superhuman AI, a classic GT track and 5 new cars

Gran Turismo players! The 1.29 update for Gran Turismo 7 arrives today February 20 at 10pm PST* / February 21 at 6am GMT / 3pm JST.


Gran Turismo 7 Update 1.29 includes PS VR2 upgrade, a race against superhuman AI, a classic GT track and 5 new cars

PlayStation VR2 (PS5 only) for Gran Turismo 7 arrives

With the 1.29 update at no additional cost, players will be able to for the first time experience all the races and game modes (excluding ‘2P Split Screen’ mode) with a whole new level of realism. PS VR2 players will also be able to access an exclusive ‘VR Showroom’ area from their ‘Garage’ or the in-game car dealerships where they can admire all the stunning details of the ultra-high-definition car models in a variety of locations and lighting settings.

GT7 takes full advantage of PS VR2’s next-gen features – Utilizing specially optimized HDR tone mapping, as well as foveated rendering from the eye-tracking feature (a technology that renders areas of the screen that the player is directly looking at in high definition), and dynamic 3D audio support, players will experience a whole new dimension of highly immersive gameplay.

Take your Gran Turismo 7 experience to new heights with PS VR2 (launching February 22).

Experience Gran Turismo Sophy in Race Together mode (PS5 Only)

Gran Turismo Sophy is a revolutionary superhuman racing AI racing agent developed in a collaboration between Sony AI, Sony Interactive Entertainment and Polyphony Digital. “Gran Turismo Sophy Race Together” mode gives Gran Turismo players of all levels and abilities the opportunity to go head-to-head against GT Sophy in GT7. The special mode, available as a time-limited in-game event (From Feb 21 to end of March), is a first look at GT Sophy in GT7 and is designed to maximize the fun and excitement of racing against GT Sophy for everyone. Player feedback on this initial special feature will be used to continually improve the GT Sophy Race Together mode feature for future releases. 

In GT Sophy Race Together mode, players can race against GT Sophy in a series of four circuits of increasing difficulty, as a Beginner / Intermediate / Expert driver. In each of the four races, the player races against four GT Sophy cars of different performance levels. Players can also challenge GT Sophy in 1VS1 mode, where GT Sophy and the player race one-on-one with identical car configurations and settings, which showcases the superhuman racing skills of GT Sophy. The excitement of GT Sophy Race Together mode is enhanced with GT7’s new emoticon feature, which displays emoticons on the GT Sophy cars throughout the race to react to the in-game action.

The mode can be accessed directly from the top right panel on the GT7 World Map, and the player can start a race against GT Sophy once the player has reached Collector Level 6. For more information on GT Sophy, please refer to the official site.

Grand Valley returns with Highway 1

A Gran Turismo classic, Grand Valley returns to the series with an all-new look. The full ‘Highway 1’ layout is a challenging course featuring full-throttle high speed sections along with tight winding technical corners. The shorter 2000m ‘South’ layout features harsh elevation changes and blind corners to keep drivers on their toes. An expansive environment where the ocean meets the mountains, as well as large bridge and tunnel sections makes for a dynamic location that recreates the excitement of driving the world’s great winding seaside roads.

5 new added cars

Honda RA272 ’65

The F1 machine that garnered Honda their first victory.

With their innovative ideas and forward-thinking engineering skills, Honda has achieved a number of technological revolutions. A great example of this is their first endeavors in F1 in 1964 when there were still relatively unknown as a car manufacturer. The machine they developed was the RA271 which used an aluminum shell over a space frame body, with a 1.5L V12 engine in an unusual transverse midship position. Its uniqueness however would be its downfall and it failed to make any achievements in its debut year. In 1965, Honda put the machine through a radical overhaul resulting in the RA272. The RA272E engine was a more efficient version of the previous V12 using lightened components. The construction of the rear suspension was changed from an inboard to an outboard setup, which allowed the weight to be reduced from 525 kg to 498 kg, a major improvement. At the steering wheels sat Ronnie Bucknum in his second year as well as new driver Richie Ginther.

