A Quiet Place video game resurfaces with a new name, first look at gameplay and 2024 release date

A Quiet Place is a very solid horror movie that seemed primed for a video game adaptation from the off. After all, it already had all the ingredients of a video game right there: the whole film is essentially one overlong stealth mission with a punishing fail state – any crunchy glass or other noise would immediately draw the attention of deadly alien monsters – and at one point there’s a whiteboard with the narrative equivalent of Dead Space’s “CUT OFF THEIR LIMBS” graffiti scrawled on it. Lo and behold, we’re getting a Quiet Place video game.

Read more

Random: People Are Still Discovering Secrets About BOTW’s DLC Blight Battles

A forgiving rematch.

You probably thought we had emptied the well of Breath of the Wild secrets, didn’t you? We did too. As it turns out, there were still features we didn’t know about.

One such fact has recently been exposed by the YouTube channel Gaming Reinvented, which explained in a recent video that the Champion’s Ballad‘s Blight battles actually get easier with repeated attempts. Who would have thought that Calamity Ganon would be so forgiving?

Read the full article on nintendolife.com

Lords of the Fallen reboot Lords of the Fallen is getting a sequel in 2026, probably called Lords of the Fallen

Remember Lords of the Fallen? No, not that one. This one. Last year’s reboot of the 2014 game of exactly the same name – despite the successor originally being a numbered sequel, then at least having a ‘The’ at the start of its title to help tell them apart a little – will now get its own follow-up in a third Lords of the Fallen game. The upcoming sequel doesn’t have a name yet, but I really hope they stick with the bit and just call it “Lords of the Fallen” again.

Read more

As Starfield Steam Reviews Plunge to ‘Mostly Negative,’ Todd Howard Responds to Paid Mods Backlash

Bethesda Game Studios chief Todd Howard has responded to a backlash over Starfield paid mods, confirming the developer will look at its pricing model for Creations content.

On Steam, Starfield’s recent user reviews are now on ‘Mostly Negative’ after disgruntled players hit out at Bethesda for charging $7 for a single Starfield mission. The second mission of the recently released Trackers Alliance is only available as a Starfield Creation and costs $7, or 700 credits.

Creations are built via Starfield’s Creation Kit, and include free and paid-for mods. Creations include new missions, gear, skins, and weapons. Here’s the official blurb from Bethesda:

Trackers Alliance establishes the first of several missions enabling you to live your best bounty-hunting life. The first mission, The Starjacker will have you in contact with a mysterious Tracker located in settlements throughout the Settled Systems. From there, let the hunts begin!

The second Trackers Alliance mission, The Vulture is available within the new Creations menu. And what bounty hunter is without their trusted methods to get the job done?

While this latest backlash revolves around The Vulture mission, Bethesda has faced criticism over paid mods before. Indeed it’s the studio’s continued effort to enable paid mods for its games that has rubbed some players up the wrong way.

“Really? Another push for curated paid mods no one asked for?” reads one negative Steam review. “There is a simple reason why many players and modders enjoy modding their games for decades: it is done as a hobby, for players by players, without corporate responsibilites and apart from donation opportunities, without asking for or expecting monetary compensation.

“You are not aiding modding in the slightest. You are trying to turn modding into a business opportunity, to be a parasite that profits from underpaid work you do not want to do yourselves.”

Now we definitely see the feedback right? And that’s not what we want at all.

In an interview with YouTube channel MrMattyPlays, Todd Howard responded directly to the criticism, and confirmed plans to look again at Bethesda’s pricing for Creations content.

“We hear that feedback, too,” Howard said. “First of all I’ll say that stuff gets priced based on things that we’ve done before both in Creation Club and then Fallout 76, and we’re always trying to be looking at what else is out there, really make sure we’re giving value to everybody and where we’re not, hey you know, we definitely will adjust.

“The one thing I want to say on The Trackers Alliance, that was really an attempt to something we did in Creation Club where we’d say, hey you get this special outfit and you get this special weapon, we wanted to put them together, and then thought, let’s go the extra mile and wrap those around a quest.

