Sony has revealed the full line-up of PlayStation Plus Games Catalog additions for July2024, which includes Crisis Core: Final Fantasy 7 Reunion, Jackbox Party Pack 9, and more.
Announced on the PlayStation Blog, a total of 13 games are joining the library, and they’re all available at the PlayStation Plus Extra tier. They’ll be available July 16, 2024.
This is one of the more varied line-ups in recent months, as alonogside fantasy role-playing games like Crisis Core: Final Fantasy 7 Reunion comes beloved shooter Remnant 2, party game extraveganza Jackbox Party Pack 9, and more.
PlayStation Plus Games Catalog Additions for July 2024
Remnant 2 is a fan favorite shooter designed to be played solo or in a party of three. It earned a 9/10 in IGN’s review. “Where Remnant: From The Ashes was a strong first draft, Remnant 2 is a revolutionary sequel and a sterling manifesto for the looter-shooter soulslike,” we said.
Crisis Core: Final Fantasy 7 Reunion is the PS4 and PS5 remake of the RPG originally on PlayStation Portable. “Even when its portable roots occasionally distract, Crisis Core –Final Fantasy 7– Reunion is the best way to play one of the PSP’s most beloved games, almost completely modernizing its graphics, combat, and music in the process,” IGN said in our 8/10 review.
Switching genres again, Mount & Blade 2: Bannerlord is the sequel to the acclaimed medieval combat simulator. “Though lacking in some technical polish, Mount & Blade II: Bannerlord is a very satisfying early access strategy battlefield,” IGN said in our 8/10 review.
The Jackbox Party Pack 9 brings more no-controller necessary party game fun to PS4 and PS5, as a group can instead join each game using their phones. The games are wild and wacky in a sort of Cards Against Humanity turned digital format.
Pathfinder: Wrath of the Righteous brings the beloved tabletop game to PlayStation where the player embarks on a journey to a realm overrun by demons and rise to power by choosing one of six available Mythic Paths. It earned an 8/10 from IGN too.
Travis Touchdown returns to Santa Destroy after a ten-year absence in No More Heroes 3. It’s “an amusing but extremely uneven sequel, with its entertaining bosses separated mostly by poor performance and barebones tedium,” IGN said in our 6/10 review.
From the same franchise comes Travis Strikes Again: No More Heroes Complete Edition. This one “has Suda51’s eccentric charm, but the repetitive hack and slash gameplay doesn’t feel nearly as great as previous entries in the series,” we said in another 6/10 review.
Deadcraft is a simulation and action role-playing game where players must craft to survive. Battling through the apocalypse sometimes means using whatever scraps one can find to make weapons. Other times it means enlisting a loyal undead to assist in building and running an entire factory of grotesque machinery.
Steep is the totally radical extreme sports game from Ubisoft which lets players explore the Alps and Alaska. “Steep is a fresh extreme sports journey through a huge map, slowed only by dull paragliding and a lack of progression,” IGN said in our 7/10 review.
Job Simulator is a comical PlayStation VR2 game where players take on the role of a futuristic human in a world that’s seen robots take on every job. “Job Simulator is a VR funhouse that’s all about goofy experimentation, interactivity, and laughs,” IGN said in our 7/10 review.
Summoner is a classic PlayStation 2 RPG where players take on the role of Joseph: the key to an ancient prophecy who has the power of the summoner. Joseph must search the corners of the world for the five rings that will unlock his true power.
Beloved action plarform Ratchet and Clank: Size Matters also comes to PlayStation Plus this month. This one earned a 9/10 review from IGN, with the PSP game letting players take on intergalactic adventures and new worlds.
Finally, Jeanne d’Arc is a strategy RPG from Level 5 where Jeanne d’Arc escorts players into a fictionalized version of 15th century Europe as they take part in a mystical journey inspired by the heroics of Joan of Arc.
Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.
Boasting music from Motoi Sakuraba (Golden Sun) and Masanori Hikichi (Terranigma), the game might be pretty far off at the time of writing, but there’s a demo available on Steam right now if you want to get a taste of what’s in store.
