Blasphemous 2: The Story So Far

Proceed with caution, sinner. The below contains spoilers for both Blasphemous and the free Wounds of Eventide DLC. If you are not ready to pay your penance just yet, look away now.

With launch day for Blasphemous 2 finally upon us, we wanted to take just a second to look back at the events that unfurled in the original game, bringing us to the precipice of a new adventure, where you will join The Penitent One once again as he is displaced from his final resting place and thrust back into an endless of cycle of life, death, and resurrection. A cycle he must end at all costs.

Set in Cvstodia, the original Blasphemous follows our protagonist, The Penitent One, as the sole survivor of the Massacre of the Silent Sorrow. With death shadowing his every step, and the land of Cvstodia breaking under the weight of a malevolent curse, known only as The Miracle, it falls to him to save the world from a fate far worse than death.

  • Blasphemous 2 Artwork
  • Blasphemous 2 Artwork
  • Blasphemous 2 Artwork
  • Blasphemous 2 Artwork
  • Blasphemous 2 Artwork

Vowed to silence for eternity, and armed with Mea Culpa, the Sword of Guilt, The Penitent One traverses an unforgiving and hostile land, searching for a way to fulfil his penance, while putting an end to the pain and misery The Miracle inflicts, slaying grotesque beasts and inhuman monstrosities in all four corners of a godforsaken world, and freeing tortured souls from eternal torment.

In the “True Ending,” attained by completing the free Wounds of Eventide DLC released in 2021, it is revealed that there were not three visages watching over the miracle’s plans, but four – and this fourth visage could see beyond the mortal world, into the Dream, where The Miracle’s true form was revealed. A divine trinity, the High Wills whose single-minded focus was to gain reverence and worship from the inhabitant of Cvstodia, feeding on their veneration to grow insurmountable power. Together with Crisanta of the Wrapped agony, The Penitent One faces The High Wills, destroying them, and their monstrous command over Cvstodia, banishing them from the world, or so we thought…

  • Blasphemous 2 Screenshot
  • Blasphemous 2 Screenshot
  • Blasphemous 2 Screenshot
  • Blasphemous 2 Screenshot
  • Blasphemous 2 Screenshot
  • Blasphemous 2 Screenshot

In Blasphemous 2, The Penitent One is reawakened, The Miracle has returned, and a new Child of The Miracle has been prophesied. Armed with three brand-new deadly weapons, each with their own unique attacks and abilities, The Penitent One must explore a perilous new world, unveiling long forgotten secrets, and reigning down fury upon any that stand in this way.

Featuring a fuller world to explore, scatted with grotesque landscapes oozing with baroque charm, and littered with traps and secrets to find, Blasphemous 2 jumps off where the original ended, offering up new ways to customize your playthrough, and new scores to settle, but only one thing is for certain now that it is available on Xbox Series X|S: “Penance never ends.”

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Blasphemous 2

Team17


9

$29.99

The second scripture in the Blasphemous series portends the return of The Penitent One, with a story that continues from the free Wounds of Eventide DLC for the original game, where The Heart in the sky heralded the return of The Miracle and foretold the birth of a new miracle child.

Awakened in a strange new land, and displaced from his final resting place, The Penitent One is thrust back into the endless cycle of life, death, and resurrection, with no other option than to explore this perilous new world and uncover its long-forgotten secrets.

Hordes of grotesque enemies stand in your way, awaiting final judgement by the brutal hand of the Penitent One, with titanic twisted bosses also lurking in the darkness, waiting for their chance to return you to the grave from whence you came.

Taking them down won’t be easy, but with Blasphemous 2 offering more chances to customise and improve your skill set, along with several new unique weapons to wield with righteous zeal and unending fury, victory might just be within grasp.

Ultimately, only one thing is certain… Penance Never Ends

Explore a fuller Non-Linear world

Having awoken in a strange new land, your journey starts anew in a series of enchantingly grotesque landscapes, oozing Gothic charm and littered with unforgiving traps. How you tackle the labyrinthian world remains at your discretion, there is no wrong turn to be made, only scores to settle

Savage Combat

The Penitent One shows no mercy, and with a series of new weapons offering new moves, brutal executions, and expanded combos, destruction will rain on any that stand in his way

Customize your playthrough your way

Blasphemous 2 offers up new ways to play, with the ability to customise and improve your base skillset, alongside several new unique weapons to unleash devastating attacks on enemies

