Hogwarts Legacy Update Adds Photo Mode, Hogsmeade Quest, and More Next Week

Hogwarts Legacy developer Avalanche Software has announced its summer update brings photo mode, a Hogsmeade quest, and more to the game on June 6.

In a post on X/Twitter, below, Avalanche shared a look at what players can expext in the update, with those on Xbox Series X and S, Nintendo Switch, and PC getting the most out of it as the currently PlayStation exclusive Haunted Hogsmeade quest becomes playable for all.

Photo mode is another major addition, with Avalanche showing off a wealth of different options digital photographers will have. A major quality of life feature arrives too, as players will be able to reset their Talent Points when the update is made available.

It otherwise includes some additional cosmetic items, such as The Glasses That Lived (eyewear inspired by big Harry himself), the Azkaban Prisoner’s outfit and coat, the Felix Felicis potion recipe, Lavender Borealis Broom, and an Onyx Hippogriff Mount.

Community manager Chandler Wood previously took to social media to tell fans to “set expectations” for the update, which many hoped would be more akin to an expansion with a wealth of new content instead of just an additional collection of useful features and fun items.

Hogwarts Legacy was the bestselling game in the U.S. in 2023 and sold 22 million copies worldwide. Its success has been mixed with controversy due to its connection to Harry Potter creator J.K. Rowling though, who has been outspoken in her anti-transgender views.

In our 9/10 review, IGN said: “In almost every way, Hogwarts Legacy is the Harry Potter role-playing game [we’ve] always wanted to play.”

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

KILL KNIGHT’s flowing twin stick carnage hides layers of thoughtful complexity

KILL KNIGHT, the silly-named twin stick action game you may have caught at similarly silly-named event The Triple-I Initiative in April, is joining this year’s Steam next fest with a demo ahead of its expected release date later this year. I’ve played it, and I feel must apologise, Mr. Knight. I still think it’s a silly name, but with frantic flowing action this immediately gratifying, you can call yourself whatever your killy little heart so desires. For this knight is not like other knights: this is a knight who kills. Wait, they all do that? Oh. Well, this one has four guns. Suck it, literally every other knight.

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How Still Wakes the Deep Makes You Care for a Doomed Crew

Still Wakes the Deep Screenshot

How Still Wakes the Deep Makes You Care for a Doomed Crew

Summary

  • Still Wakes the Deep follows through on its cinematic inspirations as we go hands-on with the first two hours of the game.
  • Being able to develop a rapport with the Beira D oil rig crew before disaster strikes helps you connect emotionally.
  • Still Wakes the Deep is launching June 18, 2024, for Xbox Series X|S, Windows PC, and will be available day one with Game Pass.

I never thought I’d find the open sea air more terrifying than navigating through a confined, flooded bulkhead… but here we are. I think part of that comes from the fact that as you look upon the open ocean that surrounds the Beira D oil rig – the central location of The Chinese Room’s (Dear Esther, Amnesia: A Machine for Pigs) upcoming horror game Still Wakes the Deep it’s an ever-present and cold reminder that you’re trapped here with just a handful of crew standing between you and impending doom.

There’s no getting off this ride; the terror on board is something that you must contend with at some point, and I love that part of the game so far. This mix of tension, dread, and inevitable horror is clicking so well that it’s going to be excruciating having to wait a few more weeks to finish my tour of duty in Still Wakes the Deep when it launches June 18, 2024, for Xbox Series X|S, Windows PC, and day one with Game Pass.

Still Wakes the Deep Screenshot

We’ve previously covered some of the many cinematic inspirations the team has brought to Still Wakes the Deep. Now having played through the first third of the game and seen many of those films, I think they’re nailing the look, feel, and inspiration for many on that list. In particular, “The Thing” and “Annihilation.”

Another that came to mind while playing — which is a different type of horror — is Craig Mazin’s excellent “Chernobyl.” That’s felt most especially in the early stages –an accident on the mammoth oil rig sets off a cascade of events, rocking the station and everyone on board, and the crew springs into action trying to make sense of what just happened. Before they know it, the situation has continued to spiral further and further beyond their control, shifting from containment to one of survival mixed with fleeting thoughts of escape.

