XCOM director Jake Solomon wants to open a new studio and make “more of a life simulator”

Jake Solomon was a longtime designer and director at studio Firaxis, and he was pretty publicly the figurehead for big strategy games like XCOM 2 and Marvel’s Midnight Suns. So last month, it was pretty big news to hear he was leaving Firaxis behind to chase a “new dream.” At the time, it was unclear what that dream was, but thanks to a podcast interview with My Perfect Console (spotted and transcribed by VGC) we now have an idea of what Solomon will do next. It involves opening a new studio and working on strategy games, unlike the ones he made at Firaxis.

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Let’s Get Seasonal With Story Of Seasons: A Wonderful Life’s Latest Trailer

Spring into action.

Marvelous Europe has launched a brand new trailer for Story of Seasons: A Wonderful Life, this time looking in depth at the different seasons you’ll be enjoying as you embark on your new life on the farm.

You’ll be starting your journey in Forgotten Valley (uh… what happened to ‘Forget-Me-Not?) in Spring, getting to grips with all the gameplay mechanics as you acquaint yourself with the local residents. Summer will see your farm and relationships flourish, Autumn is when you’ll enjoy the plentiful bounties of your hard work, and Winter will be a time for making memories. At least, this is what the trailer says, so..!

Read the full article on nintendolife.com

Gain Outstanding Rewards in Hit Games this March Through EA Play

This March, some great rewards are coming to hit games from the EA catalog, such as Apex Legends, FIFA 23 and multiple others through EA Play. Here are this month’s rewards for EA Play members:

  • Battlefield 2042 Hand Cannon Epic Weapon Charm – Now to April 1
  • Apex Legends Prowler’s Fortune Weapon Charm – Now to April 10
  • NHL 23 WOC Roman Set – Now to March 31
  • FIFA 23 FUT Hero Jerzy Dudek Tifo Set – Now to March 31
  • FIFA 23 FUT EA (Re)Play: Vol. 3 Stadium Set – FIFA 23 – March 23 to April 27
  • FIFA 23 VOLTA K League Anniversary Apparel and Coins – Now to March 30
  • FIFA 23 Pro Clubs 80s Skate Zig Zag Mask – March 17 to April 28
  • FIFA 23 Adidas Run for the Ocean White Tee and Coins – March 17 to April 28
  • FIFA 23 FUT Season 5 XP Boost – Now to April 28
  • Madden NFL 23 MUT March Pack – Now to April 3
EA Play - March Rewards

In addition to these rewards, EA Play members can access a growing library of fan-favorite games, including the gripping F1 22, the next generation of all-out warfare Battlefield 2042, as well as Madden NFL 23 where players can experience innovative gameplay features including the game changing impact of FieldSense – a new foundation for consistent, ultra-realistic gameplay. EA Play members also get access to select new-release EA games for up to 10 hours, such as the latest trial for Wild Hearts. The EA Play trial allows hunters to play up to the gates of Minato and battle the mighty Kemono; players who decide to purchase the game will have their progress carry over to the full game.

Xbox Game Pass Ultimate and Xbox Game Pass PC members receive EA Play at no additional cost with their Game Pass subscription. Members enjoy great player benefits, including in-game challenges and rewards, special member-only content, trials of select brand-new titles, access to a collection of EA’s best-loved series and top titles, and 10% off purchases of Electronic Arts digital content.

Visit the EA Play page for more details, and to stay up to date on the latest from EA Play, follow EA Play on Facebook, Instagram, or Twitter. Please see EA.com/EA-Play/Terms for terms and conditions.

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Free Play Days – Anno 1800, Session: Skate Sim, and Autonauts

Learn your Crash Team Rumble character role, beta launches April 20

The wait for a new entry into the Crash Bandicoot franchise is finally over! Crash Team Rumble is an all-new spin on the Crash formula, pitting players into epic 4v4 competitions, where each team aims to collect and bank more Wumpa fruit than the other. Between the many unique and varied heroes, equipable powers to change your loadout, and map specific relic stations that can cause havoc on the enemy team, there’s a lot to unpack and experiment with in Crash Team Rumble. With all the zany chaos you’d expect from the Crash heroes and villains, the first step to understanding how to Rumble is learning your character’s role: Scorer, Blocker, or Booster.


