Official PlayStation Podcast Episode 488: Wacky Tacos

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey y’all! This week the team is delighted to discuss Astro Bot gameplay coming out of SGF. Plus, the team gets into a listener letter and closes out the show with some Elden Ring talk.

Stuff We Talked About

  • The First Descendant Gameplay Blog
  • Concord Beta Early Access Blog
  • PlayStation Plus Monthly Games for July: Borderlands 3, NHL 24, Among Us
  • Star Wars: Bounty Hunter Blog
  • Astro Bot gameplay discussion
  • Listener letter
  • Balatro | PS5, PS4
  • Elden Ring | PS5, PS4

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Kristen Zitani –  Senior Content Communications Specialist, SIE

O’Dell Harmon Jr. – Content Communications Specialist, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

CD Projekt Devs Wants to ‘Push the Envelope’ With Social Issues in Cyberpunk 2077 Sequel

Cyberpunk 2077 developer CD Projekt Red recently discussed the future of the RPG series and where it still has room to grow in its upcoming sequel, codenamed Project Orion. One hope the studio has for its upcoming sequel is to do a better job of pushing the envelope in its commentary on social issues.

During a recent episode of CDProject Red’s AnswerRed Podcast, associate game director Paweł Sasko underscored how, despite the game’s nature of not hand-feeding players answers to prevailing social issues, Cyberpunk 2077 didn’t go far enough in its social commentary.

“I see that we didn’t push the envelope far enough in some places, for instance,” Sasko said. “Like, let’s say, the homeless crisis. When I look at it, I’m like, ‘We weren’t far enough in ‘[Cyberpunk 2077.’] We thought that we were dystopian, but we just touched the surface.”

Dan Hernberg, the executive producer for Project Orion, agreed with Sasko that Cyberpunk’s portrayal of social issues was flawed and voiced his optimism for Orion furthering the game’s social commentary in ways 2077 fell short.

“I think the really cool thing about Cyberpunk—and the dystopian future that it has—is there’s so much relevance to today, of megacorporations, of people on the fringes, you know, of people just being exploited resources, of the wealth gap, of all these things,” Hernberg said. “I think that 2077 allows us to tell these stories in ways where—at the heart of it—there’s always relationships and people, but we’re in a really broken world and that we can call out some of these things.

“I think for me that’s what Cyberpunk is about, exploring those themes but in a very poignant way,” Hernberg continued. “I love the world, and I think that’s what we’re going to try to do with Project Orion. Really continue to lean into that and continue to say, ‘What is [the state of the world ] today,’ and what does it look like in a couple of years.”

Back in March, CD Projekt Red hired Hernberg, a former head of production at Amazon Games and lead product manager at Blizzard Entertainment, as one of the veteran developers working on Orion in its Boston studio. Although details on Project Orion are scarce, one thing we know for sure about the follow-up title is that the company wants it to follow in the footsteps of The Witcher’s evolution. Meaning, that CD Projekt Red aims to have Orion usher in more gameplay enhancements and features than its predecessor once it finally releases. Another rumored idea for the title is that it might include Cyberpunk 2077’s scrapped multiplayer feature.

In our review of Cyberpunk 2077: Phantom Liberty, we gave the game a 9/10, writing, “Cyberpunk 2077: Phantom Liberty completes an immense turnaround for CD Projekt Red’s future RPG kickstarted with the anime spinoff, Cyberpunk: Edgerunners and its latest 2.0 Update.”

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Can Metaphor: ReFantazio Escape the Shadow of Persona? Exploring One of 2024’s Most Interesting Games

Eight years ago, Japanese director Katsura Hashino announced that he was forming a new team within Atlus after more than a decade spent working on the Persona series (and Catherine), saying he wanted to try something new. Last summer, his game was finally revealed – Metaphor: ReFantazio, an RPG that features plenty of similarities to the Persona games, but has a personality all its own.

In broad strokes, Metaphor retains many familiar elements from Hashino’s previous games. Like its spiritual predecessors, Metaphor utilizes a turn-based command system built around exploiting the weaknesses of enemies. The main character, an outcast who uses forbidden magic, looks a great deal like the hero of Persona 3 Reload thanks in no small part to the art of Shigenori Soejima. Even some of the terminology is the same, a notable example being Tarukaja – a spell that boosts attacks in Persona and now Metaphor (though Hashino denies any link between the two).

