Toy Shooter Hypercharge: Unboxed Is Adding Cross-Platform Support

Switch will receive it at a later date.

The toy shooter HYPERCHARGE: Unboxed is arriving on Xbox next week, and ahead of this launch, developer Digital Cybercherries has revealed the game will be getting cross-platform support.

While this feature (allowing players to “join forces” across platforms) will roll out for Xbox and PC on 31st May 2024, it seems Switch players will have to wait a little longer with no ‘ETA’ just yet. Here’s what the developer had to say in response to a question about crossplay for Switch:

Read the full article on nintendolife.com

Neil Druckmann Did ‘Not Quite’ Say Naughty Dog’s Next Game ‘Could Redefine Mainstream Perceptions of Gaming’

Naughty Dog studio head Neil Druckmann has taken to X/Twitter to clarify that some of what made it into his interview with Sony was “not quite” what he said, including that the next game from The Last of Us developer could “redefine mainstream perceptions of gaming.”

While we don’t yet know what Naughty Dog’s next game will be, Druckmann did discuss his excitement for it with Sony. However, according to Druckmann, his answer was a bit different than what made it on the original interview.

“This is not quite what I said,” Druckmann said in regard to the “it could redefine mainstream perceptions of gaming” line. “In editing my rambling answers in my recent interview with Sony, some of my words, context, and intent were unfortunately lost. Well, here’s the full long rambling answer for the final question about our future game.”

You can read the full response below from Druckmann after he was asked, “As we discuss future innovation, is there like a personal vision or dream project, you hope to see realized in the realm of entertainment at this point?”

Below, you can read the answer that appeared in the interview from the question, “Could you share a personal vision or dream project you hope to see realized in the future of entertainment?”

So, while Druckmann said this new project is “maybe the most excited” he’s been for one yet and “something really fresh for us”, he didn’t quite say, “it could redefine mainstream perceptions of gaming.” What he did additionally say was that he is “very excited to see what the reaction for this thing will be — and i’ve already said too much about it.”

Naughty Dog confirmed that it was working on a new project in March 2023, and this will be the first new game from the studio since 2020’s The Last of Us: Part 2. Naughty Dog also confirmed in 2023 that it had cancelled its The Last of Us Multiplayer game and would focus on single-player game going forward.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Soapbox: Fire Emblem’s Future May Not Be In Turn-Based Combat

Fire Emblem’s fates.

How would you feel if the next mainline Fire Emblem game was exclusively a social sim?

While a change this drastic is almost certainly not in the cards, the identity crisis currently faced by Fire Emblem means that change must come. While Engage’s 1.61 million sales as of March 2023 is respectable for the franchise, it marks a return to 3DS-era numbers after whispers of blockbuster status when Three Houses sold nearly 3 million in its first fiscal year. The reason for this discrepancy is simple: Three Houses expanded the fanbase by shifting the focus away from its strategy elements, whereas Engage doubled down on its strategy roots.

Read the full article on nintendolife.com

DOOM: The Dark Ages To Be Announced This June, According To New ‘Exclusive’

It will apparently be getting a “multiplatform release”.

The next entry in the first-person shooter series DOOM is reportedly set to be unveiled at Xbox’s games showcase this June.

According to Insider Gaming’s Tom Henderson, this new entry will officially be titled ‘DOOM: The Dark Ages‘ (previously codenamed ‘Year Zero’) and is believed to be a “medieval inspired” game.

Read the full article on nintendolife.com

Hypercharge: Unboxed Launches on Xbox Series X|S and Xbox One May 31

Summary

  • Vibrant, family-friendly action in a unique toy-shooter setting.
  • Team up in a co-op story campaign or compete in diverse player-versus-player modes.
  • Preorder today

Greetings, Xbox community! I’m Joe Henson, Creative Gameplay and Marketing Director at Digital Cybercherries. Today marks a thrilling milestone: the launch of Hypercharge: Unboxed on Xbox Series X|S, and Xbox One. Our tiny team has poured heart and soul into creating this game, and we’re ecstatic to finally share it with you!

Xbox enthusiasts are in for a treat with Hypercharge: Unboxed—a game where family-friendly fun meets exhilarating first and third-person action. Our game transports players into the world of sentient action figures, tasked with defending the Hypercore against a battalion of rogue toys.

Introducing Hypercharge: Unboxed

Hypercharge: Unboxed combines the nostalgia of action figures with the excitement of modern gaming. Whether you’re teaming up for the online cooperative story campaign, engaging in local split-screen play, or playing offline with player bots, there’s something here for everyone. Our player versus player offerings are equally robust, with modes like Capture the Battery, Infection, and King of The Hill, designed to test your skills against other players.