Learn your Crash Team Rumble character role, beta launches April 20

Scorer characters

The name of the game is scoring Wumpa! Scorers like Crash are speedy heroes who can easily traverse the map, collecting Wumpa fruit and relics to assist their team. Scorers provide the bulk of your team’s scoring potential, so protecting your Scorers will be crucial to victory!

Blocker characters

The best offense is a good defense! Blockers excel at taking out opponents or defending your team’s Wumpa Bank. They’re extremely powerful combat characters who can easily take on multiple foes at once, and still hold their own.

Booster characters

Support your team by boosting your score! Boosters are specialists who aim to capture the various gem pads scattered around each map to boost their team’s score. Taking control of a cluster of gem pads increases the amount of points scored for each Wumpa fruit delivered to your Wumpa Bank, allowing them to turn the tides in a flash.

To give a better sense of how the developers themselves feel about each hero role, we checked in with the Toys For Bob’s associate creative director Lou Studdert on how each role impacts the game:

What role do you tend to play as?

Lou Studdert: While each role brings something new to the table, Scorer characters tend to be our first pick. They’re well-rounded, and give you the tools to play the way you want, whether that’s collecting Wumpa, or pestering the other team.

Is there a most difficult role to compete against?

Blockers might give new players a bit of trouble. If you’re playing a Booster or a Scorer and find yourself struggling to fight a Blocker head-on, remember that you aren’t alone! Rely on your teammates to help take them down, and don’t be scared to retreat to fight another day. Heroes with more mobility will have an easier time collecting relics on each map, which can be spent at relic stations to give you the upper hand.

Do you play as the same role every time, or do you change your strategy?

Typically we gravitate towards Boosters, but it depends on our mood! Sometimes you just want to wreak some havoc with Dingodile, or drop some pianos with Cortex. Thankfully, there’s always the option to change characters between matches, so if you feel the call to shake things up, it’s easy to try out a different playstyle at any time.

Do you have any advice for playing in the closed beta on April 20-24?

Be sure to experiment with the powers and characters available in beta! Any power can be equipped to any hero, so there’s a lot of room for experimentation to see what play style suits you the best. There’s even more planned for the final launch of the game, so while this is only a small taste of what’s in store, it’s a great chance to see what strategy feels the most fun. We can’t wait to rumble with you when our beta launches on April 20!

With the closed beta fast approaching, what characters are you most looking forward to trying out? Crash Team Rumble is available for pre-order today for PS4 and PS5.

XCOM Legend Jake Solomon Says He Probably Won’t Make Another Turn-Based Strategy Game

Former Firaxis director Jake Solomon said that he wants to start his studio, but it most likely won’t be another turn-based strategy game. He worked as the director for Marvel’s Midnight Suns and the XCOM franchise.

On an episode of the podcast My Perfect Console, Solomon explained, “After I made Midnight Suns I looked at, ‘ok, I’m going to make another turn-based strategy game, and am I excited about that?’”

He continued: “I found that I wasn’t that excited about doing another turn-based strategy game, not because the genre isn’t amazing. It’s where I’ve spent my life, but I felt like I didn’t have anything more to say in that area.”

When asked what kind of game he’d make, Solomon said that he’d most likely create a simulation game rather than another turn-based strategy one. He went on to explain that he can’t stray too far away from his expertise and that system design is important to him, as he designed the individual heroes, enemies, and abilities in Marvel’s Midnight Suns.

“My intention, if anybody gives me the funding for it, is to open my own studio locally and make a new kind of game,” Solomon said. “I can’t move too far away from what my experience is. I’m a creative director, but the truth is I’m actually a very in-the-weeds system designer.”

Solomon hasn’t officially announced a new studio just yet, but he left Firaxis last month after working for the studio for over two decades.

