Hands On: Zelda, But With Mind-Bending Perspective Puzzles – We Take ‘Cassette Boy’ For A Spin

Giant cube-shaped cat fights and “The Schrödinger System”.

BitSummit, held in Kyoto every sweltering hot summer, plays host to an incredible amount of indie developers from across the globe. As you might expect, it can be rather hard to stand out – so much so that it was even difficult for us to curate a list of impressive Switch games down to only 10 titles this year. However, Cassette Boy, with its muted Game Boy-like color palette, exuded so much retro charm that we couldn’t help but play it more than once, chatting with the sole developer Kiyoshi Honda whenever he had a moment to spare from the hordes lining up to play his game.

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Path of Exile 2: More Fun, More Flexible, More Evil

Path of Exile 2: More Fun, More Flexible, More Evil

Path of Exile 2 Screenshot

Summary

  • We go hands-on with a recent build of Path of Exile 2 and talk with Game Director Jonathan Rogers.
  • Unique for Xbox release will be a refined controller scheme, cross-platform progression, and couch co-op support.
  • Path of Exile 2 is currently planned for early access release in 2024.

Path of Exile 2’s character screen sets the mood early by featuring a variety of classes, each with a noose around their necks. Once I confirm my selection, the trap is sprung, and every neck is snapped save for mine as the rope gives way. My witch scurries away into the nearby brush and the adventure begins. The message is clear: this place is evil.

The original Path of Exile carved a path of innovation for the action role-playing genre when it was released on PC in 2013 (and in 2017 on Xbox). It was an instant classic that would go on to develop a fervent following, be hailed by critics, and establish a compelling new world to explore. Now, Grinding Gear Games is on the verge of sending us back to the world of Wraeclast with the upcoming Path of Exile 2. Originally planned as a massive expansion, PoE 2 has grown into its own beast with a slew of innovations while retaining what made the original so great to begin with — we got a feel for this recently during a hands-on session.

“For Path of Exile 2 we really want to make sure that we are keeping all the depth that PoE is known for, while removing a lot of unnecessary barriers that new players could easily stumble over. There were a lot of systems in PoE1 that added complexity without really adding any depth,” says Path of Exile 2 Game Director Jonathan Rogers.

Path of Exile 2 Screenshot

“A great example was skill slots being tied to items in PoE1. Now your character just has skill slots for gems by default (more on this in a bit). In PoE2 we get to keep all the customization that itemized skills gave us, but without all the annoying details around having to change your items out whenever you want to try out a new skill combo. You can build your character with interesting combos between unique items, passive skills and abilities, but it should be a lot more accessible.”

The game is building not just on the mechanics of the original, but the story, too. Path of Exile 2 is set some 20 years after the events of the original game. Since the destruction of the first game’s big bad, the Beast, the world has been freed of its corruption and Wraeclast, your primary location from the original game, has been reclaimed; but that has created its own issues as well. The gods that were once kept in check by the Beast are now ravaging parts of the plagued continent, while others are controlled by tyrants seizing the opportunity for power. This is where you come in, as your character is dropped into a small area to the north called Ogham, where the land appears to be sickening once more. Again, it taps into the deliciously evil surroundings; dire and dread seem to be key tenants of Path of Exile 2’s world design.

Rogers details about what goes into building such an enticingly creepy world to explore within Path of Exile 2: “The first step of any world area design is working out what it was used for, and what kind of people were there — we need to make sure that this process starts with a dark fantasy theme and can mean designing cultures with “off” elements to them. This is true even for the cultures that are friendly to the player.

Path of Exile 2 Screenshot

“From there we try to find references for some kind of look that we are after. Usually, we want to make sure that there is some kind of “creepy” element to the area to evoke. Even something as simple as a style of rock can produce uneasy feelings in players, but there are a lot of other details to achieving this. A great example is lighting. We try to light the game like a horror movie. That means having high contrast shadows, and not using too much ambient lighting. Even a bright area like a Jungle in daytime can appear ‘dark’ in tone if you give it a good amount of contrast.”

