Foamstars: The Final Preview

Last week I danced on top of a giant rubber duck DJ. No, I’m not back on the mushrooms – I was playing Foamstars, which is a similarly colourful and fun trip. Square Enix’s bubble-packed team-based shooter is bursting with character and style, while frequently managing to maintain a tense competitive edge. While not all of its launch modes hit home for me, I found myself pleasantly surprised at just how much fun I was having after four hours of hands-on time.

Foamstars will launch with multiple modes available, of which most are centred on multiplayer. The one exception is Foamstars’ PvE offering, which is playable in both solo and co-op and consists of fighting against waves of randomised enemies to achieve the highest score. While I only played one of these missions once, I can’t see it being where many will sink their time into; instead, the meat of this shooter is found in its three PvP modes.

Smash the Star is presented as Foamstars’ signature mode where two teams of four battle it out deathmatch-style until they reach seven eliminations, at which point an opponent’s “Star Player” is crowned. This player is buffed with increased health and damage output, making them formidable on the bubble-field, but once a Star Player is taken down the match is over. It’s a genuinely fun time and when teams are balanced can get really tense, as fights go down to the wire and the risk/reward nature of attacking your opponent and defending your Star Player comes to the fore.

First impressions may be to dismiss Foamstars as a Splatoon clone, but after playing it I found its hero-shooter DNA became much more apparent. Yes, painting the floor with your team’s foam colour aids movement, enabling you to surf along the perpetually changing floor with ease, but points are not awarded for how much territory you occupy.

First impressions may be to dismiss Foamstars as a Splatoon clone, but after playing it I found its hero-shooter DNA became much more apparent.

While I had fun with Smash the Star, my favourite mode without a doubt is Rubber Duck Party. Teams of four battle it out to capture a wildly oversized rubber duck and escort it as far as they can toward the other team’s spawn point. It’s essentially Overwatch 2’s push mode and its objective-based focus spoke to those Overwatch sensibilities within me. That isn’t all though – the duck is also a DJ and if you climb on top of his shiny yellow head and manage to dance for a few seconds without being foamed up, it shoots forward at speed, pushing you further toward your team’s destination. It’s a nice little touch that once again encourages team play and smart team compositions as you look to defend the giant duck and his tiny dancer.

These two modes were easily the highlight of my time with Foamstars and came in stark contrast to the third multiplayer mode, Happy Bath Survival, which fails to offer the same level of tension or teamplay. Half of each team is stripped of their hero abilities and must assist the other two players with basic weaponry alone by painting the floor for them, in what is a relatively dull arena shootout. It’s disappointing because it sidelines the characters for stretches of time, as their usually tide-turning abilities can be combined to devastating effect in both Smash the Star and Rubber Duck Party.

Each of the eight heroes is equipped with their own weapon type, abilities, and super star skills. My favourite is the speedy Agito, who allowed me to dive under the foam, sneak around the back, and then erupt above the enemy in a shower of bubbles, before finishing up with a shotgun full of foam. They’re a great flanking option with a powerful super star skill that unleashes a homing shark that explodes on impact. Others I had fun with included Mel T who, despite sounding like a long-lost member of the Spice Girls, is in fact an ice cream-loving young lady who deals big damage thanks to explosive skills and a rocket-propelled foam cannon. In truth, I had a good time with all eight of the characters and can see where each will hold their value in different game modes, especially when teamed up with other heroes that offer synergistic opportunities.

There’s a level of charm to each too, which carries over into the maps themselves. Each showcases a different part of “Bath Vegas” and is visually distinct from one another and, crucially, is constructed with gameplay first in mind. They offer interesting architecture and varying levels of verticality, as well as obstacles such as the giant roaming roulette ball found circling Fomeopatra’s Crazy Wheel. In a time when so many shooters are militarised in their presentation and seemingly afraid to embrace colour, it’s welcoming to be barraged by it at every turn in Foamstars, which successfully marries Nintendo’s charm with the panache of Persona. The same can be said for the soundtrack, which delivers track after track of catchy tunes that wouldn’t sound out of place in an Atlus RPG.