Still Wakes the Deep Screenshot

But crucially, before that moment arrives – the calm before the storm – the game opens with the chance to explore a good chunk of Beria D and interact with what feels like every member of the crew in some capacity. Each one is given a moment with your main character, Cameron “Caz” McLeary, mixed in with a fair bit of swearing and ribbing. With the  oil rig located off the coast of Scotland, it’s well written and believable, allowing you to develop a rapport with this crew before things start to fall apart.

Time with everyone early on might be brief, but it’s immersive, and it’s handled with great effect — like how the spoken dialog leans heavily on UK English and the regional dialects (I had to play with subtitles to catch everything said accurately). In just a short amount of time we’re brought into Caz’s predicament and how that feeds through the entire crew in the lead-up to the accident. It also gives you a good sense of the crew’s bond with each other — they care a lot for one another. This makes the latter parts of the demo land particularly emotional, once many of them become distressed (and much, much worse).

Still Wakes the Deep Screenshot

As shown in the gameplay footage from last year, we’re asked to navigate through bulkheads, flooded passageways, and very dark corridors with nothing but a screwdriver and a headlamp. The design of the interior of the Beria D is very impressively modeled – you can practically feel how cold it is to walk through the station, or when placing your hands on the wheel of an airlock, as the sound of the wind rushes through you once you step outside. It’s a great contrast to the silence that comes when all the hatches are locked down tight, letting any little sound reverberate through the station.

The… let’s call it the terror here as we’ve been asked to avoid spoilers, is… well… terrifying. I’ll leave it at that. If that’s not enough, Caz finds himself at times falling into a bizarre hallucinatory state that seems connected to the events around him, which is another mystery I’m eager to explore further, and see how the story brings all these events together.

Still Wakes the Deep Screenshot

We only experienced a taste of what Still Wakes the Deep has in store for us, but it’s clear The Chinese Room appears to be firing on all cylinders here — they’re on the cusp delivering another masterpiece of gaming horror. Look for Still Wakes the Deep to launch June 18, 2024, for Xbox Series X|S, Windows PC, and day one with Game Pass.

The post How Still Wakes the Deep Makes You Care for a Doomed Crew appeared first on Xbox Wire.

Minecraft Animated Series Announced for Netflix

Netflix has announced and released a short teaser trailer for a Minecraft animated series coming to the streaming service “soon”.

Announced during the 15th year anniversary celebration for the beloved survival sandbox game, the Minecraft animated series will feature an original story, new characters, and showcase the world of Minecraft in a new light.

WildBrain, the studio behind other Netflix shows such as Sonic Prime, Ninjago: Dragons Rising, and Carmen Sandiego, will create the CG-animated series.

The short teaser trailer, published on YouTube, doesn’t give much away but opens with the series’ most iconic mascot as a Creeper comes on screen before blowing up. The camera then moves through streams of lava in the Nether before emerging into a cave where the Netflix logo sits atop a rock, with sounds of other Minecraft beasties like spiders and zombies playing in the background.

“Netflix x Minecraft” then appears on screen, followed by “animated series” and “coming soon”. It’s unclear when this “soon” will be, but Netflix precedent indicates anywhere up to two years.

Minecraft arrived in 2009 but remains incredibly popular, with publisher Microsoft continuing to update it with new features and options like a Game Pass style subscription.

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

A Just Cause movie is in production, with Blue Beetle director in charge

Destructive third-person action game Just Cause is getting made into a movie, produced by the men behind The Fall Guy and Nobody, according to the Hollywood Reporter. This isn’t the first time the over-the-top explode ’em up has been in line to get the big screen treatment. Another version spent years in development hell until the rights lapsed. But it’s been picked up again by Universal, who are no strangers to turning video games into box office burger bucks (they did The Super Mario Bros. Movie). So, it might result in an actual movie this time.

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Dungeons of Hinterberg: The Final Preview

The protagonist of Dungeons of Hinterberg is at a crossroads in her life. Feeling burnt out by her big city job, Luisa travels to the easygoing town of Hinterberg, Austria, to check out the sights, cut loose in the social scene, and try her hand at monster slaying to score some sweet loot. Dungeons of Hinterberg is what you get when you combine the cozy vibes of a Persona-style social-sim RPG with the sprawling adventure of The Legend of Zelda – and all wrapped in a charming package that strikes a chord for those longing for a break.