When I jumped in and started playing within this creepy hellscape during my hands-on session, I picked the Witch, whose skills like summoning minions and casting spells track to how I like to play most action-RPGs. What struck me immediately was how pleasingly fluid my character felt moving through the world, not to mention how well it mapped to the Xbox controller, especially with the analog sticks. It was like playing a twin-stick shooter, with the left analog stick controlling the witch, while right analog stick would attack in the direction I focused my spells. I also liked the level of control I had over my skeleton minions and how I could invest in having a variety of roles for them, like two warriors and two snipers, for example.

“The biggest improvement in my opinion is the combat feel,” says Rogers. “There are a large number of little details that go into improving combat, but it’s things like being able to move while using many abilities, special animations for getting into range, dodge rolling, and the ability to retarget during an attack that all come together to make combat feel much better.”

Path of Exile 2 Screenshot

With so many character choices built in already, I asked Rogers what some of the factors the team takes into consideration to balance each of them in the game; what’s the mantra the team follows to ensure each class feels like a Path of Exile class?

“We have really tried to make sure that each class has unique mechanics and ideas, but at the end of the day the real purpose of each class is to deliver on a fantasy that players have. The design needs to make sure we are fulfilling that — if you pick a druid, you want to turn into a bear! Since Path of Exile doesn’t have class restrictions, you can go outside of that and do some really weird combinations. It’s not a question of balancing one class against another, it’s a matter of balancing every individual skill across the entire game with all the others. The reason that classes need to exist is to give you something to latch on to when you start the game to give you a template for how you might build your character, but you can branch out and do anything.”

During my brief hands-on time, I didn’t do much branching out or experimentation here – it was just a short 30-minute session. I was having too much fun spawning skeletons and casting spells to consider the wider implications of how to distribute skill points for my character — I can tinker with that another time when early access for Path of Exile 2 is projected to kick off later in 2024 – but it’s already clear just how flexible the game will be.

Path of Exile 2 Screenshot

“Path of Exile is a game with a lot of skills, and for PoE2 specifically we want the focus to be around using a good variety of abilities in different ways,” Rogers explains. “This just means that we must be able to solve the problem of having a lot of different abilities easily accessible. At the same time, we have a lot of different character classes and build choices, and the best layout tended to be quite different depending on what you were doing.”

This feeds into the game’s new Skill Gem system that will allow you to take a skill and modify it with up to five additional support gems, rather than having abilities attached to these skills. With 9 skill slots on your character, and each skill having up to 5 supports, you can come up with all sorts of ideas.

“A classic example is Multiple Projectiles. Put it on the Sorceress spell Fireball and you get multiple Fireballs when you cast it. But when you put it on the Monk attack Falling Thunder, it will generate extra projectiles. We try to make it so that if the player thinks ‘Maybe this will work?’ then it should work.”

Path of Exile 2 Screenshot

Also new for Path of Exile 2 will be its console support, with the Xbox version launching alongside the PC release. Rogers explained to me that one of the first things that was super important to the team was to make sure console was a first-class platform and would support cross-play, which in turn led to cross-progression support, as well as implementing couch co-op for the console version.

“We need to make sure that players on console feel like they are part of the same community, and I think that that was one issue that we had with PoE 1. It always felt separate. But we were also thinking about things that we can take advantage of on console platforms that are unique experiences to those platforms, and couch co-op is one of those,” says Rogers.

“You can technically play couch co-op on a PC of course, and I’m sure some people have their PCs hooked up in their living room, but really the experience of sitting on a couch with your friend is something that you get from consoles that you don’t usually get from PC play. It’s also something that I have just personally always enjoyed, and there was a lot of excitement in the studio about it too. We thought it would be a lot of fun, so we decided to go for it.”

Path of Exile 2 Screenshot

By every measure, it seems Grinding Gear Games has found a way to outdo itself and is primed to deliver another compelling entry in their Path of Exile franchise. With the incredible level of character customization, a dark and sinister world that we’re just dying to explore further, and a slew of console friendly features, Path of Exile 2 is firmly on our radar to be a must-play in 2024.

Xbox Live

Path of Exile 2

Grinding Gear Games

Path of Exile 2 is a next generation free-to-play Action RPG created by Grinding Gear Games. Journey across the deadly continent of Wraeclast, meeting multiple immersive cultures while facing off against evil in many forms. Path of Exile 2 features twelve character classes, 240 Skill Gems, hundreds of equipment base types, a six-act campaign, more than a hundred unique boss fights, a deep endgame system and so much more. Play with your friends without losing any progress with couch co-op, cross-play and cross-progression on all available platforms.