Its pedigree and excellent production values has been enough to generate excitement in some RPG circles, with some going so far as to call it their most anticipated game of the year. But others in the broader gaming community are a bit more perplexed, either because of the similarities to Persona, because of the unconventional name, or both.

So what is Metaphor: ReFantazio really all about? And does it have a chance to step out of Persona’s shadow and establish a fanbase all of its own? These are still open questions, but I did get a little closer to developing my own understanding of Metaphor when I played it at Summer Game Fest earlier this month.

About Metaphor’s name, and why it doesn’t have romance

First, that name, which is definitely a mouthful. The Metaphor part is easy enough to understand – Hashino says that he wants players to be able to relate the story to their own lives. In short, he wants it to be a metaphor. “We had all these different ideas. We couldn’t think of many good ones so we were like, ‘Okay, just Metaphor. It’s easy.’”

As for the second part, Hashino says, the team wanted to rethink the idea of a fantasy world. Hence, ReFantazio. Okay, so it doesn’t quite roll off the tongue, but you can’t say it’s not memorable.

As for the game itself, the demo I saw consisted of three different sections – a story sequence, a dungeon crawling sequence, and a boss battle. The demo begins by establishing some of the world through Gallica, a fairy companion who brings a bit of an 80s D&D vibe to Metaphor.

In the sequence, Gallica relates the legend of a place that looks suspiciously like New York City, with Gallica amazed by a world with no magic, no tribal conflict, and “towers of glass that reach the heavens.” It’s a story that seems to suggest that discrimination is a recurring theme through Metaphor, with many of the main cast members battling prejudice of some sort.

As we developed the concept of the game, we realized our interest in exploring the idea of inner strength and how people overcome limitations

Speaking with IGN in a follow-up email, Hashino confirmed that Metaphor’s story is “closely related to the theme of changing the world for the better.”

“As we approached this project, we wanted to challenge ourselves to do something different from our past works while still leveraging the comprehensive strength and experience of Atlus as an RPG maker. As we developed the concept of the game, we realized our interest in exploring the idea of inner strength and how people overcome limitations. Essentially we wanted to explore how we can become the best possible versions of ourselves,” he said.

“To achieve this, we focused on how people perceive each other based on personality or personal interactions. This led us to the idea that biases or prejudices can form around judgements of these characteristics. We created a backdrop to this world around the idea that various characters in this world are exposed to some form of bias or prejudice in this regard.”

While the fantasy world of Metaphor is different from ours in many ways, if we are able to convey it well, we believe fans will be able to find various similarities between it and our own.”

Ultimately, Hashino says, his main goal for Metaphor was to move away from Persona’s modern setting while sticking to the format he knows best. That means that Metaphor plays a great deal like Persona on a moment to moment basis, which is especially evident in the dungeon crawling and boss battle sequences. It even has summons that look a lot like the demons from Personas. Admittedly, there’s plenty of nuance to be found in these comparisons – among other things, a big part of the strategy is positioning your characters in the front or the back row, and the battles overall are much faster – but on the surface the resemblance is clear.

The most meaningful change can be found in the third section of the demo, which in addition to the boss battle showcases a bit of how the story progresses. Where the latter day Persona games are built around a linear daily school calendar, Metaphor is structured more like a road trip where you have the freedom to go where you please (Hashino compares it to a vacation where you won’t be able to see everything in one playthrough).

Setting a destination on the Gauntlet Runner, the crew’s landship, will take a certain amount of time to reach, during which you can build up your stats by reading books with titles like “Pride and Persuasion” or doing laundry.

Notably, Metaphor doesn’t have any romantic connections to build, unlike Persona, which Hashino attributes to the desire to avoid making a “romance game.”

“We made [Persona] as a RPG story about teenagers. And teenagers, they date, they have romance. That’s part of the joy of being a young person exploring your boundaries. So that was why we included it in the game…because if we didn’t have this in, it wouldn’t really feel authentic. For our new gam…we didn’t want to include it because it didn’t feel as natural, if that makes sense,” Hashino explains.

