Zelda: Tears Of The Kingdom Uniqlo Range Officially Announced

A Link to the Peng (sorry).

Japanese clothing retailer Uniqlo has announced a new range of t-shirts based on The Legend of Zelda: Tears of the Kingdom (thanks, VGC).

Launching in Japan on 26th April, 2024 at ¥1,500 (roughly $10 / £8) each, the range consists of six designs based on Nintendo’s sublime sequel to Breath of the Wild, which launched on the Switch in May 2023. No Western release for the range has been confirmed at the time of writing, but based on previous collaborations, we’re confident that Uniqlo will bring them over shortly after the initial Japanese launch.

Read the full article on nintendolife.com

Atari Buys RollerCoaster Tycoon 3 Publishing Rights for $7 Million

Atari has bought the RollerCoaster Tycoon 3 publishing rights from Frontier Developments for $7 million.

Atari, which has a long-term RollerCoaster Tycoon licensing agreement with franchise creator Chris Sawyer, said it is now the sole publisher of all major titles within the RollerCoaster Tycoon franchise, including Rollercoaster Tycoon Classic, Rollercoaster Tycoon 2, Rollercoaster Tycoon 3, Rollercoaster Tycoon Deluxe, Rollercoaster Tycoon Joyride, Rollercoaster Tycoon World, Rollercoaster Tycoon Puzzle, and Rollercoaster Tycoon Touch.

The hugely successful Rollercoaster Tycoon 3 was developed by Frontier Developments, the UK studio behind Elite: Dangerous and Zoo Tycoon, and released in 2004. It’s available now on PC, Mac, iOS, and Nintendo Switch, but Atari said it plans to expand digital and physical distribution, and “explore brand and merchandising collaborations as part of a long-term plan to bring the franchise to new heights.”

“As we celebrate the 25th anniversary of Rollercoaster Tycoon with Chris Sawyer, I am really pleased that we can unite this important and successful title in the series with the rest of the franchise,” said Wade Rosen, Chairman and CEO of Atari. ”This is going to create new opportunities for Atari as we continue the great work done by Frontier, and bring benefits to the fans of games across the Rollercoaster Tycoon franchise.”

The sale brings in much-needed cash for Frontier, which has struggled in recent years after a string of games failed to hit sales projections. In November, Frontier issued a trading update following poor launch sales of its real-time strategy game Warhammer Age of Sigmar: Realms of Ruin. The studio has also suffered a round of layoffs.

In a trading update issued this week, Frontier said sales of its games since January have been “in-line with expectations”, with Jurassic World Evolution 2 and Planet Zoo leading the charge. The recent console release of Planet Zoo saw “strong player engagement”, with total sales up to and including the day of release greater than the sales achieved by Planet Coaster when that game came out on consoles in November 2020.

According to Frontier, publishing RollerCoaster Tycoon 3 generated $1.5 million in profit per year since the company acquired the rights in 2018. The $7 million sale is made up of $4 million of up-front cash and $3 million of deferred cash. “The proceeds of the disposal will be utilized by the Company for general working capital purposes,” Frontier said.

Frontier’s cash position grew to £23.4 million as of March 31, 2024, up from £19.9 million as of December 31, 2023. Cash received during that three month period included the $4m of up-front consideration due from the sale of the RollerCoaster Tycoon 3 publishing rights and the first tranche of the video games tax relief cash credit related to the FY23 UK tax returns, Frontier said.

As for the future, Frontier said it “remains comfortable” with its previous guidance. In a previous update, Frontier said it was refocusing on creative management simulation games (CMS). With this in mind, Frontier has confirmed three future CMS games, with one releasing in each of the next three financial years. Alongside this it will continue to develop and support its existing portfolio of games, including Elite Dangerous, F1 Manager, and Realms of Ruin.

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.

Dead Cells custodians Evil Empire are reportedly working on a new Prince of Persia roguelike, out this year

Evil Empire, the studio responsible for the previous five or so years of updates to Motion Twin’s roguelite metroidvania game Dead Cells, are set to release a new roguelite set in the Prince of Persia universe “later this year.”

That’s according to Insider Gaming, who were told by sources that ‘The Rogue Prince of Persia’, as the game is rumoured to be named, will first release in Steam early access. It’s reckoned to have been in development for the last four years or so, and supposedly came about after a talk between Evil Empire and Ubisoft at GDC 2019.

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Nightdive’s Next Updated Retro Video Game Is Not One You’d Expect

Fresh from bringing back classics such as Star Wars: Dark Forces, Turok 3, and Quake 2, Nightdive Studios has announced its next restoration — and it’s a game no-one expected.

