Tune in tomorrow for a PlayStation 5 Technical Presentation hosted by Mark Cerny

Join us for a streamed presentation hosted by Mark Cerny, Lead Architect of the PS5 console. The 9-minute Technical Presentation will focus on PS5 and innovations in gaming technology.

How to watch

The stream will be broadcast in English on the PlayStation YouTube channel September 10 at 8:00am PT / 11:00am ET / 4:00pm BST.

Regarding co-streaming and video-on-demand (VOD)

Please note that this broadcast may include copyrighted content (e.g. licensed music) that PlayStation does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could interfere with co-streams or VOD archives of this broadcast. If you’re planning to save this broadcast as a VOD to create recap videos, or to repost clips or segments from the show, we advise omitting any copyrighted music.

Destiny 2 Set for ‘Major Changes’ as Bungie Battles to Win Back Players

Destiny 2 is set for what developer Bungie has called “major changes” as it works to win back players amid troubling times at the studio.

The live service first-person shooter, currently seeing its lowest concurrent player count ever on PC platform Steam, will adopt a new model moving forward that includes the release of two medium-sized expansions and four major free content updates annually, Bungie said.

“This evolution aims to enhance the player experience through a new multi-year saga, introducing a non-linear story, more systemic innovation, and significant improvements to core game activities and rewards,” Bungie said.

This new expansion model kicks off with Codename Apollo, a nonlinear character-driven adventure due out in the summer of 2025. The winter 2025 expansion is Codename Behemoth, with the fourth major update of the 12-month period following the release of Codename Apollo due out spring 2026. Each expansion includes new stories, locations, missions, weapons, gear, raids, and dungeons.

The news arrives following a period of speculation and unrest within the Destiny community about the franchise’s future at Bungie. Uncertainty grew when the Sony-owned studio announced it would cut 220 staff in late July, with an additional 155 workers planned to move from Bungie into Sony Interactive Entertainment in the coming months. That left the developer with around 850 employees.

“I realize all of this is hard news, especially following the success we have seen with The Final Shape,” controversial studio head Pete Parsons said in a statement. “But as we’ve navigated the broader economic realities over the last year, and after exhausting all other mitigation options, this has become a necessary decision to refocus our studio and our business with more realistic goals and viable financials.”

Bloomberg then reported that Bungie would move away from large expansions and instead focus on smaller, potentially free updates for Destiny 2. Bungie reportedly has no plans for Destiny 3 and has canceled a Destiny spinoff project known as Payback. Development on its Marathon revival is said to still be ongoing.

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.

Astro Bot End Credits Spark Cameo DLC Speculation

Astro Bot’s end credits thank the various third-party developers and publishers who licensed their characters for use as cameo bots — including those currently not in the game.

The PlayStation 5 exclusive 3D platformer features 173 bot cameos from PlayStation games past and present (check out IGN’s feature, Astro Bot: Every PlayStation Character – Easter Eggs, for more).

But, as VGC spotted, Astro Bot’s end credits thank various companies whose characters have so far failed to show up, prompting speculation that the credits point to upcoming DLC.

Warning! Potential Astro Bot spoilers ahead:

The credits thank Ubisoft, for example, for the inclusion of Assassin’s Creed, Beyond Good & Evil, and Rayman, even though characters from those franchises are not in the game yet.

There’s also a mention of the recently revived Croc, Worms, and the more recently released Stellar Blade and Rise of the Ronin (both of which are currently PS5 exclusives). There is no mention, however, of Square Enix, whose iconic Final Fantasy characters are conspicuous by their absence in Astro Bot — an omission fans have picked up on in the context of Final Fantasy’s long-standing association with PlayStation.

Astro Bot developer Team Asobi is yet to confirm the exact nature of any DLC, although has said it’s working on adding new challenge levels at some point, and these will feature new cameo bots to unlock. In our 9/10 review of Astro Bot, IGN said: “A fantastically inventive platformer in its own right, Astro Bot is particularly special for anyone with a place in their heart for PlayStation.”

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.

Amazon tried to buy part of Valve in the days before Steam, according to former exec who says she’s been “erased” from Valve’s history

Monica Harrington isn’t one of Valve’s official co-founders, but she was heavily involved in its formation and initial success – working by day as a marketing manager at Microsoft with responsibility for the games division, while helping her partner, Mike Harrington, and Gabe Newell get the Half-Life studio off the ground. In a lengthy post on Medium – which Nic has already covered in the most recent Sunday Papers, but which I think deserves a piece of its own – Harrington takes us through those heady early days.