“The second point I would like to make is the main plot focus is that there’s this character, the protagonist, who is trying to become the next king. And rather than focusing on his love life, we wanted to make sure we have this whole follower system. So we wanted people to focus on that.”

Metaphor draws heavily from 80s and 90s fantasy

This approach sits at the core of what separates Metaphor from Hashino’s previous work. I’ve often compared the latter day Persona games to something like an anime Buffy the Vampires Slayer, featuring Japanese teenagers who deal with high school drama by day and battle demons by night. When I played Metaphor, though, the first show that popped into my head was Aura Battle Dunbine – an early example of the isekai sub-genre featuring a young motorcycle enthusiast who is transported to a fantasy world populated by giant robots resembling bugs.

Hashino acknowledges that he’s a fan of Dunbine, but chalks up any influence it might have to its significant popularity in the 1980s. More significant may be what Soejima calls “the fantasy boom” of the 1980s and 90s, which gave rise to Record of Lodoss War, Dragon Quest, and a host of other well-known properties.

“So I lived through the late ’80s and early ’90s when there was a fantasy boom over here, and all the fantasy stuff that existed in that era and that previously came from overseas was part of my artistic DNA,” Soejima says. “After that, I read a lot of really serious fantasy stuff, which came into me and mixed into this other base layer and helped form my DNA as well. The first fantasy I interacted with was [Dungeons & Dragons] way, way back in the day. Probably more than books, Wizardry would be what really influenced me from the fantasy genre.”

One way or another, Metaphor figures to be an interesting experiment for Hashino and company. Given a new canvas, the team seems keen to put their own stamp on the fantasy genre, drawing from well-known influences and giving them a new spin with their distinct verve and style. It feels at once familiar and invigorating – a fresh approach that still leans into their individual strengths, with a heightened art style and even faster battle system. Atlus, for its part, is treating it like the launch of a new franchise, giving it a global launch with a prime release slot in October.

“When we were creating this game, we thought, okay, we know that people do like the approach that we take,” Hashino says, “so we have more confidence to realize our vision without fear of how people will react, because we think people will like our game.”

We’ll be able to see for ourselves when Metaphor: ReFantazio releases October 11 on PlayStation 4, PlayStation 4, Xbox Series X|S, and PC.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

GOG’s Resident Evil 2 PC Port Is Based on the Original 1998 PC Version, Not the Sourcenext Version

A few days ago, Capcom and GOG surprised fans by announcing they would be re-releasing the original Resident Evil trilogy on PC. Along with providing easier access to the original trilogy, DRM-free, GOG has also revealed that the original version of Resident Evil 2 is based on the 1998 Windows PC version.

The news was first reported by YouTuber The Sphere Hunter, who revealed she had the chance to play the first two games in advance — revealing that Resident Evil 2 classic was based on the original Windows PC version, not the Sourcenext version. A GOG spokesperson also confirmed this detail to IGN in a statement sent via email.

If you’re unfamiliar with these two ports, the former was released in 1998 for Windows 98, while the latter, developed by software company Sourcenext, was a WindowsXP-compatible port released exclusively in Japan in 2006.

The biggest difference between these two versions is that the Sourcenext version provided higher-quality full-motion videos (FMVs). Many Resident Evil fans have argued that the Sourcenext version was the definitive way to play Resident Evil 2 on PC. Though this version was only released in Japan, as content creator Ultra Creed pointed out, fans have used the Resident Evil 2 Classic REbirth mod to not only translate the Sourcenext version to English (minus the FMVs) but also add support for modern controllers and added optional gameplay features you could enable, such as quick turns and tactical reloads.

In our review of the original PC version of Resident Evil 2, IGN wrote: “It’s just too shallow for the average PC gamer. With such little change over the Playstation version, it makes you wonder why it took Capcom three months to get this one out on the PC.”

The original Resident Evil is now available on GOG. Resident Evil 2 and 3 are not available yet.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Guide: Best Shin Megami Tensei Games On Switch And Nintendo Systems

Every Shin Megami Tensei game, ranked by you.