I enjoyed my time with Foamstars then, and hope you will too, but I just can’t help but fear for its long-term appeal due to the recent fate many live-service games have met. Both free and premium season battle passes will be available throughout the first year of Foamstars’ life with new cosmetics, characters, maps, and modes promised, but all of which are a mystery at this point. It’s free at launch on PlayStation Plus, which will definitely give it an initial boost with millions of PlayStation players being able to download it for free. It’s a strategy the likes of Rocket League and Fall Guys enjoyed great success with, but it didn’t have the same effect on Destruction AllStars – a game I reviewed and thought was a fun enough time, but sadly one that didn’t take off. I just hope that Foamstars doesn’t suffer a similar fate and finds its audience, as it’s shaping up to be a genuinely fun and family-friendly hero shooter.

Simon Cardy couldn’t stop dancing on the duck. Follow him on Twitter at @CardySimon.

Frostpunk 2 and its rowdy citizens will be storming the gates of Game Pass day one on PC

The denizens of Frostpunk are, understandably, quite grumpy so-and-sos a lot of the time, but through their cries of “More heat!” and “Please can we not with the human waste hothouse jobs!”, I reckon even they’d be quite pleased to hear that Frostpunk 2 will be heading to PC Game Pass on its day of release (with Xbox Game Pass following when it arrives on consoles). Alas, we still don’t know exactly when it’s coming out yet, but in the mean time, why not gather round the burning barrel of 11 Bit’s very first gameplay trailer for it while we wait?

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Persona 3 Reload: The Final Preview

I had only just played Persona 3 Portable in the last few years, so that hundred-hour saga felt relatively fresh in my mind going into my demo of Persona 3 Reload. I was excited to hang out with all my old pals, but a bit skeptical that it would be different enough to warrant the time investment all over again. In my playthrough that ran more than an hour, though, I didn’t feel at all like Reload was covering the same ground, even if it basically is. The added gameplay elements, updated graphics, tweaked areas and social links compel me to sink another handful of months into getting to the bottom of Apathy Syndrome with the S.E.E.S. crew.

The biggest vibe shift was wandering the tower of Tartarus, which is now the creepiest of all the Persona dungeons. The aura is truly unsettling in the chunk of floors that I played, with the intent to closely emulate the themes of death in the game, producer Ryota Niitsuma and director Takuya Yamaguchi told me after the demo. Reworking Tartarus was a high priority for the team and it shows. The pacing feels leagues more natural with other shiny distractions to hold attention, including crystalized Shadow energy stalagmites to smash and grab items from and chests that, to open, need expendable bits called Twilight Fragments, which are scattered throughout Tartarus and the real world. Even these seemingly simple additions drastically improve the tempo of moving through the many floors of Tartarus.

The battle mechanics are exactly what one should expect from Persona games, although actions like switching Personas and analyzing skills feel more modern and seamless than they once were. All-out attacks have also been upgraded with brand-new finishing screens (which are cool) and catchphrases (which are also good). And now, the S.E.E.S. armband is a functional piece of clothing, acting as a gauge to facilitate a new special attack feature called Theurgy. Though it’s based on Persona 5’s Showtime, Theurgy attacks require heightened emotional states and have special conditions personalized to each character to activate, so it takes more strategy to pull off. I didn’t spend enough time grinding in Tartarus to get to everyone’s moves, but from what I did see, the results are devastating for the enemy.

It finally feels like I’m truly exploring, experiencing, and learning the geography of Tatsumi Port Island instead of merely hovering above it.

Plenty is different back in the outside world, too. First and foremost, I can physically run around 3D city streets and classroom hallways, as opposed to moving a cursor to callout bubbles in a relatively static environment like in past Persona 3 iterations. In general, the camera maintains a tighter shot, making bouncing around locations feel more intimate and nearly first-person. It finally feels like I’m truly exploring, experiencing, and learning the geography of Tatsumi Port Island instead of merely hovering above it. I didn’t feel the limitations of a small town in the same way I did prior, where moving from place to place felt more like data entry than a game as the hours wore on. And: I can get a part-time job at the movie theater!