In Hypercharge: Unboxed, you don’t just play as a toy—you become one. From the moment you break out of your packaging, the game is a playground of imagination. Build defenses, gather resources, and discover hidden treasures across expansive, interactive environments.

Our design philosophy centres on simplicity and fun, reminiscent of classic shooters but without overcomplicated gameplay mechanics. Players will feel the nostalgia of their childhood toys, with the added twist of strategic combat and exploration.

Additionally, it includes several accessibility features, such as customized volume controls, adjustable difficulty, pause functionality, adjustable input sensitivity, no quick time events, adjustable text size, and steady camera.

Key game features include:

  • 1-4 player online/local cooperative play.
  • Full split-screen support, including online/local.
  • Single player/offline play with player bots.
  • Difficulty scales based on the number of players.
  • Wave-based shooter with a story campaign.
  • Classic player-versus-player game modes (up to eight players).
  • First and third-person camera perspectives.
  • Cross-platform support.
  • Optimized for Xbox Series X|S.
  • Xbox achievements.
  • 60 fps+.
Hyperharge screenshot

Join Our Community

We’re eager to connect with you and hear your thoughts on Hypercharge: Unboxed. Join our community on Discord: to share feedback, get updates, and engage with other fans. Hypercharge: Unboxed is available for wishlist or pre-order now. The list price is $29.99, and pre-orders receive a 10% discount. Get in on the action today.

Xbox Live

HYPERCHARGE Unboxed

Digital Cybercherries Limited


$29.99

$26.99

HELP SGT. MAX AMMO TO DEFEAT MAJOR EVIL AND SAVE THE HYPERCORE!

There was once an ancient line of action figures, who created a magical power source that would allow humans to keep their favourite childhood memories of their toys. This ancient power source is known as the Hypercore.

Inside the Hypercore are the beloved memories of our favorite toys. If Major Evil destroys it, these memories will disappear forever. Defend it with everything you’ve got, or see our cherished toys turn into lost treasures of the past!

Hypercharge is a first and third-person shooter action figure game you’ve always dreamed of! Grab your friends, complete objectives, defend the Hypercore against waves of weaponized toys, and defeat Major Evil together in the story campaign!

PLAY CO-OP WITH YOUR FRIENDS
Work together as a team to defend the Hypercore. Grab a friend, break out of your toy packaging, and get ready to fight waves of classic toys. Prepare for each wave by searching for weapons, resources, and even hidden secrets.

OFFLINE PLAY FOR SOLO PLAYERS
Not everybody likes to play online. Hypercharge supports Offline, Split-Screen and Local play. You can progress and unlock everything in-game while playing solo.

PLAYER BOTS
Don’t have a team to play with? Don’t worry, we’ve got you solo players covered. Player bots listen to your commands, collect resources, and even help to build defences.

UNLOCK ACTION FIGURES
In Hypercharge, hundreds of unlocks are available, all of which can be earned directly in-game without any microtransactions.

PLAYER VERSUS PLAYER MODES
Go head-to-head against other action figures as you fight to become top of the scoreboard! Classic PvP modes include Deathmatch, Team Deathmatch, Capture the Battery, Infection, and King of the Hill.

The post Hypercharge: Unboxed Launches on Xbox Series X|S and Xbox One May 31 appeared first on Xbox Wire.

Call of Duty Publisher Activision and Meta Sued by Families of Uvalde Shooting Victims

Call of Duty publisher Activision and Facebook and Instagram owner Meta are being sued in a new suit filed today by several families of victims of the 2022 Uvalde elementary school shooting, The New York Times reports today.

The lawsuit, filed in California, comes alongside an additional suit filed in Texas targeting the manufacturer of the gunman’s AR-15-style rifle, Daniel Defense. Both suits arrive on the two-year anniversary of the shooting, in which 19 children and two teachers were killed at Robb Elementary School. The documents claim that Activision, Meta, and Daniel Defense each took part in “grooming” the gunman to be a mass shooter.

Activision and Meta are being sued, essentially, for the roles the documents allege they played in promoting the gun used in the shooting to 18-year-old Salvador Ramos. The Uvalde families are being represented by lawyer Josh Koskoff, best known for reaching a $73 million settlement with the maker of another AR-15-style rifle that was used in the 2012 Sandy Hook elementary school shooting.