Grand Intense Boss Battles

Hordes of monstrous foes stand between you and your goal; twisted bosses with unique attack patters and sundering abilities will put your skills to the test as you fight to stand triumphant when the dust settles

Explore a deep new world

A whole new world awaits, bustling with mysterious new NPCs to interact with, some will offer aid, some will ask for it, and others will send you on death defying missions to obtain long forgotten items. With so much to see and do, the stories and myths you encounter will help you unpick the games myriad of secrets, granting you a deeper understanding of this strange new world

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Blasphemous

Team17


240

$24.99

Blasphemous is a punishing action-platformer that combines the fast-paced, skilled combat of a hack-n-slash game with a deep and evocative narrative core, delivered through exploration of a huge universe comprised of non-linear levels.

A foul curse has fallen upon the land of Cvstodia and all its inhabitants – it is simply known as The Miracle.

Play as The Penitent One – a sole survivor of the massacre of the ‘Silent Sorrow’. Trapped in an endless cycle of death and rebirth, it’s down to you to free the world from this terrible fate and reach the origin of your anguish.

Explore this nightmarish world of twisted religion and discover its many secrets hidden deep inside. Use devastating combos and brutal executions to smite the hordes of grotesque monsters and titanic bosses, who are all ready to rip your limbs off. Locate and equip relics, rosary beads and prayers that call on the powers of the heavens to aid you in your quest to break your eternal damnation.

Key Features:

Explore a Non-Linear World: Overcome fearsome enemies and deadly traps as you venture through a variety of different landscapes, and search for redemption in the dark gothic world of Cvstodia.

Brutal Combat: Release the power of Mea Culpa, a sword born from guilt itself, to slaughter your foes. Acquire devastating new combos and special moves as you purge all in your path.

Executions: Unleash your wrath and relish in the gory dismemberment of your adversaries – all in beautifully rendered, pixel-perfect execution animations.

Customise Your Build: Discover and equip Relics, Rosary Beads, Prayers and Sword Hearts to give you the new abilities and stat boosts you need to survive. Experiment with different combinations to suit your playstyle.

Epic Boss Battles: Hordes of gigantic, twisted creatures stand between you and your goal. Learn how they move, survive their devastating attacks and emerge victorious.

Unlock the Mysteries of Cvstodia: The world is full of tormented souls. Some offer you aid, some may ask for something in return. Uncover the stories and fates of these tortured characters to gain rewards and a deeper understanding of the dark world you inhabit.

Related:
Next Week on Xbox: New Games for August 21 to 25
Free Play Days – The Knight Witch, Forza Horizon 5, Let’s Build a Zoo, and Blasphemous
Next Week on Xbox: New Games for August 14 to August 18

GSC Game World’s CEO Answers All of Our Questions About STALKER 2 | gamescom 2023

It’s been a long time coming, but it looks like STALKER 2: Heart of Chornobyl will finally be coming out early next year, with developer GSC World hitting gamescom to talk all about their highly anticipated sequel. And GSC has quite the story to tell: after being announced and then canceled in 2011, revived in 2018, and then delayed amid Russia’s unvasion of Ukraine. But now, we’ve finally got more to see of STALKER 2.

Game director and CEO at GSC Game World Evgeniy Grygorovych made the time to stop by IGN’s gamescom studio to answer our questions about how the team is doing, the importance of creating a realistic recreation of Chornobyl, what audiences can expect after more than 10 years after the original, and more.

IGN: I’ve put a call-out on Twitter asking what people want to know about S.T.A.L.K.E.R. 2. And right now the team is obviously dealing with the war in Ukraine. It’s had a huge impact on development, not just for the game, but on the people working on it. So everybody wanted to know how is the team, and then how are they feeling now that the game is out here for the public to play?

Evgeniy Grygorovych, GSC Game World CEO: Well, it’s a good question. So the team feels very different. Mostly all of our team are Ukrainians, who some of the team members let the country before the war starts because we realize that it may happen and we want to keep everyone safe. And our main motivation was to save everyone. So we are thinking we are going to move everyone to the safe place and then we’ll decide what to do next.

And we propose everyone to get their bags and travel. We have a plan. We prepared the plan long before this. We had a lot of buses standing with drivers 24 hours, seven days per week who were standing near the office, so in case that happen at some point everyone knows where to go to sit and to move. But that was the time when we realized that it’s going to happen just before it happens. And we had a chance to move a little bit earlier. So for me, I was already out of the country, and for me it was very different from how it felt with the guys who left there.