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Yooka-Replaylee Art Team Highlight Laylee’s New Fluffiness In Remaster

“She is a fan favourite already”.

Yooka-Replaylee was a bit of a welcome surprise when it was announced back in June. It looks utterly gorgeous and promises plenty of tweaks, changes, and accessibility features when it eventually launches. But one thing that many fans spotted was Laylee, Yooka’s purple bat companion, and her new, incredibly fluffy design.

In a Q&A published on the Playtonic YouTube Channel, community manager Steve James sat down with members of the Yooka-Replaylee art team — Ed Bryan, Nikita De Ruysscher, and Steve Mayles — to talk about the game’s brand new look. And one section focuses on the wisecracking bat.

Read the full article on nintendolife.com

Astro Bot: How Team Asobi created a unified vision for fun

Astro Bot made his anticipated return to PS5 with last week’s release of the titular game. Team Asobi, the PlayStation Studio behind Astro’s Playroom, infused the little bot’s big new adventure with enough stages, power-ups, secrets, and fun to make any 3D platforming fan grin.

With the game’s launch fresh in our minds, I visited Team Asobi’s studio to interview the development team about the studio’s history, development style, and tribute to 30 years of PlayStation. Let’s delve right into it.

Art & Animation: Everything begins with gameplay ideas

Left: Jamie Smith, Principal Animation Director, Team Asobi
Middle: Sebastian Brueckner, Principal Art Director, Team Asobi
Right: Maki Murakami Senior Animator, Team Asobi

PlayStation Blog: What do you prioritize the most when creating characters?

Jamie Smith: I pay close attention to “playfulness.” When creating animations, we model how children express joy, like jumping up and down with excitement, to elicit jubilant feelings among players. Children are packed with actions and emotions, and we strive to imbue all these essences in our character designs.

How do you decide which of these ideas make it into the game?

Sebastian Brueckner: First and foremost, everyone must agree that these ideas will enhance the gameplay. We don’t choose ideas solely from the art aspects, but everything begins with the gameplay ideas. As a team, we collectively envision a series of gameplay scenarios and make decisions on the world and its details. For instance, if the gameplay involves ice, we further collaborate on the idea and may suggest the sea as the world setting. Once the details are finalized, the art comes in to refine the world.

Maki Murakami: This brainstorming process is particularly palpable in Astro’s new power-ups and enhancement designs. Handy-D is one example. The idea behind this long-armed monkey was to assist Astro in climbing. Then we explored the ideas on how we could make it cuter and agreed on the design for it to be carried on Astro’s back. We create prototypes, then playtest them and refine them together to take the level of fun to eleven.

Tech & Programming: New features stem from the passion for delivering new experiences

Left: Toshimasa Aoki, Sr Principal Product Manager
Right: Masayuki Yamada, Principal Gameplay Programming Lead, Team Asobi

Tell us about Team Asobi’s unique modeling techniques.

Masayuki Yamada: Gameplay programmers start by creating primitive models based on the specifications provided by the designers and test the gameplay with them. Once we verify the models are indeed fun, the artists step in to elevate the experience. Our team process is different from others in the sense that we first define what makes the gameplay fun and then amplify that aspect of the game even further.

As a hardware developer, how do you feel about the DualSense controller transforming into a character and featuring in the game as the Dual Speeder?

Toshimasa Aoki: I was genuinely thrilled to see the controller I helped create featured in the game. Before Astro Bot, the controllers received a spotlight only in the User’s Guide. But look at them now, flying around in the game as 3D characters, responding to every move and action. What better way to showcase the hardware than this?

Team Asobi’s work is also a great platform to highlight new PlayStation technologies, like PlayStation VR and the DualSense controller. To deliver these new, unique features to players, is there anything your team focuses on?

Toshimasa: We introduce new features because we want to create new experiences for our players. Our close collaboration with Team Asobi allows us to test prototypes early in their development. When we see smiles or hear chuckles from the team, it’s a sign that we’ve successfully created something new, and those reactions are a testament to the motivation in our work.

A game packed with fun action and 30 years of PlayStation history

Nicolas Doucet, Studio Head, Team Asobi

What do you think is Team Asobi’s unique strength that sets the studio apart from others?

Nicolas Doucet: Our strengths are ideas and speed. Innovation is a key aspect of Sony’s DNA, and achieving innovation requires testing numerous ideas. Ideas and speed are inseparable when it comes to promptly identifying what works. And that’s what Team Asobi excels in. Everyone on the team is always eager, inspired, and motivated to create something new.

What kind of experiences do you want players to have when they play Astro Bot?