Anno 117: Pax Romana – Why Now Is the Perfect Time to Visit Ancient Rome
Ellie Vengala, Communications Specialist, Ubisoft
Revealed during Ubisoft Forward, Anno 117: Pax Romana, is the 8th entry in the Anno series and the successor of the award-winning Anno 1800. Anno 117: Pax Romana is developed by Ubisoft Mainz, and will immerse players in the Pax Romana period, an era of relative peace in the Roman Empire. It promises a captivating blend of city-building mechanics as well as 4x and RTS features to deliver a unique builder experience. The game is set to release in 2025.
Fans have been asking for Anno to visit the Roman Empire for over 10 years, so we caught up with Creative Director Manuel Reinher to find out more about this long-awaited project, and why the team decided the time was right to visit the year 117.
Why is now the perfect time for Anno to visit the Roman Empire?
Manuel Reinher: After exploring the future (2205) and the near past (1800) it is now the perfect time to travel together to antiquity. An Anno inspired by the Roman Empire is a great contrast to everything we have ever done, and delivers a strong fantasy that our community has requested for more than a decade. We can’t wait to explore this exciting era together with our fans and all strategy players!
What makes the Roman Empire a fan favorite setting?
Manuel Reinher: Rome is a perfect match for Anno. It’s a fascinating era for strategy and builder games alike. It is one of the most iconic Empires of all times and it has a huge impact on our daily lives. It’s an era full of architectural wonders, politics, trade, art and conflict – these themes still ring true today.
With our unique feature mix of city building, deep economical simulation and 4x elements like diplomacy and military, we can deliver Rome like no other game before. This, together with the scale and beauty, will make Anno 117: Pax Romana a premier builder game that will be loved by fans!
How are you bringing the Roman Empire to life?
Manuel Reinher: We will bring the Roman Empire to life in unseen scale and detail: zoom in and discover a group of kids chasing dogs in the streets or admire your creation and watch thousands cheering at spectacular games in your massive colosseum. Start with a small outpost on an empty strip of land and transform it into a network of bustling cities spanning over two contrasting provinces.
Why did you choose the year 117?
Manuel Reinher: The year 117 is a perfect inspiration for us. It’s the time of the Pax Romana, after years of conquest the empire found its way to peace. It’s peak Rome, the people from 3 continents lived together, resources and ideas traveled via land and sea. And although there have been conflicts, this time period was relatively stable – life in the provinces was flourishing and peaceful, just like in an Anno game.
Fun Fact: Did you know that the sum of the year in each Anno title adds up to 9 (i.e. 1+1+7 = 9 / 1+8+0+0= 9)?
What will set Anno 117 : Pax Romana apart from previous games in the franchise?
Manuel Reinher: As for now, we will only reveal that we want to bring more choices to Anno. For the first time, you will be able to choose your starting province. But stay tuned, we will reveal more features and mechanics over the upcoming months!
What part of the Roman Empire do you start in, and what made you choose these regions?
Manuel Reinher: In Anno 117: Pax Romana you will be able to either start in the traditional Roman Latium, close to the hungry heart of the Empire, or the mysterious Celtic Albion, where no civilized Roman wants to be.
With Latium, we want to deliver the Roman fantasy that most of us have when we think about a game set in this era: it’s warm, sunny, and welcoming. Think lavender fields, beautiful coastlines and terracotta tiles bathed in sunlight!
Albion, however, is an alien, wet place at the Roman border. It’s a striking contrast and an opportunity for the players to explore and experience our take on the Roman Empire, a cultural melting pot full of challenges and opportunities for them.
Are there any clues in the Governors Wanted trailer that connect to the game?
Manuel Reinher: We wanted to make a reveal trailer that feels true to the game and brand. It should feel like Anno. We incorporated a lot of references to the game: from your role as a governor to the two starting provinces. The provinces will have a similar look and feel in the game as seen in the trailer. But we also drew smaller connections to the game, from the sound of the ship bell to some of the animals or symbols that you will find in the Anno 117: Pax Romana reveal trailer.
Anno 11: Pax Romana arrives for Xbox Series X|S in 2025.
Tackle deadly creatures, wield the legendary Buster Sword, carve out a kingdom to call your own and much more with July’s Game Catalog lineup! Remnant II, Crisis Core – Final Fantasy VII – Reunion, Mount & Blade II: Bannerlord and many more games will be available from July 16 for PlayStation Plus Extra and Premium members. We’re also announcing new classic and PS VR2 game offerings coming to PlayStation Plus Premium.
Let’s take a closer look at each of the new game announcements.