Italdesign Exeneo Vision Gran Turismo Street and Off-Road Mode

A high-performance luxury car prepared as a ‘beautifully wrapped gift’.

Italdesign was founded in 1968 in Turin, Italy, and has designed and engineered more than 300 production cars and premiered more than 100 concept cars at the most important world auto shows. Many of its pieces have been featured in Gran Turismo. Some of the cars designed by Italdesign have gone on to become genuine movie stars, such as the De Lorean DMC 12, which starred in the ‘Back to the Future’ trilogy, or the Lotus Esprit, which was driven by Roger Moore in ‘The Spy Who Loved Me’. The Italdesign Exeneo Vision Gran Turismo continues the long Italian tradition of Gran Turismo automobiles, though updated with cutting-edge technology. Inspired by the 2013 all-road, mid-rear engine, compact GT Italdesign Parcour, this concept car features four different chassis settings (track, snow, off-road and urban), and was designed to be driven both on circuits and off-road tracks. A powerful V10 midship engine, together with two 200 kW (268.2 BHP) electric motors, assures a total output of 910 kW (1,219.9 BHP) of power, allowing the Exeneo VGT to reach a top speed of 236.1 mph, with an acceleration from 0 to 62.1 mph in 2.5 secs. A 7-speed gearbox, Individual Wheel Drive (IWD) and KERS recovery system complete the power train. To ensure maximum stability, intelligent suspension adapts automatically to different types of terrain.

Citroën DS 21 Pallas ’70

A historic vision of the future from France.

Citroen were committed to front-wheel drive, and this DS is their masterpiece, made with all the most cutting-edge technologies of the time. It first appeared at the 1955 Salon de l’Automobile. While many other manufacturers were still producing cars in the pre-war style, the DS was a stunning vision of the future. With its avant-garde aerodynamic body and revolutionary hydropneumatic suspension system it was nicknamed the ‘flying saucer’. Development was lead by Andre Lefebvre, while the comparatively large 4.8 m long body was design by Italian Flaminio Bertoni, who had also worked on the classic 2CV. With such a forward-thinking design, the popularity of the DS did not wane for some time. Including various equipment and engine upgrades, the car continued to be produced for 20 years. In 1964, the ‘Pallas’ grade was added with luxury interior and exterior fixtures. Then in 1967, the car was given a more modern visage with the 2 round headlights replaced by 4 headlights in covered units.

Porsche 911 Carrera RS (901) ’73

A first in Porsche 911 history, the elusive RennSport.

Appearing in 1973, the 911 Carrera RS 2.7 was the first model in the long history of the Porsche 911 to feature the RS badge. RS stands for ‘Rennsport’ or simply ‘racing sport’ in English, and as this name suggests it was developed as a homologation model for the FIA’s Group 4 category. The 2.4L engine from the base model 1973 911 S has been enlarged to 2.7L, now producing 207.1 BHP. The front end features an air dam which allows for the addition of an oil cooler. The rear of the car features the iconic duck tail spoiler as standard, with stretched rear fenders to house the new wider rear tires. The Carrera RS 2.7 was available in 3 grades: Touring, Sport and Racing, though even the luxury Touring model weighed less than 1,100 kg.

Scapes

‘‘Drift Stage’ and ‘Move the camera up and down’ have been added to the featured section. Support for drift photos has also been added with this update. A tutorial will be available the first time you play after the update, which guides you through the steps for taking drift photos. Follow the on-screen advice and have fun shooting the perfect drift shots.

*Internet connection and Gran Turismo 7 game required for update

Battlefield 2042 Season 4 Brings New Specialist, Map, and More This Month

Battlefield 2042’s fourth season. called Eleventh Hour, will bring a wave of fresh content to the shooter including a new map, hardware, and a recon specialist when it launches on February 28.

