Why haven’t Sonic Team made a Sonic RPG yet, asks Sonic Team boss

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.

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Nintendo Switch Sports Basketball Update Worked On By Eighting

Known for fighting games and Pikmin.

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.

Read the full article on nintendolife.com

Metro Awakening: adapting the post-apocalyptic survival horror for PS VR2

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.”


Metro Awakening: adapting the post-apocalyptic survival horror for PS VR2

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.

Call of Duty: Black Ops 6 a Hot Topic as Microsoft Hikes Xbox Game Pass Prices

Call of Duty: Black Ops 6 is a hot topic in the wake of Microsoft announcing it will increase the price of Xbox Game Pass and introduce a new standard tier which doesn’t include day one releases.

Microsoft announced on July 9, 2024 that it’s raising the price of Xbox Game Pass Ultimate worldwide and specifically from $16.99 to $19.99 a month in the U.S. Price changes go into effect for new members on July 10, 2024 and for existing members on September 12, 2024.

The more basic $10.99 Xbox Game Pass Console tier is “soon” being replaced with Xbox Game Pass Standard too — a $14.99 option which doesn’t include the beloved day one release feature, “specific entries to the Game Pass Ultimate library,” access to EA Play, Xbox Cloud Gaming, perks, Quests, and discounts on games in the Game Pass library.

Xbox Game Pass Ultimate was last increased in price in 2023, from $14.99 to $16.99, meaning paying $14.99 a month for Xbox Game Pass therefore nets users significantly less than it did just one year ago, with Microsoft essentially removing day one titles, EA Play, cloud gaming, and free perks from the service in that time.

But it’s the lack of day one titles on the soon standard tier which has some fans most upset, especially as Call of Duty will finally appear as an Xbox Game Pass title with 2024’s Black Ops 6 following Microsoft’s $68.7 billion acquisition of Activision Blizzard.

Microsoft has been accused of lying about the status of Black Ops 6 on Xbox Game Pass, as in May 2024 the company confirmed it as a day one title and made no indication players wouldn’t be able to access it on their current subscriptions.

“Upon launch, Call of Duty: Black Ops 6 will be playable on Xbox and PC for Xbox Game Pass Ultimate, PC Game Pass, and Xbox Game Pass for Console members,” Microsoft said at the time.

This is true, however. Microsoft said Black Ops 6 will be available on Xbox Game Pass Ultimate, PC Game Pass, and Xbox Game Pass Console. But it didn’t say the first two would see a price increase worldwide or that the final, cheapest tier would be made obsolete.

Microsoft couldn’t even guarantee games like Black Ops 6 would come to Xbox Game Pass Standard eventually. These titles “may be added to the library at a future date,” it said.

So the implication at the time that Black Ops 6 would be available through the $10.99 a month subscription is no longer true unless you’re subscribed to that tier already, as new customers can’t sign up for it. Instead of that $10.99, the cheapest Game Pass tier through which Xbox console players can now access Black Ops 6 is the bumped up Xbox Game Pass Ultimate, at $19.99 a month.

Fans are therefore a little frustrated, with many saying they plan to cancel their Xbox Game Pass subscriptions once their current run ends.

“No no, we’re not changing Game Pass, we’re not doing a price increase, putting Black Ops 6 on Game Pass hasn’t change Game Pass pricing,” mocked @CODWarfareForum on X/Twitter. “Two months later: Oh yeah we lied again, we’re increasing Game Pass subs and we’re changing the tiers.”

“Xbox Game Pass prices set to increase by 25%, just in time for the Call of Duty: Black Ops 6 release,” said @GNGNewsCOD. “Xbox Game Pass’s new pricing is basically the ‘Call of Duty day one tax’ and it’s getting seriously wild how expensive subscriptions are become for both PlayStation and Xbox,” added @SynthPotato. “It’s now official despite previous reassurances the standard version of Xbox Game Pass will not include day one titles like the next Call of Duty, Doom, or Indiana Jones,” said @oliver_drk.

Others said they expected the release of Black Ops 6 to bump up Game Pass prices, though they’re not necessarily happy about it. “Makes too much sense… incoming COD,” said SnatcherHunter on ResetEra. “Day one COD doesn’t sound so good now,” said ChEmIcAl_KeEn on Reddit.

“I thought this would happen in September before Call of Duty. The monthly costs are adding up,” said @Otikage on X/Twitter. “Price increase was expected though, all those studios to cater for. I am sure the price is just gonna keep going up with more acquisitions.”