The post Path of Exile 2: More Fun, More Flexible, More Evil appeared first on Xbox Wire.

Arranger: A Role-Puzzling Adventure launches July 25, devs detail boss design

The world of Arranger: A Role-Puzzling Adventure takes place on a sprawling, interconnected gameplay grid, on which characters, objects, puzzles, and exploration all follow the same logic: when player character Jemma moves, the world moves too. And when you step off the edge of the grid in any direction, you “loop” around to the other side. With these mechanics in mind, and being a game without a failstate, we certainly had our work cut out for us when it came to designing our boss fights!

We started by laying down some structural ground rules about the game world, to keep our scope in check and put a rough template in place to design around. Each town has two roughly delineated dungeon areas, which at some point introduces the elements required to solve a larger puzzle at the end of the town, which we frame as our boss fights. Though they may (and should!) feel intimidating, our bosses are ultimately just larger puzzles that have more at stake in the context of the story.

Some early sketches of the second boss by our artist David Hellman. Featuring eyes, monsters, water, and a small identity crisis.

In a more traditional game, you’d have to worry about losing health if you get hit, or even dying and having to restart the fight. That’s not the case in Arranger, but your progress will still be limited until you can find a way to solve the challenge.

The dangers – or rather, the obstacles – that Jemma has to face are always connected to a strange force we call “the static,” which we represent in the game with a glowing purple aura around objects. The static objects aren’t affected by Jemma’s powers, and stay in place when she moves. This is true for all puzzles in Arranger, but it’s expressed in the most explicit way in these boss battles: the raw form of the static becomes a static beast, and Jemma has to find creative ways to defeat them, using all sorts of strategies introduced in earlier puzzles throughout the game.

The final stage of the first boss may look complicated, but you’ll develop all the skills required to defeat that long static boy by the time you get there!

Finding different ways to represent these beasts was a real challenge. We really wanted to express how the scale of the bosses was getting larger and larger as you progressed through the story, to convey that the risks were larger and that you were getting closer to the source of the problem.

Given the nature of the design and our primary goal of keeping the game experience breezy, a lot of these elements are represented not by the difficulty of the puzzle, but instead emphasized through the story context and art. 

One of our comic-style cutscenes that introduces the first boss!

The first boss is something Jemma can work out herself – a worm getting larger and larger, with more static debris appearing after each phase, making the usable grid smaller each time. Whereas the second and the third bosses are actually the opposite: the grid becomes larger, giving more room for movement, but the steps to damage the boss become more complex, so you have to use everything you’ve learned (and Jemma may even have to get some help from other characters!). So it’s always a balance between giving players the right amount of space to maneuver around, depending on how much complexity and constraint we want to introduce.

You’d better use those birds if you want to poke all those eyes at the same time..!

It’s been really interesting for us – and we hope for players as well – to see how these elements evolve throughout the game. It may feel like a natural evolution, but it took a lot of (exhaustive) iteration and (fun!) exploration to get it feeling like we wanted it to. Just like Jemma, we had to go through a lot of chaos and make a big mess, before the dust settled on the other end to reveal the game’s true nature.

Thanks so much for checking out Arranger. We hope it slides right into your heart!

Call of Duty Warzone Finally Ditches Annoying Gas Mask Animation After Years of Player Complaints

Ever since Warzone launched in 2020 players have complained about the Gas Mask animation getting in the way of actually seeing what’s going on. Now, with the launch of Season 5, Activision has finally done something about it.

Warzone Season 5 launches today, July 24, and brings with it this much-needed improvement. Developer Raven Software’s patch notes detail the ‘Dynamic Gas Mask Overlay Quality of Life’ change:

“The gas mask overlay will now fade in and out depending if you’re in gas or not,” Raven explained. “This way, players can equip the gas mask at any time without having their vision impacted.”

The battle royale’s gas mask, which, as you’d expect, lets players breathe within the damaging gas as the circle of play shrinks, had an equip/unequip animation that would trigger whenever the wearer would move in/out of the gas. It had the habit of getting in the way of the action at the worst possible moment (during a firefight), forcing players to store it in their inventory and manually equip it when needed.

