Mortal Kombat 1 review: klassic killing meets kampaign kliché

With its steadfast love of imploding skulls and disintegrating ribcages, Mortal Kombat has always been the most adolescent of fighting games. Mortal Kombat 1 might be using its conspicuous numeric digit to suggest a reset or rethink of some kind, but in truth it isn’t remotely concerned with reinventing its world of misfits. While part of me wishes this surface-level overhaul had been more radical, it’s maybe unwise to expect that. For decades this series has embraced its love of brainless ultraviolence and childish storytelling. If Mortal Kombat 1 can be praised for anything, it is unwavering kommitment to the bit.

Read more

Xbox Becomes the Official Console Partner of BWT Alpine F1 Team

I’m excited to announce that Xbox has joined forces with BWT Alpine F1 team, with Xbox becoming the team’s Official Console Partner and PC Game Pass becoming an Official Partner.  This multi-year deal expands Xbox into a brand-new Sports category – the exciting world of Formula 1. 

BWT Alpine F1 Team joins a tremendous portfolio of successful teams Xbox has partnered with, including the England and France National Football Federations, and the WNBA’s New York Liberty and Atlanta Dream.

“Today’s announcement with Alpine continues our push to reach more fans around the world through their love of sports,” said Jerret West, CVP Gaming Marketing, Xbox. “Motorsports is one of the most exciting sports categories in the world, with a diverse fanbase that comes together to embrace the thrill of competitive racing.  Xbox and Alpine share common values when it comes to diversity, equity and inclusion, and we look forward to bringing the joy and community of gaming and racing to more people around the world through this exciting partnership.”

David Gendry, VP, Alpine Sponsoring, Partnerships and Communications:

“We are extremely pleased to be partnering with Xbox, a household name and strong leader in the gaming industry. Over the past years, we teamed up successfully on a few projects that reached successfully to our fans worldwide. We are now proud to consolidate this experience into a longer-term partnership, built on the foundation of our shared values with both Microsoft and Xbox.”

For Xbox and PC Game Pass fans, it’s going to be incredible seeing our logos across both Alpine A523 cars and the Paddock areas during key races each season – with the first race this weekend at the Formula 1 Lenovo Japanese Grand Prix. But beyond that, Xbox will do what we do best – create amazingly fun and imaginative activations that defy conventions, now with the creative minds at BWT Alpine F1 Team. Make sure to look out for these as the season goes on.

Related:
In Honor of Hispanic Heritage Month, Minecraft Education and Hispanic Heritage Foundation Join Forces in LatinExplorers 2 
What To Expect on Day One with Xbox Game Pass Core
Party Animals – Closed Beta begins September 15th!

Random: Xbox Marketing Wanted To “Avoid Calling Switch A Console”

Wish upon a Star(field).

In an attempt to ensure that Microsoft’s Xbox is easily differentiated from the Switch, the company once attempted to make a shift in terminology when it comes to what constitutes a “console” — because that couldn’t possibly lead to confusion, right?

In a 2019 email from Xbox’s head of marketing, Aaron Greenberg (and shared to Twitter by Kotaku‘s @ethangach), we can see that there was a time in which Microsoft was keen to present the Nintendo Switch not as a “console”, but rather as a “portable gaming device”. This all spawned from Ori and the Blind Forest leaving its Xbox exclusivity and making its way over to the Nintendo console, with Microsoft, obviously, looking for a way to spin it so that its system could still appear favourable.

Read the full article on nintendolife.com

Meet the First Blind Individual to Complete Diablo 4 Without Sighted Assistance.

Ty “Tyleniphe” grew up playing franchises like World of Warcraft and Diablo. From slaying boars with friends to extensively studying the lore within Diablo 2, many of Ty’s gaming memories revolve around these moments. And now, Ty holds the title of the world’s first blind player to fully complete Diablo 4 independently.

As the accessibility movement grows across the gaming industry, studios are actively incorporating features and design practices that benefit disabled players. Not only do these accessibility tools remove potential barriers, but they also allow individuals like Ty to challenge themselves without belittling their experiences. And with a suite of accessibility options and designs like screen reader support, high quality audio, and audio cues related to gear, blind and low vision players are able to successfully navigate the world of Diablo 4.