“Daniel Defense is a predator but can’t get to the prey without the help of these other third parties,” Koskoff says.

Ramos allegedly bought the gun a week before the shooting, just 23 minutes after his 18th birthday, the suit alleges. Koskoff argues that this came months after he started playing Call of Duty: Modern Warfare which, according to the lawyer’s account, began a spiral of the teenager becoming obsessed with guns. The gun that Ramos did end up purchasing, a DDM4 V7, was featured on Modern Warfare’s opening title page, the lawsuit says.

“Within a week of downloading Modern Warfare on Nov. 5, 2021, the shooter’s phone indicates a growing obsession with weapons and accessories associated with the game,” Koskoff says, according to the NYT.

The suit goes onto allege that, by December 2021, Ramos was looking into Daniel Defense, reasearching what models he might use, and making several Instagram posts about weapons. In the process, Koskoff claims, the teenager was “targeted and cultivated online by Instagram, Activision and Daniel Defense.”

“This three-headed monster knowingly exposed him to the weapon, conditioned him to see it as a tool to solve his problems and trained him to use it,” Koskoff says.

“Daniel Defense is a predator but can’t get to the prey without the help of these other third parties.

In an interview with CBS News, Koskoff added that Instagram created a “connection” between the gunman and the gun manufacturer.

“And nobody exploited Instagram for this purpose more than Daniel Defense,” he said. “If Instagram can prevent people from posting pictures of their private parts, they can prevent people from posting pictures of an AR-15. And of course, Instagram doesn’t care. They don’t care. All they care about is driving traffic and generating attention, drawing attention and getting their ad revenue.”

Meta and Daniel Defense did not immediately respond to IGN’s request for comment. When reached by IGN, Activision issued the following statement:

The Uvalde shooting was horrendous and heartbreaking in every way, and we express our deepest sympathies to the families and communities who remain impacted by this senseless act of violence. Millions of people around the world enjoy video games without turning to horrific acts.

The Entertainment Software Association (ESA) has also issued the following statement, more broadly addressing violence in video games:

We are saddened and outraged by senseless acts of violence. At the same time, we discourage baseless accusations linking these tragedies to video gameplay, which detract from efforts to focus on the root issues in question and safeguard against future tragedies. Many other countries have similar rates of video gameplay to the United States, yet do not see similar rates of gun violence.

The new lawsuits come just days after the same 19 Uvalde families reached a $2 million settlement with the Texas city, in which they were also represented by Koskoff. They also announced a number of new lawsuits against the Texas Department of Public Safety officers and Uvalde’s school district, including one $500 million suit against nearly 100 state police officers.

Thumbnail credit: Wu Xiaoling/Xinhua via Getty Images

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

XDefiant Review

XDefiant is an FPS with an identity crisis. This arcade-style arena shooter pulls characters and locations from various Ubisoft games, and it feels a little bit like a lot of different things as a result: It’s fast and twitchy in a way that’s similar to games like Call of Duty, but has class abilities that might put it closer to something like Overwatch. It’s got fast respawns and faster deaths, but offers objective-based modes that prioritize teamwork over straight killcount. That combination of disparate elements helps XDefiant play a little differently overall from most competitive shooters, but it also makes it feel a bit jumbled, like its parts aren’t always working together toward the same goals.

Call of Duty figured out the fun of grounded but fast-paced competitive play in this vein way back in the late 2000s, and XDefiant is clearly chasing that same success with its solid FPS design. Though the weapons are all pretty standard for military shooters like this, they still feel distinct and satisfying to use – the AK-47 hits harder and kicks a little differently than the M41A, for instance, and it feels meaningful to pick one over the other for your play style. Guns are also, for the most part, appropriately deadly, but you’ll get the most out of them when you spend time mastering the way recoil pulls your aim and what benefits you get from equipping a specific scope or stock. XDefiant pairs that with class abilities like healing teammates, dropping shields, and launching explosive drones, which can change the flow of a fight when they’re used well, but they’re not so powerful that they ever override the emphasis on its central shooting mechanics.

If nothing else, this is a fun shooter where the gunplay feels good, and you can do a whole lot worse than that as a solid foundation. It’s the other stuff layered on top of that gunplay, however, that XDefiant struggles to mix into a coherent whole.

