Insomniac Reveals How Spider-Man 2 Handles Character Switching

Marvel’s Spider-Man 2 is nearly here and one of the most exciting things about this sequel is that it features a story focused on both Peter Parker and Miles Morales. As if that wasn’t amazing enough, Insomniac has confirmed that players will be able to switch between the two Spider-Men at will in the open-world and at specific times during the story.

Speaking to Eurogamer following Spider-Man 2’s 10-minute gameplay demo in the latest PlayStation Showcase, Spider-Man 2 creative director Bryan Intihar explained how the game handles switching between the characters and how a lot of it is made possible thanks to the power of the PS5.

“When you’re playing the main story, we control when you switch between Pete and Miles… it’s done in service to the story when we’re making those switches, for sure,” Intihar said. “So, as you saw on that gameplay reveal, which is a segment of the main story, we are pre-determining those based on what we want to do for how the story plays out.

“We have content designed around Peter, we have content designed around Miles and we have content where you can play either. You’ll be able to – in the open world – freely switch between them with a simple button press.

“Being able to switch in the open world so quickly between the two characters is really, really awesome. Just being able to pick and choose who I want to play as for a certain activity… it’s been so awesome to have that feature. [It’s] something we probably wouldn’t have explored previously.”

Spider-Man 2 game director Ryan Smith then touched upon the fact that there will not only be dedicated skill trees for both Miles and Peter, but there will also be one shared between the two superheroes.

“We want to make sure that when you do switch between the heroes, there’s a sense of familiarity. They’re both Spider-Man, you know how to play the game, but you still have that flexibility in that customisation for upgrading each of them with their [skill trees],” Smith said.

“We saw in the gameplay reveal where Miles has the evolved Venom powers, whereas Peter has the Symbiote abilities. And so those, those change a bit of how you play, and you can upgrade those in their respective trees as well.”

Spider-Man 2 is set to swing on PS5’s around the world this Fall. For more, check out our chat with Insomniac about how the team set out to create a “borderline brutal” Venom suit, nine brand new details from the PlayStation Showcase trailer, and how the sequel’s map will be twice the size of the original.

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

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

Valve Confirms It Contacted Nintendo About Dolphin Emulator Coming To Steam

“We brought this to their attention proactively”.

Towards the end of May, the team behind Dolphin Emulator revealed the emulator’s release on the PC platform Steam had been “indefinitely postponed” after it was contacted by Valve.

Valve spokesperson Kaci Aitchison Boyle has now issued a statement (via The Verge), confirming Valve reached out to Nintendo:

Read the full article on nintendolife.com

Star Wars: Knights of the Old Republic 2 Restored Content DLC for Switch Canceled

Aspyr Media announced that it is canceling the Restored Content DLC for the Switch version of Star Wars: Knights of the Old Republic II – The Sith Lords.

“Sadly, today we’re announcing that the Restored Content DLC for the Nintendo Switch version of Star Wars: Knights of the Old Republic II – The Sith Lords will not be moving forward for release,” Aspyr revealed in a statement on Twitter.

However, Aspyr is trying to do right by fans by letting those who purchased the game before this announcement receive a complimentary game on Switch. The complimentary games include: Star Wars: Knights of the Old Republic, Star Wars: The Force Unleashed, Star Wars: Republic Commando, Star Wars: Episode 1 Racer, Star Wars Jedi Knight: Jedi Academy, and Star Wars Jedi Knight II: Jedi Outcast. There’s also the option to get a Steam version of Star Wars: Knights of the Old Republic II.

To receive your game key, people must visit support.aspyr.com and then submit a request along with a proof of purchase of Star Wars: Knights of the Old Republic II.

The Restored Content DLC was a fan volunteer effort to mod in missing content for Star Wars: Knights of the Old Republic II, as well as fix technical issues. It was officially endorsed by Aspyr Media back in 2015.

