Announcing PlayStation Tournaments: XP, a new live studio event and competition open to the global PS5 community

Since the launch of PlayStation Tournaments on PS5, we’ve continued to bring together a community of competitive gamers and esports fans on PS5 to test their skills and compete at a regional and global level. In the spirit of celebrating our community, we’re excited to announce PlayStation Tournaments: XP, a new live studio event that invites the top competitive gamers globally on PS5 for a unique in-person team-based competition. 


Announcing PlayStation Tournaments: XP, a new live studio event and competition open to the global PS5 community

On January 18, 2025, the first-ever PlayStation Tournaments: XP competition will be held live in London. Qualifying players from across the globe and the competitive gaming community on PS5 will represent teams Triangle, Circle, Cross, and Square to earn points during the competition and vie for the title of champion, in addition to winning exclusive prizes.

Through online qualifiers via PlayStation Tournaments on PS5, players will have a chance to compete to earn their trip to London, while fans at home will be able to tune into the event live stream, watch all the action, and win prizes.

How to qualify for PlayStation Tournaments: XP 

To battle for a chance to compete in London, play in any PlayStation Tournaments: XP Open Qualifier on PS5. Open Qualifiers will start today for Tekken 8 and EA Sports FC 25. Open Qualifiers for Fortnite will start on December 6, and Astro Bot will start on December 13, 2024. See here for full details on the rules and times for each qualifier.

Players who win an Open Qualifier will be invited to a regional online Closed Final. After winning a Closed Final, the player will then earn a spot to compete in the live PlayStation Tournaments: XP event and a ticket to London, including flights and lodging. 

Gear up for PlayStation Tournaments: XP in London on January 18, 2025

When qualifying players arrive in London, they’ll be seeded into one of the four teams (Triangle, Circle, Cross, and Square) and compete across several exciting live broadcast matches to earn points (called “XP”) for their team.  

Each team will feature a Team Captain and Specialists, which are a crew of community favorites who specialize in one of the four featured titles. These Team Captains and Specialists will represent, cheer on, and coach their team through the tournament. We’ll be unveiling the full roster of Team Captains and Specialists in the coming weeks, so stay tuned! 

After four rounds of competition and surprise mini-games, the top two teams will compete to become the first-ever Champions of PlayStation Tournaments: XP.

Esports fans can tune into the PlayStation Tournaments: XP livestream on January 18 to cheer on a team and watch the event. On the PlayStation Twitch and YouTube channels, fans can watch the action in real time, from intense 1v1 matches to interviews with Team Captains. To follow along each team’s progress, a Specialist from each team will be streaming their perspective, giving you an inside look at the action. Viewers will even be able to earn points for your team and win prizes through polls in chat.

PlayStation Tournaments: XP is a celebration of the players, competitors, and fans who make our competitive community a great group to be a part of. Whether you’re competing in London or cheering on from home, we can’t wait for you to experience this new in-person competition. Stay tuned for the latest PlayStation Tournaments: XP details at compete.playstation.com.

Danchi Days is a Game Boy Advance-style quest to host a Japanese summer festival, inspired by Earthbound

One of my favourite anime shows is Sakura Quest. It’s the story of an unemployed lady from Tokyo who accidentally gets herself appointed “Queen” of a struggling backwater village by the regional tourist board. From that case of mistaken identity proceeds 25 whole-ass episodes of Machiavellian haggling with crusty bigwigs over things like organising a concert. It’s playfully dull, heartily mundane entertainment. No supernatural flourishes here – just the magic of paperwork and the thrill of bureaucracy.

I’m reminded of Sakura Quest by Danchi Days, a forthcoming cosy adventure with irresponsibly enticing Game Boy Advance-style visuals. It casts you as Hoshino, a teenage girl who’s just moved to an old “danchi” housing complex and is trying to revive the yearly tradition of a summer festival. How will she do this? By means of haggling – haggling, and a bit of CSI.

Read more

Invincible: The Hero-Building Board Game Review

Invincible is a comic famed for its unusually high levels of gore and character mortality. Back in 2021 it got an animated TV treatment, expanding its fan base considerably and opening the door to other spin off products such as this cooperative board game. In the show, the protagonists are teenagers, struggling to learn how to use their powers to defend the world after a massacre of older, more experienced superheros. So here, you get to create them from the ground up in Invincible: The Hero-Building Game.

What’s in the Box

Although it’s very much a board game, Invincible: The Hero-Building Game doesn’t have much of a board. Instead of anything fold-out, there are three separate boards that sit next to one another, representing three different areas of wherever the scenario you’re playing takes place. Each has spaces for heroes, villains, minions and civilians. They’re very basic, presumably so that they work as whatever location you’re supposed to be in, but they’re perfectly functional.