Megami Tensei — also known as Shin Megami Tensei — is one of the longest-running RPG franchises in the world. But most of us wouldn’t know it. Making its debut in 1987 on the Famicom, it wouldn’t be until the Virtual Boy that Nintendo gamers (well, a few of them) would find out about the demon-summoning series. And now, the series boasts multiple sub-series, revivals, remakes, and enhanced editions. It’s a pretty big hole to dive down.

Since gaining popularity in the West — thanks to Shin Megami Tensei III and Persona 3 on the PS2 — Atlus’ star has only risen, with the latter sub-series becoming its own beast. But in terms of the more traditional, hardcore, and games you can get in the West, what is the best Shin Megami Tensei game?

Read the full article on nintendolife.com

Hypercharge: Unboxed Sells 100,000 Copies on Xbox, And It’s Only Just Getting Started

Hypercharge: Unboxed Sells 100,000 Copies on Xbox, And It’s Only Just Getting Started

Today, we’re thrilled to celebrate developer Digital Cybercherries’ announcement that Hypercharge: Unboxed, the high-octane shooter, has sold over 100,000 copies on Xbox consoles

Released just one month ago, Hypercharge: Unboxed is a chaotic first-and-third-person shooter that places you in a world of sentient childhood toys, brought to life by the ancient power of the Hypercore. Your task is to defend the Hypercore from total destruction by taking down the waves of rogue toys sent to destroy it.

Speaking to Xbox Wire, Hypercharge: Unboxed Creative Gameplay & Marketing Director Joe Henson shares that they’re “overwhelmed with emotions” about the response to the game on Xbox. “It feels almost surreal – like living in a dream. Sometimes, I wake up and wonder if it’s all real!

“To have poured our hearts into this project and to see it embraced so warmly by our players is incredibly fulfilling.”

Henson shares that reaching this milestone on Xbox has been transformative for the studio’s small team of six. The success has not only changed their lives, but has also altered the dynamic of their indie studio and what it can focus on next.

“We now have the ability to allocate a decent budget towards marketing and invest in areas of the game that we previously couldn’t afford to enhance,” Henson says. “Additionally, the support from Xbox has been phenomenal, helping us get the game in front of as many players as possible. Their support has been invaluable, and we are truly grateful for it.”

Hypercharge: Unboxed itself harks back to the simple shooters of old, and Henson cites both Halo and Goldeneye as examples of similar games with easy to pick up but highly engaging mechanics. It’s these characteristics that make Hypercharge: Unboxed feel incredibly at home on Xbox, and for Digital Cybercherries, the choice to bring their exciting new shooter to the platform felt like a no brainer.

“This kind of nostalgic gameplay really resonates with Xbox players, plus the inclusion of split-screen play enhances that old-school feel,” Henson adds.

Thinking Outside the Box

The idea of Hypercharge: Unboxed stemmed from a simple but compelling curiosity – what would the world look like from a miniature perspective? Taking inspiration from the likes of seminal ’80s and ’90s movies such as “Toy Story”, “Honey, I Shrunk The Kids,” and – most importantly for the team – “Small Soldiers”, the studio found themselves enamoured with the concept of bringing these nostalgic, childhood memories to life.

“While brainstorming ideas for our first game, someone mentioned ‘Small Soldiers’ and a lightbulb went off,” Henson says. “We couldn’t believe we’d almost forgotten such a pivotal film from our childhoods! We watched it there and then, and were mesmerized by the animations, the whimsical story, and how it made action figures feel alive.”

Many of us are joined by those same nostalgic memories, and Henson believes that is what makes Hypercharge: Unboxed’s setting feel truly unique.

Hypercharge isn’t just a game; it’s an experience that strengthens bonds and spans generations,” Henson says. “For parents who grew up in the late ’80s and early ’90s, it’s a trip down memory lane – a chance to relive the excitement of their childhood. But more importantly, it allows them to share this joy with their children.”

With several multiplayer modes – including 1-4 player online and local co-op  – and an offline PvE story campaign, there are tons of ways for friends and families to gather and relive the nostalgia coursing through Hypercharge: Unboxed together.

And the game is only just getting started on Xbox. While the small team is hard at working to ensure the smoothest possible experience on Xbox consoles, Henson shares that with us that the they’re also exploring an ‘Endless Game Mode’ –  where you’ll test your mettle against endless waves of enemies. There’s no building, just pure, plastic chaos that keeps you on the edge of your seat. It’s early days for the idea, but the studio is extremely excited about the potential.

