Behind the Cartoon Sci-fi Artwork of Roguelike Shoulders of Giants – Out Now

We are so thrilled to finally release Shoulders of Giants! Since we just launched, the whole team here at Moving Pieces are all feeling pretty reflective (as well as slightly terrified/excited in equal measures!), so I thought it might be nice to share a few thoughts on an aspect of the game that we are particularly proud of: its stylized visual graphics. I thought it might be nice to take this opportunity to talk about our inspirations behind the look of the game.

While it’s amazing to see how far photorealistic graphics can be pushed with the latest Xbox hardware, what really excited us was creating something that combined the latest graphics technologies like physically based rendering with a more stylized shading approach like cel shading. This was the basis behind our technical and aesthetic approach to the visuals for Shoulders of Giants.

We started by experimenting with what this might look like by taking early concept art and making basic worlds without any gameplay. Initially we went further into more of a traditional cel shaded look, but found that when we mixed some photoreal rendering techniques with that is where nice details really started to shine.

In terms of setting, we knew that we wanted the game to take place in a sci-fi universe, which meant having a cosmic skybox full of planets, stars and swirly clouds. We were heavily inspired by the style of sci-fi art from the 1970s and loved how it often contained giant planets in the background to help keep the horizon interesting.

landscape

The basic story of the game is that the dark and cold forces of Entropy have taken over the Universe, and it’s the players’ job to restore life and balance. One of the game’s main NPCs is an all-powerful Owl from an ancient order, and many of the levels and props found throughout the game are inspired by that of ancient civilizations, like Ancient Egypt and Greece.

We imagined levels with abandoned ruins from an ancient order scattered throughout levels that the player could explore. This was a main inspiration behind the look of the levels and their layout.

Some of the props and levels of the game also take inspiration from surrealist paintings, particularly in the last act of the game. We thought of rumbling clouds, and stairs going off into the horizon.

screenshot

Taking advantage of a stylized look, we put emphasis on using color to tell the story of Shoulders of Giants. One of the biggest themes in the game is dark versus light.

The player starts every level off with the world covered in darkness and as you progress and eventually beat the level, you restore it with life and light.

Making the “light” version of our landscapes pop with color was straightforward, but making the cold, dark versions of these alien worlds sing with color was not trivial. Our art director and I spent days pouring over palettes, and eventually decided we had to re-evaluate what “dark” really meant. We decided to lean more into darkness as a concept of cold, or lack of life.

Eventually we found colors and lighting combinations that still looked vibrant and eye-catching, but still allowed us to express our themes. We created sandy deserts, white fields of snow, and caustic acid worlds glowing with green.

character

We can’t wait for players to hop into the world we created!

For more information, check out the game’s store page and official website, or join our discord.

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Shoulders of Giants

Moving Pieces Interactive


25

Simultaneously control a sword-wielding robot and a gunslinging space frog in Shoulders of Giants, an explosively colorful sci-fi roguelike. Play alone, with a friend, or as part of a four-person team, cutting through waves of enemies on a quest to rescue the galaxy!

The forces of Entropy are spreading chaos through the stars, corrupting living planets and urging on the heat death of the universe. Led by the psychic Owl, one scrappy team of space survivors are fighting to restore the balance. A mysterious mech! A sharpshooting amphibian! Together they must cut through waves of enemies and restore light and life to the galaxy!

Pre-order the game for access to limited-edition dye sets with special visual effects. Dazzle your friends!

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Official PlayStation Podcast Episode 448: Lost in Dead Space


Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or RSS, or download here


Howdy! This week the team dives into the frights and delights of Dead Space, featuring an interview with Motive’s Roman Campos-Oriola (Creative Director) and Philippe Ducharme (Senior Producer).

Stuff We Talked About

  • DualSense Edge controller
  • Season: A Letter to the Future
  • PowerWash Simulator
  • Forspoken
  • Dead Space (interview begins at 19:32)

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi –  Manager, Content Communications, SIE

Kristen Zitani – Senior Content Communications Specialist, SIE


Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Xbox CEO Phil Spencer on Activision Blizzard Takeover: ‘It’s Been a Learning Experience for Me’

Xbox CEO Phil Spencer admits that Microsoft’s $67.8 billion acquisition of Activision Blizzard has been a learning experience, but he remains confident in it going through.

Speaking with IGN, Spencer said he “didn’t know anything” about this type of acquisition when it was announced in January 2022, but having undergone the process and having conversations with key players, he’s more confident now than he was last year.