It’s frightening. It’s very frightening. But at some point when you are in this, when you’re at work, so you are in country, the bomb can come and blow everything. At some point you become used to it and it become normal. So it’s strange to say, but for many of us, the normal is when bombs fly, it’s okay. Someone died, it’s not okay, and it’s totally different. And doing the game, it helps a lot because we can focus on bringing something to this world, to bring some art, experience, a story, and that’s what drive us and make us feel better and happy at some points. And it’s helped everyone in our team to become stable and move forward.

Some part of our team goes to the Army, to defense. That was their decision. So I would say just goes there day one. They don’t have any fighting experience, but they want to stand there and to protect us. And we honor them. We love them for that, and it’s super cool. But still we are making games, and it’s something that we’re going to do for I guess all the life because it’s the best job ever. I can’t find any job better than that. But the situation is very-

Complicated.

EG: It’s very simple from point of view that there is a bad guys, there is a good guys and there is no way to feel it in some different way. And so for us it’s very simple, but it’s very frightening and not okay about it. It feels like okay already.

Well, I can’t even imagine what the team is going through, what you’re going through, but it does make me feel a little better to hear that you find solace or comfort in developing the game and working on the game as a team. So, everybody just wanted to know how you’re doing, so I really appreciate the candid answer very much.

Talking about the game, it’s been 10 years. So what would you want to tell the audience about S.T.A.L.K.E.R. 2 and how to set their expectations for what they’re going to be experiencing in this?

EG: Yeah, this is very good question because what we can see now from the players expectations, what do they expect from the game, what kind of the game they think the S.T.A.L.K.E.R. 2 is, is very important because they face the real game, what we did and not what a player imagined. And it become frustrating if you are expecting not the right game what we are doing. So it’s happened to everyone I see.

“It’s helped everyone in our team to become stable and move forward.

When players start playing without expectations like players, so they just start and forget about what they think the S.T.A.L.K.E.R. 2 is and start to play what they see, they become good. They start investigating, discovering what’s there, what the mechanics, how it plays. This game is totally different from other games. And I know that everyone can say this about their game, but for us it’s very hard to find something close as experience because it’s very different genres. And there is a big open world games with huge maps and different settings, but there is no so big games in Chornobyl, realistic, modern setting with a lot of science fiction, very deep and nonlinear story. So it’s very heavy on plot and nonlinearly.

I am curious, did you end up gameplay mechanic wise leaning more into a military sim style gameplay?

EG: We don’t plan to do it military style. So we don’t think that S.T.A.L.K.E.R. is about military. It’s about regular human whose life somehow leads that this person want to go to the zone and find something there from himself. And it’s very different from everyone who goes to the zone, the stalkers who are there and the players who play as the stalker. And we wanted to give the experience and feeling how you could feel in real life, because the Chernobyl zone and stalker map is very close to what you can find actually in real place.

Did you go to the real place actually?

EG: Yeah. We’ve been there a lot, and it’s very important to do this game. And it’s one of the most beautiful places in the world. I don’t think there is somewhere else, the place like this, where it is a town that’s become abandoned in one day, when old one who live there, they just have to be evacuated without taking any clothes, anything. And it looks totally frozen moment. And it’s super, it’s not frightening, it’s amazing, and it’s impossible to make it somewhere else because it would cost just a lot of money just to evacuate whole the city.

And the nature takes its part there, so the trees start to grow through the asphalt, there are trees growing on top of the buildings, like you see the five level building. So it’s high, and there is a tree, and it looks so futuristic and fantastic and amazing. And getting this experience helps a lot to do this game to understand what we want to show.

We want to give a portion of this experience too, and because of this real place, and it’s just 120 kilometers from the Kyiv, so it’s very close. And we want to both give this experience and give a heavy story and also bring very realistic, not realistic, but the game should looks like it’s realistic. So there are a lot of details to the weapons, to the attach upgrades and it’s… Yeah.

I’m curious, one of the locations you’ve shown in a lot of the trailers is the array. For example, the radar array. I think it’s called the Duga array. I don’t know the name specifically.

EG: So it’s an actual construction, what was built by military. It was secret why it’s there, but the most realistic explanation is that it’s a big radar that can find if someone will launch the nuclear missile, ballistic missile on other parts of the planet, the signals will go and bounce through the atmosphere. And this big radar could get this information and inform about this.