PlayStation Plus Extra and Premium | Game Catalog
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Remnant II – Standard Edition | PS5
Remant II is the sequel to the best-selling game Remnant: From the Ashes that pits survivors of humanity against new deadly creatures and god-like bosses across terrifying worlds. Play solo or co-op with two other friends to explore the depths of the unknown to stop an evil from destroying reality itself. To succeed, players will need to rely on their own skills and those of their team to overcome the toughest challenges and to stave off humanity’s extinction.
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Crisis Core – Final Fantasy VII – Reunion | PS4, PS5
Crisis Core – Final Fantasy VII – Reunion is the HD remaster version of the smash hit prequel to Final Fantasy VII. In addition to all graphics being remastered in HD, fully voiced dialogue and new soundtrack arrangements make for a dynamic new retelling of a beloved classic. It follows the story of Zack Fair, a young warrior admired by the boy destined to save the world, trusted by men renowned as heroes of legend, and loved by the girl who holds the fate of the planet in her hands. The tale of Zack’s dreams and honor—the legacy that connects him to Cloud—is revealed in full in this grand saga that has broken the limits of an HD remaster.
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Mount & Blade II: Bannerlord | PS4, PS5
Set forth on an epic adventure in a fictional Dark Ages sandbox that combines strategy and action-RPG gameplay. Create and develop your own character, gather companions, and use diplomacy, trade, and roguery to your advantage as you attempt to establish your clan among the ranks of the nobility. Raise armies to command and fight alongside in huge, real-time battles and sieges using an extensive command system, and an intuitive, skill-based directional combat system. Carve out your own kingdom or champion another’s cause as you explore the vast, reimagined continent of Calradia in this prequel to the critically acclaimed Mount & Blade: Warband.
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The Jackbox Party Pack 9 | PS4, PS5
Introducing the ninth installment of the best-selling Party Pack Franchise you know and love! Whether you’re hanging out with friends, having a remote happy hour, trying to make the holidays less awkward, or looking for your next game to stream, The Jackbox Party Pack 9 is here to spice things up. Play now in English, French, Italian, German, or Spanish. You don’t need extra controllers for extra players – everyone uses their phones or tablets to play! Games support up to 10 players and 10,000 audience members joining in the fun to impact the outcome of the game.
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Pathfinder: Wrath of the Righteous | PS4, PS5
Embark on a journey to a realm overrun by demons in a new epic RPG from the creators of the critically acclaimed Pathfinder: Kingmaker. Explore the nature of good and evil, learn the true cost of power, and rise as a Mythic Hero capable of deeds beyond mortal expectations. Create any character imaginable with the flexibility, richness, and depth of the Pathfinder First Edition ruleset. Choose from 25 classes, 12 character races, and more than a thousand spells, feats, and abilities to suit your personal playstyle. Enjoy two combat modes as you slay your enemies – real-time with pause or turn-based. Switch between them on the fly, so you can always take things as slowly — or as quickly — as you like. The unique Pathfinder ruleset also allows you to perform advanced combat maneuvers, like mounted combat. Use them wisely!
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No More Heroes 3 | PS4, PS5
No More Heroes 3 follows the otaku assassin Travis Touchdown as he takes up his trusty beam katana once more and slashes his way through ten of the deadliest fighters in the galaxy. Now he must make it to the top of the Galactic Superhero Rankings in order to stop the evil Prince FU and his ten alien underlings from taking over Earth. Rack up combos with Travis’ beam katana and experience hack-and-slash action like never before.
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Travis Strikes Again: No More Heroes Complete Edition | PS4
Travis Touchdown has been sucked into the legendary Death Drive Mk II games console, and the characters of the Death Drive Mk II’s diverse game library aren’t going to go down without a fight! Slice your way through them with all the beam charging, pro-wrestling-finisher action you know and love — turned up to 11. Burn through your skill gauge and link special and regular attacks for some kick-ass combos! Mix-up your approach and own your playstyle.
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Deadcraft | PS4
Welcome to Deadcraft, a new twist on the zombie survival-action genre. In a world ravaged by a deadly virus, half-zombie Reid must survive not only by taking an axe, weedwhacker— anything he can get his hands on—to hordes of the undead, but by growing some zombie followers of his own. Choose your allies and enemies wisely as you try to make it through the apocalypse alive!