“The fact that I have more insight, more knowledge about what it means to work with the different regulatory boards, I’m more confident now than I was a year ago, simply based on the information I have and the discussions that we’ve been having,” Spencer said.

“When we announced a year ago, we talked about an 18-month timeframe. We’re 12 months into that. I think we continue to stay focused on getting the deal closed.”

Spencer would have plenty reason to be a little shaken, however, as several government bodies have moved to challenge the deal in the past few months including the United States’ Federal Trade Commission and UK’s Competitions and Markets Authority. The European Union is also reportedly preparing a statement of objections.

The deal, which would see Xbox own several prolific game franchises including Call of Duty and Overwatch, has also been criticised by various U.S. senators, the city of New York, and the U.S. Justice Department. Despite this, Spencer said his “confidence remains high”.

He continued: “We’re actively working with the regulatory boards around the world that need to approve for this, and it’s been a learning experience for me. A lot of time spent, a lot of travel, a lot of conversations, but they’re conversations where I get to talk about our industry and the work that we do and why we do it.

“I think more regulators that are informed about what gaming is, how the business runs, who the players are, and what our aspiration is as Team Xbox is just a good thing for the industry itself.”

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Naughty Dog Is Done With Uncharted, But There’s Still So Much Potential With the Series

In an interview with Buzzfeed, Naughty Dog co-president Neil Druckmann confidently said the studio is “Moving on” from the Uncharted series saying, “Uncharted was insanely successful — Uncharted 4 was one of our best selling games — and we’re able to put our final brushstroke on that story and say that we’re done.”

If Naughty Dog is done with the Uncharted series, they ended it about as perfect as they could have. After decades of exploring, Nathan Drake settles down with the love of his life, and together with their daughter, can enjoy peace and retirement. Only, why does it feel like there’s a missed opportunity still?

In the first Uncharted game, Nathan Drake was the charismatic treasure hunter with a joke on his tongue and a song in his heart. Drake’s Fortune was a perfect vehicle to showcase the PlayStation 3’s graphical prowess, rendering incredibly detailed jungles and providing exceptional shooting and seamless parkour. However, somewhere along the way the gorgeous vistas and beautiful locales got sucked into the black hole of Nathan Drake’s various mid-life crises. No location is better suited to contemplate your fear of settling down than in a cathedral tucked away in the misty Scottish Highlands.

Once known for its epic platforming, Naughty Dog has become the standard-bearer of character-driven storytelling starting with The Last of Us and the darker, more character-focused Uncharted 4, which followed after. The studio further cemented its ability as world-class storytellers with the premiere of The Last of Us TV series on HBO, which is already being called one of the most successful video game adaptations of all time.

As Naughty Dog became a more storytelling operation, the Uncharted series began zeroing in on Nathan Drake the character, with his adventures across the world serving as a metaphor for the internal drama he was facing, whether it’s his fear of loss, fear of his past, or fear for his future. It was bold, especially considering Nathan Drake’s nickname when he was first introduced into the world — Dude Raider. But in the same way Temple of Doom is some peoples’ favorite Indiana Jones movie because it’s about the adventure and less about Indiana Jones, to me Uncharted as a whole feels like a series comprised of three Last Crusades — the movie that explained, that actually, Indiana Jones’ life was molded by a single childhood event as well as his relationship with his father.

It doesn’t help that the series broke new ground in the spinoff Uncharted: The Lost Legacy. The seemingly final Naughty Dog Uncharted game introduced a semi-open world that was fertile ground for all kinds of future adventures. The Western Ghats of India that Chloe and Nadine explore partway through Lost Legacy felt like a revolution at the time and could be utilized in any number of ancient temples, ruins, and more wonderful, made-for-Uncharted locations. To quote Kevin Garnett in Uncut Gems, why would you show me something if I couldn’t have it then?

Plus, it also showed that Uncharted games could be headlined by a character who wasn’t Nathan Drake. Never mind that Naughty Dog was still firmly in its tormented protagonist era by having new heroine Chloe Frazer face off against — yup — her father.

Uncharted as a whole feels like a series comprised of three Last Crusades

The real greatness of Uncharted was how it showcased the beauty of our world, and there’s so much world left to explore. To lose Uncharted as a series will deprive gaming of one of the rare game series that takes joy in the diversity of our shared human history and the splendor of oft-overlooked civilizations, whether it’s the mountains of Nepal or the plains of India. With so many cultures that could still be explored through the virtual adventures of Nathan Drake, it’s a shame that towards the end of the series, its gaze shifted away from our beautiful world and inwards towards the soul of its surprisingly tortured protagonist.

