Nintendo Direct June 2024: Time, Where To Watch, What To Expect

Bring on the news!

Nintendo has today announced that the next Nintendo Direct Showcase will be kicking off tomorrow (18th June 2024).

The June 2024 Nintendo Direct will be broadcast on YouTube and is set to last for approximately 40 minutes with a focus on games coming in the second half of 2024. According to the statement that Nintendo president Shuntaro Furukawa made earlier this year, the June 2024 Direct will contain “no mention of the Nintendo Switch successor”.

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Still Wakes the Deep: how a dev’s own claustrophobia inspired the first-person horror, out June 18

With Still Wakes the Deep releasing on PS5 tomorrow, we wanted to highlight some of the inspirations for the environments of the upcoming first-person narrative horror. Early on we decided that Still Wakes the Deep would be set on an oil rig and the team wanted to play on different fears and phobias. One of the main fears is the ocean itself; another is being isolated.

One of the first levels I worked on from the ground up was a space inside the engineering section of the rig, with a lot of machinery inside these four echoey, metal walls.

I wanted to try and play with the fear of claustrophobia, which in hindsight was an odd thing,  because it’s a fear that is very vivid for me due to my own personal experiences. In the end I found it quite useful and intriguing to use my own triggers to build an environment that might in turn trigger the same emotions within players.

I pulled from my core childhood memory of claustrophobia a lot while we were developing Still Wakes the Deep.

I remember being at an event with lots of kids outdoors and they put out this big wooden crate with lots of little wooden compartments for the kids to play and crawl through.

As I got halfway through, I remember the twists and turns becoming narrower and the angles becoming harder to navigate.

My heart was racing, and I started to hyperventilate. I still remember the feeling of the wood under my fingers, the sounds, the smells.

When our main character Caz enters the engineering sections of the oil rig, you immediately feel trapped. The halls are narrow, the ceiling is low, every surface is metal and there’s a lot of heat and moisture trapped in the air around you.

Since there are no windows, you lose that sense of where you are. Now imagine moving through this space, while you’re up to your knees in a mix of water, oil, rust, and dirt, and you realise there’s something else in there with you. All you want is to get back to the open top of the rig for a breath of fresh air, but the only way through is by entering even narrower spaces.

The audio team did the brilliant job of capturing these vivid nightmarish sounds of horror.

In trying to trigger certain emotions with dark eerie visuals and audio I started to imagine how terrible it must feel to have all that moisture in the air with oily, dirty water seeping into your overalls.

You have a constant mix of these engineering sections like hot pipes and machinery but then every time you come outside you have terrible cold weather, cold steel. I wouldn’t say it’s comforting but I think it will make for a thrilling story.

There lie the strengths of The Chinese Room. On one side, we have people that love storytelling, whether it’s through movies or writing, and on the other we have musicians and audio technicians all from different walks of life.

Would I say that working on Still Wakes the Deep has conquered my fears? Probably not. If anything, it’s intensified fears of what’s lurking in the shadows! Still Wakes the Deep launches tomorrow on PS5.

Still Wakes the Deep Review

When a game is trying as hard to terrify and unsettle me as Still Wakes the Deep is, and instead I mostly feel kind of bored a lot of the time, I start to question whether this type of experience simply doesn’t tingle my spine anymore. But digging deeper, there are a lot of specific reasons this feels like a lackluster attempt at that formula. It has almost all of the hallmarks of a creepy, Amnesia-style, first-person horror game with a powerless protagonist – the very same sort I’ve been playing and enjoying for almost 15 years now. But despite great dialogue, superb voice-acting, and a memorable setting, irritating level design and sometimes silly scenarios meant this dreary tale never fully got its Lovecraftian tendrils into me.

The premise is simple but promising: You play as Caz, an electrician on an offshore Scottish oil rig in the 1970s, diving head-first into a world that has been meticulously realized – from the period-accurate outfits to the technology to the delightful dialects of the cast. They even have dialogue subtitles and a full translation of the UI into Scottish Gaelic, a language with less than 100,000 native speakers, and I have to respect that. It clearly wasn’t going to boost their sales, so they must have included it for cultural or artistic reasons.