Assuming you like the style of the original Invincible comic, the remainder of the components are much more engaging. There are standees for the four playable heroes, plus Omni-man, lots of civilian and minion tokens, and multiple decks of cards for things like events, villains and hero powers, all resplendent with licensed comic art from Invincible, although the typography on the cards is a little gauche.

Aside from various cardboard and wooden markers, the other components are related directly to the playable heroes and scenarios, with a tracking board for each of these, again festooned in relevant comic art. With all those panels assembled together on the tabletop, your play area begins to look like a comic book in and of itself.

Rules and How It Plays

Rather than a point-by-point rulebook, Invincible: The Hero-Building Game walks you through the introductory scenario step by step, and then has an addendum for more advanced rules. This is a divisive approach, but it works well here, allowing you to get into the basics of the game with a minimum of fuss. Everyone picks a hero from the available roster of Invincible, Atom Eve, Rex Splode and Robot, seeds a bag with a variety of colored cubes, and dives in, working together to save the globe from an alien invasion.

There are three board areas, each one of which has spaces for heroes, villains and a mass of innocent bystanders, who fluctuate between safe and dangerous zones. On your turn you’ll start by drawing three cubes from your bag and assigning them to your hero powers, allowing you to do things like move, attack, or rescue civilians. Colored cubes have to be assigned to matching color powers: yellow is fighting, for instance, while blue tends to be more about rescue and recovery. Black cubes are wild and can be assigned anywhere, but there’s a catch: you can keep drawing and assigning cubes as long as you like, but if you get more than four black cubes, you’re exhausted and out of the round.

We’ve seen this kind of push-your-luck bag-drawing before in games like Quacks of Quedlinburg, and it’s really fun. By allowing players to control their own risk, it offers a neat balance of excitement and strategy. But it’s particularly good here because most hero powers require more than one cube to activate, meaning you’ve got to be incredibly careful about your priorities. If you really, really want to attack this round, it’s tempting to throw black cubes into your yellow powers, but then yellow cubes drawn are less useful. And on the flip side, if you haven’t quite filled and activated a power when you close in on that five-cube limit, those you’ve assigned will be wasted unless you risk another draw.

It’s superpowered swings and roundabouts and the right choice is situational, depending on whether you’re on the verge of taking out an enemy, or suffering a catastrophic number of civilian deaths. Running it close to the line when there’s a critical outcome on the line is hugely exciting and, as a bonus, it alleviates the common pitfall of cooperative play where the most experienced player directs the others. It’s your turn, it’s your bag, and it’s up to you how risky you want to play it, then down to fate whether you’ll live up to your character’s heroics or blow it for the whole team.

After all the players have finished drawing cubes and taking actions, it’s on to the training phase. You’ll each have a hand of five cards representing potential superpowers your teenage hero might learn to manifest. Orange cubes drawn during your turn can be assigned to confidence, which is essentially a currency you can use to buy these cards. This adds a whole new layer of strategy to proceedings as you look for combos between your starting powers, those in your hand and the cubes in your bag, a multi-way mash-up of bag-building and tableau building from an enormous deck of powers, for a colossal amount of variety and strategic flex.

As fun as this is, it does leave some thematic question marks hanging over the game. While the heroes do grapple with learning their powers in the comic, the idea that it’s a revolving door of different abilities they can try on for size and discard feels like a stretch too far. Similarly, while each hero starts with a signature purple power keyed to their abilities – Rex Splode can damage all enemies in the vicinity with an explosion, for example – there’s nothing to stop you choosing a roster of entirely unrelated powers to go along with it. You could make Rex, who is selfish and reckless in the source material, a caring, sharing support character with lots of healing and buff powers if you so wish.

Invincible: The Hero Building Game earns back some thematic brownie points in the villain phase. Here, you draw an event card that has different instructions for villains and their minions, which will see them damaging heroes, killing civilians and using special powers, at least until such time as you do enough damage to them to get them off the board. You may also get a boost from some outside help, or include optional challenges like having to zap back and meet shifts at work to make things even tougher.

Each scenario has a selection of randomly drawn and scenario-specific enemies that enter play as the game progresses, as well as some thematic special rules. The whole package gives each scenario plenty of thematic heft as well as variety for replay value. In the second scenario, for instance, you’ll face the annoying Doc Seismic, who won’t enter play until the final round, giving you limited time to defeat him. And in the meantime, you’ll have to watch out for him accumulating damage to Mount Rushmore, which will lose you the game if it takes too much. Other ways you can lose include an excessive civilian death toll, or too many hero knock-outs from enemy damage.