Speaking with IGN, Ty discusses the importance of accessibility for blind/low vision players, the ways in which Diablo 4’s settings and gameplay aided his experience, and his proudest achievements when becoming the first blind player to complete the game without sighted assistance.

Why Accessibility Matters

Ty’s visual disability, “optic nerve atrophy, caused by hydrocephalus” affected his eyesight at a young age. And since many games lacked proper accessible features and designs for blind and low vision players, his capability to play relied extensively on support from others. While he appreciated the support from loved ones, he ultimately had to learn how to create his own solutions to the inaccessible obstacles in each title.

“My journey into gaming started when I was six years of age,” he says. “I was in the hospital post-surgery and had woken up and didn’t have vision anymore. My friend brought their Nintendo 64 to the hospital because he really wanted me to play Mario Party and Super Smash Bros. and we somehow made it work. For example, he’d tell me where elements were placed in the game, like ‘You’re on the left side of the platform and Donkey Kong’s over on the right side, so you need to move the joystick to the right,’ Then it was listening for the auditory feedback of the characters as they moved, jumped, and attacked.”

Despite the solutions created by Ty and his friends, games had yet to devote time and resources to developing extensive accessibility menus and inclusive designs. His reasoning for becoming familiar with the lore of Diablo 2 was partly due to immense interest, and partly wanting to spend time with friends. But because the gameplay was too inaccessible for blind and low vision players, Ty was unable to properly navigate or target enemies.

Without accessibility features or design practices like enhanced audio, Ty couldn’t complete basic encounters or leave zones. Even when learning the lore, his friend needed to read passages and excerpts to him. It wasn’t until years later that he noticed a significant shift in the accessibility of these games, thanks to both a better industry understanding of accessibility, and a willingness to actively include disabled voices in the space.

“I think in gaming the ‘man on the moon’ step forward for accessibility was the Last of Us Part 2 a few years ago,” he says. “Then I think we saw another leap forward with God of War Ragnarok and I feel that Diablo 4 has taken it to the next level. Is it perfect? No, but there is a clear and obvious commitment to equity and accessibility with the Diablo team, including not just frequent accessibility fixes, but also inclusion of alt-text on images from key leaders and surfacing of accessibility fixes in patch notes.”

Battling Hell’s Forces

Ty’s achievement of becoming the first blind player to beat Diablo 4 by himself is only possible because of Blizzard’s attention to detail on accessibility. Aside from the options that blind and low vision individuals can activate within accessibility menus, the game is intrinsically designed to benefit both able-bodied and disabled players. While screen reader support is crucial, Diablo 4’s sounds bring the world to life and allow disabled players to successfully navigate each zone. Enemy attacks, loot, and even background noises within specific zones help to accurately conceptualize what’s happening on the screen. For blind and low vision players, these inclusive designs are crucial for dismantling barriers that options cannot.

I’ve now gotten about six or seven different blind folks through [Lilith’s Lament] independently just walking them through the process.

“An example of implicit mechanics that really stands out in my mind is ‘Lilith’s Lament,’ where a lot of blind players were saying ‘There’s no way that you can get within the protection dome that Vigo is spawning because there is no indication,’” he says. “The indication is when Vigo shouts. If you center his voice within the audio, you’re within the protection dome. His shout is not explicitly an accessibility feature. It’s purely dialogue, but because of the directional nature of the audio, blind people can use the announcement in conjunction with their cognitive map of the arena to stay alive. I know this works because I’ve now gotten about six or seven different blind folks through it independently just walking them through the process.”

Ty explains that it takes “about three or four joystick taps before you exit the dome,” a mechanic that he had to learn through trial and error. But rather than be dismayed by this obstacle, disabled players ultimately want to be challenged. If a boss or encounter is particularly difficult, it should not be because of inaccessible barriers. Even navigation was designed to ensure that blind and low vision players could travel without immense accessibility difficulty. Sounds like the Rogue’s ability Puncture or their ability to scatter knives enable Ty to determine his location based on the echoes of his character’s projectiles. And when exploring larger zones, the map allows individuals to place markers that actively explain when someone enters a new area.