What is it in your universe though? Because it’s all electrified and it seems like there’s anomalies there. I’m curious to learn more.

EG: It’s just a location. It’s not a key part. It’s not a character of the game. It’s more like a decoration, big decoration. There is a story around it, but it’s not taken as something very key. There is, I don’t want to make spoilers, but yeah.

For more gamescom interviews, check out our chats with Phil Spencer and Zack and Deborah Snyder. And for everything else, check out our roundup the big announcements from day 1.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Star Wars’ Ahsoka Tano Is Coming to Fortnite

Star Wars legend Ahsoka Tano looks set to join the ever growing cast of Fortnite, after making a brief appearance in the cinematic trailer for Chapter 4, Season 4 of the battle royale shooter, titled Last Resort, ahead of its Aug. 25 launch.

Despite being a big enough name to warrant her own Disney+ series, Ahsoka Tano made but the briefest of appearances in the closing seconds of the latest Fortnite trailer, lurking at the back of a lineup showing what appear to be the latest skins included in the Season 4 Battle Pass.

Past seasons have seen Fortnite incorporate a dizzying array of characters from a diverse range of popular franchises. We’ve seen everyone from John Wick to Thanos, and even the demogorgon from Stranger Things drop onto the constantly changing island.

Numerous characters from a galaxy far, far away have already made the leap as well from across the Star Wars timeline, including Kylo Ren, Darth Maul, and, awkwardly, Ahsoka’s old master-turned-nemesis Anakin Skywalker/Darth Vader.

The announcement of this latest Star Wars skin has been timed to coincide closely with the Aug. 22 premiere of the Ahsoka Disney+ series, which stars Rosario Dawson as the titular jedi. Be sure to check out IGN’s review of the first two episodes, along with our series release schedule to ensure that you never miss an episode.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Palia Is Getting its First Limited-Time Event, and It’ll Have You Chasing Groundhogs in Hats

Starting next week, players of developer Singularity 6’s Palia will be able to dive into the cozy MMO’s first limited-time event called Maji Market.

In a hands-off demo with IGN, Singularity 6 shared the first details about Palia’s first live-service event, which will add a small new region to the map centered around a night market.

Available in-game starting on August 29th and running until September 26th, Maji Market will take place at night (which occurs once per hour given Palia’s one-hour days) in the Kilima Village Fairgrounds.

Attendees will be able to partcipate in various festivities, like completing new quests, trying night market delicacies, collecting themed furniture, fishing, and more.

The biggest new activity though, The Chapaa Chase, happens once a night when the festival’s resident groundhog-like mammals break out of their petting zoo and players work together to wrassle as many as possible back into their cages.

As a team, the entire server will get tickets based on the group’s performance, but each person’s individual contribution will also be tracked and displayed in a leaderboard at the event’s conclusion and will come with additional prizes, adding a light coopetition element to the activity.

Taking part in the Chapaa Chase and other Maji Market activities will earn players tickets that can be spent at the events vendors to unlock exclusive items, like chapaa pillows and plushies to decorate your house with.

This limited-time event also introduces a new Event tab to the menu, which hosts stamp cards that can be filled up by completing the event’s bounties to unlock their rewards.

Interestingly, some of Palia’s characters already made reference to a night market long before this event was ever announced, which suggests that perhaps other hints may exist for players to speculate on what might come next for this cozy MMO.

For those looking for a more explosive reason to visit the market, the event will also offer some new fireworks that do some pretty wild stuff, like turn into a dragon that shoots fireballs or summon a phoenix that blazes a fiery trail through the sky — apparently we’ll be raiding Gandalf’s firework supplies for this one:

With Palia still in its beta, it’s certainly unique for an as-of-yet unreleased game to be receiving limited-time events, virtually unprecedented in the live-service space, but Singularity 6 told IGN that they hope to use these early events to gather feedback

Though the night market is only available at night, the new fairgrounds area will be available to players around the clock and offers space to partake in some of Palia’s existing activities like fishing.

Singularity 6 told IGN that Maji Market is only the first of many limited-time events, and that those who miss out on the event this time around will be able to join in on the fun later, as they intend to bring it back at some point.

Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.