Aspyr was working on a remake of the first Star Wars: Knights of the Old Republic game. However, back in August 2022, development was reportedly paused due to Lucasfilm and Sony being disappointed in an internal demo. Now, development has reportedly shifted from Aspyr to Saber Interactive.

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

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

Spider-Man 2’s Map Will Be Twice the Size of Its Predecessor’s

We’ve just gotten some clarity on how big Spider-Man 2’s map will be, and rest assured: there will be plenty to explore.

The game’s creative director Bryan Intihar revealed as much in an interview with The Washington Post, saying that the sequel’s map will be twice the size of Spider-Man 1’s. He also teased what it’s like to swing around in Queens, which we previously learned would become available during last week’s 12-minute gameplay demo.

“In terms of the size of the city, it’s double the size compared to Spider-Man 1,” Intihar said. “When you play in Queens, there’s much more of a neighborhood feel, smaller buildings, which is why the web wings work so well traversing in that area, where you can swing low to the ground if you want to, or you can fly through.”

“We’ve prepared some unexpected situations we haven’t done before.

In Spider-Man 1, players were only able to traverse Manhattan. Spider-Man 2, on the other hand, will include both Queens and Brooklyn, with other boroughs expected as well. Speaking to Japanese outlet Famitsu (via Gematsu), Intihar teased how the additions of Queens and Brooklyn will break up some web-slinging monotony.

“Since these two areas are somewhat smaller and residential, I think you’ll find them different from Manhattan,” he said. “We’ve prepared some unexpected situations we haven’t done before, like a battle on the river between two of the cities, so I hope you’ll look forward to them.”

Expectations are no doubt high for Spider-Man 2, as Spider-Man 1 and Spider-Man: Miles Morales are two of the most popular PlayStation games. We still, however, don’t have a release date; last week’s PlayStation Showcase only reiterated the previously announced fall 2023 release window.

For more on Spider-Man 2, check out all the new details we learned from the gameplay demo and our sitdown with Intihar and game director Ryan Smith.

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

Blaseball, an Absurdist Cult Favorite, Is Officially Ending

Blaseball, the horror fantasy baseball game that gained a cult following, is officially ending after a turbulent hiatus.

Today, in a post on Medium, Blaseball makers The Game Band announced that Blaseball is not going ahead with the Coronation Era, its current iteration, as planned and is instead ending permanently. The Game Band, which also faced layoffs, attributed Blaseball’s ending to a lack of financial sustainability.

“We are making the decision to end it here instead of changing Blaseball into something unrecognizable,” the post reads. “Part of this loss is many of our incredible team members. Our team size has to change to give us enough runway to even begin to make something new. We are losing so many good people, and we will miss them terribly. They changed the game, literally.”

In the post, The Game Band pledged to support employees affected by layoffs and discussed Blaseball’s impact. Released during the height of the pandemic in July 2020, it gained a loyal following and inspired quite a few fanmade works of art.

“To Fans of Blaseball, who have cheered and cried with us, who watched Suns die and Eras pass, who have defied the Gods and death itself, who have been with us through the end of the world as we knew it and then what came after: thank you,” the post continues. “It has been one of the great joys of our lives to make Blaseball for you, and we will grieve its loss like everything else — together.”

Blaseball initially went on hiatus in 2021 after its lore quickly expanded, which culminated in a black hole swallowing every player to give the game a clean slate. The game returned in January 2023, though it quickly went on another hiatus less than a month later after its new format received mixed feedback. Blaseball was slated to return in the spring.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun. Find them on Twitter: @ameliazollner.

Street Fighter 6 Has Already Broken a Major Steam Fighting Game Record

Street Fighter 6 hasn’t even been out for a full day, and it’s already off to a flaming hot start.

Capcom’s latest entry in the Street Fighter franchise has already become Steam’s most-played fighting game of all time by concurrent player count. At 9 a.m. PT this morning, SteamDB‘s numbers show that 66,317 people were playing Street Fighter 6 on Steam alone. According to industry analyst Benji-Sales on Twitter, this figure has broken Steam’s all-time concurrent players record for a fighting game by nearly double.