Not many game series can claim a definitive ending like Uncharted. The games industry is littered with half-finished (Half-Life?) series that promise to finish the fight, only for the market to declare the series isn’t selling anymore so let’s move on. Not Uncharted though, which was both critically and commercially successful enough to warrant numerous sequels and a proper finale.

If Naughty Dog has closed the book on Uncharted it’s because there are no more Nathan Drake stories to tell, even though there are still plenty of Uncharted stories that can be told.

Matt T.M. Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.

Soapbox: Playing Games With Other People Made Me Realise That I’m A Monster

Just unplug the 2P controller already.

My partner is the most patient man I’ve ever met. It’s one of the things I appreciate about him the most — especially since I’m the opposite. He’s the Lawful Good to my Chaotic Neutral. I’m a cyclone and he’s calm waters. Opposites attract, right?

For most of our relationship, this dynamic — his patience, combined with my spontaneity — has made us a pretty great team, able to support each other in exactly the ways that we ourselves are lacking.

Read the full article on nintendolife.com

How Like a Dragon: Ishin! Departs from the Yakuza You Know (and What Remains the Same)

Summary

  • The characters you know and love from the Yakuza series head (way) back in time, but series vets will quickly find their footing.
  • Like a Dragon: Ishin! comes to Xbox One and Xbox Series X|S on February 21, 2023

The Yakuza series has never been one to sit still — players explore the vibrant, violent ’80s in Yakuza 0 all the way to the neon-hued present day in Yakuza Like a Dragon. While the series has consistently moved forward, the next (re-)release from Ryo Ga Gotoku Studios, Like a Dragon: Ishin! (heretofore shortened to “Ishin”), takes you back in time — by quite some margin — to the Japan of the 1860s.

The Bakumatsu era couldn’t be more different than flashy, modern day Kamurocho (the primary setting for most Yakuza/Judgement titles) — yet during a recent hands-on with the game, I found that for all that’s different, there is much in Ishin that a Yakuza vet will find familiar. Here’s what Ishin changes… and what it doesn’t:

Is that…?

There’s something very familiar about swordsman Sakamoto Ryoma. I didn’t recognize the name (though apparently, he was a real samurai), but the face is unmistakable. No, Kiryu, Majima, and other members of the Tojo clan didn’t hop into a DeLorean to play out their samurai fantasies — this is more of a “What…if?” situation where familiar faces and personalities are mapped onto a cast from different era of Japanese history.

This also means that everyone is back on the table: if you’ve enjoyed Yakuza 0 through Yakuza Like a Dragon, you’ll frequently be pointing at the screen, saying ‘is that ___?’  Even if said familiar face met their untimely end in a previous title — or you thought they were dead then it turns out they survived but then they die for real in a dramatic and meaningful scene (it happens in this universe!) — they may show up in Ishin under a new guise. Enjoy the deja vu!

Lights out

Taking place in the mid-19th century, you’d expect Ishin‘s setting of Kyo (as modern day Kyoto was known at the time) to have little in common with the bustling, brightly -lit Kamurocho of the Yakuza series. Despite vastly different architecture and technology, Ishin players will find Kyo to be similarly sized and, more importantly, just as densely packed with interactable locations as more familiar Yakuza locales. Ishin is very much an open world, replacing karaoke bars, hostess clubs, and beef bowl joints with blacksmiths, fish markets, and udon stalls. Despite the change of set dressing, many interactions are similar to the games taking place in modern-day Japan, as Ryoma builds up a rapport with various merchants and barkeeps. There’s even a (slightly anachronistic) Don Quijote for your shopping pleasure!

Act first, strategize later

If turn-based RPG Yakuza: Like a Dragon is the most recent (or only!) RGG title you’ve experienced, know that Ishin plays much more like the action-heavy Yakuza games as well as the recent Judgement titles. Even still, Ishin presents the largest departure we’ve yet seen from the action brawler; there’s significantly more emphasis on weapons, particularly swords — complete with crafting and upgrade elements — and a costarring role for firearms. While Yakuza games typically relegated guns to limited use, in Ishin you’ll immediately draw your katana and revolver at every provocation.

During my hands-on time, I gravitated to Ryoma’s Wild Dancer style, swinging a sword in wide, one-handed arcs and punctuating slashing combos with a revolver shot to good effect. Brawler fans are not left out, as Ryoma can holster and sheath his equipped weapons for a classic, unarmed scuffle. But why would you?