You’d be forgiven for having not heard of PO’ed. It was developed and published by Any Channel Inc. initially for the 3DO in 1995, with a PlayStation port released in 1996 courtesy of defunct publisher Accolade. In the game you play a chef who tries to escape an alien world. It’s very mid-90s video game!

Here’s the official blurb, courtesy of Nightdive:

Inspired by generational powerhouses Doom and Quake, the original PO’ed pushed first-person action games to new heights with its over-the-top, action-packed, fast-paced, explosive, ridiculous, bloody, smelly, scrumptious, adjective-filled, ultra-violent 3D gameplay. You play as a chef who crashes on an alien planet infested with extraterrestrial foes, using a menu of “household” weapons to deliver a dish best served cold (by dish, I mean revenge, just in case you were confused).

PO’ed: Definitive Edition is an updated version of the 1995 first-person space shooter, and it’s coming soon to PC and consoles. The Definitive Edition features updated visuals, antialiasing, increased frame-rate, redefined controls, and up to 4K 144 FPS performance, Nightdive said.

Here’s the list of PO’ed: Definitive Edition key features, from Nightdive:

  • A plate full of quality-of-life features to enhance the gameplay and fix bugs present in the original game (which can be toggled off)
  • Wet your whistle with widescreen support for the HUD and other on-screen graphics
  • A new delicious difficulty mode has been added for hardcore players
  • 15 appetizing achievements
  • A dash of localization support for English, French, Italian, German, and Spanish
  • Total freedom! Cruise on foot or fly with your jetpack through 25 wild 3D environments

PO’ed: Definitive Edition releases for Windows PC via Steam and GOG, PlayStation 4 and 5, Xbox One and Series X and S, and Nintendo Switch in “the very near future.”

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.

Rose & Camellia Collection Brings “Slap-Fight Anthology” To Switch This Month

“Slap your way to the top of high society”.

Remember that game where a bunch of high society people were slapping each other? Well, it’s getting a local release on the Switch later this month.

Rose & Camellia Collection was previously revealed for Nintendo’s hybrid system during some Japanese broadcasts and now it will be making its way across to the eShop in North America and Europe on 16th April 2024 for $19.99 (or your regional equivalent).

Read the full article on nintendolife.com

Rumour: New Prince Of Persia Game Reportedly Arriving “Later This Year”

“Developed by Dead Cells developer Evil Empire”.

Ubisoft’s Prince of Persia series enjoyed a successful return earlier this year thanks to Prince of Persia: The Lost Crown and it seems more adventures could be on the way.

According to a new “exclusive” from Insider Gaming’s Tom Henderson, Ubisoft is aiming to release a “roguelite” game “later this year” which is being made by Dead Cells‘ co-developer Evil Empire. It’s titled ‘The Rogue Prince of Persia‘ and would initially launch in Early Access on Steam.

Read the full article on nintendolife.com

Community Update April 2024 – Seeking Updates of the Morning

Hi there, Xbox Insiders!

The Fire Dawn

Welcome back to another monthly Community Update. Thankfully, this year’s April 1st landed on Monday, so you can rest assured knowing everything below isn’t an elaborate ruse. (But watch out for next year!) We have a couple of updates, as well as a new development we think will excite everyone; so, let’s dive in!

The Finisher

We’re happy to confirm that we are in the final stages of two different projects. This month should see the formal transition of release notes away from the Xbox Wire to their new home on the Xbox Support website! This has been a tremendous undertaking so that all Xbox users can find their updates in one central location. There will be a larger article forthcoming that outlines all of the changes along with links/hubs for this new setup. This change will also enable some of the future content we’re planning for this blog, so stay tuned!

The other conclusion we’re reaching this month is our “Get To Know The Team” articles. There are around a half dozen of these still to come, so expect those to come out throughout the rest of the month. It’s been a lot of fun getting to share more about the team, so we hope that everyone has enjoyed these chats with the Xbox Insider Team. (Yesterday’s was particularly fun to write. 😊)

The Pitch

Now, for an announcement of sorts. Over the past few months, we’ve been working in close partnership with the wonderful team over at Sumo Leamington on their preview for Stampede: Racing Royale, which launched late last week. If you haven’t seen it yet check this out!

In the near future, we’ll be hosting the first ever “community/developer plays” event exclusively for Xbox Insiders. Hop into the kart-battling mayhem of Stampede: Racing Royale and challenge the developers themselves to become the ultimate champion! More details about this event will be shared on socials for Xbox Insider and Stampede: Racing Royale. See ya there!

The Summit

One other community initiative we’ll be doing this month is over on the Xbox Insiders subreddit. There was a great thread last week that a lot of our community members were passionate about, so we’re following that up starting today with a “Community Talk Back” thread to discuss the topic in greater detail. Stop on by and share your thoughts with the team!