For me, the most potentially exciting changes to life outside of hunting Shadows were made inside the dorm that make it feel like the main character actually co-exists there with a half-dozen classmates. The rooftop, the kitchen, Fuuka’s DVD player, and the bookshelf are all now available to use in one’s free time for gardening, cooking, or watching movies, or reading with a friend or reading to improve your three character traits. Plus, the desktop computer that sits in the lobby is also usable to juice personality stats. Yamaguchi and Niitsuma acknowledged that the dorm was always a special environment for these games, and the effort they put into creating a home-y, social space gives the S.E.E.S. HQ a welcome warmth against the game’s largely bleak main narrative.

All in all, my doubts about diving back into Persona 3 territory were shattered from this demo. Persona 3 Reload isn’t a remake with a few alterations here and there; it’s a sincerely thought-through updated game that can seemingly stand on its own two legs in the competitive Persona lineup.

Persona 3 Reload is a seamless transition for Persona 5-likers

Having spent what feels like an entire lifetime in JRPG Persona 5 Royal, going back to the original Persona 3 is pretty jarring. It’s unsurprising given it came out 18 years ago, but exploration is more akin to a slideshow and dungeon-running to a well-rehearsed routine.

But with an hour of Persona 3 Reload under my belt, P3’s remake felt immediately familiar. It’s absolutely built for a seamless transition for P5-likers and takes away some of P5 Royal’s learnings, too. Unless something disastrous happens when Reload fully releases, I can’t ever see myself returning to the original.

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Street Fighter 6 Punches Through 3 Million Copies Sold

Street Fighter 6 has sold three million copies in seven months, publisher Capcom has announced.

The fighting game hit the milestone on January 3, 2024, and comes seven months after it went on sale on June 2, 2023. Street Fighter 6 got off to a strong start with one million sold over launch weekend. It then hit two million copies sold after just over a month on sale. That means it’s taken half a year to sell one million more copies.

Commenting on the two million sales milestone, Capcom said Street Fighter 6 was “generally progressing in line with our expectations”, adding it hoped positive word of mouth would fuel follow-up success.

“Compared to the internal plan for the title, sales are generally progressing in line with our expectations,” Capcom said at the time. “We believe that its positive critical reception will work as a tailwind in expanding future sales of the game as a catalogue title.”

Capcom had said it aimed for Street Fighter 6 to outsell Street Fighter 5, targeting over 10 million copies sold over the course of its lifetime.

“While we do not communicate specific figures for internal budgets, we look to outperform the title’s predecessor, Street Fighter 5, and are aiming for more than 10 million units over the life of the title,” Capcom said.

Speaking this week, Capcom said it had “steadily” grown sales by pushing Street Fighter 6 DLC and esports. The game has seen DLC characters and costly new outfits come out, as well as various collaborations with other brands. Looking to the future, Ed is Street Fighter 6’s next DLC character, then fan-favourite Akuma comes out at some point in the spring.

Total Street Fighter franchise sales are now up to 52 million. Street Fighter 5 remains the best-selling game in the series, with 7.4 million sold as of September 30, 2023. 1992’s Street Fighter 2, for reference, sold 6.30 million.

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.

This spec ops haunted house shooter got me thinking about unexpected scares in Call Of Duty

Here’s a pitch for you: a spec ops shooter, except it’s haunted. Well, that’s exactly what early access co-op FPS Contain is going for, where four of you gear up in tactical clobber and clear corners of military chumps and anomalous… rumps? It’s a mixture of Rainbow Six, a bit of Stalker, and maybe a touch of Control, with gameplay showing real promise. It’s also got me thinking about unexpectedly scary moments in shooters, too.

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Turn-Based Strategy Goes Medieval In ‘Rising Lords’, Marching Onto Switch This Month

Knight and day.

Publisher Deck13 Spotlight and developer Argonwood have announced that the medieval-inspired turn-based strategy game Rising Lords will be bringing the battle to Switch on 18th January.

Taking place in the fictional kingdom of Aubelin, Rising Lords will see you playing as a Lord who is attempting to rise (shocking with that title, we know) through the ranks and gain power over the land.

Read the full article on nintendolife.com

Dawnwalker is the “revolutionary” dark fantasy RPG from former Witcher devs Rebel Wolves

Rebel Wolves, the studio founded by a few of the CD Projekt folk behind The Witcher 3 and Cyberpunk 2077, have officially titled their forthcoming dark fantasy RPG. That title is… Dawnwalker. They’ve also shared a new teaser image, which I think could depict one of two things: a) a vampiric or otherwise supernaturally-inclined hero flying through the air care of a Dishonored-style Blink teleport, sword raised and clawed fingers stretched towards an unseen foe against a blood-red backdrop. Or b) a man with his trousers aflame swinging through the window of a second floor spa while attempting to use his umbrella as a parachute, having received only half a pedicure before the building caught fire.