To try and avoid this fate, you’ve always got the option to fly back to HQ and rest up, recovering some health and your defiance token, a handy option that lets you re-draw cubes if you don’t like what you pulled. However, doing so takes you away from the frontline, so this is very much robbing Peter to pay Paul, as while you’re away, your team-mates and civilians will be left to face the punishment. But this is typical of the game, which does a great job of keeping the tension high and making you feel like you’re stretched too thin, walking a strategic knife-edge between victory and defeat. And this matches the tone of the comic, too.

Where to Buy

Square Enix Reveals Foamstars’ Next Season Will Be Its Last, But the Game Will Remain Online

Square Enix has announced the next season of its live service shooter Foamstars will be the last, though the game will remain online.

A blog post revealed the Party Goes On season, which begins December 13 and runs until January 17, will be the final season of Foamstars but Square Enix will continue to support the game in a handful of other ways.

Square Enix will introduce “expansions” that will “enhance gameplay, such as the ability to customise shots of each character, and new enhancement elements, such as Prism Gems, all aimed at ensuring players can continue to enjoy the game for the foreseeable future.”

The Foamstars Cup will also be hosted across a series of events named after each character, which presumably means eight separate events since there are eight player characters in the game.

“Furthermore, to ensure that new players can fully enjoy Foamstars, previous Season Passes will be made available again,” Square Enix said. “Players can switch between Season Passes at any time to proceed along the Season Pass track of your choice and obtain items from past seasons. This will make it possible for players to obtain all the items from each season.”

While this isn’t as disastrous a move as a full shutdown which other triple-A live service games have suffered recently, the removal of seasons certainly doesn’t bode well for the future of Foamstars. Square Enix only released the game in February, meaning the dedicated live service support that was seasons will come to end less than one year after launch.

Foamstars debuted to a middling reception and Square Enix seemingly hasn’t been able to turn interest around. It earned a 6/10 in IGN’s review, in which we said: “Foamstars’ combat mechanics are unexpectedly engaging, but confounding time-gated modes and aggressive monetization make them harder to enjoy.”

Live service games such as Foamstars have had a rough year, with many falling to reach high levels of engagement. The model is so attractive to publishers as, instead of just making a single payment to buy a game, players are given a continuous stream of purchasing options such as battle passes, season passes, and other microtransactions.

A live service boom of sorts has occurred in the video game industry as a result of incredibly successful games such as Fortnite, Rocket League, and Fall Guys, but many publishers have seemingly fallen short by looking to capitalize immediately instead of building up a dedicated audience first.

Foamstars may be included in this list, though others such as Suicide Squad: Kill the Justice League have also fallen flat. The most infamous live service game of the year, however, and perhaps ever, is in PlayStation hero shooter Concord.

It debuted to a tragic 697 peak concurrent players on Steam, a number that made the 12,786 players of the aforementioned Suicide Squad, which was dubbed a disappointment by Warner Bros. Discovery and caused a $200 million hit to revenue, look like a titan.

Sony then made the decision to shut down the game less than two weeks after launch, and while some debated a potential return, all hopes were dashed when developer Firewalk Studios was shut down a few weeks later.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Final Fantasy creator’s artful RPG Fantasian Neo Dimension launches on PC today

Developed by Mistwalker, a studio founded by Final Fantasy dad Hironobu Sakaguchi, Fantasian was originally released on Apple Arcade in 2021 and locked within the big fruit’s exclusivity cage. Now, though, Mistwalker and Square Enix have come together to re-release the RPG for us PC heads, calling it Fantasian Neo Dimension. It’s actually out today, too, if you’re interested in an interdimensional journey to reclaim some lost memories.

Read more

PSA: It’s Your Last Chance To Get ‘Sega Mega Drive Classics’ On Switch eShop

Game to be delisted on 6th December.

The end is nigh for SEGA Genesis / Mega Drive Classics on the Switch eShop, as Sega will be delisting the game from digital storefronts on 6th December 2024.

Sega announced it would be taking the classic game collection down from the eShop — and other games across Steam, Xbox, and PlayStation storefronts — last month, and today is the last day you can get your hand on this compilation digitally. That came around quickly, didn’t it?

Read the full article on nintendolife.com

Synth Riders Experience – Barbie Dance ‘n Dream DLC out on PS VR2 today

What’s it like bringing a K-Pop hit from Barbie the Album into a VR Rhythm game?  It’s kinda like opening the doors and walking into a party — with a lot of pink all around you.

Hi, I’m Falcon from Kluge Interactive and this is the new Synth Riders Experience – Barbie Dance ‘n Dream. It’s a Barbie-fueled ride to Fifty Fifty’s “Barbie Dreams (feat. Kaliii).” In fact, this is the first time Barbie joins a VR rhythm game — and it’s available right now!