Doucet: For veteran gamers, we hope to bring them the fun of platform action games and a sense of nostalgia, as the title is packed with tributes to PlayStation’s 30 years of history. With cameos like PaRappa, I hope players feel a wave of joy and nostalgia when encountering these familiar faces.

I also feel a profound sense of responsibility towards novice players, especially very young gamers about to embark on their first gaming adventure. I vividly remember the first time I played a video game- it was incredibly fun and left a lasting impression on me. If Astro Bot is someone’s first video game and sparks the same joy and excitement that I felt, I would be personally delighted.

What are some unique advantages that come with being part of PlayStation Studios? And how do you collaborate with other PlayStation Studios?

Doucet: Since this title packs in much of PlayStation history, we worked closely with all the PlayStation Studios. When we shared our concept with the studio directors and game creators, their responses were overwhelmingly positive. Initially, I thought we could only feature around 50 characters out of the 150 characters we wanted to feature. But to our greatest surprise, the studios unanimously agreed to the cameo of all 150 characters. Apart from our PlayStation Studios, we were also lucky to collaborate with third-party publishers.

What message do you have for the players who are waiting eagerly for the Astro Bot’s release?Doucet: We’ve spent three years creating Astro Bot for both long-time PlayStation fans and new players, so please take your time and enjoy every nook and cranny of the game. We’ve also hidden many secrets and surprises, so have fun exploring and discovering them all!

Super Mario Party Jamboree Learns the Right Lessons from Superstars

When you walk into a party, it doesn’t take long to figure out if you’re going to stick around for a while or call it an early night. Who’s on the guest list? How’s the venue? What are the activities? The same can be said about booting up a new Mario Party for the first time, and after spending roughly an hour with Super Mario Party Jamboree, I’m confident saying I’ll probably hang out until the house lights come on at last call.

It feels good to say that, because Mario Party’s quality has been all over the board since franchise developer Nintendo Cube (recently rebranded from NDcube) took over party planning duties over a decade ago. They threw all four players together in a car for some reason, had us face off against a giant Bowser who used the Wii U GamePad, and developed a few middling 3DS entries that tried – but ultimately failed – to refresh the Mario Party formula.

But things started to turn around with 2018’s Super Mario Party, which took us out of the car and put us back on the board in a game that was definitely a step in the right direction. Nintendo Cube followed that up with 2021’s Mario Party Superstars, a brilliant prance through past parties that reminded us of the series’ glory days back on Nintendo 64 and GameCube.

Now, this entry looks to combine all the learnings from both Super and Superstars into one new ultimate party package, and based on my time with it so far, Super Mario Party Jamboree has the potential to be the best original Mario Party game in over 15 years.

Super Mario Party Jamboree has the potential to be the best original Mario Party game in over 15 years.

First off, the guest list is on point. Jamboree features 22 playable characters (that we know of so far), already the largest roster the series has ever seen. The classics are all here – for years the Mario Party series toyed with characters like Donkey Kong, Toad, and Toadette, relegating them to hosting duties or minigame side modes, but they’re all back on the roster. Newcomers Pauline and Ninji are welcome additions, and I was personally thrilled to see my beloved Boo make a comeback, and I didn’t hesitate to pick him for my first jamboree.

Our party planners also picked a great venue. There are seven boards in Jamboree, and I got to take a few turns on Mega Wiggler’s Tree Party, a beautiful forest-themed map with a giant Wiggler in the center that rotated positions if someone landed on a specific space, unlocking alternate paths and faster routes to the Star. This mechanic led to that perfect mixture of Mario Party luck and strategy where you can try to outline out your next few turns to make sure you get to the Star first, but something is bound to come up that will throw a banana peel in those plans.

I had a blast playing classic Mario Party rules on a brand new board for the first time since Mario Party 8 and Mario Party DS in 2007. Stars cost 20 coins as they should, and there were no character-specific dice blocks that made things feel unnecessarily unbalanced in Super Mario Party. The board was also big, which is a relief after Super Mario Party’s tiny locations that were so small you could barely justify a 10-turn game on them. But in Jamboree, it’s looking like you’ll be able to get a lot of mileage out of the boards, and I was told you can party for up to 30 turns if you want.

On my first turn, I swung by the item shop to buy something from Koopa Troopa. While browsing the wares, I noticed a few new items, like a Shop Hop Box that warps you right to a random shop, which could get interesting if the shops stock powerful items like Golden Pipes in the latter half of each game. And, board-specific items have made a comeback, with a Wiggler Bell that gives you the power to change the position of the Mega Wiggler sleeping in the middle of the map.