In IGN’s Marvel’s Midnight Suns review, we said, “Marvel’s Midnight Suns is an expansive tactical RPG that makes great use of card game mechanics to inject variety and unpredictability into its excellent combat.”

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

Diablo 4’s Launch Won’t Be Plagued by Beta’s Connectivity Issues, Says Blizzard

Blizzard has said the technical issues that plagued Diablo 4’s “rocky” open beta have helped pave the way for its full launch on June 6.

Last weekend saw Blizzard hold the first mostly open beta for Diablo 4, which was accessible for gamers who had either preordered a copy of the game or obtained a promotional code by ordering chicken from KFC. Unfortunately, the three-day event was marred by numerous technical issues that forced players to endure prolonged queue times while encountering frustrating error messages.

“The word beta nowadays has kind of been misconstrued, where people start calling things beta that’s [actually] a marketing beta, and it’s just another term for a demo,” said Diablo 4’s general manager Rod Fergusson in an interview with NME. “That’s not our case at all. Our beta is actually us testing our technology — especially on the server side. We had a little bit of a rocky start on Friday.”

Fergusson added that the development team pushed out six hotfixes and “solved dozens of issues over the course of the weekend. Those fixes will hopefully smooth the way for the second open beta taking place this coming weekend, and ultimately pave the way for Diablo 4’s launch on June 6.”

He continued: “Sometimes as a player it can be a little frustrating, but they have to recognise that they’re helping us make the actual launch of the game that much better.”

Be sure to check out IGN’s Diablo 4 Wiki guides to get the most out of this weekend’s open beta, which will run from March 24 to 26, and will once again be available to those who have pre-ordered the game.

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

Tired of remakes? Check out this chunky PSX-style Dead Space Demake

Resident Evil 4 to Final Fantasy 7 is getting a shiny facelift, reimagining the polygonal blocks from yesteryear and turning them into scarily realistic blockbusters. But, every so often I get an itch. An itch to go back in time to my low-detail-graphics childhood, sitting on the floor, looking up at a squared CRT. And that’s what a good demake is for; specifically, the Dead Space Demake.

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Atlas Fallen Preview: Surf the Sands

It’s a shame we don’t see more open-world games set in the sweeping dunes of a great desert, and yet Atlas Fallen embraces this setting stylishly – bringing plenty of new ideas to the table, including a sand slide move that replaces the traditional sprint and quickly makes me feel like I’m back playing Journey again as I pave my way through Atlas Fallen’s golden oasis of destruction. That’s saying nothing of the unique combat system which has me darting around mid-air between explosive attacks that often leave my foes shattered into a thousand bits of sand and crystal dust, and I do mean that literally! Granted, the demo build I spent several hours testing didn’t always feel as smooth as I’d have hoped, and I couldn’t figure out whether it was my ultrawide monitor or something in my PC causing random slowdowns and frame drops at inopportune moments, but I found it difficult to walk away from my overall experience with Atlas Fallen without remaining curious and excited for what’s to come when it finally launches on May 16 in a, hopefully, more stable state.

Atlas Fallen centers around your own custom character who has come into possession of a magical gauntlet, an important piece of gear that’s central to its post-apocalyptic story. I really enjoyed the pacing here: a quick cutscene explains why the world is in its present state, you’re introduced to each major element of gameplay, and then it’s right to the action. Atlas Fallen deftly explained everything I needed to know during the first few minutes of play, and its early tutorials also served the purpose of bonding me with Nyaal, the mysterious entity living inside my powerful and legendary gauntlet.

Once I got myself out into the sun-baked world where Atlas Fallen takes place, I was quickly making my way through the sand, which looks gorgeously accurate as bits of particulate fly around in every direction in response to my movements. Movement is one of the best parts of Atlas Fallen, and there are plenty of different ways to get around. For instance, the Raise ability lets you lift platforms and other buried points of interest out of the sand, whereas you can Air Dash to give yourself an extra forward mid-air boost after you’ve expended both of your jumps.