The new map, Flashpoint, will have a South African setting and features a variety of interior spaces that encourage frenetic close quarters combat, while the surrounding rocky terrain is likely better suited to sniper and tank-based warfare. The sprawling Discarded map, which is set in an abandoned Indian shipyard, is also set to get a rework.

Season 4 also adds a new recon specialist to 2042’s roster in the form of the “ambush expert” Camila Blasco, whose deployable X6-infiltration device prevents enemies from locking on to nearby friendlies, while highlighting enemy tech.

Blasco’s training also renders her movements invisible to motion sensors — a perk which will compliment the insertion beacon and constant steady sniper scope that comes as standard for all recon specialists.

The upcoming season will also see the addition of the stockless Super 500 Shotgun sidearm and the fast firing AC9 SMG, which could prove useful in the cramped interior sections of the new map. Meanwhile the heavier hitting RM68 Assault Rifle and the RPT-31 LMG, aided by the sticky SPH Explosive Launcher gadget, will aide in aggressive negotiations with medium range hostiles.

Season 4 also introduces the CAV-Brawler, which is designed to act as a nimble armoured personnel carrier and a mobile spawn point, even when full of crew. A new Battle Pass will also be dropping on February 28, bringing 100 tiers of content as normal. Whilst many of the tier rewards will be available for all, some cosmetics will be gated behind the premium Battle Pass subscription.

DICE recently replaced Battlefield 2042’s poorly received specialist builds with the franchise’s classic class-based system. The move sorted all existing characters into one of four classes: assault, engineer, medic and recon. Check out IGN’s explainer video for a full breakdown of how this change fundamentally affects and rebalances the gameplay of 2042.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

The ZX Spectrum games that ought to be on Steam

Pixel Games. However, with the utmost respect to their output… these are not the kind of games that are going to foster interest in the Speccy amongst modern players. Of course, that may well not be the point, but I’d be a little taken aback if even avowed old-school gamers were going to bother picking up the likes of gardening simulator Pedro, a game that scored 63% in Newsfield’s iconic Crash magazine back in the day, or Sam Stoat: Safebreaker, which did a little better at 68%.

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Atomic Heart Review

There’s a lot to be said about unapologetically single-player games like Atomic Heart: its entire focus is on creating an intricate world for us to explore and discover for ourselves. An eye-catching blend of super-powered shooting and first-person puzzling, this is a lengthy, tough, and terrific-looking shooter that has us bathing in the blood and gears of elaborately designed enemies both biological and robotic and dispatching them with an impressive set of combat options. Granted, it’s not as clever as it thinks it is when dealing with melee combat or its typical fetch quests, and the story doesn’t quite stick its landing, but the journey from point A to point B is a sight to behold.

Atomic Heart is an alternate-history shooter cut from the same cloth as BioShock and MachineGames’ Wolfenstein series. It’s a kind of retrofuturistic romp back to an imagined past perverted by ridiculously advanced technology; a world where science has made the supernatural a reality and robots are now running rife. These are far from the only shooters Atomic Heart is unafraid to crib from, either. Half-Life and the puzzle-solving of Portal are also clear inspirations, and there’s been an attempted sprinkling of Arkane’s successful brand of first-person stealth, too.

It’s a kind of retrofuturistic romp back to an imagined past perverted by ridiculously advanced technology.

However, it’d be unfair to call Atomic Heart wholly derivative despite such recognisable building blocks. Certainly the idea of a peaceful utopia torn to pieces thanks to technology turning on its ambitious masters is nothing new, but developer Mundfish has still assembled its vision in a confident and compelling way – and the art team here well and truly understood the assignment.