In my extended preview of developer Microbird Games’ action- RPG, I got to play the early hours of this oddball yet delightfully charming dungeon crawler that tasks you with making the most of your monster-filled vacation in the Austrian Alps.

When a mysterious magical force has turned the town of Hinterberg and the surrounding mountains into an actual high-fantasy realm filled with mythical monsters and dungeons, the small community becomes a tourist hot spot for thrill seekers and social media influencers. WhenFollowing Luisa’s first crack at a dungeon run leads to an unexpected boss battle with the mythical Krampus, she resolves to stick with her vacation and learn the ropes of being an adventurer and citizen of Hinterberg.

As Luisa, you spend your “slaycation” in Hinterberg getting to know the quirky residents and exploring the surrounding magical zones outside of town. Within a daily schedule, you have to manage Luisa’s time while out and about across Hinterberg – which includes getting some quality “me-time” by checking out points of interest while deciding on which dungeons or overworld activities to dive into. Along the way, you’ll upgrade Luisa’s skills in combat and exploration to make her a more capable adventurer and uncover what led to magic forces seeping into the real world.

What immediately jumped out to me was Dungeons of Hinterberg’s gorgeous visual style. The vibrant colors and stylized characters all come together to give off a warm and exciting vibe to the adventure. It’s very much giving a comic book-style aesthetic, and coupled with the cozy vibes and generally exciting exploration, it’s a unique take on a dungeon crawler that’s all about making the most of your time and enjoying yourself while doing it.

What immediately jumped out to me was Dungeons of Hinterberg’s gorgeous visual style. It’s very much giving a comic book-style aesthetic.

An average day for Luisa starts with catching up with friends to learn about current events in town before spending her afternoon exploring the magical wilderness of Hinterberg, which includes mountainside plains, dense forests, and other bizarre locales infused with magic. To cap off her day of adventuring, Luisa spends her evening bonding with one of the many characters in town, such as the owner of a spell shop or an aloof pop-culture journalist not impressed by the magical city, to earn an upgrade or stat bonus. You can turn in for the night or stay up late to watch TV or read a book, but at the cost of lower health for the following day.

On the surface, this seems like a strict structure that can put some pressure on your activities, but in practice, it works as an engaging game loop that keeps me focused on what sort of threads I want to follow. Dungeons of Hinterberg keeps a mellow pace even when you can only do a limited number of daily activities. Moreover, you can revisit social threads and check out areas you may have missed in the following days.

And even though it’s a dungeon crawler RPG – which carries some expectation of tension and challenge – Hinterberg maintains that “vacation” vibe throughout, especially when taking on the meat of the experience with the exploration and combat. The starting zone of Doberkogel is an excellent onboarding that shows off the scope on offer, and the inherent quirkiness of seeing a modern community trying to embrace magic.

As you explore the zones, you’ll be able to fight monsters in engagements that feel inspired by both Nier Automata and The Legend of Zelda, with Luisa being able to dodge attacks, counter with follows, and whip out some powerful spells or combat moves to take out her foes. However, it can be easy to wander into some fights that you’re completely outmatched for. While I sometimes felt the slowed pace and somewhat dodgy camera in action added some unintended challenges, I was impressed by how varied the battle mechanics were, and seeing Luisa dish out some truly stunning moves was particularly satisfying.

It was super fun to see how each dungeon and set piece event felt unique, leaning into particular skill sets to make it to the end.

Luisa’s versatility also comes into play during the titular dungeons. With 25 bespoke dungeons to explore, each presents unique puzzles and combat encounters that lean into the zone-specific magical spells you’ll need to master. Some of these encounters involve some Legend of Zelda-style thinking to resolve, such as using magical bombs to blow up groups of enemies or open passages. It was super fun to see how each dungeon and set piece event felt unique, leaning into particular skill sets to make it to the end.