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Steep* | PS4
Ride a massive open world across the Alps, where the powder is always fresh and the run never ends. Defy and master the mountain alone or with friends on skis, wingsuits, snowboards and paragliders. Record and share your best stunts. Ride solo or drop in next to other players to share thrilling rides. A permanent internet connection is required in order to play the game.
*PS Plus Re-Release
PlayStation Premium | PS VR2 & Classics
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Job Simulator | PS VR2
In a world where robots have replaced all human jobs, step into the ‘Job Simulator’ to learn what it was like ‘to job’. Players can relive the glory days of work by simulating the ins and outs of being a gourmet chef, an office worker, a convenience store clerk, and more.
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Summoner | PS4, PS5
In this PS2 action-RPG, Summoners have toppled empires and challenged gods. With rings crafted by the ancient Khosani, the gifted can call forth demons, dragons, and elementals, but only the strongest can control the forces they unleash. Born with the mark of the Summoner, Joseph possesses a power greater than emperors and gods. As a child, he summoned a demon to save his village, and watched in horror as those he loved were destroyed. Nine years later, the armies of Orenia invade, and Joseph must confront the prophecy he was born to fulfill.
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Ratchet and Clank Size Matters | PS4, PS5
Explore the mysterious Technomite Universe and even journey inside Clank’s head in this original adventure built for the PSP system. Wield weapons, customize your armor, and shrink yourself down to discover the new worlds! Experience Ratchet & Clank: Size Matters, originally released on the PSP, enhanced with up-rendering, rewind, quick save, and custom video filters.
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Jeanne d’Arc | PS4, PS5
Enter the 15th century, as France and England battle during the Hundred Years’ War. A mysterious and powerful armlet appears on the wrist of a young crusader named Jeanne. Commanded by an oracle from above, Jeanne wields the armlet to turn back the dark invading army to save her homeland once and for all. Experience Jeanne d’Arc, originally released on the PSP, enhanced with up-rendering, rewind, quick save, and custom video filters.
Richard Charles Lintern remembers what it was like to meet Hidetaka Miyazaki. Though he had never heard of the man until the day he recorded his voice role in Elden Ring, the game director made one heck of an impression:
“I walked in the [recording studio], and there were at least 12 or 15 people in the room,” Lintern recalls. “Mr. [Hidetaka] Miyazaki was there. So we shook hands, but he largely didn’t communicate with me in English. Other people did…a man called Adam Chapman, who was the voice director on the piece for me, works with a company called Fire Poets – I want to sing his praises just for a moment or two, because it’s quite intimidating when you walk into that room and there is clearly a god of the gaming world there.
“Now, I’m not entirely stupid, but I had not heard of Mr. Miyazaki before. I didn’t know the game, and I didn’t know the status of the game, and I didn’t know his status. But when I walked into the room, his status was very clear, very clear immediately. Everyone was very friendly, but at the same time, I could see that this was a bigger deal than I’d imagined it was going to be. And Adam, to his immense credit, took me under his wing and said, ‘Look, this is what they’re going to look for. This is what you need to do. Be open to moving in different ways with the character. No one’s quite sure what they’re going to end up with, but it’s a journey that we go on together.’”
Lintern was there to record the role of Igon, a new character added in Elden Ring DLC Shadow of the Erdtree who’s become a beloved community icon thanks to Lintern’s performance. Specifically, everyone loves a monologue he delivers when summoned to aid the player in the fight against Bayle the Dragon, an absolutely massive beast who Igon utterly loathes.
“CURSE YOU, BAYLE!” the monologue begins. “I hereby vow! You will rue this day! Behold, a true drake warrior! And I, Igon! Your fears made flesh! Solid of scale you might be, foul dragon, but I will riddle with holes your rotten hide! With a hail of harpoons! With every last drop of my being!”
While the Elden Ring community has made dozens of memes of Igon, Bayle, and the above monologue, until I spoke to him last week, Lintern was largely unaware of how much the fans adored his performance. In fact, he hadn’t even seen the final cut of his monologue, didn’t know what his character Igon looked like, and had absolutely no clue why he was so pissed off at this Bayle fellow. All he knew was that his experience performing in Shadow of the Erdtree was one of the most intense and unusual roles in his acting career.