Now, this issue should be a thing of the past, leaving those with the gas mask free to equip safe in the knowledge that doing so won’t harm their chances of victory. Players have reacted positively to the change, which comes over four years after Warzone’s record-breaking launch.

Elsewhere, Season 5 makes big weapon balance changes and other user interface and user experience improvements. The update comes ahead of the launch of this year’s mainline Call of Duty game, Black Ops 6, and its integration into Warzone.

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.

Shadows of the Damned: Hella Remastered Sets Halloween Release Date

Shadows of the Damned: Hella Remastered has a release date: October 31, 2024. Yep, that’s Halloween.

The action adventure remaster from Suda51 (No More Heroes, killer7) and Shinji Mikami (Resident Evil, God Hand) launches then across PC via Steam, PlayStation, Xbox, and Nintendo Switch.

Shadows of the Damned launched first in 2011 on PlayStation 3 and Xbox 360, developed by a Goichi “Suda51” Suda-led Grasshopper Manufacture. It stars demon hunter Garcia Hotspur, who, alongside sidekick Johnson the skull, battles through Hell to rescue his girlfriend from Fleming, the demon king of Hell.

Hella Remastered expands on the original with new costumes, a New Game+ Mode, and 60fps/4K support. A Grasshopper Direct showcase is set for July 31, and will feature producer Shinji Mikami and Suda51.

Shadows of the Damned: Hella Remastered new features:

  • New Costumes: In addition to Garcia’s iconic jacket, “Purple Reign”, there are now four new costumes to choose from:Placa Garcia, Ocho Corazones, Demonio Garcia and Kamikaze Garcia.
  • Now includes New Game+ Mode: A feature requested since the original release, the Hella Remastered edition includes a New Game+ mode! This mode carries your weapons and upgrades over from your last playthrough into a new game, jam-packing those replays with hella power.
  • 60fps/4K Support: Hell has never looked so good. Shadows of the Damned: Hella Remastered lets you experience the game in silky-smooth 60 frames per second, as well as supporting resolutions up to 4K, allowing you to appreciate every bone fragment and blood splatter.

(Switch supports up to 30fps; 4K is supported on PS5 / Xbox Series X / Steam only.)

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.

Kunitsu-Gami: Path Of The Goddess review: a totally fine take on tower defence

Capcom’s turned back the clock with Kunitsu-Gami: Path Of The Goddess, bringing to us an action RPG tower defence hybrid that’s very 2000s and very welcome in this age of open world, live service-ness. And for some, it’ll deliver what’s needed: a fairly good time. A time marked by a loop that does hack ‘n slash, management, and a dash of base repairs to an average degree. For me, though, and possibly many others, I simply don’t think this mix ever truly captures what makes even the simplest of tower defence games so captivating.

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Review: Bō: Path Of The Teal Lotus (Switch) – Charm Meets Challenge In This Gorgeous Metroidvania

More tea, vicar?

Metroidvania fans seem to be living through a golden age. Hollow Knight and the Ori series, indie hits of the last decade, have established themselves as all-time classics, spurring on a horde of imitators, tributes, and new ideas. Even just 2024’s entries range from the imaginative, lo-fi hit Animal Well to the lavishly presented Prince of Persia: The Lost Crown. Bo: Path of the Teal Lotus may be yet another Metroidvania, but, remarkably, it’s yet another one worth your time.

The story opens with an atmospheric animated cutscene, in which a “Tentaihana” celestial blossom crashes down from the heavens into a lotus flower. This introduces Bo, a little fox-like creature draped in petals. Although the narrative doesn’t go very far, the tone of the world is developed effectively, with a cheery cast of characters ranging from a two-headed clairvoyant toucan to a fishcake–headed ramen chef. Dialogue never takes itself too seriously, whether it’s referencing classic memes, breaking the fourth wall, or going very tongue-in-cheek.

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Gran Turismo 7 Update 1.49 brings six new cars, updated physics simulation model, and more on July 24

Gran Turismo players! This month’s Update 1.49* for Gran Turismo 7 will be available as of July 24 at 11:00pm PST / July 25 at 7:00am BST / 3:00pm JST.

Let’s dive into what’s new.