Dungeons of Hinterberg leans into its quirky setting, especially the cast of characters — many are either annoyed by the increased attention the town has received or welcome the opportunities the notoriety brings. One of my favorite moments saw the Mayor of Hinterberg tout the community’s popularity by announcing the filming of a new streaming series in town and unveiling a monster slayer-themed statue, which the residents quickly dunk on for looking ridiculous.

What makes Dungeons of Hinterberg such a neat take on a dungeon crawler is that it not only shows a self-awareness of the type of game it is, but it uses that conceit to focus on building up Luisa and her friends within Hinterberg. Exploring the town is an enjoyable and intriguing activity, as the community has so much personality. I often walked around just to hear some of the quirky dialog and see the sights.

It’s such a fresh take on a dungeon crawler, and the experience of embracing new horizons in an unfamiliar yet still inviting setting and the friends you make along the way make this such a novel take on a familiar conceit. From my early hours, Dungeons of Hinterberg and its laid-back approach to an action RPG show some great promise, and it could end up being a pleasant surprise for those looking for a decidedly new type of dungeon crawler to dive into.

PlayStation CEOs Talk Live Service, PC Games, and More in First Appearance as New Bosses

Newly appointed PlayStation CEOs Hideaki Nishino and Hermen Hulst have discussed the company’s perspective on live service games, PC releases, lay offs, and much more in their first presentation as co-leaders.

Nishino and Hulst opened Sony’s Game and Network Services Business Segment presentation by boasting “each PlayStation 5 sold generates over $700 U.S. of additional spend, which is significantly higher than the previous generation.”

Controlling Scope and Scale Without ‘Compromising on Quality’

To keep up a high level of game development Hulst said PlayStation is “increasing [its] use of external development teams, outsourcing partners, and co-development agreements with teams in lower-cost regions”. He then insisted this allows PlayStation to control the “scope and scale” of its games “without compromising on quality”.

AI is seemingly another way PlayStation is looking to achieve this. “We also see opportunities in AI to level up our own productivity and to enhance player experiences enabling us to better serve players and creators, create new experiences, and drive organization-wide efficiencies,” Nishino said.

“Research and experimentation in AI and machine learning is a focus for us,” Hulst added. “With work being done across a wide variety of our development tools and processes, we have a wealth of knowledge and experience forged from decades of gaming industry experience that will enable us to implement AI tools efficiently and impactfully.

“We have been realizing the benefits of AI in several areas, from assets creation to efficiency to accelerating coding to optimizing translation and localization processes, all while ensuring a responsible and ethical approach across the organization. We believe that AI holds great promise for the future of gaming, and we want to lead the industry in the adoption and implementation of this new technology.”

Research and experimentation in AI and machine learning is a focus for us.

Helldivers 2 Paving the Way Forward for Sony’s Live Service

PlayStation is prioritizing a mix of tentpole single-player games alongside live service games, going forward, but will pull from the success of Helldivers 2 and launch all upcoming live service games on PC and PS5 simultaneously.

“We are bringing our titles to the PC platform and we have a dual approach here on the live service side,” Hulst said. “We are releasing our titles simultaneously, so day-and-date on PlayStation 5 and PC, but with our tentpole titles, our single-player narrative-driven titles that are, as you saw on the presentation, the backbone of what PlayStation Studios has delivered in recent years and in our history, we take a more strategic approach.

“We introduce our great franchises to new audiences, and we’re finding new audiences that are potentially going to be very interested in playing, for example, sequels on the PlayStation platform. We have high hopes that we’re actually able to bring new players into PlayStation at large and into PlayStation platforms specifically. Actually, the same goes for the work that we do with extending our great properties onto other media such as television series and film.”

We are looking to extend the reach of our franchises by our focus on multi-platform delivery.

Speaking of that focus on delivering games outside of just PlayStation consoles, Nishino believes, “rather than cannibalization,” this is an “opportunity for growth.” Hulst chimed in too: “We are looking to extend the reach of our franchises by our focus on multi-platform delivery. That enables us to continue to invest these substantial amounts into creating world-class franchises.”

Helldivers 2 is a prime example of this strategy, and, according to Hulst, it “highlights the strength of our live services efforts as well as the increased returns and reach we can realize by bringing our games to new formats and audiences beyond the PlayStation console.”