From 0 to 5,000
Richard Charles Lintern is an English actor with a robust resume across film, TV, and theatre. He’s perhaps best-known for his work at the English National Theatre and the Royal Shakespeare Company, and on TV as Thomas Chamberlain in BBC series Silent Witness. He’s also no stranger to voice acting, having taken on numerous roles over the past decade. But Elden Ring was his very first time performing in a video game.
“I had never engaged, or been used, or tried to be used, or even thought of myself as a possibility for use in voice work in the gaming world,” Lintern says. “And once you open that door, it’s been a real revelation for me, actually. I’ve been astonished about how worldwide it is, how enormous it is. I had kind of imagined that the world of TV and film and theater was the largest grossing, or most important, or whatever. And my eyes have been opened, not even by the work on Elden Ring, but by the response to it, and the scope of the reach, and the contact that these stories, these worlds have with people all over the world has been a real revelation for me, and really, really interesting.”
Lintern isn’t clueless about video games, to be clear. He has three sons, and he’s played games with them, including various Star Wars entries, Super Mario, GoldenEye 007, and others. But he tells me he had never really engaged with games where you “disappear into a fantasy universe” until his role in Elden Ring. Lintern says he’s still a bit confused as to why they picked him, saying that he feels his sample clips are a far cry from the work he ended up doing as Igon.
“Even though I’m an actor and you’re expected to be able to adapt to the character that you are playing, usually that adaptation is from zero to ten, or zero to seven,” he says. “In the case of the character that I played in Elden Ring, it was from naught to 5,000. He was a long way away. He was either dead, or dying, or recovering.”
When Lintern first received his lines for Igon, he says they were “largely incomprehensible” to him. He understood that his character was in pain, and kept threatening someone named Bayle, but that was it.
“Largely with voice work, the characterization, or the work is done on the day in the studio,” he says. “If I’m doing a documentary voice, I will have a conversation with the producer. Someone will say, ‘Well, we need a voice with gravitas,’ or, ‘We need a voice with a little bit of sympathy,’ or a smile, or whatever it happens to be. But that work is largely done on the day. There’s not much you can do prior to the actual meeting, other than turn up on the day sober and in good health, basically. And then you get on with it.”
In that regard Lintern’s work as Igon started off completely normal. But his day in the recording studio was anything but.
Exploding Into Elden Ring
Given the very, very small number of lines Igon has in Elden Ring, Lintern expected his recording session, taking place at a studio in Central London, to be short, maybe 40 minutes. It was not. He recalls being in the booth for maybe five or six hours, and that he had to return a week later to a follow-up session. “It was epic in there.”
“I would perform one of the lines,” he recalls. “And then there would be a quite extensive conversation between Mr. Miyazaki and various other people around him in the room. Largely, I think the way things worked was, one of the other people would then speak to Adam, and explain what direction Mr. Miyazaki wanted to move in. But he, the mysterious figure in the center of the room, was very much in control of the entire operation.
“I remember thinking when I left, A, I’m exhausted. That’s never happened to me before. I’m absolutely, my voice is wrecked and I’m physically exhausted, and I’m emotionally exhausted as well. B, that was quite an experience. There were a lot of people in there…We were doing lines hundreds of times, literally hundreds, because if I was there for five hours, the actual total amount of lines that I spoke, I could’ve done in seven minutes.”
For Lintern, Elden Ring was an “eye-opening” experience, one that’s led him to appreciate the emotional possibilities offered by video game stories. But even though he went through a wide gamut of different types of expression, he notes that never once was he asked to bring his emotional levels back down, or temper or mute them in any way. He says every single note he received in that five hours was along the lines of “Do you have more? Can you explode?”
“I’m standing there with my arms outstretched,” he recalls. “And I think at the time, I don’t think I even knew that Bayle was a dragon. I think I might’ve thought Bayle was a person. Anyway, I can’t remember, but I’m giving it as much as I possibly can, vocally, emotionally, neck stretching, vocal cords ripping, everything. And then we would come back, and then there’d be silence again, during which I’d have a glass of water. And then we’d come and do it again with a tinge of sorrow, or with a tinge more rage, or slower, or faster, or whatever it happened to be.
“The attention to detail that was given to the character and the performance was pretty much greater than anything I’ve experienced before,” he adds. “Comparable with characters in Shakespeare that I’ve played and stuff. People were taking it extremely seriously.”
Too Angry to Die
At this point in our interview, Lintern asked me to explain his character to him – who he was, and how the player interacted with him. I explained that Igon is an NPC the player meets by a roadside who is clearly in great agony when he’s encountered. Unfortunately, there’s not much the player can do about Igon’s pain.