For context, concurrent player count means the number of people playing a game at the same time. Here are some of the other numbers:

  • Street Fighter 6: 66,317
  • Mortal Kombat 11 – 35,147
  • Tekken 7 – 18,966
  • Mortal Kombat X – 15,743
  • Street Fighter V- 14,783

It’s a huge start for Street Fighter 6, which has also been performing very well critically. We awarded the game a 9 in our Street Fighter 6 review, saying, “Street Fighter 6 is the most feature-rich a Street Fighter has ever been at launch, but even beyond that, it’s roster of 18 characters is excellent, the new mechanics revitalize the one-on-one fighting formula, and it absolutely nails all of the little things that make for a stellar fighting game.”

It seems Capcom has done all the right things leading up to the launch of Street Fighter 6, as this success story is different from 2016’s Street Fighter V, which missed its initial sales targets. We’ll have to wait and see how well Street FIghter 6 sells, but all signs indicate that Capcom will be happy with the launch.

If you’re planning on jumping into Street Fighter 6 this weekend, check out the full Street Fighter timeline explained.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over seven years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Diablo IV interview: Paragon system, PvP, replayability and more 

Since its very first announcement in 2019, Diablo IV has ignited infernal anticipation among players worldwide. In the past couple of weeks, we’ve had the chance to immerse ourselves in a preview build of the game and were ensnared by its exhilarating gameplay, sinister lore, and boundless replayability. Below is an interview we’ve conducted with the minds behind the game, shedding light on the depths of this highly anticipated hellish adventure.

Can we share any features or gameplay mechanics in Diablo IV that you believe will excite some of the longtime fans of the series?

Dorottya Kollo, Lead UI Designer, Diablo IV: I always like to kick it off with the classes, because of how in-depth we went with them. We created a lore to make sure that they’re not just classes, but you actually believe in what class you’re playing as. Like Druid, this is probably one of my favorites, they can talk with animal spirits, they can actually make an offering and get something in return so there’s that transaction. And I love the fact that other players if you are not a Druid, then you cannot actually see them and interact with them. Apart from classes the skill tree is something that we’re really proud of as we put a lot of effort into it. It looked extremely different six months ago. In general when it comes to lore and gameplay, giving players the opportunity to explore the world, to explore dungeons and strongholds.

Adam Z. Jackson, Lead Class Designer, Diablo IV: There’s a series of progression systems that I think a lot of long-term fans will enjoy. You start out with the skill tree, you start out with some very simple itemization, and then as you go through the campaign, you get more and more layers on top of ways to customize your character. Late in the game, you get unique powers that give you even more ways to customize your player, and then the Paragon board comes online. So we start gentle and then there’s more systems and ways to make your character really special and powerful.

How has the studio reapproached its design philosophy for activities outside of the main story campaign in consideration to Diablo IV being an open world?

Jackson: One of the things we did that’s very unique to Diablo IV is the Codex of Power. Normally, in other games it’s a bit random, you’re just killing enemies and hoping to get the gear that you want. The Codex of Power marries two things together, we want to get you invested in this open world that we’ve created, and we also give you some deterministic ways to create the character fantasy that you want. Every dungeon that exists has a Codex of Power legendary aspect attached to it. When you defeat that dungeon for the first time, you get the essence of a legendary power. Then you can take it to a crafter called the Occultist to imbue that power onto your items. You own that power indefinitely. There are still other legendary powers that you’ll have to find through the traditional way of going and killing monsters and hoping that you get the one that you want, but this is one of the ways the open world and our systems interact with each other, to hopefully create an even better experience that we don’t have in our previous titles.

