
You can tell when a major Steam sale goes live, because the Steam store stop loading. If you can make it past the “something went wrong” message you’ll find that the Steam summer sale is now underway.
You can tell when a major Steam sale goes live, because the Steam store stop loading. If you can make it past the “something went wrong” message you’ll find that the Steam summer sale is now underway.
Hours after revealing the best offensive teams, EA Sports has revealed the best defensive teams available in College Football 25.
EA Sports revealed the top 25 best defensive teams available in its long-awaited return to the college football video game franchise. Like the top-ranking offensive teams, EA Sports factored in several parameters when compiling this list, such as vetting thousands of players, “years worth of game film,” and viewing a slew of statistics when compiling this list.
The top-ranking defensive team in College Football 25 is The Ohio State University, with an overall rank of 96. Led by head coach Ryan Day and defensive coordinator Jim Knowles, Ohio State has been consistently a good team overall, with recent years showing its dominance as a defensive powerhouse. Last season, the Buckeyes went 11-2 record, losing the last two games in its season. The first loss was to longtime rival and the eventual 2023 national champions, the Michigan Wolverines, and the second was in the Cotton Bowl to the Missouri Tigers.
Georgia, Oregon, Alabama, and Clemson are some other top-ranking defenses in College Football 25. The full list of the top 25 defensive teams, as well as each team’s overall offensive ranking in College Football 25 will be available below
College Football 25 is out on July 19 or July 16 if you buy the Deluxe Edition or MVP Bundle. For more information, check out yesterday’s Sights and Sounds gameplay deep dive, the top 25 toughest places to play, and our hands-on preview.
Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.
I’m getting into the bad habit of posting just after the end of work. In this case, I’m doing it because the whole affair might be over and done with when I return to my desk. New York-based Nolen Royalty, creator of impish experimental games about bouncing DVD logos and staring contests, has made another one that consists of a website with one million checkboxes. It’s the best thing I’ve played all year, possibly.
Coming to Switch in August.
Publisher and developer Chibig has announced a release date for its adorable delivery sim, Mika and the Witch’s Mountain, via IGN. The game will be launching on Switch (and Steam) on 21st August 2024, with other consoles to follow at a later date.
In the game, you play as Mika, a budding young witch who delivers packages to the townsfolk on a small island. Mika will grow as a witch and a person, eventually climbing the top of a huge mountain.
Read the full article on nintendolife.com
Hello, Bleach fans! We’re thrilled to announce that as of today, our 3D action game Bleach: Brave Souls is available on Xbox consoles.
As Bleach fans ourselves, we dreamed of what it would be like for so many of its characters to be playable in a single game. To that end, every character in Bleach: Brave Souls is voiced and has a Special Move showcasing their prowess in battle. You can take control of Ichigo and use his Getsugatensho to get through the battlefield, choose Uryu to shoot enemies down from afar with a Quincy bow, or pick from many, many more.
How Does Bleach: Brave Souls Work?
In Bleach: Brave Souls, you’ll face off against enemies in a variety of single player and co-op quests using normal attacks, strong attacks, and a special move that can often deal devastating damage! However, button mashing isn’t always the answer – you’ll need to evade attacks by using your character’s Flash Step and manage the cooldown times of your character’s strong attacks.
To come out on top you’ll need to prepare. All playable characters and enemies have Attributes and Affiliations with strengths and weaknesses. For example, an enemy may have the “Power” Attribute and belong to the “Hollow” Affiliation. In this situation, it’s good to bring a character with a Speed Attribute, as they are strong against Power, and a “Hollow killer”, as this increases the damage dealt to Hollow Affiliation enemies.
It may seem simple at first, but to defeat more powerful enemies you’ll need to think about power-ups such as Link Slots, which let characters Inherit skills and boost their stats, as well as Transcendence, Ascension, and other mechanics that can be adjusted to bring out the best of your characters.
Play as All Your Favorite Characters
Bleach: Brave Souls‘ story mode starts from the first arc of the Bleach anime, “The Substitute Soul Reaper” arc, and goes all the way through to the events depicted in the newly released “Bleach TV Animation Series: Thousand-Year Blood War”. Along the way, you can enjoy 3D action where you take control of your favorite characters to fight enemies in scenarios based on the anime, as well as 2D cutscenes containing stills from the anime, through which you can relive your favorite moments from the Bleach story.
Ever Wondered What Your Favorite Character Would Look Like in a Different Outfit?