The rig, unfortunately for everyone on it, drills down into some kind of deep sea alien nonsense that starts transforming the environment and the crew into Cronenbergian body horror abominations, leaving poor Caz to traverse storm-swept decks and cramped corridors to try and escape. And damn, it is a beautiful game. From the weathered, hulking, industrial presence of the rig itself, to the unsettling infection spreading throughout it, to detailed weather effects that I could practically feel on my own skin, developer The Chinese Room has gone above and beyond in taking full advantage of Unreal Engine 5 here.

It’s a shame, then, that these environments end up being absolutely, tyrannically linear most of the time. Still Wakes the Deep feels like it absolutely hates the concept of exploration, and that got on my nerves. There is generally exactly one path, rarely more than an arm’s length wide, through any given area. The very beginning sequence allows you to collect some lore on your fellow crewmates by visiting their cabins, but never again was I rewarded for trying to go off the main track or snoop around in side areas – of which there really aren’t many to begin with.

There’s so much “yellow paint” it almost feels like a parody of the entire debate.

Almost every door you find is locked, unless you need to be able to break it open for plot reasons. Outside that very beginning area, there are no hidden collectibles, not even stray bits of paper strewn about that give you more context on the story. A single six-hour playthrough, sprinting to the end, will show you 95 percent of everything there is to see. There are entire plot points that could have been resolved by someone being able to fit through a gap that looks easily big enough for their body.

And I know “yellow paint” being used to indicate interactable objects or the correct path forward has become a point of discourse again recently, but Still Wakes the Deep is like Yellow Paint: The Game. There is so much yellow paint everywhere that it almost starts to feel like a parody of the entire debate. They’ve gotten enough feedback on it, in fact, that the studio informed us the day I finished writing this review that it is planning to add an option to hide most of the paint at some point after launch. But I’m not sure that’s actually the main problem. The real issue is that the level design doesn’t seem to have any other way of indicating where you’re actually, physically allowed to go, so I think people would get hopelessly confused without it.

I’d commonly come across obstacles about the height of my shins that couldn’t be jumped over due to invisible walls. Why even give me a jump button then? Certain fences can’t be climbed, except at one specific point where they put a yellow blanket over one of them and now, magically, you can! And this happens basically everywhere. There is so little in-world logic to which areas can be traversed and which can’t, that I often needed the yellow paint to figure out what the hell they even expected me to do. It’s a very heavy-handed fix for a fundamental failing in the way areas are presented and laid out.

Gaps in logic extend to the story as well. In fact, one of the main emotional moments, which I won’t spoil here, is greatly undercut by the fact that it only happened due to the kind of willful, “Let’s split up, gang!” stupidity that you’d expect in a schlocky slasher flick or an episode of Scooby Doo. One developer described the story as “The Thing on an oil rig,” which is an unflattering comparison, as it only highlights the lack of intrigue and interpersonal drama that made that film a classic. The only characters you will have any meaningful conflict with have already clearly turned into monsters, for the most part. It doesn’t really dial up the paranoia.

You’ll pull some levers, turn some valves – it’s all pretty unsurprising stuff.

And that’s where my biggest point of disappointment comes in: Still Wakes the Deep is not that scary. Not for a lack of trying, of course. I played it in the dark, with the windows shuttered, in 4K HDR, while using high-end, noise-canceling headphones – doing it as many favors as I could – as all horror games deserve to be experienced. But the fear I was hoping would grip me, like it did in previous games by The Chinese Room like Amnesia: A Machine for Pigs, never arrived.

I even had to stop and ask myself if that was a sign I’ve just become completely jaded and inoculated to these sorts of “Amnesia-like” horror experiences. It’s hard to say. Certainly, this one doesn’t do anything new or surprising that might have put me on my toes right when I thought I knew I was in for. Sometimes you have to run from a monster down a corridor while it screams bloody murder behind you. Sometimes you have to sneak around through the vents, or throw a bottle to distract them. You pull some levers, turn some valves, and occasionally engage in some fiddly swimming and platforming. It’s all pretty familiar, uninspiring stuff to me at this point, which doesn’t really retain its impact when I’ve seen it so many times already. Someone completely new to this kind of game might find it more affecting, but I can only speculate on that, because I really didn’t.