Thanks to some lucky high rolls and a strategic item purchase of some Double Dice, I snagged the first Star of the game on Turn 2. This is definitely a nitpick, but I was disappointed to see that no one was there to sell me the star as in previous Mario Party games, and instead it felt like I completed my transaction at self checkout, but that’s probably only going to bother the most diehard of Mario Party fans.

Speaking of things you’ll only notice if you’ve played hundreds of Mario Party games, the UI has seen a major revamp when characters are exploring the board. Instead of the standings occupying the screen’s four corners, your coins, Stars, and item inventory are all lined up on the bottom screen in such a way where you can see who is up next and how long until the next minigame. Stickers make a return from Superstars, and this UI change benefits that as well, because players can still taunt each other endlessly without rudely blocking important options, like when a player is trying to buy a Star.

I don’t know why the Mario Party series has built a reputation for having amazing-looking steak, but I’m happy it’s back.

No Mario Party is complete without a great collection of minigames, and I was impressed with virtually every competition I played. Prime Cut was a great two-vs-two minigame where I had to work with my partner to cut a steak perfectly in half. I don’t know why the Mario Party series has built a reputation for having amazing-looking steak, but I’m happy it’s back.

The best new minigame I saw, though, was Sandwiched, which was reminiscent of Mario Party 4’s Booksquirm, where we were standing in a picnic basket and had to avoid getting crushed by a downpour of endless finger sandwiches until only one of us was left. I narrowly got second place, and it left me wanting to get right back in for another round.

Meanwhile, Granite Getaway returns from Mario Party 6, where I frantically ran (or in Boo’s case, floated?) away from a giant boulder, Indiana Jones-style. Much like the set of seven boards in Jamboree, it’s fun to see the series combine old and new with the minigame selection. Because even though new minigames always have the chance to be great, let’s face it, you just can’t beat the classics.

We didn’t get to finish our game of Mario Party before moving on, but I did squeeze in a couple more classic moments, like passing another Boo who stole coins from an opponent for me, or unfortunately landing on a space that moved the Wiggler, allowing Goomba to scamper by and steal the next Star from right under my nose.

Next, I said goodbye to Boo and hello to Goomba as I transitioned to see Jamboree’s new 20-player online multiplayer modes. Nintendo is leaning hard into Jamboree’s online offerings, proven by the fact that it’s bundling Jamboree with a three-month individual membership for Nintendo Switch Online.

The first mode I tried was Koopathlon, where you race 19 other players to be the first to complete five laps around a long track. I was only playing against three other people and 16 NPCs, but when Jamboree goes online at launch it’s designed to be played with 19 other real people. You progress along the track by collecting coins in various single-player minigames that everyone competes in simultaneously. This included tasks like collecting as many coins as possible while running up a sandy hill, a bread-baking challenge where I had to watch seven different pastries cook and remove them from the oven before they burned, and a whack-a-mole contest where I had to hit the Monty Moles and pass over the Bob-ombs. I had a great time with all of these, as the right side of the screen showed an up-to-date map of the race track, so I could see how I was faring against my human competitors on the overall leaderboard.

After three rounds of minigames, we were faced with a Bowser minigame where we had to survive as long as we could or risk losing serious progress on the track. Seeing my Goomba run for dear life while Bowser chased us down across a collapsing bridge surrounded by lava was memorable, intense, and very reminiscent of the GameCube days of Mario Party, where losing a Bowser minigame could throw you completely off the rails. The Koopathlon was fun, but to be honest I don’t see myself ever picking it over either the classic Mario Party experience or the myriad of other online battle royales that are out there.

Finally, Kaboom Squad is Jamboree’s cooperative mode, and it was the last thing I got to try out. Twenty players had to work together to load bombs into a cannon to take down a giant Bowser that was stomping around doing his best Godzilla impression. After the clock runs out each round, we would play a cooperative minigame to earn power-ups for the next bout against the King of the Koopas. The power-ups allowed us to carry more bombs or drop boost pads on the map to get to and from the cannon faster. The cooperative minigames were fine, like a tower defense game where we had to defend a gate from Bob-ombs swarming us from all directions, but I don’t play Mario Party to work together, I play it to ruin friendships like everyone else.

I don’t play Mario Party to work together, I play it to ruin friendships like everyone else.

It took us about 15 minutes to take Bowser down, and it just felt a little too long. With how many other choices there are at the Super Mario Party Jamboree buffet, I’m not sure how often I’ll go back for seconds in this mode. Finally defeating Bowser was satisfying enough, but certainly didn’t provide the same rush as outlasting my opponents in a minigame or being the first to buy a Star on the board.