Gran Turismo 7 Update 1.49 brings six new cars, updated physics simulation model, and more on July 24

Updated physics simulation model

A major update has been introduced for the car physics simulation model. This update mainly affects the suspension physics model and tire physical calculation model resulting in much more natural weight shifting during cornering. Tire response has also been improved, along with more realistic tire heating and wear. Look forward to more dynamic car movement and a further polished driving feel.

French tire maker Michelin has been added.

6 new cars added this month

BMW M3 ‘97

*Can be purchased from Used Cars

From race car to luxury grand tourer, the 3.2L second generation M3.

The 2nd generation M3 was introduced in 1992, 2 years after the introduction of its base model, the 3rd generation ‘E36’ 3-Series. The original ‘E30’ M3 was a racing homologation model made by heavily modifying the standard 3-Series, in a stark contrast, the E36 M3 took the line in the direction of a grand tourer. It featured a more mature look, with understated aero parts. Performance, however, was still very much at the forefront of the design. The 3L inline-6 engine produced 282.1 BHP with 32.7 kgfm torque. With this engine at its heart, the car was able to accelerate from a standing start to 62 mph in just 6 seconds and could continue to accelerate up to 155 mph before hitting the speed limiter. 

A minor model change in 1995 brought with it a 3.2L engine producing 316.6 BHP and 35.7 kgfm torque, and replaced the 5-speed manual transmission with a 6-speed unit, along with several changes to the chassis to sharpen the overall handling. 1997 saw the introduction of a 6-speed semi-automatic transmission.

Ferrari 430 Scuderia ‘07

*Can be purchased from Brand Central / Used Cars

A road-going racer that greatly improved upon the performance of the F430.

The 430 Scuderia was announced in September 2007 at the Frankfurt Motor Show, introduced as a high-performance version of Ferrari’s V8 series ‘F430’. It also served as the successor to 360 Challenge Stradale, a road-legal version of the 360 Challenge one-make race car that appeared in the 360 Modena era. 

It is powered by the same 4.3L V8 DOHC engine as the standard F430, further tuned to produce an extra 19.7 BHP / 0.5 kgfm to produce a total 502 BHP / 47.9 kgfm. A streamlining of the interior fittings allowed for a roughly 100 kg weight reduction to 1,350 kg. These improvements resulted in a power-to-weight ratio of just 2.48 kg/BHP. The transmission is a 2-pedal manual ‘F1 Superfast 2’ which allows for gear changes as fast as 0.06 seconds. The running gear itself also has a direct impact on driving and lap times, and a number of F1 derived technologies have been implemented here as well, such as the F1-Trac combined traction and stability control system, and the electronically controlled ‘E-Diff’ differential.

Genesis X Gran Racer Vision Gran Turismo Concept

*Can be purchased from Brand Central

The racing version of the Gran Berlinetta adorned with aerodynamic parts.

The Genesis X Gran Racer Vision Gran Turismo Concept is the most emotional expression of Athletic Elegance in the Genesis portfolio. It is a racing derivative of the Genesis X Gran Berlinetta Vision Gran Turismo Concept, with increased downforce achieved by the impressive wings, active aerodynamic flaps, flat floor, front and rear diffusors, canards and gurneys. While the drag coefficient increases according to wing configurations, the increased downforce allows better lap times. 

The X Gran Racer Concept is powered by a front mid-mounted race-spec Lambda II V6 engine, electrically assisted by Genesis E-SC technology. The hybrid race-spec drivetrain delivers a combined 1,540 HP (1,539.4 BHP) and 1,015 ft-lb (140.3 kgfm) of torque. The V6 screams at 10,000 rpm while delivering a maximum output of 870 HP (869.8 BHP) and 790 ft-lb (109.2 kgfm) while the front E motor generates an additional 670 HP (669.6 BHP) and 225 ft-lb (31 kgfm).

Lamborghini Gallardo LP 560-4 ‘08

*Can be purchased from Brand Central / Used Cars

No longer the baby Lambo; the Gallardo outgrew its nickname with top-tier performance.