Kollo: Yeah, and with the open world, it was definitely a feel of like, how do we handle the Diablo front when it comes to the actual gameplay, how do we engage players as they explore the world? The team did awesome because you never really know what you’ll find. You start going somewhere, it’s like, oh I’m going to pin this quest, and I really want to do it. But then you constantly get distracted, because there’s so many things going on. You might hear villagers screaming somewhere and now you want to check it out. So it’s all about that unpredictable element in creating the world.

Diablo games, as we’ve discussed, are known for their replayability. What efforts have been made in Diablo IV to ensure that players can enjoy the game over and over again, and are there any new systems or improvements in this regard?

Jackson: We kind of have a path that we expect players to go on, where it starts off a little bit narrower. We present ideas and fantasies to chase, then it gets broader and broader as more and more systems come online for you to interact with. As a simple example, let’s say you’re playing as Sorcerer, we give you very simple, easy to understand fantasies. Right when you log in the first skills you pick from, there’s a fire one, a cold one and a lightning one, right. So we kind of lead you down that path as you go through the campaign. It’s fairly linear. There’s customization within them in the Skill Tree but your general fantasy is straightforward. But then when you get legendary powers coming online and you get your class mechanic coming online, there’s now a lot of nuances like what kind of fire Sorcerer do I want to be because you can be like an incinerate one that burns enemies with a beam, firewall where you spawn things on the ground, a fireball one where you shoot them with fireballs, or a meteor one where you shoot down meteors. Though they’re all fire, they’re very different ways of playing in fantasy. And then even within those as you go further in the game, there’s different legendary powers that make those skills change in different ways and do different things and the nuances of how you play. Being a live service game also just changes a lot of what we’re able to offer to people, there’s going to be ever growing things coming into the game and ways that even the existing pieces are changing and shaping, so that there’ll be a lot for people to do for a very, very long time.

Kollo: Just to add to that, we’ve been doing a lot of testing and got some amazing feedback, and that’s something that we constantly like working towards to improve the game and to consider what else we can offer to players. As Adam said, the Skill Tree is also built in a way that is quite flexible in terms of starting with a certain path, let’s say the fire Sorcerer, and then you were like, okay, I’m bored with this, I want to try something else. Also if you want to try a new class at some point, instead of forcing you to replay the campaign, we give players the option to skip the campaign with that new character. Then they can just literally jump into the final elements of the game and play around with the payouts. It’s a flexible way for fans to enjoy the different classes.

Player versus player (PvP) interactions are a new addition to Diablo IV, could you elaborate on how PvP will work in the game? And what kind of experiences players can expect?

Kollo: Originally, we wanted to create these very obvious areas on the map to make sure you know it’s a dangerous area to enter. We wanted to make it into almost its own thing. The idea is that you can be hostile, but you don’t have to be. There’s two elements to it, one element is that let’s say I’m not going hostile, and I’m just going to kill monsters. There is a specific boss in the area that you can kill. You pick up these unclean shards and you have to go to this ritual area. Now when you do this ritual area, you need to spend x amount of time to convert these unclean shards into actual currencies. Once you get these currencies, it’s yours and you cannot lose them anymore. Then you use this currency to buy some really unique items in town, specifically PvP vendors that nobody else can have. But there’s obviously a chance that while you’re doing this ritual, someone can just come in and kill you, and then you can’t drop shards or spawn from the town so you’ll have to pick them up again. A lot of people end up becoming hostile to avenge themselves, which is fun. Then we have this additional aspect, if you kill a player 10 times without you dying, you’ll obtain the Vessel of Hatred title. If you can hold it for x amount of minutes then you get a special reward for it. But then the problem is that you get marked on the map, and everybody knows about your presence, and they’ll want to hunt you down. So there’s different elements and challenges we’ve brought to PvP. There’s also monsters too, plenty of them.

The resurrection of the demon, Lilith has set the stage for the story in Diablo IV. Without revealing too much, can you provide some insights into the narrative direction? And what elements of the story should players be excited about?