The swingin’ (18)60s

One of the hallmarks of the Yakuza franchise is how frequently it careens from intense drama to absurd moments; this probably shouldn’t work, but any fan will tell you that it absolutely does. So it’s a relief to see that Ishin keeps things weird, with Bakumatsu era mini-games and full-on sub-stories (the series; term for side quests) including chicken racing, cannons, highly infectious dance crazes, and all sorts of gambling and gaming. While karaoke may not have existed in the 1860s, make no mistake – there is absolutely a singing minigame, featuring voice actor Takaya Kuroda belting out period-specific tunes set to imagery of Ryoma violently ripping daikon radishes out of the garden. You… have to be there.

And indeed, you won’t have to wait much longer before you can be there. Like a Dragon: Ishin! comes to Xbox One, Xbox Series X|S February 21, 2023.

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Finding Dead Space Remake too spooky? There’s a new scare warning for that

Dead Space returns today with just a few tweaks from devs Motive Studio, and among these are a bevy of accessibility options. One noticeable standout is the option to receive a warning when something potentially sensitive or disturbing is about to happen during Isaac Clarke’s Necromorph-filled trek around the derelict, deadly USG Ishimura. Players are even able to hide any disturbing scenes, if they want. It’s an interesting option to provide in a full-on horror game.

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What Dead Space Gets Right That The Callisto Protocol Got Wrong

You know how it is – you go years without a sci-fi survival horror game set in the distant depths of space, and then two arrive in consecutive months. The first, The Callisto Protocol, a spiritual successor to the Dead Space series helmed by Dead Space creator Glen Schofield and reportedly endowed with a monster development budget, released this past December with notable performance issues and ultimately failed to hit its sales targets. The second, a remake of the original 2008 Dead Space crafted with considerable care and creativity by Motive Studio, arrived this past week and managed to outdo the original in almost every way. Earlier in 2022, Schofield was quoted as being “kind of bummed” about not having any involvement in remaking the seminal survival horror game that put his name on the map. One can only wonder how he’s feeling now.

To be clear, I enjoyed my time overall with The Callisto Protocol, even though I felt a number of issues ultimately held it back from greatness, and I think it does eclipse Dead Space in a handful of areas. I’d say the performances from its lead actors, Josh Duhamel as Jacob Lee and Karen Fukuhara as Dani Nakamura, are slightly stronger than that of the cast featured aboard the USG Ishimura, and The Callisto Protocol also takes the prize for serving up the most uncomfortably convincing level of blood and gristle, with a level of onscreen meat-mulching that would make even the most gore-hungry gamer consider becoming a videogame vegan. That said, in almost every other comparison with both the original Dead Space and now even more so with its remake, The Callisto Protocol comes up shorter than a necromorph with its knees knocked out.

Much like Dead Space, Striking Distance Studios’ prison break game involves prison-breaking the arms and legs right off its mutated inhabitants, but the tools you’re given to get the joint-severing job done just don’t have the same kind of panache as Isaac Clarke’s iconic arsenal of repurposed mining implements. The Callisto Protocol is saddled with an ordinary ordnance limited to pistols, shotguns, and an assault rifle, which feel satisfying enough to shoot but are ultimately indistinct from the firearms featured in any number of other action games. To its credit it does differentiate itself with a melee-heavy focus in its opening hours complete with axes and stun batons, but while going toe-to-toe with two-headed titans isn’t a complete swing and a miss, the slightly fussy timing of the melee mechanic means as a feature it lands as more of a glancing blow than a knockout punch.

By the midpoint of Dead Space, however, Isaac is truly spoilt for choice when it comes to creative killing. The swiveling head of his Plasma Cutter may as well have been engineered by the Gillette razor corporation for how effective it is at shaving the stubborn limbs off necromorphs no matter which way their bodies are angled. The Ripper’s spinning saw blade lets you prune the parts off each freak with vengeful glee like you’re attacking the annoying tree branches coming from over your neighbour’s fence. Meanwhile the Contact Beam literally hoses the decaying flesh right off each necromorph’s bones like you’ve somehow stumbled onto an R-rated patch for PowerWash Simulator. Each of these work perfectly in tandem with Dead Space’s object-throwing Kinesis and enemy-slowing Stasis abilities, giving you a variety of ways to problem-solve your way out of each roomful of angry undead astronauts.

The Callisto Protocol’s Jacob is a blunt instrument, while Dead Space’s Isaac is a sci-fi Swiss Army knife.