Debuting in 2003, the baby Lambo ‘Gallardo’ underwent many improvements over the course of a five-year span, including several high-performance evolutions. Then, at the 2008 Geneva Motor Show, a model debuted that would outshine all of its predecessors. On the surface, the new Gallardo, or ‘LP 560-4,’ looked as if it had simply taken stylistic cues from the limited-edition Lamborghini Reventón. But in truth, it had undergone some major modifications. The most prominent of such modifications was the enlargement of its V10 engine displacement, from 4,961 cc to 5,204 cc. With additional intake and exhaust upgrades, and increased compression, the engine produced 552.3 BHP and 55.1 kgfm of torque, which was a 39.4 BHP and 3.1 kgfm improvement from the original Gallardo model. 

The drivetrain employed the same full-time 4WD transmission and viscous coupling as its forebearers. As for the car’s name, the ‘560’ was taken from its maximum engine output, and the ‘4’ stood for its 4WD system. The car also inherited a 6MT, or ‘6-speed, 2-pedal manual transmission,’ the E-gear in particular being greatly upgraded, its shifting speed shortened by 40% in the sporty ‘CORSA’ mode. Many thorough weight-reduction efforts were also made, resulting in the vehicle weighing in 20 kg lighter than previous models, at 1,410 kg.

RUF RGT 4.2 ‘16

*Can be purchased from Brand Central

The ultimate naturally aspirated flat 6. A meticulously crafted machine made by RUF.

RUF is a company that continues to create unique sports cars based on Porsches, infused with their own philosophy and craftsmanship. One of their continuing model lines include the “RGT”, based on various 911 GT3 models. At the very core of the RGT is a concept to polish the performance of the GT3 model even further, while miraculously bestowing it the comfort of a road car. And at the 2015 Geneva show, RUF added a new model to this family tree: The RGT 4.2, based on the type 991, 911 GT3. 

As the name implies it is powered by a 4.2L flat 6, increasing the displacement from the stock 3.8L of the type 991, 911 GT3 by 400 cc. But the increased displacement is not the only point of note. The RGT 4.2 engine is not just a tuned 911 GT3 engine, but uses the “Mezger engine” with the GT1 crankshaft as a base; an engine that has seen many successes in racing since the air cooled days of the flat 6. The car produces 123.3 BHP per litre, for a maximum power output of 517.7 BHP. On the exterior it is equipped with aggressive riveted overfenders, and the interior sports the integrated roll cage that the RGT series is known for. Combining competition blood with the grace of a road car, this is another fine example of a RUF, the ultimate car for a gentleman driver who enjoys both the track and daily use.

Subaru Impreza Rally Car ‘98

*Can be purchased from Legend Cars

Subaru’s triple race winning Impreza World Rally car from the 1998 season.

Subaru’s Impreza had been competing in the World Rally Championship since 1993 and had claimed the Manufacturers championship title in 1995 and 1996 under Group A regulations. Then in 1997, under ‘World Rally Car’ regulations, they were able to win the Manufacturer’s championship title again, making for a stunning 3- consecutive season run. The 1997 ‘World Rally Car’ specification Impreza, dubbed the WRC97, used the 2-door coupe model as a base, tuning the existing engine to produce 295.9 BHP and 48 kgfm torque. 

The suspension geometry was also reconstructed and body widened as far as regulations would allow to 1,770 mm in order to provide maximum handling ability. The WRC98, introduced in 1998, implemented further modifications upon the previous model, adding a computer controlled active differentials in the front, rear and centre couplings. In the 1998 season, Subaru unfortunately missed out on the championship title and a chance to extend their winning streak. However, the car was more than able to prove its worth as a World Rally car as Colin McRae took it to victory in Round 4 Portugal, Round 6 Tour de Corse, and Round 8 Acropolis.

New GT Circuit

The return of Eiger Nordwand

Return to the Kleine Scheidegg, in this revival of a classic GT Original Circuit, situated just below the north face of Eiger, one of the most famous locations in the Swiss Alps. Running past the Jungfrau Railway station at 2,016m above sea level, this technical layout features a series of tight hairpin corners twisting left and right. With very little room to maneuver, and constant elevation changes, running a clean lap will require the utmost concentration and driving technique. A pit area in the tunnel at the end of the course means this track is also set up for full-scale races.

GT Mode Updates

Café / Extra Menus

  • The following Menu has been added:
    • Extra Menu No. 40: McLaren (Collector Level 50 and above)

””

GT Auto

  • New Pokal wheel brand added.