Mechanical Mystery Tour

The most remarkable element here is the superb visual design, especially the look of these well-crafted enemies. Its range of robots is particularly strong, from its sleek and sinister moustachioed terminators that charge at us without ever averting their gaze to its pot-bellied parking meters with mouth tubes that make them look like they’re sucking at the drawstring on an invisible jacket. Its featureless ballerina bots and spindly-legged battle balls are equally memorable – the latter of which are probably best described as scaled-down, Eastern Bloc knock-offs of those things that couldn’t kill Mr. Incredible. There’s even one that looks like Baymax cosplaying as a tank.

Atomic Heart’s outstanding aesthetic also extends to its large range of partially ruined labs, facilities, and transportation hubs – each filled with long, snaking globules of the liquid polymer that powers the advancements of this fantastical 1950s. That said, there is a distinct feeling of ‘look, don’t touch’ in these places (there’s definitely a lack of destructibility; balloons immune to axe swings are probably the worst offenders) but the level of detail overall is strikingly good.

There are some especially tiny touches in Atomic Heart that smack of a great deal of consideration, like the way there are different reload animations for unspent magazines compared to empty ones – the latter of which are flicked away while the former are grasped by the same hand sliding a fresh one in. Watching them play out is a pleasure, which is why it was a bit annoying that my HUD was sometimes cluttered up with pick-up notifications and health bars for minibosses no longer in the area that froze onscreen until I reloaded from a recent save. I’ve also experienced some uneven quality when it comes to graphical glitches as I’ve played on Xbox Series X. The worst is a terrible strobing effect on some fast-moving robots running circuits around a large room, but fortunately it seems mostly isolated to these bot types. I’ve had no such problems with similarly nimble (and often much larger) bosses.

Atomic Heart is, naturally, all tinted with the Soviet-era iconography you’d probably expect from a land tucked away deep behind the Iron Curtain in the mid-1950s, and admittedly the lens through which you may view all this Soviet symbolism is a little different today in 2023 than it was upon its announcement and first reveal back in 2018. Of course, having grown up geographically isolated and politically irrelevant in the southern hemisphere – largely detached from Cold War concerns and raised on Bond movies, Stripes, and Rocky IV – my read on such an overtly Russian backdrop is guaranteed to be markedly different to someone with roots in Eastern Europe. For its part, however, the background does largely fade away as Atomic Heart peels back the layers of its false utopia. At this stage, Facility 3826 and the countryside of rural Russia isn’t much different to the likes of BioShock’s Rapture itself. That is, a place more or less cut off from the outside world and where something has gone deeply, deeply wrong.

Exploring exactly what’s gone wrong is the job of our character, special forces veteran Major Sergey Nechaev, or P-3 as he’s dubbed throughout. The foul-mouthed and amnestic P-3 is admittedly a bit of a relic of games gone by – and his default English-language voiceover doesn’t exactly do him a lot of favours. He comes off as the cookie-cutter American lead of every second shooter ever made.

The foul-mouthed and amnestic P-3 is admittedly a bit of a relic of games gone by.

However, it’s the script that really does him a greater disservice. While I’ll happily admit swearing is virtually my second language, P-3 spews it with the gusto of a teenage boy testing every curse word he’s recently learned twice a sentence. It’s a little exhausting, and the presence of many modern turns of phrase don’t exactly help keep the overall experience seated in the 1950s.

Of course, perhaps I’m being hypocritical in demanding consistency there, because the regularly ruthless soundtrack packed with headbangers courtesy of Doom and Wolfenstein composer Mick Gordon isn’t exactly a sonic journey back to the days of doo-wop, either – and yet the music is pitch perfect as far as I’m concerned. At any rate, there is a Russian-language/English subtitle option for purists, but I would’ve simply preferred an English script that was more tempered for the setting and era.

There are well over 20-odd hours of play here in the main story thread alone, with many more available in the side objectives – some of which border on crucial if you actually want the best weapons. Some of that is padding but it’s a good length overall, and nicely inside that not-too-short, not-too-long Goldilocks zone for a great solo shooter. There are also two endings you can get based on just one choice you make in the finale, although after seeing both I found the first anticlimactic and don’t think the second was worth the reload.