The Rise

And that’s it for April! We still have projects in various states of progress (baking, simmering, heating; we like our cooking analogies), but nothing quite ready to share further.

As always, I hope everyone enjoyed this installment of the Xbox Insider Program Community Update. If you want to chat about this—and everything else XIP—hop on over to the r/XboxInsiders subreddit or throw us a follow @xboxinsider.

Wynn/

The post Community Update April 2024 – Seeking Updates of the Morning appeared first on Xbox Wire.

Once Human Preview: Hands On With Steam’s 11th Most-Wanted Game

In my Once Human demo, things got really weird when I wanted to ride the bus. And that’s because the bus had legs. In a post-apocalyptic open world where an outbreak of cosmic energy called Stardust has sent everything a little wacky, even the public transport is bonkers.

Once Human is currently Steam’s 11th most-wishlisted game – a multiplayer open-world survival game in which players can battle creatures or each other, build and defend shared territories, indulge in OTT combat or just chill with friends at their base. Ahead of its final closed beta test (which starts April 3) and planned Q3 launch, the development team at Starry Studio gave me a private glimpse at what’s to come.

But first, back to the bus. Once Human’s monsters are a fantastical nightmare of Lovecraftian creature design, organic-machine hybrids with weird and wonderful forms that can be dangerous or useful. The bus is the latter – essentially a benevolent monster that will not harm the player, although it may inadvertently trample the base you foolishly built in its path. You can ride the bus for safe passage, with scheduled routes along bus stops throughout the Nalcott Continent’s massive open-world map. When it arrives, it might already have a contingent of Deviant baddies on board, whom you have to quickly kill before clambering aboard, presenting an element of risk and reward.

The walking bus encounter is weird, fun and densely constructed, itself a microcosm of what to expect from a game that lets players do pretty much anything. While Once Human has a story and a path of main missions, you can ignore these completely and play at your own pace.

Peng “Victoria” Sun, Once Human’s world and content designer, explains, “We want the game itself to be fascinating. Everyone loves the bus, and the monster designs and the gameplay designs are already proving intriguing to people.”

The upcoming CBT will be a scaled-up version of what we’ve seen so far, with up to 150,000 participants compared with the 20,000 who participated in the previous test, and a new server added in Europe to improve the experience for players in that part of the world. And among its many features, one new element will be the ability to harness the power of Deviants.

Deviants are the mutated monsters that stalk the open world, from humanoid creatures with spotlights for a head to towering terrors, and defeating them allows players to collect Deviant Powers to use in battle. Once Human will feature some 40 types of Deviations, which are companions you capture from defeating Deviants that can be put to work in your home base territory. Some types may aid you in combat as backup warriors, while others will work the land in your farm. Others still can add an element of fun or weirdness to your camp.

For example, in my demo, I was shown one of the game’s new social events, which are PVE events that any player can join freely. This particular event revolved around a Deviant music festival. A horde of mutants were blissfully worshipping haunted disco balls that hung in the air, and by getting a group of around 10 friends or randoms together, players could solve a series of environmental puzzles by using a combination of combat and specific dance emotes to clear out the enemies and capture the Deviation disco balls. Once in your possession, you can place disco balls in your camp to increase the happiness levels of the other Deviations there, evolving their abilities.

Meanwhile, another event takes place at an amusement park with a possessed Ferris wheel. Defeat this abominable attraction and players will be able to merrily ride it, making for a short but fun optional scenario that can be replayed over and over.

This mix of player cooperation, lateral puzzles, and persistent and non-persistent events seems to be typical of Once Human’s highly social gameplay. Each server will have a maximum capacity of 4,000 to 5,000 players, which is a lot; each of these will be divided into six different worlds, which you can switch between with your friends.

“We really want the game to be for almost everyone, so we have PVE combat for people who want to defeat monsters, and PVP areas for those who want to battle other players,” says Sun. “We also have a huge map for architects, so if you want to come construct a huge and fantastic base you can always find your own space, along with your own safe island on the edge of the open world where you can build whatever you want and nobody can destroy it.”

You can play alone, of course, but there is safety in numbers. Once Human offers multiple options for cooperative multiplayer action.

“When you want to go on a raid or a dungeon, you can put together a team of up to four players – you can invite your friends or use the matching system to build a team with people you don’t know,” explains Sun. “We also have a Hive system which allows you to build a team of four people and build a base together and share your resources, which is more closely united.

“And then we have Warbands, which is much bigger – up to 40 people to start with, but you can upgrade it to up to 80 people. A Warband is a closely united group of players, and you can fight against other players or mine for resources together, competing against other Warbands to control better mining areas around the map.”