While we’ve taken care to faithfully reproduce the characters’ looks from different points in the story, Bleach: Brave Souls also features a great number of characters in never-before-seen outfits. You can play as a parasol-toting version of Rukia, a cyberpunk-themed version of Ulquiorra, and many more exciting recreations! With over 600 characters in the game, you’ll be able to see a whole new side to your favorite characters.
Learn More About the World of Bleach
The “Spirits Are Forever With You” and “Can’t Fear Your Own World” novels, which also take place in the Bleach universe, may not have not had their stories told in the anime, but their characters are playable in Bleach: Brave Souls.
You can play as the “Spirits Are Forever With You” version of Toshiro, who has unlocked a power greater than Bankai, or the “Can’t Fear Your Own World” version of Shinji, whose Bankai became the talk of fans around the globe!
Play with Friends as your Favorite Characters
Bleach: Brave Souls has a lot of solo content, but we wanted to make sure that Bleach fans could play and enjoy the game together.
One of the game’s co-op modes is called Epic Raids, where you are tasked with defeating a powerful boss with a team of up to 6 players for great rewards.
Whether you and your friends launch into action as Ichigo and his companions, or as a more unlikely band of allies, the options are almost endless thanks to the roster of characters that have been carefully designed to fit into the world of Bleach.
Release Date and a Special Gift for Xbox Players
Bleach: Brave Souls is out now, and free-to-play on Xbox Series X|S and Xbox One.
And we’ve got an extra gift for you: if you download the game on Xbox Series X|S or Xbox One you will get a free in-game pack that contains items which are ideal for new players, such as a 5-star Summons Ticket and an accessory that increases your character’s exp. points. Jump into Bleach: Brave Souls now to experience the world of Bleach.
The post Bleach: Brave Souls Is a Faithful Action Experience With Over 600 Playable Characters appeared first on Xbox Wire.
From the very first gameplay prototypes to getting the game ready before launch in August, playtesting Concord every day has been a defining aspect of development and core to our culture at Firewalk and our mission of delivering great-feeling multiplayer. There’s simply no substitute for getting your hands on a controller or mouse and keyboard, squadding up as a team, and experiencing the game for yourself.
That’s why we’re excited to share that your first chance to play Concord during our upcoming beta is just a couple of short weeks away! Here’s everything you need to know:
The Concord Beta will kick off with an Early Access weekend on PS5 and PC* from Friday, July 12 through Sunday, July 14. For those that pre-order, this early access weekend will be your opportunity to be among the first to play Concord—and you’ll get to bring your own crew. Those that pre-order any edition of Concord will get five codes for Concord Beta Early Access: one for you and four of your friends.
Following the Early Access weekend, the Concord Open Beta will be available to all players on PS5 and PC beginning on Thursday, July 18 through Sunday, July 21.
No matter what platform you play on, the Concord Beta Early Access and Open Beta will allow you to team up with friends on either PS5 or PC through optional cross-play support.
You won’t have to wait until launch to find your favorite Freegunner(s). During the Concord beta weekends, you’ll be able to play as all 16 of the Freegunners that will be available at launch. Whether you like to run and gun, lock down an area, lay down fire from afar, or back up your team, there are Freegunners for players of a wide range of playstyles and skill levels.
From familiar faces like Haymar, Vale, Lennox, 1-0FF, and Star Child from the reveal trailer to other members of the Northstar crew, like It-Z, Teo, Bazz, and more, you’ll get to experiment and learn how each character brings distinct strategic abilities, traversal and gunplay feel, and, most of all, your own personality to the battlefield.
Throughout both Concord Beta weekends, you’ll be able to visit and battle across multiple worlds and maps in the Concord Galaxy.
During the Concord Beta Early Access weekend, you’ll have a chance to play on four maps:
Freewater: Set in a fortified outpost on the sun-scorched planet of Glance, Freewater features intersecting perimeter lanes and a large central courtyard in the middle of the map that serves as a prime convergence point and inspires intense combat engagements.
Water Hazard: On the stormy water-covered planet of Leviathan, a massive, armored eel, known as a Morack, has been caught and is being harvested on a large floating fishing rig. Players will fight across the platform and within the jaws of the Morack in a primary harvesting site.
Star Chamber: Located atop the tallest mountain on the planet Gloom sits an ancient observatory with narrow corridors and a meteorite at the center, which creates great opportunities for team fights and one-on-one battles.
Shock Risk: Located beneath a massive conductive kite in the sky that harvests lightning on the planet Leviathan, Shock Risk features multiple unique arenas for battling with rival crews with pathways that converge on a large center tower.
During the Open Beta weekend, a new world and fifth map will be introduced: Bone Mines on the planet Akkar.