“The pin placement and subzone announcements are key,” he says. “As I’m building my cognitive map of the game’s world, hearing each sub-zone’s name helps me keep track of which areas I’ve been to, and what may be next. When you reach the pin-drop, it says ‘You’ve reached your destination,’ which is another indication. Dropping the pin a second or two in the direction of where you want to go can create an artificial breadcrumb trail.”

Without these features and designs, Ty’s independence would be limited. They not only allow him to successfully complete a campaign, but also allow him to make Diablo 4 an entertaining and rewarding experience throughout all stages.

Proudest Achievements

Rolling credits on any title is a satisfying conclusion after spending hours completing objectives and overcoming challenging obstacles. For Ty, being the first blind player to beat Diablo 4 without assistance is a feat he will always remember. Yet, his varying playthroughs afforded numerous opportunities to take pride in his accomplishments. All of which were possible because of accessibility and his lived experiences as a disabled individual.

“I think the most difficult part – and something I’m most proud of – was the Andariel fight,” he says. “The Andariel fight was tough because there’s an AOE attack that Andariel uses if you stand too far back, and if you stand too close, she whips you with her chains and throws you into the sandstorm and you can’t hear. After I died probably 13 or 14 times, I ended up asking my friend for help, and he very nicely reminded me that I wanted to do this on my own without sighted help. What I ended up doing was I turned down the music – at the time I had it at 100% and I turned it to 0.

“And then for Andariel, the trick is to stay up close. When you’re close, there’s no need for her to push you towards the sandstorm, so she’s not going to affect you as much with the AOE. When she whips her chains at you, because of the way the sound design has been done, you can hear where they are at and where they are coming in from. You are able to avoid them based on timing. Also, when you are close enough to her, the effects of getting blasted around is less impactful. And with the sound low enough, you can also hear the health indicators for when your health bar gets low. At that point you can use a potion.”

Disabled people are natural problem solvers. Living in a world that still isn’t designed to meet their needs requires them to create solutions to specific barriers. While Diablo 4 includes a bevy of options for blind and low vision players, Ty’s answer to this specific challenge necessitated a greater understanding of the game. But beyond a single encounter, Ty’s ingenuity and knowledge of accessible options and Diablo IV’s designs let him complete content that even sighted players struggle with.

“My proudest moment is shared between two events this season,” he says. “First, completing the World Tier 4 capstone – level requirement of 70 – with my Rogue at level 54. The second was captured on stream, completing a Tier 46 nightmare dungeon with, at the time, my level 72 Rogue. A Tier 46 nightmare dungeon has monsters which are level 100. I did not think I would be able to do it yet, but I thought it would be a fun joke for the stream. I did it though and am now determined to see how far we can push. Next on the bucket list, and the only two remaining seasonal objectives, uber Lilith and a Tier 100 nightmare dungeon.” (Note – at the time of publishing, Ty successfully beat uber Lilith).

I did not think I would be able to do [a Tier 46 nightmare dungeon] yet, but I did…and am now determined to see how far we can push.

Ty’s accomplishments are indicative of the gaming industry’s commitment to highlighting and supporting disabled voices. It’s a shift that he has personally witnessed since his days bonding with friends over older Blizzard games. Disabled people want to be included. They want to have the same gameplay conversations as their able-bodied peers. And as developers continue to implement and innovate accessible tools, Ty can celebrate his victories with other blind and low vision individuals.

“What I think is really cool is that we’ve got a Discord with over 60 blind people, and you look through the discussion and we’re not arguing about whether the game is playable or not,” he says. “We’re sitting here arguing about ‘Is Bone Spear better than Blood Lance?’ We’re arguing about ‘Do the malignant hearts grant too much power?’ It’s cool because we’re having those discussions just like everybody else – it’s a notable shift.”

Grant Stoner is a freelance writer at IGN.

Unity Has Apologized For Its Install Fee Policy and Says It ‘Will Be Making Changes’ to It

Unity has apologized for the “confusion and angst the runtime fee policy” it announced last week has caused and has revealed it will be “making changes” to it.

