League Of Legends’ source code is being held to ransom, but Riot aren’t paying

League Of Legends and its autobattler spin-off Teamfight Tactics has been stolen and ransomed, Riot Games have confirmed. In a series of tweets, the developer revealed that the code was taken in an attack on their systems last week. Demands have been made by the hackers, which Riot say they won’t stump up for. The hack is being investigated both by Riot and law enforcement agencies, but Riot insist that League Of Legends players’ personal data and information weren’t compromised by the hackers.

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Dragon Ball Z Kakarot Needs a Prequel, Not a Sequel

Dragon Ball Z Kakarot has had a steady trickle of DLC since it launched three years ago, the most recent of which tells the story of Goku’s dad, Bardock, which goes to show you there are plenty more stories to tell in that universe.

Kakarot isn’t perfect, but it’s one of the best representations of Akira Toriyama’s awesome colorful world in interactive form. All the pieces are there for a massive sequel that builds on established systems and mechanics and raises the stakes even higher, probably recounting the events of Dragon Ball Super and its various new hair colors. However, I’m strongly of the opinion that the most potential for a follow-up to Kakarot lies in Goku’s earlier years, a game that retells the original Dragon Ball.

Something that makes Dragon Ball Z so appealing is also something that also often works against it: escalation. It’s all about taking things to the next level. DBZ tackles the afterlife, alien planets, time travel, and androids. Planets get destroyed, characters get killed off, resurrected, killed again and they regularly undergo drastic transformations – in some cases multiple characters get fused together to create new characters. It’s a lot. After a certain point, everyone gets so ridiculously overpowered that it stops being impressive. DBZ is the furthest thing from what you would call “grounded.” In fact, at various points, the ground literally gets blown up, and characters are just beating each other up while floating in mid-air – and maybe that doesn’t naturally lend itself to great gameplay?

Even starting from the beginning, Dragon Ball Z Kakorot feels like you’re jumping into someone else’s save file mid-game and playing as an overpowered character who has a ton of abilities unlocked – and in a sense, it is. You still level up and unlock moves, but at the start of Z, Goku’s one of the strongest warriors on the planet. He can fly and shoot energy blasts without thinking about it, and Kakarot’s gameplay reflects that. It took Goku three episodes to form that spirit bomb he chucked at Frieza, and it’s a two-button combo?

Dragon Ball Z Kakorot feels like you’re jumping into someone else’s save file mid-game and playing as an overpowered character who has a ton of abilities unlocked

Dragon Ball, meanwhile, starts from square one with good ol’ fashioned martial arts. Early on, Goku relies primarily on his fists, feet, tail and powerpole during combat. He’ll occasionally resort to a Kamehameha wave as a last resort, but something that’s primarily ground-based melee combat could make for a solid beat-’em-up. Make those ranged attacks a special occasion. Or, maybe that’s where side characters come in? Have Bulma whip out an Uzi or make Oolong turn into a missile.

One of the gripes about Kakarot was that the open-ish world felt empty, and while that’s true, it might not have been quite as noticeable if players explored it at a different pace. With the push of a button, Goku can blast off and zoom halfway across the map. It’s fun as hell but also makes so much of the world blur past. In Dragon Ball, Goku spends a lot of the time on foot, or riding in a variety of cool-looking vehicles – many of which are already in Kakarot. Sure, he gets the Flying Nimbus pretty early, but it’s also often out of the picture. I dunno, make Nimbus like Torrent in Elden Ring, your magical ride that sometimes totally bails on you.

Another complaint about Kakarot was that in between epic showdowns against iconic villains, a lot of time was spent fighting the same handful of enemies. Random encounters with Saibamen, pirate robots, Frieza’s henchmen happen constantly. None of these seem like they should actually pose a threat to earth’s mightiest heroes, but you’ve gotta have something to fight in between big story beats. Oh, and since so much of the travel is aerial, all the enemies need to be able to fly. In Dragon Ball, Goku constantly crosses paths with goons, thugs, henchmen, and various other run-of-the-mill bad guys. Honestly, Goku taking on the Red Ribbon army is practically a video game already: he fights his way floor by floor up Muscle Tower, beating up tons of regular grunts, and encountering a new unique boss every few levels.