Rejoice, Citizen Sleeper 2 is heading to Game Pass

After formally unveiling Citizen Sleeper 2: Starward Vector during this year’s notE3 season, solo developer Jump Over The Age have confirmed that it will also be launching day one on PC Game Pass (and the cloud) when it eventually comes out. Announced during today’s Xbox Gamescom showcase, the original game will be “sticking around on the service” after the release of the sequel, too – which is very good news for my still-mid-DLC Game Pass save file. And if you’re as pumped about Starward Vector as I am, Jump Over The Age have also given us a sneak peek at one of the locations we’ll be visiting during our escape across its Starward Belt system. Come and get the low-down on Citizen Sleeper 2’s Hexport in the trailer below.

Read more

Review: Bomb Rush Cyberfunk – Bleeding Cool Style But Always In Jet Set’s Shadow

A turf battle against nostalgia.

Bomb Rush Cyberfunk is an immensely conflicting outing that capitalizes on nostalgia by drawing water from the same punk-as-hell city tap as Jet Set Radio. Sometimes the cup runs over. Others, rusted pipes bleed into the water, poisoning the experience.

Jet Set Radio casts a low-poly shadow over any game about street culture or graffiti—cel-shaded or not—and Bomb Rush Cyberfunk deserves better than getting labeled as an imitator and getting hocked in some back alley tourist trap with knockoff Gucci bags and Rolex watches. But despite its effort to tag its own turf, Bomb Rush ends up retreading old ground and painting over tags left by the Dreamcast classic and reigning king of the microgenre.

Read the full article on nintendolife.com

How Citizen Sleeper 2: Starward Vector Builds on an Indie Game Pass Hit

Hi! I’m Gareth Damian Martin, also known as Jump Over the Age, creator of Citizen Sleeper. It’s been over a year since we launched on Game Pass and I have been so happy to see the positive response, and the sheer number of players that have given the game a try. I hope you’ve enjoyed the game and its three DLC episodes too!

But if you haven’t given our unique RPG a try, I’m happy to share that Citizen Sleeper will be staying on Game Pass, giving you plenty of opportunity to experience it for the foreseeable future. But that isn’t all; thanks to the massively positive response to Citizen Sleeper, the game is also getting a sequel – Citizen Sleeper 2: Starward Vector, and it’s coming to Xbox consoles.

And, just like the original, Citizen Sleeper 2: Starward Vector will be a day one Game Pass release, meaning subscribers will be able to play on Xbox Series consoles and PC from launch.

When we announced the sequel earlier in the year, we introduced a new sleeper, a new ally named Serafin, and a new antagonist in the form of sadistic gang leader Laine. In our animated reveal, our new sleeper attempts to reboot their system in order to break their reliance on Stabilizer, the drug that their artificial body is programmed to require. Laine interrupts the process, however, leaving our sleeper with a malfunctioning body, on the run, and reliant on a ramshackle ship, stolen with the help of Serafin.

This sets up Starward Vector’s fresh take on the dice-based, RPG gameplay of Citizen Sleeper. Keeping the same freeform gameplay and richly drawn world, the sequel deepens the formula through its biggest addition, your own spaceship. This ship doesn’t just allow you to travel around our new location, the Starward Belt; it also means you can take on contracts: High-risk, high-reward jobs, like scrapping a derelict freighter or repairing a stranded ship. To take on this work, necessary to keep your ship running, you’ll need to build a crew, and make the most of their abilities to maximize each job.

But as with the original game, the narrative and characters are at the heart of Citizen Sleeper 2: Starward Vector, so you can expect contracts to have unexpected twists and difficult choices, for crew to bring trouble to your door, and to find compelling slice-of-life stories wherever you choose to take your ship.

Finally, I want to share a little more about one of the first locations you’ll visit, Hexport. This bustling port is one of the game’s hubs: Stations from which you’ll take on contracts and gather crew, each with its own unique locations, characters and stories.

Built on the back of three vast, hexagonal solar panels that were left behind when the Solheim corporation collapsed and fled the system, the station has taken advantage of the massive flow of power from this old tech. This helps drive both the Hexport Exchange – a trade hall filled with data-brokers and hackers – and Factory Row, an industrial sector packed with small factories turning out ship parts and habitat modules. It’s a great place to get hold of scrap contracts or find crew members, especially at the Bends bar, a popular spacer haunt.

You’ll see a lot more of Hexport soon, but for now I want to thank everyone for playing and supporting Citizen Sleeper and its DLC. I’m so happy to be returning to this universe for the sequel, and that never would have happened without everyone who has championed the game.