Jackson: The team is very excited about what Lilith represents, and how she has a huge history in the game. Lilith has been around since the beginning of time in this world, but also, we haven’t really interacted with her yet as players. It’s really cool to kind of bring a character like that, that is so influential and important, but we haven’t really seen (we’ve only heard whispers of) and now we actually get to see them be a main focal point. So we’re really excited for players to explore Lilith’s story, as well as to see how everyone else is reacting to the events that happened too. One of our pillars for the team is a return to darkness. We’re really trying to go back to kind of our old roots of seeing Sanctuary as a dark and scary place, and we reflect that in a lot of ways, the story being one of them.

Kollo: I also love how we have this strong female character with Lilith. Like, she’s scary. And I love the impact she had on the game, even if it’s more subtle. For example, the UI and what you actually see with the Gothic style of the game and the materials we use, our research was very heavily affected by the return to darkness theme that Adam mentioned. Originally, for UI we wanted to use materials like leather and paper, but based on how the story was developing on the side, we ended up looking at burn materials and lava rocks, almost reflecting burnt monster skins and stuff like that. So it’s just the idea of really bringing that fantasy into it.

What new options and choices will players have in Diablo IV when it comes to developing and evolving their characters? Maybe there’s something that’s specifically exciting for you and the way you like to play that you can discuss?

Jackson: One I can delve into a little bit more that we didn’t before is the Paragon system. This is our end game progression system that comes online a little bit post-campaign. We’ve got these giant boards, as you level up you still get experience from 50 to 100 and you get to move across these boards. We have different types of nodes: rare nodes and glyphs you can put in that empower nodes around it, and then legendary nodes that give you almost the equivalent of a legendary powers worth the power. You can choose multiple different boards and even rotate/change how they’re oriented to move across them and get stats in the way that you think is optimal for your character. You can chase the different rare glyphs and level them up. There’s a lot to do there, and it’s really meant for players who have been playing this game for a while, that’s why we don’t introduce it at the very beginning of the game.

Kollo: To me the character customization is something that stood out and that I’m personally very proud of. It’s the first Diablo game that has such in-depth customization and gives players the option to create characters that speak to them, to create something they can relate to. We’ve conducted a bunch of testing sessions and to see videos where people tear up or get really touched by the characters they created makes it worth it. Like this is the point of all our work.

With its dark atmosphere, highly customisable combat, and immersive storytelling, Diablo IV promises to deliver a highly replayable and satisfying entry in the series for both newcomers and long-time fans.

This interview has been edited and condensed for brevity and clarity. 

Diablo IV launches June 6. Deluxe and Ultimate Edition owners can enjoy Early Access of the game from today. 

Stardew Valley Creator Teases Long-Requested Update

Stardew Valley allows players to upgrade their tools through a few different methods, with the highest tier for every tool being the rare purple mineral iridium. That is, every tool except one — the scythe only has a standard and gold variant and can’t be upgraded to iridium, which has left players with unsatisfyingly incomplete toolbars for years. However, players might soon be able to complete their shiny purple set of tools.

On Wednesday, Stardew Valley developer Eric Barone, also known as ConcernedApe, teased the long-requested iridum scythe update in a tweet.

If the Stardew community’s reaction is any indication of things, this is a big deal. “FINALLY ALL PURPLE,” one fan responded.

While he didn’t officially announce the scythe in this tweet, it could mean that the coveted tool is headed to Stardew Valley’s upcoming 1.6 update. Barone announced the update in April, and while it will mostly include support for modders, it will also feature some new content (though he noted that it’ll include less than the game’s massive 1.5 update).

He is also taking a break from developing the Haunted Chocolatier, his next game that will include boss battles and, like Stardew, will accommodate “different playstyles,” to focus on developing Stardew’s next update.

We gave Stardew Valley a 9.5 in our 2018 re-review, praising its charming residents and exploration.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun. Find them on Twitter: @ameliazollner.