There isn’t even anything I would really describe as a puzzle. It’s all going from one place to another and then interacting with clearly-labeled machinery. You never really even have to backtrack, except in a couple cases where one linear segment is just going through the previous linear segment in the opposite direction. I never even had to search for a door code or a key or anything like that. So Still Wakes the Deep not only discourages exploration, it doesn’t even want you to have to think too hard about how to overcome its obstacles, which makes it more underwhelming.

All the same, I did care about Caz and his crewmates. The voice acting, as I mentioned before, really is top-notch, with a cast of mostly Scottish actors speaking in authentic and evocative dialects. Few games are this effective at making me feel transported to a specific place at a specific point in time, and the backdrop of the tempestuous, unforgiving North Sea adds a lot to the experience – especially when the storms really start raging. And the great sound design only enhances this.

We learn a fair bit about Caz’s backstory and why he’s here, which lends heartbreaking context to his plight. The final moments are an emotionally-affecting payoff to his character arc, but once again, the stifling lack of anything approaching player agency throughout the story undersells it a bit. We’re watching someone else’s tale, through his eyes, but I never came to identify with him as strongly as I might have if at least some of these important choices had been within my control. I probably would have made the same choices Caz did anyway, but it would have been nice to have a choice.

Still Wakes The Deep review: soaked in sea horror and shiveringly good voice acting

Scottish petrochemical horror is not exactly a genre, but maybe it ought to be. From the opening moments of Still Wakes The Deep you know life on its 1970s North Sea oil rig is precarious. Leaky ceilings, busted panelling, faulty drill machinery – the omens pile up as you spend your first thirty minutes wandering through the colleague-packed canteen and over the platform into the boss’ office for a severe dressing-down. It’s a classic pre-disaster setup for a mostly traditional monster story, yet the game sticks expertly to the first-person horror form, and its voice actors’ performances are so spot-on, that it’d feel churlish to judge this foaming fear simulator for sticking to type. It also has some markedly unsettling use of the shipping forecast, a famously dull feature of British radio I definitely did not expect to freak me out in a video game.

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Cyberpunk 2077 Leaks Point to Scrapped Missions Set on the Moon

Cyberpunk 2077 files allegedly stolen from developer CD Projekt Red in 2021 have appeared online and seemingly revealed scrapped missions set on the moon.

As reported by Insider Gaming, images which surfaced online of concept art, blueprints, file repositories, and map data appear to hint at what could be a cancelled expansion for Cyberpunk 2077 that would have taken players well beyond Night City. CD Projekt Red declined to comment on the alleged leaks when contacted by IGN.

The moon is an established hub in Cyberpunk 2077 lore and can be visited fairly simply for those with enough money. It features as a significant plot point in the Cyberpunk Edgerunners animated series but is only touched on briefly in the game, though off-planet locations are teased in a handful of missions.

The leaks allegedly come from the stream of stolen data hackers obtained from CD Projekt Red in 2021. Other content including a scrapped third-person build appeared at the time but these references to moon missions, if real, are the first to emerge in a long time.

It’s no secret CD Projekt Red scrapped a wealth of post-launch content for Cyberpunk 2077 after it launched in 2020 with myriad issues, however, including a multiplayer mode that will never see the light of day (but maybe in Cyberpunk 2077’s sequel).

CD Projekt Red thus switched its focus to fixing Cyberpunk 2077 though eventually released Phantom Liberty as its one and only expansion. This arrived after the game-changing Update 2.0, which completely revamped Cyberpunk 2077 with features such as a new perk system and improved AI, and was followed by another big update in 2.1 but only minor changes afterwards.