The hook is that XDefiant is a sort of multiverse of different Ubisoft worlds combined into a single competitive shootout. When you jump into a match, you choose a character from one of four factions based on Ubisoft’s games (a fifth can be unlocked through gameplay or purchased), which function as your classes, and they’re all just distinct and interesting enough to play differently without feeling like they’re mismatched and shoehorned into the same game. The Libertad faction from Far Cry 6, for example, is essentially a medic class. They recover from damage faster and can either fire off a fast-heal charge in a radius around the player who activates it, or drop a stationary device that slowly heals anyone nearby. Meanwhile, the Ghost Recon Phantoms are tanks that don’t die quite as quickly as other factions. They’re able to either deploy a stationary barrier that they and their allies can shoot through, or pull out a personal riot shield that’s pretty effective at stopping bullets in both directions. There are also factions based on The Division, Watch Dogs, and Splinter Cell, and like in any class-based shooter, picking the right ability at the right time is important enough that it can change the flow of a fight. But you’re not locked into that choice for the whole match, so every time you kill an enemy you know they can adapt to your strengths and come back as a new class with a different set of skills. Knowing how and when to counter an enemy’s abilities is almost as important to your team as your aim.

Each faction mostly feels pretty distinct, but some definitely stand ahead of others.

The final major difference between each faction is their ultra ability: This big special power can only be used after you’ve charged it by racking up kills or scoring points toward objectives, but unlike many games’ ultimate abilities, there’s usually a way for the other team to shut them down if you’re not careful. For instance, the Phantoms’ ultra gives them a personal energy dome that protects them from all damage coming from outside of it, but opponents who are quick and smart – and avoid the defensive cannon – can slip through and kill whoever’s generating it, canceling the ability. The same is true of the Libertad healing device that pumps up anyone in its vicinity to double health. Enemies might seem nigh invulnerable while standing in its range, but you can shoot the device itself to destroy it and make them mortal again. In that way, ultras are generally strong without being ridiculous and require you to be smart about how and when to use them.

Still, it’s important to add a caveat: while each faction mostly feels pretty distinct, balanced, and fun, some definitely seem to stand ahead of others, and a few come off as completely useless (unless the community just hasn’t figured out how to use them yet). The biggest offender on this front is DedSec from Watch Dogs, whose gameplay style leans toward hacking enemy abilities. Their deployable spider drones automatically chase down the other team and shock or totally blind them, leaving them fully vulnerable – pretty cool. Their other ability, however, allows you to hijack the other team’s deployables, and I’ve yet to see a single person use it effectively. There just aren’t that many things to steal or many opportunities to do so, and every time I tried to sneak up to a shield or health station to try to hack it, I was killed – by the players who, of course, were currently using the thing I wanted to hijack. That’s especially egregious because you either need to pay $10 to unlock DedSec, or sink a whole lot of time into playing the other four factions to earn it for free.

On the flipside, other abilities feel overly strong. The Echelon faction, which is inspired by the stealthy gameplay of Splinter Cell, can either become nearly invisible or activate a pulsing sonar ability that lets your whole team see enemies through walls. Their ultra ability, Sonar Goggles, greatly increases the range of that legalized wallhack and gives you the 5.7 pistol, which fires slowly but takes enemies down in one or two hits. The only way to deal with the Sonar Goggles, as far as I can tell, is just to kill whoever’s using it. Where the other factions have abilities that are a lot more situational or team-oriented, there’s basically no drawback here – it’s never not to your advantage to see through walls. The lack of effective balance at launch means some classes are more popular than others in matches, and that weakens the faction system overall.

Generally, though, the larger issue with abilities is that they don’t really fit with XDefiant’s “the quick and the dead” approach to gunfights. Since shootouts are often over almost as soon as they begin, a lot of abilities are just a non-factor in most situations. Firing off a heal or launching an explosive drone delays you from shooting back, which means you’ll almost definitely die when all it takes to drop you is a couple of hits. That means you must have a Jedi-like sense of what will happen to make real use of them, like leaving a healing device or a shield where you think a fight is about to break out or launching an explosive drone toward where you anticipate someone to be.

Abilities don’t really fit its “the quick and the dead” approach to gunfights.

Why equip the moltov of The Division’s Cleaners faction, which you’ll only be able to use if you get within a few feet of an opponent, when you could choose the Phantom’s deployable shield and have several seconds of free shots at any distance? What good is the ability to hack a healing device from up close if sniping it from a distance is much more effective at neutralizing it without dying?