Bone Mines: The remains of massive vastadons on the tropical planet Akkar have become the site of a lucrative Guild mining operation, where you will fight through the excavated bones and mining caverns in a mix of close-quarters and mid-range combat.
The Concord Beta will also have multiple modes to fit your mood, whether it’s to jump in for a quick match after work or to team up with friends for more coordinated and competitive play.
The Concord Early Access Beta weekend will launch with three modes:
Trophy Hunt: A respawn-based mode where you fight to take down members of the rival crew and collect their bounty cards to earn points for your team. The first team to reach the target score before time runs out wins the match.
Cargo Run: A no-respawn mode where teams compete to retrieve the Blue Buddy robotic package delivery system, plant it at one of the zones, and defend it from the rival crew to win.
Clash Point: A round-based, no-respawn game mode where teams compete to control a single capture zone at a central location on the map.
Then, during the Open Beta weekend, you’ll be able to try out a new mode: Area Control.
Area Control: A respawn mode where teams compete to control multiple capture and control zones around the map. Control two or more zones to increase your team’s score and reach the point threshold to win.
Alongside familiarizing yourself with the Northstar crew through gameplay, you’ll also be able to see the beginning of their story. When you play the beta, you’ll be welcomed with the very first of our cinematic vignettes—brief cinematics that, when Concord launches, will premiere every week in game. When the Beta Early Access launches and then when the Open Beta starts, we’ll introduce new cinematic vignettes in-game to give you a small glimpse into how the Northstar crew’s stories will unfold each week.
We can’t wait to see you all in-game during the Concord Beta to experience just some of the content that will be available when the game launches on August 23 and will grow over time through post-launch updates at no additional cost.
Be sure to stay tuned for more information about the beta, including pre-load and server availability timing, PC specs, and more, by following Concord on Twitter/X, Instagram, and TikTok, as well as by joining the community in the Official Concord Discord.
*Account for PlayStation™Network and internet connection required. Beta terms and conditions apply.
Concord was originally teased last year with a simple video that showcased a ship cruising through space. I think a hamburger was involved. Anyway, after seeing that short teaser, I honestly expected to see a story-driven FPS – this is a first-party Sony game, after all – but maybe it’d be something like an MMO, a la Destiny. I was on board for a new experience regardless, but then I was somewhat surprised to learn that Concord is, in fact, a 5v5 shooter.
And now that I’ve played it, I’m very glad that Concord does plan on keeping up with its world lore and ongoing storyline, since some of my favorite FPS games like Overwatch and Apex Legends do this seasonally as well . Additionally, each season that releases will be free to all players, who only have to purchase the game and enjoy future updates to come.
While I enjoyed my time in the limited hands-on preview overall, I have several concerns for the longevity of Concord and what it has to offer. Concord’s meat-and-potatoes formula is a pretty standard 5v5 set up, with two teams choosing their preferred character before diving into an objective-based team battle.
During the preview, I was able to play three of six modes that will be available at launch: Trophy Hunt, Cargo Run, and Clash Point. Trophy Hunt was the only one that featured respawns in the match and was basically Kill Confirmed team deathmatch.
Cargo Run, meanwhile, was a single-life match where the objective was to run to the center, steal a Blue Buddy package and plant it at one of two sites. If planted, the enemy team could go and stand on the package to diffuse it and take it back. And finally, Clash Point was a round-based single-life game mode with the objective being to control the only capture zone in the entire map multiple times to get the victory.
The single-life modes were tough to warm up on while still getting to know the game, as failure obviously means you’re out of the action for a bit. And while Concord is a fairly straightforward FPS, I have a core criticism a mere two months from its August 24 launch: in the build I played, the movement felt extremely floaty and required a bit of time to get used to. This is exacerbated by the fact that each Freerunner character you can play has a unique set of movement and skills they bring to the team, so each time you swap to a new character, you’re then attempting to learn and configure your brain to how they work. So you can imagine that it gets a bit disorienting.
And while Concord will be released on PC day and date with PS5, I was only able to preview this on the PS5 with a controller, and so with that in mind, I’d say the movement is heavily reminiscent of Destiny and Halo. Again, it is incredibly floaty, which could be a fun element if it is done well. However, the way the preview build felt, the feather-light jumps and hang time really did not match the amount of fast-paced fights that could occur at any time in the matches.