In our 9/10 review, IGN said: “Cyberpunk 2077 throws you into a beautiful, dense cityscape and offers a staggering amount of flexibility in how you choose to take it from there.”

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

Shovel Knight is getting online co-op as part of a new Shovel Of Hope DX edition for its 10th anniversary

Well, shovel me timbers! Shovel Knight, the retro platformer that started it all (it all being everything from a roguelike spin-off to a Dead Cells cameo) turns 10 this month, and Yacht Club Games are releasing a ultimate edition to celebrate. Entitled the ‘Shovel Of Hope DX’, this definitive-me-doo bundles in the original game with old and new features like saving and rewinding, over 20 playable characters, local and online co-op, and new modes. Grab your shovel and prepare to dig for the trailer, then look foolish as you realise it’s directly below this paragraph.

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Super Smash Bros. Creator Masahiro Sakurai Has Filmed His Final YouTube Video

Super Smash Bros. creator Masahiro Sakurai has filmed the final video for his aptly named Masahiro Sakurai on Creating Games YouTube channel.

As reported by Nintendo Life, Sakurai revealed on X/Twitter the recording of the final episode was now complete, though assured fans it would still be a while before it’s released. The famed video game developer announced in January that he’d be quitting YouTube sometime in 2024.

Sakurai began his YouTube channel in August 2022 as a developer diary of sorts, where he discussed the ins and outs of video game design and development, and provided insight into Super Smash Bros. Ultimate (like the recent reveal that every fighter basically has the same win rate).

No reason for ending the YouTube channel was given, though fans are already speculating its related to the next Super Smash Bros. game at Nintendo. Nothing has been announced, however, and Sakurai said previously he doesn’t know how the franchise can get any bigger or better than the Switch entry, which even includes characters from beyond Nintendo like Sephiroth from Final Fantasy 7, Sora from Kingdom Hearts, Joker from Persona 5, Steve and Alex from Minecraft, and many more.

Sakurai said in January 2024 that he’s still focused on creating games though. Whether or not this means another Super Smash Bros. is on the way remains to be seen, but he’s made one thing clear: “I can’t imagine a Smash Bros. title without me.”

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

Random: 350 Switch Carts Smuggled In Passenger’s Bra Seized By Chinese Customs

Busted.

Here’s a story to make any tea-drinking Englishman go red in the face. Officials at Liantang Port, Guangdong, have intercepted a passenger attempting to smuggle 350 Nintendo Switch cartridges through Chinese customs. Her method? Packing them into her bra. Oh my (thanks, Tom’s Hardware).

Wipe up the mouthful of Earl Grey we’re sure you’ve just spat across the room, it’s time for the details.

Read the full article on nintendolife.com

Dragon Age: The Veilguard strips your RPG party down to two companions, but they’ll be “deeper” with a lot more banter

“Two’s company, three’s a crowd,” the saying goes, unless the first two are warriors and the third one is a priest, in which case the superior proverb is surely “three’s a moderately balanced squad, two’s a massive liability”? Here to put such kitchen wisdom to the test is BioWare’s Dragon Age: The Veilguard, which “only” allows you to bring two companions into the fray, one fewer than 2014’s Dragon Age: Inquisition. It’s another indication that this will be more biffy action game than thinky party-based RPG. The upside, assuming you find that last sentence disappointing, is that exploration and combat will be more “intimate”, and individual characters will have more screentime to bounce off each other and flourish as personalities. All this comes care of a BioWare Discord Q&A from late last week, which you can watch in full below.

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The Maw – 17th-22nd June 2024

Beloved friends, hated enemies – last week, we let the side down. Due to a shortage of hands at the pump and persistent clouds of Geoff Keighley activity, there was no weekly Maw liveblog, and this has bred disaster. Shaken, stirred and finally ignited for want of two-sentence updates about Dragon Age, the Maw emitted a full 13% of its cosmo-puissance into Mundus and took a grievous bite out of the ailing and fearful lasagne of reality itself. Hated friends, beloved enemies – I am very sad to say that the proud nation of Dimplexland is no more.

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