“You can’t heal me? You can’t give me water?” Lintern asks.
Sorry, Mr. Lintern, no.
In subsequent encounters it becomes clear that Igon is absolutely furious with a character named Bayle. The player will eventually learn from other sources that Bayle is a massive dragon – and not just any dragon, he’s widely regarded as the absolute worst dragon, one that even other dragons loathe. Igon, a guy who kills dragons and eats their hearts for a living, really wants to eat Bayle’s heart. But when we meet him, he’s already tried and failed, with Bayle leaving him injured, agonized, and near-dead. When Igon sees the player is capable of killing dragons, he throws in his lot with them in hopes of getting revenge. It’s basically Captain Ahab and Moby Dick, with Igon’s monologue giving off big “From hell’s heart I stab at thee” energy. Igon even uses a harpoon in battle! Lintern appreciates the comparison.
“A quest of the soul, a quest of morality, and strength, and pain, and terror, and doom,” he observes. “And an enemy that is so huge that you can’t even comprehend it, but for some reason, the bravery of the individual comes through and manages to triumph over it.
An enemy that is so huge that you can’t even comprehend it, but the bravery of the individual comes through and manages to triumph.
“Or, this is the other thing. I remember feeling rather foolish at one point, about an hour or two in, there was one line where I said something like, ‘You are defeated. I triumph over you.’ And then the next line on the piece of paper was, ‘So you have defeated me.’ And I remember saying something like, ‘I think there’s a mistake on the script thing here, because one minute he wins and the next minute he loses.’ And there was this awkward pause on the other side of the screen. And eventually, someone came back to me saying, ‘It’s a video game, Richard. Sometimes you defeat the beast, and sometimes the beast defeats you. We need both options.’ I hadn’t thought about that.”
I eventually show him images of Igon (“I look like a kind of broken down, scarecrow kind of guy.”) and the enormous Bayle. Bayle elicits quite the reaction from Lintern: “How on earth? Do you fight alongside me? How does that work?” I explain Elden Ring’s boss fights and its summon system that allows us to fight alongside Igon, but Lintern remains impressed anyone can beat such a massive dragon even with Igon and all his harpoons at their side.
“Man literally too angry to die,” he reads. “Is that me? That’s genius.”
I’m not the only one who’s been showing Lintern Igon memes. He tells me his son keeps sending references and asking him what “Curse you, Bayle,” means, but up until now Lintern hasn’t had a helpful answer. Lintern tells me he knows better than to name search himself online, but between his agent and his son, he’s seen enough positive feedback to know his role was well-received. And he’s certainly up for more video game roles in the future, he says, even if the intensity level is similarly dialed up to 5,000.
“I remember thinking for quite a few days afterwards, ‘That was quite an intense experience,’” Lintern concludes. “It was very mysterious. Mr. Miyazaki was a very mysterious character, but it was enjoyable. It felt creative, and it felt engaged. And I didn’t quite know what I was doing, but I knew that I’d had fun doing it. Put it that way.”
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
We haven’t written nearly enough about Fallout London, a gargantuan Fallout 4 total conversion that takes place in a whole new map based on England’s capital city – the Big Smoke and/or Great Wen, whose real-life incarnation probably harbours at least one nuke at any given moment, though I haven’t asked the King about that lately. Best not speculate.
Sonic Team studio head Takashi Iizuka wants to make a Sonic the Hedgehog role-playing game “at some point” before he retires from Sega.
In an interview with Good Vibes Gaming, Iizuka was asked if he would work on a Sonic RPG in the future, and said he was interested in doing so and shocked Sonic Team had yet to do it.
“Personally, I really like role-playing games,” Iizuka said. “The RPG game format is a lot of fun, and I’ve even thought to myself, ‘You know, for the past 30 years, we haven’t done a Sonic RPG.’ And I’m questioning myself. ‘Why haven’t we done a Sonic RPG in all this time? How have we gotten to 30 years with no RPGs?!'”
Iizuka said he would “hopefully” get to work on a Sonic RPG before he retires from Sega, but made clear there was nothing “concrete” at this time. “So, I’d like to hopefully work on a Sonic RPG at some point before I retire from Sega,” he said. “But you know, that’s just a dream right now. There are no concrete plans at this point.”