While Halo does utilize a similar floaty jump mechanic, the rest of the mechanics and gameplay in Halo justify that reasoning and do not make it feel like the odd element out. Grenades also feel light when lobbed through the air, the various abilities in Halo all have the same weight and cadence to them, and the match pacing reflects the balancing between the base game mechanics. Players in Halo, even in competitive ranked matches, do heal over time after avoiding taking damage for a while.
Similarly, Destiny is a game that’s more PvE related and thus does not need the incredibly snappy mechanics that Halo or Concord need in PvP fights. Even in the PvP fights in Destiny, the usual TTK is slower since the fights can be drawn out due to the different class abilities allowing for slower or faster play, depending on how players choose to engage (i.e. more directly or more reserved). Each class also has different movement capabilities and healing abilities that ensure match pacing stays consistent throughout.
So the problem in Concord, at least in this preview version, is that it takes little pieces from games like Halo and Destiny and mixes them together in a formula that doesn’t quite come together for me as of yet. Concord actually utilizes the same type of dodge animation from Destiny that pulls you out in third person. While I liked this element in Destiny, in Concord it doesn’t quite work because there’s a brief-but-noticeable delay between your input of the dodge and the actual deployment. This can make or break your life since timing is everything in competitive play and a single hesitation, or simulated hesitation through the delayed input, can punish you greatly.
Sony says there will be six total maps at launch, so perhaps some of the game modes will feel better paced and optimized on the others when spread out. But the way things stand currently, most maps felt very oddly misshapen. Some lanes were too long or big and barely saw rotations while the second lane in another map would just feel entirely too small and cause prolonged team fights due to its claustrophobic size.
Concord touts its competitive nature and fast-paced fights. I love all of that but found that the competitiveness risks being unwelcoming to new players attempting to learn the game because most of the game modes are single-life-focused.
It’s important to note that even if you are an incredible player, Concord is not a game that allows for many 1v2 fights to be won. Unlike a game of Apex or Halo where you can potentially outsmart your opponents and win in 1v2 scenarios, Concord is so heavily a team game that you’re not able to succeed if you’re on your own. While this is the point of team FPS games, it’s pretty punishing for modes like Trophy Hunt where you’re encouraged to go off and get kills for the objective.
Another reason these lopsided matchups are impossible to win is the fact that each character in Concord has their own health pool and hitbox. This would be fine if these characters had your traditional classes, but Concord doesn’t utilize your typical class system. Usually, each class has their own health stats that you can expect each character in that label to have.
Taking a look at Overwatch, for instance, most Tanks have a base health of anywhere from about 525 to 700 (with combinations of shields or armor in game for specific characters that have them like DVA and Reinhardt). In Concord, it was incredibly difficult to tell what exactly the health pool was for any of the classes since nothing was really quite established with their system.
For example, 1-Off is a cute robot who sucks up trash and is most definitely a tank character with his big physique and clunky movement and hard-hitting weaponry who has 300 health. However, Teo, who is essentially a DPS that plays like your traditional ground soldier-like character with no tank qualities, has 220 health as a Concord Ranger class. But Roka, another character who is essentially a DPS, is classified as a Haunt and has 170 health.
What these non-traditional classes mean is extremely confusing. In the preview, we weren’t given details on each class and what the terms mean, but it all seems a bit arbitrary when the health pools and damage numbers vary so much, causing an even further division of game balancing.
Overwatch also utilizes the system of ensuring there is a roster for the amount of characters allowed from each class. Concord currently does not utilize a mechanic like that and allows players to use whatever characters they want, since these class systems are not traditional. While this is fun in theory, in my brief experience playing a competitive game like Concord, it doesn’t pan out too well.
Another reason Concord is so heavily a team-based game is that each character has their own running speed and damage output. It could be argued that this is an extension of the lack of clear classes, but I did want to focus on this as its own balancing issue. The DPS on characters is pretty important since you’re allowed to have a team of whatever characters you want.
There were some definitely “overpowered” characters in the preview build that you really did need on your team if you wanted to win, especially in Trophy Hunt. Let’s look at the rocket launcher Freegunner, Roka.
She’s able to deal 43 damage with direct hits while firing rapidly and establishing her lock-on target almost instantly. After having done some watch backs, it seems there’s no real answer to what the distance of Roka’s splash damage is and how much it does consistently. So far I’ve seen it hit from a decent distance for 12 damage, then also hit for 27 damage closer to the target. Roka also has eight total rockets to use before she has to reload so these numbers add up.
Comparing this to Overwatch’s Pharah, another rocket-launcher-wielding character, she only does 40 damage to an enemy when it is a direct hit, with her splash damage being about half that. She also only has six rockets before having to reload and does not have any abilities for lock on fire.