Something I loved about Kakarot is how much its structure felt like the Yakuza games – the mix of epic story missions, silly side quests, and fun activities. Something the Yakuza series has proven several times over is that as long as there’s new stuff to do in a game, nobody gets too mad that the map is getting reused, and I’d love to see that approach taken here.

Given the massive global success of Dragon Ball Z and Dragon Ball Super, the power creep clearly isn’t a deal breaker for a lot of fans, and for a lot of folks bigger is always better, period. Kakarot was the third best-selling Dragon Ball Z game to date, so I wouldn’t be shocked if Bandai Namco took the “if it ain’t broke, don’t fix it” route – but we’ve gotten SO many DBZ games, it’d be nice to see the OG get some love, perhaps to commemorate some significant milestone… like say, the 40th anniversary next year? It’s not the craziest thing anyone’s wished for.

Steam wishlist hit The Day Before’s been delayed, and its store page removed

The Day Before was set for release on March 1st, but devs Fntastic have announced that it’s slipping to November 10th due to trademark concerns. In the latest unusual twist in The Day Before’s development, Fntastic shared a statement explaining the delay that credits it to a US trademark filing that the company overlooked. Oddly, The Day Before’s store page also seems to have disappeared from Steam within the past day.

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Caverns Of Mars Is The Latest Atari Game To Get The ‘Recharged’ Treatment

Launches this coming March.

Publisher Atari has announced Caverns of Mars Recharged, the latest in its line of revamped classic titles for the Nintendo Switch.

Launching on March 9th, 2023, the game will feature single-player and local co-op for two players as you navigate through 30 unique missions set in three core “depths” of Mars. Enemies will be plentiful and ammo limited, so you’ll need to be adept at dodging obstacles and blasting your way through debris to ensure your survival.

Read the full article on nintendolife.com

Minecraft briefly went down this morning, other Microsoft services still suffering

Minecraft, Xbox Live, Teams, Outlook and other 365 products. In a Twitter thread from Microsoft’s 365 Status account, they said the problems have been caused by “networking configuration issues”, and that a recent network change had been rolled back. It’s hoped this will solve the access problems people have faced trying to use these services this morning, but lingering issues may still be kicking about.

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Nintendo “Currently Investigating” Fire Emblem Engage Relay Trials Bug

“Please wait for further information”.

Fire Emblem Engage has been widely praised at launch, but it seems the day one update may have introduced one minor issue tied to the title’s cooperative multiplayer Relay Trials mode. As highlighted by Nintendo’s official customer support social media account, the gaming giant is aware of player reports and is “currently investigating” the problem.

As explained by Siliconera, the issue occurs when selecting “take over” after “random” in the Relay Trials. When selecting “take over” – it will come up with the current message “no data to take over”. Here’s a rough translation of Nintendo’s customer support tweet:

Read the full article on nintendolife.com

New Mario Strikers: Battle League Update Resolves Pesky Issue

Nintendo Switch Sports has also been updated.

Mario Strikers: Battle League made its debut on the Nintendo Switch last June and since then it’s received a bunch of free updates – comprised of new characters, levels and even some new features.

Following the release of Version 1.3.0 last month, Nintendo and Next Level Games have now rolled out the next patch. This is a much smaller one – fixing a minor but pesky issue with Rainbow ? Blocks. Here’s the full rundown, courtesy of the official support page:

Read the full article on nintendolife.com

Halo Infinite: 343’s Statement Runs Against Deep Cuts in Halo Development Team

Halo developer 343 Industries says Master Chief and Cortana are staying under its roof, but reports of deep cuts to Halo’s development staff calls into question the studio’s ability to sustainably develop future Halo content.

This saga began last week, when we learned that the Halo studio was impacted by Microsoft’s plans to lay off 10,000 people. Since the news broke, speculation has run rampant about Microsoft’s plans for its flagship franchise, including rumors that Microsoft could pass Halo development to another studio entirely, leaving 343 Industries in more of a producer role. These rumors prompted 343 Industries to speak out over the weekend to put the rumblings to rest.

343 Industries’ studio head Pierre Hintze shared a message on Halo’s official Twitter account, writing, “Halo and Master Chief are here to stay. 343 Industries will continue to develop Halo now and in the future, including epic stories, multiplayer, and more of what makes Halo great.”

But for a studio that has struggled to meet Halo Infinite release dates multiple times, can the recently downsized 343 continue to handle development of a big-budget, AAA first-person shooter franchise? It’s hard to say.