Apart from the 20-player modes that didn’t leave a huge impression, Super Mario Party Jamboree is shaping up to be an excellent return to form for the series. After Superstars successfully returned to the franchise’s greatest hits, I’ve been hopeful that the next new entry would be a worthy followup to the classics. And so far, the time I spent rolling dice, buying Stars, and betraying friends on Jamboree’s opening board has me convinced that it has a strong understanding of what longtime Mario Party fans want. While I’ve only seen a handful of Jamboree’s enormous lineup of 110+ minigames, I was genuinely impressed with the ones I played, and I’m thrilled some of the classic minigames are coming back to accompany the new ones. We’ll have to wait and see if the rest of the boards can stay away from some of the unwelcome gimmicks that have plagued the series in recent years, but for now I’m optimistic that Jamboree is the party I’ve been waiting for an invitation to.

Baldur’s Gate 3 Modder Unlocks Complete Dev Toolkit to Create Entirely New Campaigns and Content

One Baldur’s Gate 3 player has already unlocked Larian Studios’ complete developer toolkit meaning modders can now create fully custom content and campaigns in the Dungeons & Dragons based role-playing game.

GamesRadar spotted the BG3 Toolkit Unlocked mod from Siegfre on NexusMods, which “unlocks all features and write permissions for the BG3 Toolkit including level editing, save editing, and more.”

The BG3 Toolkit arrived alongside Baldur’s Gate 3’s highly anticipated Patch 7 and acts as an official modding tool for the beloved game, letting players pull assets already made by Larian and create custom content with them.

But the BG3 Toolkit Unlocked mod takes this one step further, essentially breaking through the pre-approved list of features and granting players full access to Baldur’s Gate 3. Larian didn’t intend on players having access to this much, as CEO Swen Vincke told PC Gamer in March 2024 that Baldur’s Gate 3’s mod support wouldn’t be as extensive as the one released for Larian’s previous game, Divinity: Original Sin 2.

This was because its “tools are very complicated” so Larian instead focused on things it knew players wanted to mod. “Not all tools are going to be shipped, because we wouldn’t be able to support them,” Vincke said.

Only time will tell what players do with both the official mod support and now the unofficial unlocked version. Baldur’s Gate 3 captured the attention of fans to such an extent that it’s still a regular topic of conversation one year later, despite it being a predominantly single-player game with no expansions.

Players are already hard at work too, as Vincke revealed on X/Twitter more than a million mods had been installed within 24 hours of the Toolkit’s release. The founder of ModDB replied later that day to reveal the number had crossed three million and was “accelerating.”

Patch 7 added much more than just official mod support though, including an “absolutely metal” ending for Karlach and a hidden evil ending too. Players will also be relieved to hear that it’s not the final Baldur’s Gate 3 patch after all.

In our 10/10 review of the game, IGN 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.”

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

First 90 Minutes of Silent Hill 2 Remake Appear Online

The first 90 minutes of Bloober Team’s Silent Hill 2 remake have appeared online ahead of its October 8, 2024 release date.

The 2BRO YouTube channel streamed Silent Hill 2 from the beginning as part of a paid promotion with publisher Konami, meaning that unlike most early gameplay reveals, this one won’t be taken down for copyright infringements.

While the commentary is in Japanese the gameplay itself is in English, and introduces protagonist James Sunderland as he comes across the ever so spooky town of Silent Hill and all the nastiness one would expect from a survival horror title.

Those looking forward to the remake can therefore check out the gameplay, though should be warned that, as there isn’t any branching paths in the game’s opening, it is also full of spoilers. The first 90 minutes will cover just under 10% of Silent Hill 2 according to Bloober Team’s own estimates, as it said players could complete it in “around 16 to 18 hours.”

This increase over the original’s length will account for myriad gameplay changes but apparently nothing in the story department, as Bloober Team has been adamant about not changing any plot points of the original game.

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

Minecraft creators are already trying to fix the Minecraft movie

When Warner Bros released a fairly abysmal trailer for the Minecraft Movie last week, there could be only one possible result: the game’s legions of fan filmmakers, modders, texture pack creators, and garden-variety players would attempt to upstage it. That process begins with the speedy release of several fan reworkings of the trailer that use something like vanilla Minecraft graphics, rather than the original, unholy fusion of LB Photo Realism and Jack Black. This’ll teach Johnny Hollywood to run his grubby hands all over our beloved Creepers, eh.

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