While sadly there’s no Stasis in The Callisto Protocol, there is a Kinesis equivalent. However it’s overpowered and too easily abused, allowing you to lift enemies off their feet and hurl them into the always conveniently placed spiked walls and exposed fan blades, meaning you’re able to clear entire areas of threats with a few hand gestures before they’ve had a chance to notice you. It’s fun to quickly Force-push mutants to their doom like you’re a Jedi who’s running late for a council meeting, but it hardly maintains a sense of tension. There really is no contest when it comes to combat variety and balance; The Callisto Protocol’s Jacob is a blunt instrument, while Dead Space’s Isaac is a sci-fi Swiss Army knife.

Isaac is also pitted against a decidedly more ghastly group of ghouls than what Jacob has to contend with. As I stated earlier, The Callisto Protocol’s vivid depiction of viscera is not to be undersold, but most of its enemies are gross in a reanimated roadkill kind of way. Dead Space’s nasties, on the other hand, are the stuff of proper cosmic horror nightmares. There’s a reason that horror movie maestro John Carpenter would love to make a film out of the Dead Space series, and it’s because game recognises game. Or I guess, moviemaking gamer recognises game inspired by moviemaker’s movies. At any rate, it’s clear that Dead Space’s creature designs are a cut above and they come in more shapes and sizes, from tiny tentacle-sprouting babies to a towering Leviathan that can only be described as looking like the largest arsehole in the universe this side of Uranus. (Sorry.)

The Callisto Protocol’s level structure is equally as narrow as its number of enemy types. It certainly serves up some striking and unsettling locales like its opening prison cell block and fetid waste management, but rarely does it give you a moment to linger. It just sluices you through them in a surge of forward momentum, slamming the door shut behind you at the start of each chapter with no way to backtrack for secrets you may have missed. Striking Distance Studios’ artists did an incredible job at realising each area of the Black Iron Prison, so it’s a shame it largely all passes by in a blur with little reason to ever stop in order to scrutinise your surroundings.

On the other hand, in the Dead Space remake you’re given the ability to shuttle back and forth between the various decks of the USG Ishimura, and you’re incentivised to do so with locked doors that can be accessed as Isaac’s security level increases. Doing so gives you access to precious resources and upgrades, and a multi-part side mission that tasks you with tracking down a number of the ‘RIGs’ discarded by deceased crew members that can eventually be combined into an all-access skeleton key for every room and cabinet on the ship. Further, as you return through previously visited areas, Dead Space surprises you with additional enemy ambushes so that you can never really feel safe, and tucks away some interesting environmental puzzles to discover that bring welcome diversions to all the death and destruction. Dead Space encourages you to truly submerge yourself in its haunted house of horrors, while The Callisto Protocol is effectively a rollercoaster ride; thrillingly brisk in pace but linear in direction.

The Callisto Protocol ist a rollercoaster that eventually runs out of track

at least as far as its story goes. The Callisto Protocol’s campaign is done in less than eight hours, and although you do ultimately find out how its outbreak occurred, there’s an abruptness to the credits screen that leaves you with a sense that it’s a few hour-long episodes short of a full season of television – at least in terms of the fates of certain characters. On the other hand, despite the fact there’s clearly more to Isaac’s story as evidenced by the existence of Dead Space 2 and 3, Dead Space resolves the events onboard the Ishimura in an extremely satisfying way, even more so in the remake which makes some clever character alterations to better sell its plot-twisting climax.

To be fair, some of The Callisto Protocol’s shortcomings could well be remedied in time. A NewGame+ mode that was noticeably absent at launch has recently been added as part of a free update, while additional gory death animations, new weapons, and added story DLC is promised for later in the year – although these are coming as part of paid season pass content. There’s plenty to build on in The Callisto Protocol, and I’d certainly welcome the announcement of a sequel, too, just… not as much as I’d welcome the announcement of a Dead Space 2 remake helmed by Motive Studio. Because ultimately while The Callisto Protocol is not without its charms, Dead Space still treats it like it’s a suspicious-looking corpse and stomps all over it.

Tristan Ogilvie is a video producer in IGN’s Sydney office. He’s never fought any machines in real life, although he did once have a tense altercation with a robot bartender in Tokyo. He almost never tweets here.

Ubisoft working on Far Cry 7 and separate Far Cry multiplayer spin-off game, says report

Far Cry games, according to a new report, including the next mainline entry, Far Cry 7, and a standalone multiplayer offshoot from the series. Sources told Insider Gaming that the pair of games were originally just one project, but have since been split into separate single-player and multiplayer games. What could become Far Cry 7 is reportedly being referred to as Project Blackbird internally at Ubisoft, with the multiplayer game going by the moniker of Project Maverick. Both games are being developed with input from veteran Far Cry series developers Ubisoft Montréal.

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