Obviously comparing these two games head-to-head isn’t fair to either, but it’s important to note the difference between balancing. It’s entirely possible that with time, Concord will be able to get a better grasp for how its balancing should be maintained. But the way it stands currently, I’m concerned for the more casual players’ experience and general approachability.
The option to play crossplay with PC and PS5 will be available at launch which is good news for players like me who have friends on both platforms, but it’s a bit of a double-edged sword. The preview build I played showcased heavy aim assist on controllers. It was most noticeable on Roka, the rocket launcher character, since her weapon locks-on. I would find myself having to really rip the thumbstick away to get her to turn away from the nearest enemy that I didn’t even want to target.
The other characters I played didn’t feature nearly as aggressive aim assist, but I could feel the magnetization there, which was a bit frustrating and concerning considering the option for crossplay would be enabled at launch. While yes, you can argue that on PC you can do more rapid movement adjustments on the fly, the ever-ongoing battle between controller aim assist versus keyboard and mouse movement seems to just be aggravated here.
Fortunately, there are still a couple of months to go until Concord’s launch – still a decent bit of time for the balancing and tweaking of every aspect of the game that always happens at this stage of the development process. Fingers crossed Concord is able to tighten up its floaty controls and address its character balancing before it drops on August 24 for PS5 and PC.
Albatroz is a “backpacking adventure RPG” that takes place in The Forbidden Lands, a photogenic wilderness “where two worlds converge”. You are jaded city worker Isla, and you are here to search for your missing brother, who was himself searching for the mystical mountain of Albatroz – locally known as “the walking mountain”, for reasons that you will never guess. There’s no combat, and no enemies that I can see – instead, you’ll occupy yourself with equipment management, repairing your dinky car, and improving your hiking skills using points earned by doing favours for villagers along the way.
Rockstar Games co-founder and former head writer Dan Houser has said a Grand Theft Auto movie “never made sense.”
As reported by GI.biz, Houser told The Ankler that making the film — which has faded in and out of obscurity over the years — was a “huge risk” considering the reputation of the GTA brand.
“Why would we do this?,” Houser and the other Rockstar leads asked the film executives. “What you’ve described is you making a movie and us having no control and taking a huge risk, that we’re going to end up paying for with something that belongs to us.”
“They thought we’d be blinded by the lights and that just wasn’t the case. We had what we considered to be multi billion dollar IP, and the economics never made sense. The risk never made sense. In those days, the perception was that games made poor-quality movies.”
Various concepts for a GTA film have risen and fallen over the years, including one reportedly starring Eminem, though Rockstar has remained firmly against it. This comes despite films stars like Jack Black unable to believe the likes of GTA and Rockstar’s Red Dead Redemption franchise haven’t been made into films amid the rise if video game adaptations such as Sonic the Hedgehog, Minecraft, Borderlands, and more.
The CEO of Rockstar parent company, Take-Two Interactive’s Strauss Zelnick, made a similar comment to Houser in 2019. “Part of it is, if we were to do something like that, we’d want to have complete creative control to make sure we expressed [GTA] in the way we wanted — and that would mean we’d need to finance that motion picture,” Zelnick said at the time.
GTA makes plenty of money sticking to its video game roots, of course. Grand Theft Auto 5 generated more than $1 billion within three days of launch in 2013, a number which will likely be blown out of the water when Grand Theft Auto 6 is released in fall 2025.
The GTA 6 trailer — which reintroduced fans to Rockstar’s take on Miami, Vice City — featured a ton of intricate details (here are 99 things IGN spotted) and plenty of references to wild and wacky real life events too. While the game was revealed as a PlayStation 5 and Xbox Series X and S game, PC players were left frustrated, though not necessarily surprised, that their platform was left off the list.
They weren’t the ones a little peeved though, as several developers from Rockstar itself took to social media to express their frustration at the trailer leaking early. In fact, the entire industry shared their disappointment that the exciting moment was dampened. Several streamers were also hit with content strikes and takedowns in the wake of the leak.
Regardless, it still surpassed Minecraft to become the second most-watched video game trailer of all time with more than 168 million views in the first three months.
Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.
YouTube is a stocked repository of hours upon hours of Elden Ring lore. Ranni’s ending? No worries. Miquella and St. Trina? We got you. Mohg and the Formless Mother? Say no more. Turtle Pope? Sit back. The frenzied flame? Make yourself comfortable. The Elden Ring itself? One page is not enough to contain it all.
And yet, what use are any of you when I cannot find a single solitary lore snippet about these idiot worms?