Movement is one of the best parts of Atlas Fallen, and there are plenty of different ways to get around.

This seamless open world absolutely wants to be explored, though I didn’t see too much of it beyond areas surrounding the first village, Castrum VII, which itself is loaded with quests to complete and NPCs to speak to – each with their own backstories and interesting dialogue. I also made a point of saving up and buying the first set of armor sold by the merchant in town, and it’s cool that such a clear indicator of progress was laid out to me early on; giving me a reason to go out and do quests, hunt, and explore while saving up my currency toward a clear upgrade that actually paid off in combat.

The open world is also littered with stuff to find, like loose crafting resources and wildlife. I was delighted to find that if I observed an animal from a distance, it would gradually lead me toward treasure with golden footsteps, turning completely gold once it had found a suitable digging spot. There’s also a friendly traveling merchant who wanders the desert, and it’s so neat to be able to identify him from a distance by his ornate flying kite.

The open world is also littered with stuff to find, like loose crafting resources and wildlife.

Atlas Fallen features action combat that is both visually entertaining and challenging, rewarding me for thinking tactically while I juggle my Essence stone abilities and my Momentum bar. The way it works is, as I unleash my basic attacks with my transforming axe and sword weapons, my Momentum gauge fills up, unlocking Essence abilities of ascending tiers to use in battle with the caveat that I am easier to deal damage to if my Momentum bar gets too high. It can feel exceptionally good once you get into a groove, but it’s also where I ran into my aforementioned framerate drops and performance issues that ground the action to a halt, even causing me to die a few times during tougher battles.

But when it works, it works really well. Interesting enemy designs keep me on my feet, like the Diver which dives into the ground and reappears at random – and the heavily-armored, crab-analog Shellbasher that requires me to parry in perfect synchronization with its pounding pincer attacks, strategizing my bigger attacks to hit its vulnerable spots at just the right moments to do the most damage. My arsenal is enhanced by the addition of a Shatter ability that can be activated by pressing both gamepad triggers at exactly the same time when my Momentum bar is sufficiently filled up, unleashing a massive hammer attack that freezes and shatters any opponent who gets in the way of it. This is quite the spectacle on-screen, giving justice to the wild array of sand effects going off at once as the whirling storm of weapons and movements displace sand in all directions.

Tchia review: a gorgeous open-world adventure bursting with heart

Tchia back in January for a preview, I had complete faith that developers Awaceb would deliver on their promises for their open-world adventure. Tchia’s island is a marvel to behold. Not only is it gorgeous, but it’s bursting with things to do: sailing, climbing, totem carving, gliding, pearl diving, sharpshooting, tree hopping, treasure hunting – the list goes on and on.

Not only that, but there’s a 10-hour story to follow, quests to complete, and baddies to tussle with. It’s a lot, but Awaceb seem to take it all in their stride. Never once does Tchia feel like it’s bursting at the seams; its balance of activities, exploration and story make it feel perfectly whole. The game’s incredible scope doesn’t feel like the debut of a nine-person team, but astonishingly, it is. We’ve had a good run of Bestest Bests on RPS this month, and I’m more than happy to extend it because Tchia is an absolute triumph.

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Hands On: Puzzle Bobble Everybubble! – A Warm, Cuddly Return (Except For The Space Invaders)

It’s a Taito blowout.

It’s hard to argue that Bub and Bob aren’t the most adorable video game dinosaurs of all time (sorry, Yoshi), so we were delighted when the dynamic duo returned with the Switch-exclusive Bubble Bobble 4 Friends back in 2019. It was exactly as we remembered their pixels back in the dusty halls of the arcade growing up, just a little cuddlier.

But it reminded us of another arm of Taito’s bubble-trapping series that we dearly missed — Puzzle Bobble, also known as Bust-A-Move. This spin-off series swapped bubble traps for bubble bursting and turned the platforming duo into puzzle masters. Clearing bubbles was the name of the game, and this spin-off series is arguably as well-known as Taito’s original dino arcade classic.

Read the full article on nintendolife.com