Balancing is an issue with some weapons at the moment, as well. The longer I played XDefiant, the more people started appearing in lobbies wielding sniper rifles, and it quickly became clear why: Sniping very often gets you a one-hit kill regardless of where the shot hits your target. Even at close ranges, if you can draw a bead on someone and snap off a shot, you’ll likely drop them before they have a chance to double-tap you. Skilled players picked up on this very quickly, and if you jump in today you’ll probably find yourself getting taken out instantly, regardless of how far away the enemy is. It quickly made me feel like a chump for opting for a different gun. So I guess I’m a sniper now.

It’s only partly because of the sniper advantage that shotguns and light machine guns feel a bit useless at the moment. Both have significant drawbacks; shotguns have very short range and slow firing rate, while LMGs seem to be tuned more to destroy enemy devices like shields and appear to do less damage to actual enemies. Both weapon types seem to punish you for choosing them over assault rifles or submachine guns, which have fewer drawbacks.

None of that is a dealbreaker, though, because XDefiant doesn’t care if your kill:death ratio is negative, so long as you’re helping your team get closer to the match objective. You don’t have to be among the fastest guns on the internet to grab a riot shield and focus on surviving long enough to push a payload from one end of a map to the other, or play support or defense on capture points by helping to keep your more lethal teammates alive. All of that is good fun, but it could certainly use a few more game modes with more imaginative and interesting approaches to shaking up gameplay in order to prevent us from falling into a routine for a bit longer.

XDefiant has only five modes at the moment, all of which are fairly standard fare for this kind of shooter. Those modes all support six-on-six unranked play – XDefiant will also have a four-on-four ranked mode, which will use skill-based matchmaking, but it’s only available as a preview right now. Zone Control, Domination, and Occupy are variations on capture-point modes, with Occupy taking place on a linear map while the other two are played in XDefiant’s big, dense arenas. That cuts down on variety, and a lot of the matches you’ll play during any given session start to feel repetitive pretty quickly. Whether you’re capturing one control point that moves around the map, three simultaneously, or several in a specific order, it doesn’t change the gameplay enough to really differentiate those modes from each other.

The modes don’t excite, but the maps themselves are largely standouts.

Meanwhile, Hotshot is a version of Call of Duty’s Kill Confirmed in which you only score if you pick up a dropped item after a kill, but there’s an added VIP twist: The person with the most items becomes speedier and scores more points for every item they pick up, so you want to protect your own team’s Hotshot and hunt down opposing ones. Escort, on the other hand, is a straight-up payload mission on a linear map, with no meaningful differences from the mode that’s been in Overwatch for years (and in Team Fortress 2 before that), so it’s not terribly novel or innovative. Neither of these options do much to play to XDefiant’s particular strengths or help differentiate it from other games.

The maps themselves, on the other hand, are largely standouts. Ten are arenas and four are linear, and they all borrow liberally from the same games from which XDefiant pulls its factions to make for visually interesting and varied spaces. For the most part they’re highly open, with multiple pathways in and out of any given place. That means you’re as likely to get shot in the back as you are to get the drop on someone, but it’s nice that they encourage fast movement and a minimal amount of camping, and facilitate a lot of different types of engagements with just about every step. That helps make all of the factions and weapons feel viable (except maybe DedSec), at least from a playstyle perspective; running around with a shotgun is just as fun as hanging back with a sniper rifle, even if the power of the guns themselves are a little uneven. The open design also keeps things fair, as there are no locations where someone can hide and dominate alone with a sniper rifle or where a team can hunker down to make themselves nearly invulnerable.

There’s also a fairly expansive (if basically standard at this point) progression system that unlocks weapons, weapon attachments like scopes, and various faction characters as you play. Additional pieces for are unlocked for a weapon just by using it, so you can start to kit out guns to your liking after a few rounds with them. Additional guns and characters require completing challenges by using the weapons you have in specific ways, like earning point-blank SMG kills or notching a certain number of one-shot snipes. The challenges help encourage you to vary your playstyle, and none of them are arduous to unlock – they perfectly balance pushing you to experiment with different loadouts and gear, while quickly rewarding you with new weapons for your trouble.

The same can’t be said of the grind to unlock the DedSec faction, however. Four factions are available when you start in XDefiant, but the fifth requires earning some 700,000 experience points from completing objectives, scoring kills, finishing and winning matches, and completing daily challenges. To put that in perspective, a kill gets you 100 XP, a finished match earns 2,000 – and another 2,000 if you win – while the four challenges available each day range from 5,000 to 10,000 XP. That makes it a fairly intense grind to do for free, but of course you can unlock DedSec instantly if you’re willing to fork over $10. But again, given how weak that faction seems to be with the current balance, neither the grind nor the cost seems especially worth it.