World Circuits (Event)

  • The following new events have been added to ‘World Circuits’:
    • European Sunday Cup 500 – Eiger Nordwand
    • Jimny Cup – Eiger Nordwand
    • World Rally Challenge Gr.B – Autodromo Nationale Monza
    • World Touring Car 600 – Michelin Raceway Road Atlanta

Gran Turismo Sophy

The next-generation racing AI agent, ‘Gran Turismo Sophy’ is now available on the following courses. Look for the Sophy icon in the ‘Quick Race’ menu on each track to test your skills against Sophy.

Nurburgring 24h

Autodrome Lago Maggiore – Full Course

Scapes

The Eiger has been added as a featured Curation in Scapes.

 We hope you enjoy the updates and best of luck on the track.

*Internet connection and Gran Turismo 7 game required for update.

RuneScape: Untold Talkes of the God Wars to Reveal the Franchise’s Hidden Past

RuneScape is undoubtedly one of the biggest and most popular MMORPGs ever released, even setting a Guinness World record in the process. Now, after 23 years, this sprawling fantasy universe is finally making the jump to comics, and IGN can exclusively reveal the full details about RuneScape: Untold Tales of the God Wars.

First, check out the slideshow gallery below for a look at the various covers for RuneScape: Untold Tales of the God Wars, and then read on for more details about the new series:

RuneScape: Untold Tales of the God Wars is a four-issue series produced in collaboration with Jagex. The series is written by Ryan O’Sullivan (Void Trip) and illustrated by Sid Kotian (Gambit) and Daniel Bayliss (RuneScape FCBD Edition). Cover artists include Kotian, Alan Quah, Ivan Shavrin, Alex Moore and RuneScape’s lead concept artist Dave Barker.

As the title suggests, Untold Tales of the God Wars delves deeper into the God Wars dungeon questline from the game, which deals with an epic battle between four factions for control of the mythical Godsword, a blade capable of slaying a god. The series focuses on Maro, a character caught in the middle of this violent conflict, and who yearns to break free from his master’s control.

RuneScape: Untold Tales of the God Wars #1 will be released on October 9, 2024. Each physical copy of the series will come included with a DLC code for 200 Runecoins to use in the game. You can find preorder links for all the variant covers below:

In other comic book news, Marvel is shifting to the New Republic era with its latest Star Wars series, and the TMNT and Naruto franchises are crossing over.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Mario + Rabbids Chief Davide Soliani Leaves Ubisoft After 25 Years

Davide Soliani, who spearheaded the successful Mario + Rabbids series of games, has left Ubisoft after 25 years.

In a social media post, the former Ubisoft Milan creative director said he had left the company “to embark on a new adventure,” but failed to say what’s next.

Mario + Rabbids Kingdom Battle is an enormously successful Nintendo Switch exclusive that fused Nintendo’s Mario and Ubisoft’s Rabbids franchises in turn-based tactics gameplay. The 2017 game would eventually be played by over 10 million people, Ubisoft said.

Soliani was thrust into the spotlight after he wept during the Mario + Rabbids reveal at Ubisoft’s E3 2017 showcase. His reaction, which you can see in the video below, has gone down as one of the all-time great E3 moments, a rare look of genuine pride and relief captured in the audience of a show normally given over to strictly controlled marketing beats.

Kingdom Battle’s successor, fellow Switch exclusive Mario + Rabbids Sparks of Hope, performed less well upon its 2022 launch. Ubisoft boss Yves Guillemot later revealed his regret at launching the game on the Switch instead of holding it back for the console’s successor, saying Sparks of Hope would have likely performed better if it had not released on the same platform as the first game, given they offer similar gameplay experiences.

“We had already released a Mario Rabbids game [on Switch], so by doing another we had two similar experiences on one machine,” Guillemot told GI.biz.

“On Nintendo, games like this never die. There are 25 Mario games on Switch. Nintendo [has advised] that it’s better to do one iteration on each machine,” Guillemot continued. “We were a bit too early, we should have waited for [the next console].

“Because you could play a great game. And we think it will last for 10 years, because we will update it for the new machine that will come in the future.”

Ubisoft Milan, which is currently supporting the development of other Ubisoft games, such as Massive Entertainment’s Star Wars: Outlaws, waved goodbye to Soliani in a series of tweets.

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.