And make no mistake – the Nalcott Continent’s map is huge. You start with a small area to explore, and you can venture outside of this and unlock new areas at your leisure. However, you may find yourself quickly overpowered by Deviants or players in higher-level areas, so unless you really crave that extra challenge, it’s better to fully clear the first area and level up before wandering too far.

That said, you will definitely want to explore. The scenery is utterly gorgeous, both in terms of design and graphical fidelity (I was playing on PC). Rolling vistas draw the eye far into the distance, while the rural area I explored is populated with verdant sunlit mountains and placid lakes that draw a variety of fauna, from cute bounding bunnies to majestic deer to leathery crocodiles. You can chop trees for wood or hunt wildlife for meat, with a rich natural world to plunder, and enemy encounters galore.

“We wanted to turn the modern world into something weird; that’s how we arrived at this aesthetic,” says Sun. “As for the beautiful landscapes, we want players to enjoy the intense fighting and Deviant combat but also to give them a nice place to build their base and to foster their own identity in this world. So we picked a combination of both.”

Indeed, the balance between the familiar and the strange varies by location. Concentration of Stardust in each area dictates how weird things get, and by extension how dangerous each area and its inhabitants are to the player.

You can always spawn a motorbike to cover ground more quickly, including steep hills and rough terrain. Elsewhere in the game (I didn’t get to try it), you can even turn your camp into a wheeled RV, taking the whole base on the move.

I only got to try a little bit of PVE combat, but I was impressed by the variety on offer. Guns feel responsive, while melee attacks feel punchy and visceral. The aforementioned spotlight-headed Deviants can freeze you with their light beams, but defeating them allows you to pick up the spotlight unit and wield it against other enemies, freezing them in their tracks for a follow-up attack. And while I mainly faced low-level enemies, getting mobbed by too many of them proved fatal, suggesting that the game will offer a decent challenge (and plenty of incentive to band together with friends, who can fight alongside you and revive you when you fall).

There are of course boss battles and other surprises. As I approached a loot chest placed in a conspicuously open spot in front of a large digital billboard, I soon realized it was bait, as a huge monster burst out of the screen. I could have stood my ground to try to defeat it and claim the loot, but, well, my character was still only level 1, and running away is always a decent option.

Want to level up? You’ll have to play for it, because you can’t pay for it. Once Human is a free-to-play game, but Derek Qiu, head of overseas operation, explains that the business model will be refreshingly non-predatory. “There are no pay to win elements at all, so the monetization system is all based on cosmetics,” he says. “You can purchase decorations for your home, vehicle skins, gun skins and cosmetics that are purely based on appearance.”

Once Human’s strongest weapon is its densely packed open world, which sets the stage for a wide variety of roleplay as players create their own fun. Starry Studio are highly prioritizing fan feedback, learning from their players’ excursions and leaning into the craziness.

For example, during a past beta test, when fans exploited a bug that allowed them to create palaces in the sky or set up their own car-racing events, the development team decided to implement these as official features. In another example, the Balloon Dog Deviation can be captured and used to make furniture placed around it float, originally intended only as a cute visual effect; but when players found a way to use the Balloon Dog to create their own makeshift fighter jets, the dev team were inspired to tweak this Deviation so that its final evolved form is now a rideable vehicle.

“Players can set up their territory as they like, and we’ve seen some of them create their own bar area where they can hang out with friends, or car-racing circuits, becoming immersed in the world and creating their own roleplay,” says Qiu.

As you’d expect, there will also be themed events throughout the year: Get spooky over Halloween, play in the snow around the Christmas holidays, and so on. These will even be localized to some degree – for example, players in Japan will get to enjoy cherry blossoms in April.

If it sounds like a lot, it is a lot. Once Human’s promises seem almost too good to be true, but each CBT seems to deliver, with a growing community of enthusiastic fans. Time will tell whether Once Human can keep players invested for the weeks, months and years it will need in order to become a mainstay in the survival game market, but my short time with the game left me intensely curious to explore in more detail. As someone who loves open-world games and freaky creature design, I can’t wait to see how weird things get once things get weird.

Arma’s ‘Rats map’ April Fools’ is now a real Tiny Wars mode you can play

RPS was on holiday yesterday, which is fortuitous timing because it was April 1st and it meant we missed all the “jokes” (lies) the games industry likes to spread on that day each year.

Credit to Arma developer’s Bohemia Interactive, however. Their April 1st announcement was that the latest update for Arma Reforger was Tiny Wars, a game mode in which you controlled tiny toy Army Men as they waged war around a proportionally huge home. As ever, this isn’t really a joke, but it also wasn’t exactly a lie, because you can actually play Tiny Wars for real now.

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