Here’s a small taste of what you can experience yourself right now in Synth Riders with this new DLC.


Synth Riders Experience – Barbie Dance ‘n Dream DLC out on PS VR2 today

You’ll soak in some rays at the beach, groove at the roller disco, and dance through Barbie dreams in Synth Riders’ latest musical journey. It’s a whole new audio-visual Experience, from the team that delivered the one-of-a-kind immersive tracks collaborating with Muse, The Offspring, and Lindsay Stirling – to name a few.

Associate Creative Director Jaime Nunez-Lopez told me “The idea of Barbie dreaming that she´s on a journey through different dream worlds really fit the Synth Riders game mechanics and perfectly matched the theme of the song itself.”

And, really, we needed an excuse to have pink dolphins in a game!

Jaime adds, “It’s really all about bringing a huge smile to your face by the time the song’s done.” So pull out that power pink wardrobe and get yourself ready for the Synth Riders Experience — Barbie Dance ‘n Dream! 

We can’t wait to see all of you dressing up in pink for the occasion!

The Synth Riders Experience – Barbie Dance’n Dream DLC is available now on PlayStation VR2 for $2.99.

Fortnite OG Details Revealed Ahead of Its Launch Tomorrow, December 6

Fortnite OG, which will once again take players back to the first days of Fortnite Battle Royale, will launch tomorrow, December 6, and The Fortnite Team has revealed more details on what fans can expect from this trip down memory lane.

Fortnite OG will begin with Chapter 1 – Season 1 and the team plans to recreate those early days of the battle royale, complete with “loot pool changes and feature introductions.”

Season 1 will end on January 30 at 11pm PT/January 31 at 2am ET, which will end up being shorter than Season lengths in the main game, so fans can expect their anticipated additions to arrive in a timely fashion. Don’t worry, though, as Solos, Squads, and Zero Build will be available at launch.

The loot pool will include much of what was found at the beginning of Fortnite, including Assault Rifle, Burst Assault Rifle, Scoped Assault Rifle, Pump Shotgun, Tactical Shotgun, Pistol, Revolver, Submachine Gun, Tactical Machine Gun, Bolt-Action Sniper Rifle, Semi-Auto Sniper Rifle, Grenade Launcher, Rocket Launcher, Damage Trap, Ceiling Zapper, Wall Dynamo

While Fortnite OG is taking players back in time, there will be some Quality of Life changes put in place to make for a better overall experience, and you can check them all out below from The Fortnite Team;

  • Building mechanics will be uniform with Battle Royale as it is today.
  • As far as traversal goes, players will be able to sprint, slide, mantle, door bash, and move while healing.
  • Some of the rough edges from that era have been preserved, while others have been polished. For example, players will find Reboot Vans and be able to see the glare from a sniper scope, but Max building resources are set to 999 and Double Pump is enabled for Shotguns (for now).
  • Of course, the original map that Fortnite Battle Royale launched with in 2017 is back! Great care has been taken to ensure that every tree, Chest, car, and object is right where players remember it. In Zero Build, there will be Ziplines and Ascenders to help players get to hard-to-reach locations.

Players will also be able to purchase the Fortnite OG Pass and work their way to earning 45 tiers of “retro rewards with a modern twist on classic items and Outfits.” Speaking of Outfits, Renegade Rebel, Aerial Assault Bomber, and Skull Commander are the ones players will work towards in Season 1, and each will have an unlockable alt style as well.

It’s important to note that Epic Games did just raise its Battle Pass price for the first time ever ahead of Fortnite OG, so we wanted to make sure everyone was aware of that ahead of this upcoming launch.

Fortnite OG first launched back in November 2023 and the reception was overwhelmingly positive. In fact, it saw Fortnite enjoy its “biggest day” ever with over 44.7 million players.

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.

Yes, Capcom heard you loud and clear about the dodgy hitstop in Monster Hunter Wilds beta – and they’ve tweaked it for the full release

The world is changing. Geopolitics are fractious and unnerving, environmental catastrophe seems more likely each day, and rampant digitally-disseminated disinformation further erodes our trust in one another. But I’ll let lesser reporters tell you about that stuff. I’m here to report that Capcom have made the big bonk feel good again. They’ve heard player feedback on the missing weapon oomph caused by the lack of hitstop in the Monster Hunter Wilds beta, and they’re bringing back the bonk.

Here’s a handy breakdown of the issue by X user Blue Stigma, but briefly: hitstop is the brief pause in an attack animation the moment the weapon connects with an enemy, giving you a real sense of bonkitude and making say, a hammer feel different from a dagger. As the video showed, the hitstop was greatly reduced in Wilds compared to previous Monster Hunters, and many players reported the combat just feeling a bit off as a result.

Read more