The only Sonic RPG released so far was Sonic Chronicles: The Dark Brotherhood, a 2008 Nintendo DS game. However, Mass Effect and Dragon Age developer Bioware worked on the project and not Sonic Team.
In our review of Sonic Chronicles: The Dark Brotherhood, IGN wrote: “There’s fun to be had, and the game does pick up after the first few hours, but we’d be surprised to see many DS gamers get behind Dark Brotherhood while there are so many superior role-playing games on the platform. There’s a good design in here somewhere; it’s just lost in the shuffle of it all.”
The closest that Sonic Team got to incorporating RPG-esque elements in a Sonic game was the blue hedgehog’s first 3D game, Sonic Adventure, which implemented some RPG elements. In a cut commentary for Sonic Adventure DX, Iizuka explained that after work on NiGHTs into Dreams, he approached Naka, proposing that Sonic Adventure should be an RPG-style game.
Despite Sonic Team not making a Sonic RPG, the development studio has worked on role-playing games including the aforementioned Nights into Dreams and the Phantasy Star Online series.
Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.
Sonic Team head Takashi Iizuka wants to know why the hell Sonic Team haven’t made their own Sonic The Hedgehog RPG yet. He sounds positively hysterical about it, hopping mad, which you know, mate, you’ve been running the show since 2008. You’ve been working on Sonic games since 1994. I too yearn to bound through the Star Post portal and into a world where Sonic has to min-max his trainers and do companion quests for Big The Cat. The spinning ball of spines is in your court, Iizuka-san. The people of Mobius are ready. Mario has had that genre all to himself for long enough.
Developer Eighting, which is most well-known for developing licensed fighting games on Japanese tokusatsu shows and anime has revealed it led the development of the Basketball update for Nintendo Switch Sports.
A post on the developer’s website revealed that it was “in charge of planning and developing the free update” for the sports title. The update launched earlier today (or yesterday, depending on your timezone), and gives you multiple ways to play this brand new sport. This brings the total number of sports in the game to eight. Coincidence? Well… yes, probably.
The post-apocalyptic survival horror Metro series – based on the best-selling sci-fi novel series of the same name by Dmitry Glukhovsky – plunged players into an oppressively dark and dank underground network and the ruins beyond.
Highly immersive and critically acclaimed, the franchise has spawned three games to date. Before year’s end, that count will reach four. Announced at State of Play this past January, Vertigo Games – creator of Arizona Sunshine and After The Fall – revealed it has spent the last few years working on an all-new game built for PS VR2. Metro Awakening is a standalone story set prior to the events of the original title – Metro 2033. I sat down with Creative Director Martin de Ronde and Game Director Samar Louwe to discuss more about how this world has been adapted to VR and how they’re keeping the title authentic to the series.
The game’s story has been created in collaboration with the original author
“One of the first things that we did when we embarked upon this project was to reach out to Dmitry [Glukhovsky],” explains de Ronde. “For us almost like, we were expecting him to come in and come up with another story for the game that was in line with the other Metro games. But instead, he came up with a very, very personal, emotional story for a new character. […] It also meant that our focus started to shift from taking a straightforward approach to a more story-heavy and story-driven approach in this particular game. And of course, the Metro series has always been known for the story that differentiates from other first-person shooters out there, but this time around, I think Dmitry really wanted to make sure that the story and the development of the characters was even more important.”
It’s still going to stick close to the playstyle of the mainline games…
“Part of our onboarding process for every team member is to play the games, of course,” explains Louwe. “And so we look at what the strengths are of the franchise, and specifically on which of those strengths are translatable to VR. And some of the things that we noticed is the dynamic that they have between stealth and combat. And always making sure that you’re on your toes, and that you are never really sure when people are going to spot you. That’s something that works very, very well in VR. There’s just something about creeping up on enemies, listening to what they’re talking about. Of course the nature of VR, you can physically sit behind cover, maybe you can peer through a hole in the cover, and then you can spy on your enemies.”
“But rest assured for everybody that is a little bit more trigger happy,” interjects de Ronde. “There’s plenty of classic Metro action in the game.”
“I think it’s also good to say that the mainline games, of course, have Artyom,” Louwe continues. “After the first game he becomes a Spartan. But in [Metro Awakening], our protagonist is not necessarily a combat expert. So with that in mind, it also fits better to have a bit of a slower pace to the combat versus narrative than the original Metro series.”