All You Need is Glove

However, while P-3 is disappointingly threadbare as a character, he’s nonetheless very capable and entertaining to play as – largely thanks to his partner, Charles, who is a talking glove. Okay, that’s a bit reductive – rather, Charles is basically an intelligent system embedded in P-3 who is capable of granting him seemingly supernatural abilities, manifested by a set of small, squid-like tentacles that extend from a glove on P-3’s left hand. This not only includes activating an X-ray-style view of your surroundings and tossing certain small objects à la Half-Life 2’s iconic gravity gun, but also the ability to fire bolts of electricity or ice, levitate enemies into the air to shoot or slam into the ground, or even summon a temporary shield.

Akin to BioShock’s Plasmids, these abilities add an important layer of more interesting combat on top of Atomic Heart’s otherwise fairly typical blasting and slightly clumsy melee combat. There’s a great sense of weight when beaning a bot in the brainpan with an axe – and the gouges that appear across their bodies in real-time is a great touch – but I found the weapon swinging too slow and frustrating when swarmed by too many enemies simultaneously.

The juggling act of defeating dense swarms of robots as well as the blender-sized hovering repair bots that continually swoop in to magically resurrect them gets a bit wearisome at times, especially above ground. Atomic Heart’s linear, underground sequences are linked by a decent-sized slab of open world where we’re free to explore and fight wherever we wish, and this zone is initially a nice antidote to the more corralled corridor segments that progress the story or reward us with useful upgrades. However, with their long line-of-sight and overwhelming numbers, I often found myself running or driving away from fights rather than diving in or trying to get the upper hand via stealth before attacking – because they’re not that much fun to fight over and over. There is a way to fry all enemies within a zone for a while if you’re patient, and the robot hordes do become a little less intimidating as P-3 and his arsenal grow stronger throughout the story, but that’s a process that takes some time.

Unlocking and upgrading these abilities requires a steady supply of resources, which the levels and defeated enemies are generally chock full of, even if collecting them can become a bit of a chore. Atomic Heart is smart to keep this process fast by allowing us to extend out a hand and suck up reams of resources like an industrial shop vac, but it still becomes a little tedious having to ransack the same sets of desks and cabinets arranged slightly differently in a hundred-or-so different rooms.

The main character being annoyed for the same reason I am isn’t cute, it’s a tone deaf non-apology for weak game design.

Tedious, too, is Atomic Heart’s overly ambitious attempt to weasel its way out of accountability for leaning on some extremely hackneyed fetch quests. Having the main character cynically gripe and complain about collecting four canisters for a bafflingly unintuitive door-locking mechanism that would never get past any sensible architectural committee isn’t a free pass to proceed with it. The main character being annoyed for the same reason I am isn’t cute, it’s a tone deaf non-apology for weak game design.

It’s a shame that some better context wasn’t baked around these occasional fetch quests because Atomic Heart’s underground chambers feel like a ripe opportunity and are largely great otherwise: eerie, deadly, and mostly devoid of life – unless you count the mutant freaks with skulls shattered into fanged, floral arrangements or the dead bodies that communicate via the confused ramblings of their fading brain implants. It does rely too heavily on repeating the same handful of door lock minigames that serve no real purpose other than to arbitrarily slow your progression from room to room, but I do like the bespoke platforming puzzle chambers and one-off brainteasers – especially the clever visual puzzle you’ll encounter late during your trip to an ornate theatre full of robotic performers.

Atomic Heart review: a mad science experiment that yields mixed results

Atomic Heart. It’s a fascinatingly chaotic medley of ideas, and a rare FPS that lacks even the slightest whiff of battle pass-peddling live serfdom, but those ideas so often fail to gel that it can feel like a game made by several different dev teams. For a shooter set within an alternate history Soviet Union, it could perhaps have used some more central planning.

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