Rumors around a spike have circulated since May 2024, essentially since Microsoft announced Black Ops 6 would be coming as a day one title. The price rise also comes after Microsoft shut down entire studios including Hi-Fi Rush and Ghostwire Tokyo developer Tango Gameworks and Redfall developer Arkane Austin.

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

Star Wars Outlaws gangs will send hit squads after you if you upset them

The open world action game Star Wars Outlaws is coming out next month and developer Massive Entertainment have already shown off some of the speeder biking and laser-trading in various trailers. But recently they’ve spoken a little more about the player’s scummy travels across the galaxy, including how big some of the explorable planets will be, and what happens when you piss off the Hutts. In short, you’re going to have a price on your head. Makes sense.

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Palworld Dev Signs Deal With Sony to Form Palworld Entertainment and Expand the IP

The developer of Palworld has signed a deal with Sony to form a new business called Palworld Entertainment to capitalize on the breakout success of the video game by expanding the IP.

Japan-based Pocketpair announced a joint venture with Sony Music Entertainment in Japan and Aniplex to establish Palworld Entertainment “for the purpose of accelerating the multifaceted global development of Palworld and its further expansion.”

This is not a publishing deal for Palworld the video game, or an acquisition by Sony, rather an attempt to make the most of the game’s huge popularity with non-video game products, such as merchandise and music. The newly formed business, headed up by Pocketpair CEO Takuro Mizobe, is responsible for global licensing and merchandising activities associated with Palworld.

Palworld, dubbed ‘Pokémon with guns’, is a survival and crafting game that enjoyed record-breaking success after it launched in early access form across PC and Xbox in January.

The player count exceeded 25 million in a month, with Palworld becoming the biggest third-party Game Pass launch of all time and an incredible 15 million copies sold on Steam alone.

In March, Mizobe confirmed Palworld cost less than ¥1 billion ($6.7 million) to make, and had made tens of billions of yen in profit. For context, ¥10 billion is around $67.2 million. Mizobe admitted the profits were “too big for a studio with our size to handle.”

Palworld is one of the biggest game launches of all time, but it is also one of the most controversial. Pocketpair has said its staff received death threats amid the Pokémon “rip-off” claims, which it has denied.

Soon after Palworld’s launch Nintendo moved quickly to remove an eye-catching Pokémon mod, then The Pokemon Company issued a statement, saying: “We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to Pokémon.”

At the time, IGN asked lawyers whether Nintendo could successfully sue. Pocketpair recently insisted it has yet to hear anything from either Nintendo or The Pokemon Company.

Pocketpair has also teased Palworld on PlayStation, and after today’s announcement such a release seems closer than ever.

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.

The King Is Watching’s free demo turns city building into a brilliant balancing act of feudal surveillance

A watched pot never boils, so they say – ‘they’ presumably all being dead now after having their minds physically melted after hearing the first kettle click in readiness while stubbornly staring in the opposite direction. Yes, yes, it’s a metaphor, but we don’t have time for all that. Your kingdom is under attack by goblins, and the only way to get your useless underlings to chop the wood, till the fields, and train the guards needed to defend it is to provide constant surveillance. The King Is Watching is a minimalist resource-chain-em-up and wave defense goblin-knocker with a brilliant twist. I’m now a little bit obsessed with it, I think, and what is RPS if not a vehicle for chronicling my many fleeting obsessions?

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Dragon Age: The Veilguard’s companions can fall in love with each other, not just you

We already know that you’ll be able to romance all your companions in the upcoming RPG Dragon Age: The Veilguard. Sounds a bit synthetic on the surface, right? Even fantastic games like Baldur’s Gate 3 suffered from this overly obliging approach to relationships. A game letting you tell your own tales is dandy and all, but those stories don’t mean much if the cast feel like input/output affection bots, ready to drop trou like a clumsy Levis temp once you’ve adequately filled their invisible bonkometer.

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Dragon Ball Z: Kakarot Datamine Supposedly Uncovers Evidence Of New DLC

Spoiler alert.

Dragon Ball Z: Kakarot recently celebrated eight million downloads since its original release, so what’s next for this ever-growing experience? According to a new datamine, Goku and friends might be getting some DLC based on…spoilerDragon Ball Daima.

If you’re not familiar with Dragon Ball Daima, it’s the new series coming out later this year featuring “original work, story and characters” by the legendary series creator Akira Toriyama. A new datamine of the game’s files has supposedly uncovered a lines referencing ‘Daima’ and ‘DLC Story 07’.

Read the full article on nintendolife.com