IGN reached out to Xbox’s representatives, but did not receive comment ahead of publication.

‘Hit hard’

IGN has learned that significant cuts have been made to 343’s Halo development team. One former 343 employee impacted by the layoffs estimated about a quarter of 343’s staff was impacted, although that’s not a firm statistic. We’ve also learned that around 30 people were let go from 343’s art department alone, with former employees saying 343 Industries was hit “hard with positions impacted across all disciplines.”

Meanwhile, at least one senior-level source with knowledge of 343’s internal workings, but who is no longer with the studio, has claimed to IGN that it is being reduced to to publishing team. However, based on conversations that IGN has had with knowledgeable sources, the situation at 343 appears to be ongoing, and there is a growing — if unconfirmed — conviction that 343 will no longer be Halo’s sole developer when it’s settled.

Looking through LinkedIn profiles of other laid-off employees reveals hits to folks working on Halo Infinite’s engine, presentation, VFX, gameplay, game design, and more essential departments. It’s clear that 343 is a significantly different studio compared to just seven days ago. In addition, 343 Industries was already dealing with the growing pains of launching a live service game, with a whirlwind of highs and lows over the last year since Halo Infinite’s initial release.

Despite a strong launch at the end of 2021 that included praise for both Infinite’s fresh take on a Halo campaign and the franchise’s first-ever free-to-play multiplayer, the cracks quickly started to show. Fans instantly pushed back against Infinite’s controversial multiplayer progression system, as 343 scrambled to fix the shop and battle pass.

But the problems didn’t stop there, with the cancellation of split-screen co-op, lengthy delays to Forge Mode, and long content droughts during Halo Infinite’s first Seasons. Just five months after what appeared to be the start of Halo’s big comeback, the community was out of patience.

343 rapidly saw a creative exodus after launch, with 343 founder Bonnie Ross, multiplayer creative director Tom French, and lead narrative designer Aaron Linde all leaving the company in 2022.

Patrick Wren, a former senior multiplayer designer now working on Star Wars Jedi: Survivor, was unsparing in his assessment of 343’s leadership in a post on Twitter.

“The layoffs at 343 shouldn’t have happened and Halo Infinite should be in a better state. The reason for both of those things is incompetent leadership up top during Halo Infinite development causing massive stress on those working hard to make Halo the best it can be,” Wren wrote.

Along with those departures, 343 is facing another creative void at the top, with Halo Infinite director Joseph Staten leaving 343 to rejoin Xbox publishing. Staten’s return to Halo was always designed to be a temporary arrangement, but his departure is still causing concerns among the Halo faithful.

Regardless of what happens with Halo in the future, it’s clear that the initial 10-year plan for Halo Infinite isn’t playing out exactly as Microsoft had hoped. For now, Halo Infinite Season 3: Echoes Within is still set to kick off in early March, adding new maps, modes, and weapons to the game.

Additional reporting by Kat Bailey.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over six years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Warhammer 40K: Darktide Console Release Delayed: ‘We Fell Short of Meeting Expectations’

Since Warhammer 40,000: Darktide’s launch in November, players have issued complaints about its incomplete gameplay mechanics and unstable framerate, with just 35% of its 8,510 recent Steam reviews currently being positive. Now, Fatshark, the team behind the co-op shooter, is shifting its focus to address these complaints.

Today, Fatshark CEO Martin Wahlund addressed the game’s launch and outlined the team’s plan moving forward with an open letter published on the @Darktide40K Twitter account.

When creating Warhammer 40K: Darktide, according to the open letter, the team wanted to “create a highly engaging and stable game with a level of depth that keeps you playing for weeks, not hours.”

“We fell short of meeting those expectations,” Wahlund acknowledged.

He then moved to announce a new focus on addressing feedback, which will include “a complete crafting system, a more rewarding progression loop,” and improved “game stability and performance optimization.”

The team’s new focus will indefinitely delay the launch of the game on Xbox Series X|S, which was slated to release shortly after the game’s November PC launch but hadn’t yet received a release date at the time of the delay. Fatshark is also delaying seasonal content rollout and upcoming premium cosmetics.

Initially revealed in 2020, Warhammer 40K: Darktide faced a two month delay before its eventual release in November 2022. We gave the game an 8 in our review, praising its satisfying gameplay but docking points for its tedious progression grind and “persistent framerate dips.”

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