“The Xbox community has provided a wealth of positive feedback, which has been invaluable,” Henson adds. “We already have our next update planned, but with the excitement and support we’ve received, who knows, there might even be a Hypercharge 2 in the future!”

Hypercharge: Unboxed is out now for Xbox Series X|S.

Xbox Live

HYPERCHARGE Unboxed

Digital Cybercherries Limited


251

$29.99

HELP SGT. MAX AMMO TO DEFEAT MAJOR EVIL AND SAVE THE HYPERCORE!

There was once an ancient line of action figures, who created a magical power source that would allow humans to keep their favourite childhood memories of their toys. This ancient power source is known as the Hypercore.

Inside the Hypercore are the beloved memories of our favorite toys. If Major Evil destroys it, these memories will disappear forever. Defend it with everything you’ve got, or see our cherished toys turn into lost treasures of the past!

Hypercharge is a first and third-person shooter action figure game you’ve always dreamed of! Grab your friends, complete objectives, defend the Hypercore against waves of weaponized toys, and defeat Major Evil together in the story campaign!

PLAY CO-OP WITH YOUR FRIENDS
Work together as a team to defend the Hypercore. Grab a friend, break out of your toy packaging, and get ready to fight waves of classic toys. Prepare for each wave by searching for weapons, resources, and even hidden secrets.

OFFLINE PLAY FOR SOLO PLAYERS
Not everybody likes to play online. Hypercharge supports Offline, Split-Screen and Local play. You can progress and unlock everything in-game while playing solo.

PLAYER BOTS
Don’t have a team to play with? Don’t worry, we’ve got you solo players covered. Player bots listen to your commands, collect resources, and even help to build defences.

UNLOCK ACTION FIGURES
In Hypercharge, hundreds of unlocks are available, all of which can be earned directly in-game without any microtransactions.

PLAYER VERSUS PLAYER MODES
Go head-to-head against other action figures as you fight to become top of the scoreboard! Classic PvP modes include Deathmatch, Team Deathmatch, Capture the Battery, Infection, and King of the Hill.

The post Hypercharge: Unboxed Sells 100,000 Copies on Xbox, And It’s Only Just Getting Started appeared first on Xbox Wire.

Share of the Week: Summer

Last week, we asked you to soak up the gaming sun and share gaming moments inspired by summer using #PSshare #PSBlog. Here are this week’s highlights:

supersaturnn shares Astro wading in the pool with Kratos and Atreus in Astro’s Playroom

wingsforsmiles shares the beach and boardwalk rollercoaster from Cyberpunk 2077

CaGamer_07 shares Ichiban Kasuga swimming with a dolphin in Like A Dragon: Infinite Wealth

NemesisNat shares a woman surfing near a vintage van in GTA Online

Diesmo16 shares Aloy sitting and smiling on a beach in Horizon Forbidden West

clerence_1993 shares Tifa, Aerith, and Cloud in swimsuits on the beach in Final Fantasy VII Rebirth

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME: Fireworks
SUBMIT BY: 11:59 PM PT on July 3, 2024

Next week, we’re watching the gaming skies for bursts of color. Share in-game fireworks, sparks, or laser lights using #PSshare #PSBlog for a chance to be featured.

Konami’s Metal Gear Series Producer Says It Would Be a ‘Dream’ to Work With Hideo Kojima Again

Hideo Kojima left Konami and the Metal Gear series he created nine years ago, but for the person now producing the franchise it would be a “dream” to have the legendary developer back in the fold.

As reported by VGC, Konami’s Metal Gear series producer Noriaki Okamura said on a recent livestream published to YouTube that, personally speaking, he’d love to work with Kojima again on Metal Gear.

“But just speaking for myself, personally, I’d like nothing better than to work with Mr. Kojima and the rest of the team again,” Okamura said. “If that could happen, that would be the dream.

“But people have moved on to new things and new commitments, and that’s just our current reality. We can’t just take it for granted that everyone would work with us again, or let ourselves be completely dependent on them.”