This strategy won’t be the same on all different platforms, however, as the team is taking a more “measured approach” when it comes to mobile instead of the more aggressive one on PC.

“PC is obviously more adjacent to the core of our development than mobile is,” Hulst said. “Nevertheless, we’re taking a strategic approach also in the sense of working with some of the leading companies in this space. We’re working with various partners such as NCSoft and we’re learning a lot from these collaborations, and let me conclude by saying that we’re very excited about upcoming title releases that we can communicate in the future.”

Industry Is in a ‘Very Good Place’ Despite Thousands of Job Losses

In response to a question about the layoffs that have impacted the whole video game industry, including PlayStation itself when it let go of 900 people in February 2024, Hulst insisted the industry is actually “in a very good place”.

“We’re always looking to optimize the resource allocation on an ongoing basis, but I think specifically what you’re referring to in recent months and quarters is probably a slight adjustment on the back of the windfall that the industry saw during the pandemic,” Hulst said.

“So, that might be reflective of that rather than impacting the long-term growth of the industry, which I believe in general is in a very good place, but I see this as an adjustment of the pandemic years.”

Alongside PlayStation job losses, Microsoft closed a number of Bethesda studios, including Redfall maker Arkane Austin, Hi-Fi Rush and The Evil Within developer Tango Gameworks, and more in devastating cuts at Bethesda earlier in May 2024.

[Lay offs] might be reflective of that rather than impacting the long-term growth of the industry, which I believe in general is in a very good place.

Bungie

Elsewhere in the discussion, Hulst and Nishino discussed how Halo and Destiny developer Bungie is improving its business, despite several of its employees also being laid off by PlayStation in late 2023.

“Bungie’s network operations expertise has allowed us to optimize the performance of our upcoming live service titles, which is really great,” Hulst said.

“We expect to see the full integration of Bungie’s capabilities into our business operations by the end of this current fiscal year. We can’t disclose financials for individual studios in our portfolio that includes Bungie, but whilst we don’t expect a profit contribution from Bungie in Fiscal Year 24 on a standalone basis, that is obviously to do with the fact that they are working on a new IP that is yet to be released.

“It’s really important to state that we are already seeing returns on our investment in the form of process optimization and capability growth across SIE, particularly in live services. And that was always the goal behind the acquisition, that it has helped us to progress faster. It’s helped us with cost optimization, and then obviously with the upcoming releases of Destiny: The Final Shape and later with Marathon, we are going to see significant revenues coming in to SIE.”

The meeting also revealed the PS5 generation is PlayStation’s most profitable console to date and that Marvel’s Spider-Man 2 sales have swung all the way up to 11 million units since launch.

PlayStation’s big week continues today, May 30, as its gearing up to present its latest State of Play that will feature “14 PS5 and PS VR2 titles, including a look at PlayStation Studios titles arriving later this year.”

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Shadow frog? Shadow frog! Shadow frog puzzler Schim has a free demo you can play now

The demo for puzzle game Schim, in which you play as a boy and his frog that only exists in the shadows, is out now on Steam. I’ve given it a whirl, and its pretty froggin’ delightful. The game has you progress through different scenes set in a chill, colorful townscape. You can switch at any time between boy and frog. The boy can go anywhere, but is frequently blocked by environmental puzzles. The frog has the means to solve such puzzles, by hopping between shadows naturally cast by the environment. They act like little inky puddles, and simply jumping from one to the other is a rare joy.

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Monochrome Puzzle Adventure ‘Helix: Descent N Ascent’ Looks Gorgeous In Its Debut Trailer

Coming to Switch in 2025.

Developer Badass Mongoose has today revealed a first look at Helix: Descent N Ascent — a gorgeous-looking puzzle adventure that will make its way to Switch in 2025.

This is a non-linear adventure that will see you exploring a long-forgotten world, unlocking skills and abilities along the way — including the power to remove and control your own head, it seems. Sounds a little Hollow Knight-y, no? Well, don’t expect that kind of intensity. It seems that Helix is all about the vibes, with “non-violent gameplay” putting the focus on puzzle-solving and storytelling as you try to work out what happened to the abandoned world.

Read the full article on nintendolife.com