If you want to keep up to date, head over to https://citizensleeper.com/Helion-Dispatches to sign up for our newsletter, where you’ll also find the Helion Dispatches, an ongoing episodic narrative series that I’m writing which bridges the gap between Citizen Sleeper and Citizen Sleeper 2.

Xbox Live

Citizen Sleeper 2: Starward Vector

Fellow Traveller

ON THE RUN / ON THE EDGE
You are a Sleeper, a corporate-owned android hiding out in the Starward Belt at the edge of the Helion System. After a desperate attempt to free yourself from servitude by rewriting the very code that governs your system, you are on the run with a malfunctioning body, a price on your head and no memory of your past.

YOUR SHIP / YOUR CREW / YOUR FUTURE
You stole a ship and left the past behind. Keep it running, maintain it, even upgrade it, and maybe it will carry you away from all this. But you can’t run it alone. You’ll need a crew, and while the Belt is full of those looking for work, it’s also full of trouble. Can you hold the ship together through this crisis? Can you build a refuge here, among the stars?

A SYSTEM IN CRISIS
There is a crisis unfolding in the Helion System. Two vast corporate entities are fighting a bitter, covert war, touching everything, even the Starward Belt. Waves of refugees, shattered hulks of warring ships, strange new technologies, all are washing up on the shore of the Belt. Navigate this shifting territory, take on contracts, get paid, and survive to see the next cycle.

ROLL YOUR DICE
Citizen Sleeper uses Tabletop RPG inspired systems to create a unique player-led experience. Each cycle you’ll roll a set of Dice that you can then spend to complete actions. The higher the die, the greater the chance of success.

This award-winning and acclaimed system will return in Citizen Sleeper 2: Starward Vector alongside all new systems and mechanics that will offer more depth, complexity and challenge.

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Citizen Sleeper

Fellow Traveller


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$19.99

$11.99
PC Game Pass
Xbox Game Pass

CITIZEN SLEEPER EXPANDED
With the release of Episode PURGE, Citizen Sleeper’s three episode post-launch DLC expansion is now complete and the game has even more to offer with a thrilling late game storyline that delivers an immersive new narrative arc introducing additional characters, lore and locations. Players returning to Erlin’s Eye might even find themselves running into some familiar faces!

ROLEPLAYING IN THE RUINS OF INTERPLANETARY CAPITALISM
One of 2022’s most acclaimed indies, the Game Awards-nominated Citizen Sleeper is a Tabletop-inspired narrative RPG set on Erlin’s Eye, a ruined space station that is home to thousands of people trying to survive on the edges of an interstellar capitalist society.

You are a sleeper, a digitised human consciousness in an artificial body, owned by a corporation that wants you back. Thrust amongst the unfamiliar and colourful inhabitants of the Eye, you need to build friendships, earn your keep, and navigate the factions of this strange metropolis, if you hope to survive to see the next cycle.

ROLL THE DICE. DO THE WORK. GET PAID. SURVIVE.
Inspired by Tabletop Roleplaying games, Citizen Sleeper uses Dice, Clocks and Drives to create a player-led experience, where you choose your path in a rich and responsive world. Each cycle you use the dice you are dealt to choose what to do with your time. Make or break alliances, uncover truths and escape your hunters. Survive and ultimately thrive, one cycle at a time, and sometimes against the clock!

TURN UP FOR YOUR FRIENDS
The station plays host to characters from all walks of life, trying to eke out an existence among the stars. Salvagers, engineers, hackers, bartenders, street-food vendors, each has a history which brought them here. You choose which of them you wish to help, and together you will shape your future.

ACCESS THEIR SECRETS
Eventually, you will learn to use your dice to hack into the station’s cloud to access decades of digital data, uncover new areas and unlock secrets. This is your unique power, and with it you can change your future. Corporate secrets, rogue AIs and troves of lost data await those willing to dive into the depths of the station’s networks.

YOU WERE MADE TO DIE
Essen-Arp: to them you are just property, one more asset in a portfolio that stretches across the stars. You are the product of an abusive system, in a universe where humanity’s expansion is marked by exploitation and extraction. Escape the makers of your decaying body, and chart your own path in a richly imagined, deeply relevant sci-fi world which explores ideas of precarity, personhood and freedom.