Of course, it seems extremely unlikely that Hideo Kojima will work on Metal Gear again after his high-profile exit from Konami amid the launch of Metal Gear Solid 5 in September 2015. Kojima went on to take his studio, Kojima Productions, into new intellectual property territory with the release of Death Stranding, and is now working on a sequel among a number of other projects. There’s even a Death Stranding movie in the works.

Perhaps mindful of that, Okamura said it was up to Konami’s in-house Metal Gear team to do a good job with new entries in the series, including the upcoming Metal Gear Solid 3 remake, which was the focus of the livestream.

Metal Gear Solid Δ: Snake Eater, as it’s known, is said to be a faithful remake of 2004’s Metal Gear Solid 3, so much so that Konami isn’t even planning on recording new voice lines for it. Despite that, the Delta symbol in the name of the remake is meant to highlight “‘change’ or ‘difference’ without changing structure,” Konami previously explained.

Meanwhile, Okamura confirmed Kojima and the original staff will be credited in the Unreal Engine 5-powered remake, as they were in last year’s Metal Gear Solid: Master Collection Vol. 1.

Photo by John Phillips/Getty Images for Warner Bros. Pictures

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.

Ghibli-style charmer Mika And The Witch’s Mountain swoops into early access in August

Mika and The Witch’s Mountain appears to be an unofficial video game adaptation of Kiki’s Delivery Service, which is a Studio Ghibli film about a witch who decides to go postal, but not in the Running with Scissors sense. Created by developers Chibig and Nukefist, it’s a “mini open world” game about carrying packages by broomstick while investigating the titular mountain, flying through hoops a la Pilotwings, and savouring the balmy inconsequentiality of an island that reminds me of Super Mario Sunshine. It also now has an early access release date, 21st August, and a charming new trailer.

Read more

College Football 25: EA Sports Reveals Top 25 Rated Teams

EA Sports has officially revealed the best overall teams available in College Football 25.

In the latest announcement regarding the highly anticipated return of College Football video games, EA Sports revealed the top 25 overall teams. The overall rating number represents the quality of the entire team, using both offensive and defensive parameters to determine it.

College Football 25’s top-rated team is the University of Georgia (UGA), which has an overall team rating of 95. UGA’s overall team rating should not be entirely surprising to some, as we learned yesterday that UGA was ranked the top offensive team and the second-best defensive team in College Football 25. Additionally, we learned earlier this week that UGA’s Sanford Stadium was ranked number five in the top 25 toughest places to play in College Football 25.

Alongside UGA, seven additional teams have a team overall rating of 90 or higher, including Ohio State (93 overall), Texas (92 overall), and LSU (90 overall). The full list is available below.

College Football 25 is the first game in the college football gaming franchise since 2013’s NCAA Football 14. Most notably, College Football 25 marks the first time real-life student-athletes are being used, with all 134 FBS schools confirmed to be featured in the game in some capacity, such as stadium traditions and mascots. Additionally, college bowl games, awards such as the Heisman Trophy, and Name, Image, and Likeness (NIL) deals are featured in College Football 25.

College Football 25 will be released on July 19 for PS5 and Xbox Series X/S. For more, check out our hands-on preview, where I explain why it is more than just a clone of the Madden NFL football games.

College Football 25’s Best Overall TeamsGeorgia – (95 OVR)

  1. Georgia – (95 OVR)
  2. Ohio State – (93 OVR)
  3. Oregon – (93 OVR)
  4. Alabama – (92 OVR)
  5. Texas – (92 OVR)
  6. Clemson – (90 OVR)
  7. Notre Dame – (90 OVR)
  8. LSU – (90 OVR)
  9. Penn State – (88 OVR)
  10. Utah – (88 OVR)
  11. Michigan – (88 OVR)
  12. Florida State – (88 OVR)
  13. Miami – (88 OVR)
  14. Texas A&M – (88 OVR)
  15. Ole Miss – (88 OVR)
  16. Colorado – (87 OVR)
  17. Oklahoma – (87 OVR)
  18. Wisconsin – (87 OVR)
  19. USC – (87 OVR)
  20. Virginia Tech – (87 OVR)
  21. NC State – (87 OVR)
  22. Kansas – (87 OVR)
  23. Arizona – (87 OVR)
  24. Oklahoma State – (87 OVR)
  25. Iowa – (87 OVR)

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.