…and keep close to their look and feel, thanks to original developer 4A Games
“We were very happy that 4A helped us fantastically well with supplying all the assets that they have from those games,” explains de Ronde. “We were able to either use some of those assets directly or use them as a reference for most of the stuff that we built in the game… it’s helped ensure that the game looks the way it looks.
“There are assets that we looked at, and we wanted to use them specifically because they play a role on the mainland series, we wanted to reuse them again. In our game, you want to also make sure that fans recognise those elements. And then there was obviously stuff that serves the purposes as reference. And then there’s stuff that we’re almost regressing in terms of what would have looked like, X number of years before the events in the mainline series.”
You’re still going to feel the pressure of your bullet count
“You’re basically constantly looking for ammo,” chuckles Louwe when asked if, like the previous games, sourcing bullets is going to be an ongoing concern. “We have this beautiful environment, we have this beautiful world, our art is made sure that there’s detail to explore. But you also need a reason to explore. And the main reason to explore every nook and cranny is to just find bullets. We figured it would be best to hide those in small packets. So you won’t necessarily find full clips all the time. Instead, you will be finding single bullets out here, a couple of bullets there. And we’ve also made an effort to make sure that in some cases that there’s a bit of environmental storytelling around how that ammo got there, and something that triggers your imagination.
“The philosophy that we’ve taken along for this is also that basically, if you look everywhere, you’re probably going to have enough bullets to get through your combat encounters. If you just look on the critical path, you will probably have to be a better shot. And if you don’t scavenge at all, then you’re gonna have a hard time. Of course, you can always fall back to stealth. If you’re successful at that, then that’s always an option.”
Translating the tactile nature of Metro to PS VR2
Wiping your gas mask clean, pulling out maps, peering at ammo counts on guns rather than UI helped immerse you in Metro. I ask whether that makes for an easy VR adaptation. Vertigo’s research proves it can’t be a like for like.
“It’s an interesting point you bring up about wiping clean your gas mask… because Metro is such a tactile world it was obviously for us something that we definitely wanted to try and incorporate in the game. We tried to come up with an alternative way of wiping clean your gas mask that I think fans will very much still appreciate, even though it’s a slightly different version and wiping it when you have it on your face.”
“We chose to keep a lot of our UI and interactions as diegetic as possible,” continues Louwe. “For example, if you want to see how many bullets you have left in your gun, we could have put a counter on it. But we didn’t do that. Instead we opened up the clip, so that you can actually see how many bullets are in there. So if you want to know how many bullets are in your clip, you have to pull it out. It’s just a bit more immersive when you go into a combat encounter and you’re like “okay, let’s prepare, I’ll pull out my clip, check. That’s going to be enough for this one” then you snap it back in. If you want to put on your gas mask, we put it on a backpack. So you pull out your backpack by grabbing it from your shoulder. The gas mask is hanging from it. You just grab it from there and put it to your face, and then you stick it on. Those are the types of interactions that we were very keen on just making them as diegetic as possible.
“The adaptive triggers are a great example of how you can boost the immersion even further, because they give you just a tiny little bit of extra feedback as you fire your weapon. And our weapon designers actually had a lot of fun implementing it, and tweaking it for each weapon. It seems like a really small thing but it is kind of like those subtle elements that make you forget that you’re playing a game when it’s just there, right? Another example is the haptic feedback. It gives you that little bit of added experience to make the intense things that will happen to you in this game, to make them that bit more visceral.”
The game’s Comfort settings
“We want to focus on immersion,” states Louwe. “So our default locomotion setting, we’re offering two presets, so we have Comfort and we have Immersion. In Immersion, the default locomotion setting is continuous stick movements with snap rotation. Of course, we also offer settings you can just change in the Settings menu to make something even more immersive, such as continuous rotation. If you want to have a bit of a more comfortable experience, then you can set your locomotion settings to teleportation. That said, we are not really shying away from pushing the boundaries of VR when it comes to creating a visceral experience. So in Immersion mode, you can also expect to be moved around a bed or knocked over to wake up unconscious on the floor or, or even be thrown off a rail car for example.”
This version of the interview was condensed for brevity. You can listen to a fuller version of the interview on the PlayStation Podcast, dropping this Friday. Metro Awakening will launch later this year on PS VR2.