Unity took to Twitter/X to share the news, saying it has been talking to a number of people inside and outside the company and is planning on changing course to the controversial policy. While it didn’t share any details on what those changes may be, it did promise another update will arrive in “a couple of days.”

“We have heard you,” Unity wrote. “We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of days. Thank you for your honest and critical feedback.”

The Unity Runtime Fee Policy is set to go into effect on January 1, 2024, and would charge $0.20 per install for any game with more than 200,000 installs. This obviously raised a lot of eyebrows as the term install in today’s day and age is a bit hard to pin down. For example, will devs get charged for multiple installs from those who install, uninstall, and re-install their games? Even though there is no charge to the consumer after the monthly fee, do Xbox Game Pass or PlayStation Plus installs count?

Unity tried to clarify the policy, saying it will only count “net new installs” on any devices starting January 1 and devs would not be paying fees on re-installations, “fraudulent” installs via botnets and the like, trial version, web and streaming games, and charity-related installs. Unity also claimed that “90 percent of customers will not be affected by this change.”

The development community did not take kindly to these proposed changes and clarifications, and many teams across the globe, including Rust 2 developer Facepunch Studios, said they won’t be making their games in Unity now. Others, like Massive Monster, threatened to delete its Unity-made game Cult of the Lamb on January 1 should these changes happen.

The pushback got so severe that Unity offices in San Francisco and Austin had to close due to what it called a credible death threat.

We will obviously continue to follow this story closely and share all the new details as they are shared from Unity. Until then, be sure to check out exactly why these new install fees are spurring massive backlash among game developers and the Unity games that could be impacted most by these controversial changes.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Mini Review: The Many Pieces Of Mr. Coo – Short, Obtuse, But Spectacularly Presented

Surreal Madrid.

Games have, over their history, often sought to become interactive movies or cartoons. There is the general decades-long race towards realism in Triple-A games running on higher and higher-specced hardware, the labour-intensive, hand-drawn aesthetic of many indie games like Cuphead or Hoa and, of course, that art form traditionally maligned but subject of a recent renaissance: full-motion video.

The challenge has always been that the more a game resembles a movie or cartoon, the less it resembles a game. The more cutscenes, the less interaction; the more bespoke animation, the less resource available to expand the game. Madrid-based indie developer Gammera Nest’s The Many Pieces of Mr. Coo has decided which way that particular cookie is going to crumble: it takes a hit to its point-and-click-adventure gameplay, but makes almost no compromise on presenting a superbly animated and fantastically surreal cartoon.

Read the full article on nintendolife.com

Mini Review: Raindrop Sprinters – A Compellingly Pure (And Brutal) Arcade Throwback

Crying’s not for me.

In the most positive sense, it’s amazing what gets approved for release on the Switch. Raindrop Sprinters is an indie title that could well be a mobile phone game in everything except its aesthetic, which accurately resembles an early ’80s arcade title.

You play a cat represented by a bobbing paw, tasked only with crossing a screen from one side to the other, on repeat, 40 times to finish the Standard game. During each brief transit, raindrops fall from a corrugated overhead roof, dripping randomly, with enough gaps to allow you to make your crossing unscathed. With one life only, it’s simplistic, but there’s a core scoring game here that’s both utterly compelling and unapologetically brutal.

Read the full article on nintendolife.com

Poll: Box Art Brawl – Duel: Mario Vs. Donkey Kong

Box Art Vs. Box Art.

Hello one and all, and welcome to another edition of Box Art Brawl.

Before we check out this week’s competitors, let’s take a look at how we fared last time. We took a look at New Super Mario Bros. on the Nintendo DS, the first entry in the polarising platforming sub-series. It was actually a fairly close battle, but in the end, the North American variant featuring a giant Mario won out with 58% of the vote.

Read the full article on nintendolife.com

Video: Super Mario RPG Gets Another Side-By-Side Graphics Comparison (Switch & SNES)

The RPG classic returns this November.

Nintendo gave Super Mario RPG fans another look at the Switch version during the latest Nintendo Direct presentation.

GameXplain has now uploaded another side-by-side comparison – comparing the new version to the old one. As previously revealed, the Switch release includes updated graphics and cinematics to add even more charm to what’s an already amazing role-playing adventure.

Read the full article on nintendolife.com