Related:
WrestleQuest Wrestlifies RPGs
Stray Gods Turns a Fantasy RPG Into a Playable Musical
Final Fantasy XIV Online is Coming to Xbox Series X|S in Spring 2024

Gran Turismo movie Q&A: Jann Mardenborough’s “gamer to racer” story

We got to chat with Jann Mardenborough, the “gamer to racer” subject at the heart of the Gran Turismo movie, with topics ranging from his experience in GT Academy to stunt driving for the film about his incredible life. 

Check out a new clip from the movie before Gran Turismo hits US theaters August 25: 


Gran Turismo movie Q&A: Jann Mardenborough’s “gamer to racer” story

It goes without saying that your story, going from Gran Turismo fan to pro driver and subject of a Hollywood movie, must be very surreal. Now that the film is so close to release, what does this moment feel like for you?

It felt surreal the first time I heard about the film being considered in the first place, and it’s still weird even now. I still can’t get over the fact that my story is “forever.” I’m still trying to process that my journey, my family name, is now immortalized for future generations to see. I like thinking this is something my grandkids can look back on and be proud of.

Going back to the beginning, what made you decide to become an entrant in GT Academy? Was there a specific “Eureka!” moment?

I had wanted to be a racing driver since I was five or six years old. But, as I got older, the dream felt less and less attainable coming from a “normal” family, with two parents who live relatively normal lives and perform normal jobs. I didn’t know anyone who could sponsor me, so I shelved that idea while I was at school. I was too young to enter the first GT Academy, but I was also too busy with school at the time regardless.

It wasn’t until 2011 that the stars aligned. I had just dropped out of uni about three months prior, and I found myself in a position to put all my eggs in one basket. 

I thought, “Let’s just see how far I can take this.” 

What was the GT Academy training experience like, and what were the most difficult adjustments to make when racing on a real track for the first time? What differences stood out to you most when you first started driving professionally?

The biggest adjustment had to do with my vision. At home, I had always played GT on a tiny 17-inch screen. That’s what I used for years. 

Then, when I got in a real car and had an instructor sitting next to me, who had a mirror that allowed him to watch where my eyes were focusing, it became clear that I would constantly look at the floor instead of looking ahead down the track. Your field of view is radically different in a car compared to when your view is constrained to a small TV; during a race, you’ll often be driving in the opposite direction of where you’re actually looking. This took months of reprogramming and adjustment. 

The rest felt easy—even when, at 19 years old, I first got behind the wheel of a 485-horsepower GTR at Silverstone Circuit. As I was strapping myself in I thought, “Okay, how is this going to feel now? And, well, it felt normal. From the breaking and throttling inputs, to the way the car would steer and pitch around corners, driving the car felt oddly familiar. Aside from the additional sense of vibration and feedback through the steering wheel and seats, the car handled the way that GT had prepared me for.

It probably helped that at 19 I felt a lot less risk averse. I just wanted to go fast and develop as quickly as possible.

Does this relatively straightforward adjustment period attest to the quality of the simulation in the GT games? Would the experience have been vastly different if you hadn’t spent so much time with them? 

Of course. I had no professional racing experience otherwise: I had never karted nor driven on a track, and my first time driving on an expressway was in transit to GT Academy. At that point in my life, I had only ever driven within 30 or 40 miles of my home in Cardiff. All my friends were there and we never had a reason to drive anywhere else.

I was a blank slate, which I think worked to my advantage. I didn’t have any other preconceived ideas about how to drive a racing car or take it to its limit. All I had was the game, and this made it easier for me to internalize all the instruction I was getting. I didn’t have to unlearn any bad habits or bad advice. 

At least for me, the Gran Turismo games allowed me to circumvent the tens of thousands of dollars some parents pay in preparing their children to become a pro race driver. I was able to skip all that because of the game. 

Aside from lending your life story to the premise of the film, you also got the opportunity to perform stunt driving sequences on behalf of the actor depicting you. What was that like, and how else were you involved in the production? 

I was first approached about driving in the film early last year, and the producers were a bit wary, warning me that I’d have to do a lot of waiting around. But that didn’t bother me. I just said, “I’m in; this is going to be amazing.” I couldn’t pass up an opportunity to be part of such a fundamental aspect of the story, which felt a lot more significant than, say, a walk-on cameo.

As part of this process I got to meet some legendary stunt drivers—like Steve Kelso, who drove for Talladega Nights, as well as the driver for Kitt in Knight Rider. These super experienced guys were all part of the team and it was an honor to learn from them. 