“But now we definitely see the feedback right? And that’s not what we want at all in terms of, oh no, this looks like a faction that we’re chopping up and then selling for 700 credits at a time. And so I do think we are going to take a look at that and how we deliver content like that, and whether we’re changing pricing or breaking it up or what we should do there. So, great feedback from the community.”

Howard insisted, however, that Bethesda’s policy on paid mods has the health of the modding community at heart.

“As it comes to, particularly the creators out there, look, our view is, a lot of them have gone from hobbyists to professionals. And it’s part of our job to make sure they can do that and they do get paid and they see the monetary rewards if they make awesome content,” Howard said.

Elsewhere, Howard has confirmed plans to release a second story expansion for Starfield following this year’s Shattered Space, and commented on the long development of The Elder Scrolls 6.

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.

Embracer shut down Alone In The Dark rebooters Pieces Interactive, creators of Magicka and Titan Quest DLCs

The perpetually scarlet-faced and jovially maladroit folk of Embracer have done their usual vaudeville comedy routine of spinning around with negative-dollar signs in their eyes and trampling on another game development studio – in this case, Pieces Interactive, creators of the recent Alone In The Dark reboot. The Swedish studio’s website is now a tombstone, bearing the dates 2007-2024. Oopsy-daisy!

Read more

Elden Ring Director Hidetaka Miyazaki May Consider ‘Beginning to End, Total Co-Op’ in Future FromSoftware Games

FromSoftware president Hidetaka Miyazaki has said the studio may consider including “beginning to end, total co-op” in future games.

Elden Ring’s co-op summoning system can be a lifesaver for tarnished in need of a little help to take down a troublesome boss. However, its design leaves some pretty significant barriers to players hoping to enjoy a sustained co-op experience. For example, players are booted back to their own world rune arc in hand the moment the area boss is defeated, or as soon as they unceremoniously bite the dust. Summoning also prevents you from riding atop your trusty steed Torrent, which can make Elden Ring’s expansive open world seem a little too expansive on occasion.

To get around these limitations, Elden Ring’s modding community created the seamless co-op mod for the PC version of the game, which theoretically allows a band of up to five tarnished to complete the entire game from tutorial to conclusion in a single uninterrupted session. It’s a pretty significant overhaul of FromSoftware’s vanilla Elden Ring co-op experience, which removes the fog walls that ordinarily restrict a party’s movement, while ensuring that the death of a boss, or player, won’t boot your compatriots back to their respective worlds.

In a recent interview with PC Gamer ahead of htis month’s launch of Elden Ring’s first and only DLC, Shadow of the Erdtree, Miyazaki revealed that he has no hard feelings over the unsanctioned multiplayer overhaul, or its burgeoning popularity.

“It’s definitely not something we actively oppose or want to downplay, wanting to go through the whole game together,” explained Miyazaki. “In terms of where we were with Elden Ring, it was simply a case of wanting that more loose, casual style — drop in, defeat a boss, drop out. It doesn’t put any technical restrictions on the player, it just sort of lets them complete this focus and then move on, so to speak.”

During the interview, Miyazaki revealed that FromSoftware may consider taking a more comprehensive approach to cooperative play in subsequent titles, which would prove to be a popular decision among the over 3.7 million PC gamers who have already downloaded the unofficial mod. “That’s not to say we won’t consider other ways, like you and your friend played, from beginning to end, total co-op — that’s not to say we won’t consider ideas like that with our future games,” said the FromSoftware president.

Shadow of the Erdtree is set to expand on Miquella’s story, and introduce a host of new enemies, bosses, weapons and fighting styles to FromSoftware’s hit RPG when it releases on June 21. Be sure to check out IGN’s comprehensive guide detailing how to get your tarnished warrior ready for everything that the DLC has to throw at you, and be wary of spoilers that have emerged online.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

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”.

Read the full article on nintendolife.com

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.