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Baldur’s Gate 3 Hotfix 17 Makes Gale Chill Out About Magic Items

Baldur’s Gate 3 developer Larian has released yet another hotfix for its phenomenally successful Dungeons & Dragons role-playing game, this time taking on everyone’s favourite magic item-gobbling wizard, Gale.

Spoilers for Baldur’s Gate 3 follow.

Baldur’s Gate 3 players will know that in the early game, Gale is in desperate need of magic items in order to prevent him from suffering a grizzly fate. He’s so desperate, in fact, that if you don’t give him a magic item to consume pretty much every time he asks for one, he’ll get so fed up he’ll leave your party. What a grump!

Hotfix 17, out now, makes Gale chill out a bit when it comes to his magic item addiction. Here’s Larian describing the change in a post on Steam:

“Poor Gale – we know your pain, sometimes it’s easy to read something into a situation that wasn’t there. We’ve sat him down and explained that if someone doesn’t offer him a shoe to eat every time, that doesn’t mean they never will. You’ll find him more likely to stick around now.”

And here’s the relevant line from the patch notes:

  • Gale will no longer permanently leave the party if you don’t offer him any magic items while talking to him – unless you’re abundantly clear that you don’t plan on ever doing so.

Elsewhere, Hotfix 17 makes some promising-sounding improvements to how Baldur’s Gate 3 handles savegames.

  • Increased the compression of savegames, which should fix several issues caused by large savegame files (such as Error 544)
  • Reduced the size of save files by removing summons that don’t exist in the game anymore.

Larian issued a warning about Baldur’s Gate 3 mods, which may stop working when new patches and hotfixes are released. “If you experience any issues after installing the latest update, please check if the issue persists with all mods uninstalled,” Larian suggested. “If it persists, please reach out to our support team with your report.”

Baldur’s Gate 3 Hotfix 17 Patch Notes

PERFORMANCE AND CODE

  • Fixed black and colourful visual artefacts sometimes appearing for 1 frame on PS5 when switching scenes or opening and closing UI windows.
  • Increased the compression of savegames, which should fix several issues caused by large savegame files (such as Error 544)
  • Reduced the size of save files by removing summons that don’t exist in the game anymore.
  • Guarded against crashes caused when certain character resources (Actions, Bonus Actions, Superiority Dice, etc.) were added and later removed by a mod or cheat engine.

GAMEPLAY AND COMBAT

  • In Honour Mode, the aura of Cazador’s Potent Mist Form now properly dissipates after he’s no longer in Mist Form. Sorry!
  • Fixed the camera sometimes zooming in while jumping or casting projectile spells.
  • Fixed the ability to walk through open doors when you click beyond them from far away.
  • Fixed Thieves’ Tools in the camp chest or inventory of a companion who is waiting at camp not being accessible when lockpicking.

UI

  • Safeguard Shield’s Saving Throw modifier is now correctly reflected on the Character Sheet.

FLOW AND SCRIPTING

  • Gale will no longer permanently leave the party if you don’t offer him any magic items while talking to him – unless you’re abundantly clear that you don’t plan on ever doing so.
  • Fixed characters getting stuck ‘in a story event’, preventing you from controlling them, after getting killed in the fight with Grym.

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.

Home Safety Hotline review: thoughtful weirdness that left me wanting more

I worked on the phones when I was in pension admin, years ago, and I fielded some weird ones, but nothing quite as weird as the calls in Home Safety Hotline. It’s, technically, I suppose, a horror game about manning a call line through a 90s CRT-screen PC, where people will be like “my kitchen is full of droppings that look like coffee grounds, what do?”. You look through your list of potential household hazards and select the right one, so your caller gets sent the info on dealing with cockroaches. Except as your week at HSH goes on, your calls start to be less roaches, more “my house smells like death and my dog is acting strangely” or “I can see someone looking through my window at night and hear them breathing heavily.”

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