Otherwise, I’ve been involved with the project since the first script was written back in 2019, and all of the people I’ve worked with at Sony Pictures have been awesome. The producers have been very generous in involving me and taking my input on each script draft.

Once on set, I was asked if I wanted to help review the dailies, but I declined because that’s not my world. I was happy with the script and the cast, and wouldn’t know how to properly assess unfinished footage. That’s not my world. 

With Gran Turismo nearing release, where do you see your career going from here?

I can only look ahead by about two years, since anything beyond that is too hard to predict, but I really want to do Le Mans. That race is my goal for next year. I’d also want to return to Japan to compete in Super GT. But I’m very flexible right now; I want to race into my late 40s as a professional. I haven’t peaked as a driver and I’m still hungry. 

What do you hope the audience will take away from learning your story?

I hope people take away that you can do anything you dream and set your mind to. Of course, it’s not going to be easy, but you only have one life—why would you spend years doing something that doesn’t satisfy you or give you purpose? So, I hope the story in Gran Turismo can help motivate people to take a different path in their lives, where they feel more satisfied and complete. I’m very lucky that I had this opportunity when I was 19.

To close things out, we’ve got a rapid fire set of questions:

What’s your personal favorite game in the series? 

I’m torn between Gran Turismo 2 and 3. Both were massive advancements over their predecessors and had a profound impact on me when they came out. Gran Turismo 2 had the better car and track selection—and the best intro—but the visual upgrades in GT3 were profound. I still have very fond memories of playing that game for an entire summer when it came out. 

Favorite car to race with in Gran Turismo? 

The Toyota GT-One in Gran Turismo 2—the LMP car.

Favorite car to drive in real life? 

The Nissan GTR GT500 car that I drove in Japan from 2017 until the end of 2020.
It’s a proper race car: two liters, 700-horsepower, lots of downforce, and weighs a ton.

Favorite racetrack in GT?

Grand Valley Speedway, hands down. I wish it was real because it’s just so gorgeous and has an incredible atmosphere. 

Favorite track to race on professionally? 

Sportland Sugo, a little circuit in Sendai (north of Tokyo). It’s like a miniature Nürburgring.

Favorite music track from the GT series?

“My Favourite Game” from GT2 and, of course, “Moon Over the Castle.” They’re both still on my workout playlist because I’m fueled by nostalgia!


Gran Turismo 7 is now available on PlayStation 5 and PlayStation 4, as well as PlayStation VR2 following a free update earlier this year. Gran Turismo arrives exclusively in US theaters August 25. https://www.granturismo.movie/

Baldur’s Gate 3 Wins Big Concession Allowing it to Launch on Xbox in 2023

Larian Studios has announced that it’s found a way to bring Baldur’s Gate 3 to Xbox Series X|S players and that the game will still be able to make it onto the platform this year.

“Super happy to confirm that after meeting [Phil Spencer] yesterday, we’ve found a solution that allows us to bring Baldur’s Gate 3 to Xbox players this year still, something we’ve been working towards for quite some time,” explained Larian founder Swen Vincke.

He went on to explain the solution: Xbox Series X consoles will have the split-screen feature while it won’t be available on Xbox Series S. However, all of the hotfixes and improvements implemented so far will be in the Xbox version. Additionally, there’ll be cross-save progression between the Steam and Xbox Series versions.

Larian previously said it had issues developing the Xbox version of Baldur’s Gate 3 due to the Xbox Series S’ hardware, and specifically that the studio was struggling to get split-screen co-op to run on it. Microsoft even sent engineers to work with Larian on resolving the problem, too.

Xbox’s Phil Spencer has also insisted that games run on both Xbox Series X and S consoles and that Microsoft will learn from the situation surrounding Baldur’s Gate 3. It’s one of the biggest games of the year and Microsoft certainly didn’t want to miss out on it, giving PlayStation a defacto console exclusive for such a monumental release.

Baldur’s Gate 3 is already out on PC and is set to launch on Sept. 6 for PlayStation 5. Larian Studios said that it will still come to Xbox Series X|S sometime in 2023, but didn’t provide an exact release date yet.

In IGN’s 10/10 Baldur’s Gate 3 review, we said, “With crunchy, tactical RPG combat, a memorable story with complex characters, highly polished cinematic presentation, and a world that always rewards exploration and creativity, Baldur’s Gate 3 is the new high-water mark for CRPGs.”

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey