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The original Final Fantasy VII catapulted JRPGs into the limelight and established a new standard for expansive gameworlds and emotional stories. Final Fantasy VII Remake is an homage to and reimagining of its predecessor's motifs: Eco-activism, classism, atonement, and companionship (among many other important themes). We demonstrate how Remake's plot beats can be reevaluated with the themes of departure and reunion in mind.
Square Enix plans to tell Cloud’s extensive story in parts but, because the first entry solely focuses on Midgar, Final Fantasy VII veterans get to experience the original game’s introductory setting and characters in more nuanced ways. The high stakes remain the same: The fallout from the Mako Reactor 1 and 5 bombings, the eventual destruction of the slums, and Sephiroth’s sudden and terrifying return. Our video essay considers these emotional moments and looks to provide other interpretations surrounding Remake’s most important plot motivations.
There are many scenes that Square Enix will have to reveal and unpack in upcoming installments, but we’re excited to see what the future holds for Cloud and co. In other Final Fantasy VII news, today marks the 25th anniversary of the classic JRPG steampunk adventure. Apparently, there are "even more new FFVII projects" slated for the future.
If you’re interested in any of our other deep dives, check out this Red Dead Redemption 2 video essay or head here to see an exclusive Marvel’s Spider-Man: Miles Morales interview.
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Sony Interactive Entertainment has announced it is purchasing Bungie for $3.6 Billion. That means the studio that created Halo and Destiny is coming under the PlayStation umbrella. Sony’s announcement caps off an acquisition-heavy January that saw Take-Two buy Zynga for $13 billion and Microsoft announce plans to acquire Activision Blizzard for $68.7 billion.
Bungie posted a blog post discussing the acquisition, saying that it will “continue to independently publish and creatively develop our games” and that SIE’s first, most immediate influence will be an acceleration in the studio’s hiring process. Bungie states that it’s staffing up for Destiny 2 as well as “all new worlds beyond.” Bungie is currently working on Destiny 2’s upcoming expansion, The Witch Queen, which is slated to launch on February 22. The game’s next big update, Lightfall, is tentatively set for later this year.
“In SIE, we have found a partner who unconditionally supports us in all we are and who wants to accelerate our vision to create generation-spanning entertainment, all while preserving the creative independence that beats in Bungie’s heart,” reads an excerpt from Bungie's blog post. “Like us, SIE believes that game worlds are only the beginning of what our IPs can become. Together, we share a dream of creating and fostering iconic franchises that unite friends around the world, families across generations, and fans across multiple platforms and entertainment mediums.”
Destiny 2: The Witch Queen
Sony president/CEO Jim Ryan wrote a blog post of his own discussing Bungie's future, saying “Bungie’s successful track record in multi-format publishing and live game services will assist us in realizing our ambitions to take PlayStation beyond the console and increase our potential audience. They will remain independent and multi-platform, will enjoy creative freedom, and their track record in developing massively successful franchises in the sci-fi shooter genre will be highly complementary to SIE’s own IP portfolio.”
Sony’s purchase is the latest in an arms race of major studio acquisitions in the game industry. In 2021 alone, the publisher bought Demon’s Souls/Shadow of the Colossus remake masterminds Bluepoint Games, Returnal developer Housemarque, global fighting game tournament EVO, veteran support studio Valkyrie Entertainment, and hinted that other acquisitions were on the way. Whether or not Bungie will be the last big studio on Sony’s shopping list remains to be seen.
Bungie spent most of the 2000s as a Microsoft-owned studio developing the Halo series before going independent in 2007. It would continue making Halo games until the company signed a 10-year publishing agreement with Activision in 2010, which led to the creation of the Destiny franchise. The studio then abruptly split from Activision in 2019, going independent once more while retaining full publishing rights to the Destiny series. You can learn more about Bungie's history and the development history of the Halo franchise by checking out our Video Gameography podcast.
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Scarlet Nexus director Kenji Anabuki has revealed his vision for a potential sequel to last year’s Scarlet Nexus, that is, if Bandai Namco gives him and his team a greenlight for such a game.
This news comes by way of a new interview with Inverse in which Anabuki said a sequel would be “even more mature.” He also said it would hone in on the “superpower” aspect of Scarlet Nexus, implementing these otherworldly powers into other elements of the game rather than just combat.
“If there is a sequel, I would personally want to utilize the ‘superpower’ theme in areas other than battles,” Anabuki said. “The world and settings of the story could potentially be created to suit an even more mature audience; by exploring themes like the dangers of having or using superpowers.”
A potential sequel would also take into account feedback from reviews and fan reception.
“We have received a lot of positive reviews regarding the battle system, story, and characters,” Anabuki said. “One reason might be due to the development experience I gained from working on the Tales Of series.”
The team would continue to iterate on that battle system, the story of Scarlet Nexus, and its characters. However, Anabuki said the team would also take accessibility criticisms to heart as well. He said basic menu options and quality of life improvements would be made to improve the series’ accessibility if a sequel were greenlit.
“We have done as much as we can and added several features after launch into the game based on user feedback,” Anabuki said. “However, I have decided that paying more attention to industry trends and the newest user preferences will definitely benefit the gaming experience.”
As Inverse points out, some of the features added post-launch include different font sizes, changes to the camera distance, and changes to camera tracking speed. You can now also toggle aim assist on and off.
Sony Interactive Entertainment has announced it is purchasing Bungie for $3.6 Billion. That means the studio that created Halo and Destiny is coming under the PlayStation umbrella. Sony’s announcement caps off an acquisition-heavy January that saw Take-Two buy Zynga for $13 billion and Microsoft announce plans to acquire Activision Blizzard for $68.7 billion.
Bungie posted a blog post discussing the acquisition, saying that it will “continue to independently publish and creatively develop our games” and that SIE’s first, most immediate influence will be an acceleration in the studio’s hiring process. Bungie states that it’s staffing up for Destiny 2 as well as “all new worlds beyond.” Bungie is currently working on Destiny 2’s upcoming expansion, The Witch Queen, which is slated to launch on February 22. The game’s next big update, Lightfall, is tentatively set for later this year.
“In SIE, we have found a partner who unconditionally supports us in all we are and who wants to accelerate our vision to create generation-spanning entertainment, all while preserving the creative independence that beats in Bungie’s heart,” reads an excerpt from Bungie's blog post. “Like us, SIE believes that game worlds are only the beginning of what our IPs can become. Together, we share a dream of creating and fostering iconic franchises that unite friends around the world, families across generations, and fans across multiple platforms and entertainment mediums.”
Destiny 2: The Witch Queen
Sony president/CEO Jim Ryan wrote a blog post of his own discussing Bungie's future, saying “Bungie’s successful track record in multi-format publishing and live game services will assist us in realizing our ambitions to take PlayStation beyond the console and increase our potential audience. They will remain independent and multi-platform, will enjoy creative freedom, and their track record in developing massively successful franchises in the sci-fi shooter genre will be highly complementary to SIE’s own IP portfolio.”
Sony’s purchase is the latest in an arms race of major studio acquisitions in the game industry. In 2021 alone, the publisher bought Demon’s Souls/Shadow of the Colossus remake masterminds Bluepoint Games, Returnal developer Housemarque, global fighting game tournament EVO, veteran support studio Valkyrie Entertainment, and hinted that other acquisitions were on the way. Whether or not Bungie will be the last big studio on Sony’s shopping list remains to be seen.
Bungie spent most of the 2000s as a Microsoft-owned studio developing the Halo series before going independent in 2007. It would continue making Halo games until the company signed a 10-year publishing agreement with Activision in 2010, which led to the creation of the Destiny franchise. The studio then abruptly split from Activision in 2019, going independent once more while retaining full publishing rights to the Destiny series. You can learn more about Bungie's history and the development history of the Halo franchise by checking out our Video Gameography podcast.
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Scarlet Nexus director Kenji Anabuki has revealed his vision for a potential sequel to last year’s Scarlet Nexus, that is, if Bandai Namco gives him and his team a greenlight for such a game.
This news comes by way of a new interview with Inverse in which Anabuki said a sequel would be “even more mature.” He also said it would hone in on the “superpower” aspect of Scarlet Nexus, implementing these otherworldly powers into other elements of the game rather than just combat.
“If there is a sequel, I would personally want to utilize the ‘superpower’ theme in areas other than battles,” Anabuki said. “The world and settings of the story could potentially be created to suit an even more mature audience; by exploring themes like the dangers of having or using superpowers.”
A potential sequel would also take into account feedback from reviews and fan reception.
“We have received a lot of positive reviews regarding the battle system, story, and characters,” Anabuki said. “One reason might be due to the development experience I gained from working on the Tales Of series.”
The team would continue to iterate on that battle system, the story of Scarlet Nexus, and its characters. However, Anabuki said the team would also take accessibility criticisms to heart as well. He said basic menu options and quality of life improvements would be made to improve the series’ accessibility if a sequel were greenlit.
“We have done as much as we can and added several features after launch into the game based on user feedback,” Anabuki said. “However, I have decided that paying more attention to industry trends and the newest user preferences will definitely benefit the gaming experience.”
As Inverse points out, some of the features added post-launch include different font sizes, changes to the camera distance, and changes to camera tracking speed. You can now also toggle aim assist on and off.
One of 2021’s most eyebrow-raising stories was MLB The Show, the PlayStation published and exclusive series, launching on Xbox platforms, including Game Pass. If you thought seeing the PlayStation Studios logo appear on an Xbox title was strange, we’re about to see it happen in Nintendo’s ballpark too.
That’s because the newly announced MLB The Show 22 is coming to Switch, marking the series’ first appearance on a Nintendo platform. The game is also heading to Xbox for the second year in a row, including launching day one on Game Pass. Of course, you’ll still be able to play it on PlayStation consoles. Los Angeles Angels superstar player and American League MVP Shohei Ohtani graces this year’s cover, and the game is set to launch on April 5.
In addition to standard editions, San Diego Studio promises to share more details on the Collector’s Edition on February 2. You can look for MLB The Show 22 on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and Switch.
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Tiny Tina’s Wonderlands is right around the corner – it hits PlayStation and Xbox consoles, and PC, on March 25 – and Gearbox Software has been doling out new information about classes, locations, and more. Today, that stream of information continues with a new trailer that reveals the final two classes in the game.
“Graveborn are death-touched acolytes who sacrifice health to unleash devastating Dark Magic attacks and become the phantasmal Reaper of Bones,” a Gearbox press release reads. “They use their Demi-Lich Companion and sacrificial Action Skills to enact suffering upon their enemies, even at the cost of their own life force.”
Any spell cast by this class will cause the Demi-Lich to cast their spell, and a Graveborn-cast spells can trigger Kill Skills to summon demonic minions, too. The Spore Warden, on the other hand, is a master of nature who summons tornadoes and fires off arcane arrows into the frontlines of enemies. Oh, and they have a toxic-spewing mushroom companion.
“They are Gun and Companion specialists that can significantly boost the abilities of their companions and allies while laying down withering firepower and slowing advancing enemies with Frost tornadoes,” according to the press release. “Speed and distance are a Spore Warden’s best friends.”
That’s not all that Gearbox revealed today in regards to Tiny Tina’s Wonderlands. We also learned about the new Multiclass system that allows players to wield two of the game’s six classes. When you begin the game, you’ll choose one of the six following classes: Stabbomancer, Brr-Zerker, Spellshot, Clawbringer, Graveborn (above on the right), or Spore Warden (above on the left). As you progress through it, though, you’ll gain access to a Multiclass system that opens up a secondary class slot.
“Each class is defined by a permanent Class Feat, two iconic Action Skills to choose between, and a skill tree loaded with passive abilities,” the press release reads.
Finally, we learned a little more about the world of Tiny Tina’s Wonderlands, starting with two new areas: Crackmast Cove and Drowned Abyss. The former is a haven for necrotic naval enemies like pirates and others, while the latter is a “nightmarish expanse” that lies beneath the ocean waves, underneath the wreckage of ships, and more.
Somewhere in your Tiny Tina’s Wonderlands journey, you’ll meet Bones Three-Woods.
“Bones Three-Woods’ long, intricate, and sad backstory is so well thought-out and definitely written in advance that just hearing it will make you cry your kidneys out of your eyes,” the press release reads. “Leading from the prow, Bones only sailed in the most dangerous waters, always emerging victorious and laden with booty. Or, he would if still had a crew. Now, he spends his days guarding the southern gate of the Briny Shelf. He sings songs to remind him of better days, when loot, love, and life seemed to last forever.”
CD Projekt Red is developing a single player, standalone Gwent game and it’s coming this year.
Revealed by IGN, this Gwent game, which is based on the popular card game of the same name in the studio’s Witcher titles, is codenamed Project Golden Nekker. CDPR says Golden Nekker will be different from previous iterations of its Gwent titles, instead aiming to provide a “captivating single-player experience,” according to IGN.
Because it’s a standalone game, players will not need to own other versions of CDPR’s Gwent games to play it. Once you boot up Golden Nekker, you’re all set to play.
“It’s not another Witcher Tales game, but something different,” Gwent communications head Pawel Burza told IGN. “We’re aiming to provide a captivating single-player experience for players who prefer it over competitive multiplayer Gwent.”
If you’re a fan of CDPR’s competitive multiplayer Gwent game, though, don’t fret – development is set to continue on that title at least through 2022, as the studio has released a 2022 roadmap that features new card drops in April, July, October, and December. When Golden Nekker is released, it will be the first CDPR game since the release of Cyberpunk 2077 back in 2020.
CD Projekt Red is developing a single player, standalone Gwent game and it’s coming this year.
Revealed by IGN, this Gwent game, which is based on the popular card game of the same name in the studio’s Witcher titles, is codenamed Project Golden Nekker. CDPR says Golden Nekker will be different from previous iterations of its Gwent titles, instead aiming to provide a “captivating single-player experience,” according to IGN.
Because it’s a standalone game, players will not need to own other versions of CDPR’s Gwent games to play it. Once you boot up Golden Nekker, you’re all set to play.
“It’s not another Witcher Tales game, but something different,” Gwent communications head Pawel Burza told IGN. “We’re aiming to provide a captivating single-player experience for players who prefer it over competitive multiplayer Gwent.”
If you’re a fan of CDPR’s competitive multiplayer Gwent game, though, don’t fret – development is set to continue on that title at least through 2022, as the studio has released a 2022 roadmap that features new card drops in April, July, October, and December. When Golden Nekker is released, it will be the first CDPR game since the release of Cyberpunk 2077 back in 2020.
PlayStation has announced that it will air a State of Play this week all about Gran Turismo 7.
The first State of Play of 2022, this one promises more than 30 minutes of new PlayStation 5 footage of the upcoming Polyphony Digital simulation racing game. It will also feature new details about GT7, which is slated to arrive on PS5 and PlayStation 4 on March 4.
“The first 2022 State of Play arrives later this week, and we’re all revved up for just over 30 minutes of new PS5 footage and gameplay details for Gran Turismo 7,” a PlayStation Blog post reads. “Watch live February 2 on Twitch or YouTube starting 2 p.m. Pacific/ 5 p.m. Eastern/ 11 p.m. CET.”
And that’s all that PlayStation had to say about the State of Play. Usually, PlayStation will mention that viewers shouldn’t expect this or that, but because it’s being dubbed a GT7 State of Play, there’s probably no reason for the company to give any caution in that regard. Basically, we don’t recommend going in this expecting PlayStation to surprise reveal a game or talk about Horizon Forbidden West in the showcase’s final few minutes.
This State of Play will be the first in-depth look at GT7 in a while. It’s been a sure bet that we’ll see a trailer in recent PlayStation first-party showcases but beyond that, not much about GT7 is known.
PlayStation has announced that it will air a State of Play this week all about Gran Turismo 7.
The first State of Play of 2022, this one promises more than 30 minutes of new PlayStation 5 footage of the upcoming Polyphony Digital simulation racing game. It will also feature new details about GT7, which is slated to arrive on PS5 and PlayStation 4 on March 4.
“The first 2022 State of Play arrives later this week, and we’re all revved up for just over 30 minutes of new PS5 footage and gameplay details for Gran Turismo 7,” a PlayStation Blog post reads. “Watch live February 2 on Twitch or YouTube starting 2 p.m. Pacific/ 5 p.m. Eastern/ 11 p.m. CET.”
And that’s all that PlayStation had to say about the State of Play. Usually, PlayStation will mention that viewers shouldn’t expect this or that, but because it’s being dubbed a GT7 State of Play, there’s probably no reason for the company to give any caution in that regard. Basically, we don’t recommend going in this expecting PlayStation to surprise reveal a game or talk about Horizon Forbidden West in the showcase’s final few minutes.
This State of Play will be the first in-depth look at GT7 in a while. It’s been a sure bet that we’ll see a trailer in recent PlayStation first-party showcases but beyond that, not much about GT7 is known.
Happy Monday, folks! It's January 31st, so you're likely still working towards those resolutions from earlier in the month, searching for the perfect restaurant for Valentine's Day (you're welcome), or just clocking in to start the workweek. Regardless, we're here to keep you company, so strap in for some puzzle-solving shenanigans as the crew plays Escape Simulator on today's Multiplayer Monday stream!
Hosts Alex Van Aken and Alex Stadnik will be trapped in a virtual room with returning guest Jesse Vitelli when the party starts at 9:00 a.m. Central. Tune in to Twitch.tv/GameInformer to watch our Escape Simulator multiplayer session or bookmark this page if you'd prefer to watch the livestream in the video player below!
As you watch, we encourage you to join the excellent Game Informer community in the chat. Ask any questions you have about Escape Simulator or video games in general, and we'll answer them when we have a break in the action. Subscribing to our Twitch channel also nets you access to the official Game Informer Discord channel, where you can engage with the editors and community in a myriad of fun discussions. Thanks for watching!
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As previously announced, a new trailer for Paramount’s Halo TV series premiered today, giving us an even better look at the much-anticipated adaptation and a premier date.
The show starts from the beginning, with Dr. Halsey (played by Natascha McElhon) selling the UNSC on Master Chief’s exceptional combat prowess but, most importantly, his ability to be controlled. But when Chief encounters an ancient artifact, he uncovers a plot that may require him to act independently in a manner that may rub his superiors the wrong way.
The new trailer provides the first looks at the Covenant, specifically Elites, who look pretty accurate in the brief clips of them battling Master Chief. We also get a glimpse of the show’s more human-toned (and slightly unsettling) Cortana, who is still voiced by Jen Taylor. The biggest adjustment will be getting used to Chief’s new voice, with actor Pablo Schreiber bringing him to life. Lastly, we found out that Halo premieres exclusively on Paramount + on March 24.
As previously announced, a new trailer for Paramount’s Halo TV series premiered today, giving us an even better look at the much-anticipated adaptation and a premier date.
The show starts from the beginning, with Dr. Halsey (played by Natascha McElhon) selling the UNSC on Master Chief’s exceptional combat prowess but, most importantly, his ability to be controlled. But when Chief encounters an ancient artifact, he uncovers a plot that may require him to act independently in a manner that may rub his superiors the wrong way.
The new trailer provides the first looks at the Covenant, specifically Elites, who look pretty accurate in the brief clips of them battling Master Chief. We also get a glimpse of the show’s more human-toned (and somewhat unsettling) Cortana, who is still voiced by Jen Taylor. The biggest adjustment will be getting used to Chief’s new voice, with actor Pablo Schreiber bringing him to life. Lastly, we found out that Halo premieres exclusively on Paramount + on March 24.
The All Things Nintendo podcast is a weekly show where we can celebrate, discuss, and break down all the latest games, news, and announcements from the industry's most recognizable name. Each week, Brian is joined by different guests to talk about what's happening in the world of Nintendo. Along the way, they'll share personal stories, uncover hidden gems in the eShop, and even look back on the classics we all grew up with. A new episode hits every Friday!
Be sure to subscribe to All Things Nintendo on your favorite podcast platform. The show is available on Apple Podcasts, Spotify, and Google Podcasts.
If you'd like to get in touch with the All Things Nintendo podcast, you can do so by emailing AllThingsNintendo@GameInformer.com, tweeting to Brian (@BrianPShea), or by joining the official Game Informer Discord server. You can do that by linking your Discord account to your Twitch account and subscribing to the Game Informer Twitch channel. From there, find the All Things Nintendo channel under "Community Spaces."
For more Game Informer podcasts, be sure to check out The Game Informer Show, which covers the weekly happenings of the video game industry, and Video Gameography with host Ben Reeves, which explores the history of video games – one series at a time!
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If you subscribe to the digital edition of Game Informer, you can now learn all about Elden Ring, the latest game by From Software! Following this week's cover reveal, our digital issue is now live to subscribers on web browsers, iPad/iPhone, and Android devices. Individual issues will be available for purchase later today. You can download the apps to view the issue by following this link. All of these digital options are included in a standard subscription.
The issue launches later this week on our third-party subscription apps, including Kindle and Nook.
Not a digital subscriber yet? Convert your existing print subscription or start a new subscription here.
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Players that have been enjoying From Software’s last decade of action/RPG fare have discovered recurring characters, themes, and weaponry to be found in various forms across the games. While they don’t always make an explicit appearance, sometimes they’re found as shimmering surprises that delight (and terrify). This is the case during Ludwig’s phase two battle, where he decides to pull out the Moonlight Greatsword and attempt to dunk on the player with some incredibly flashy power moves. In Elden Ring, players will be able to interact with the duplicitous traitor Patches as well as acquire both the Storm Ruler and Moonlight Greatsword.
“I can confidently say yes, this time. Elden Ring is the sort of game that forgives a massive sense of volume and bulk,” says game director Hidetaka Miyazaki. “And so I felt like I was entitled to include these things this time. So yes, you will find them if you look hard enough.”
Of course, with Elden Ring being a vast open-world full of secrets and exploration, it’s likely that some of these items will be tucked away and hidden behind mysteries. While we probably won’t be taking down a manta ray Storm King with the Storm Ruler this time around, since Patches will be there, it’s possible that some other pieces of King’s Field and From Software history will be around somewhere. Since we’ve seen multiple dragons as part of this world, it wouldn’t shock me to see something akin to Seath the Scaleless slithering around.
In the same conversion with Miyazaki, while we did get to see otherworldly areas like the Roundtable Hold, there won’t be any Painted Worlds in the game as he feels those are specifically a Dark Souls element. However, you can find paintings in the game all over – collectible objects that display a specific location in the world tied to the artist’s soul. While I didn’t get to track any of these locales down during my session, you can be sure that’s one of the first things on my list of things to do with the final game.
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If you’ve played one of the From Software action/RPG titles from Souls to Bloodborne, chances are you’re used to coming face to face with an area where the environment itself can feel like a major boss encounter. These oppressive poisonous swamp areas really got their stride in the Valley of Defilement all the way back in Demon’s Souls, but have continued to plague players to various degrees through the notorious Blighttown to other poisonous pits, caves, and muck. Speaking with Elden Ring game director Hidetaka Miyazaki, he relays that in this game, he rekindled his love for creating these horrific environments.
“In terms of how the player feels when they encounter this area that is a different story,” says Miyazaki. “But when making the game I rediscovered my love for making poison swamps. I know how people feel about them, but you know, suddenly I realize I'm in the middle of making one and I just can't help myself. It just happens.”
And happen it will in Elden Ring, where players will once again battle challenging environments alongside titanic bosses. In the past, players have had to deal with poison and toxic, with toxic being a more virulent and deadly version of the standard poison that often just ticks down at the player until they die. However, Elden Ring is bigger all over, and there may be even worse status effects to deal with here as part of the poison swamp package.
“In terms of Elden Ring’s story and setting there is something that is especially horrible that exists and persists in this world,” says Miyazaki. “I'll go ahead and say the name so it's something that you can look forward to, it's called the Scarlet Rot this is something that is separate a little bit from poison or toxicity but I hope you look forward to it.”
In fact, Elden Ring introduces a new affliction for players to contend with known as the Scarlet Rot. It’s unknown if players can actually get the Scarlet Rot, but in my playtime with the game it was referenced several times, meaning there’s probably an entire poison swamp zone to splish splash around in. Putting several of the pieces together from the extensive demo session also makes one think that perhaps this Scarlet Rot is the reason so many of our characters are wearing masks and facial adornments, to hide the ravages of this potential disease.
We’ll have to see when the game lands on February 25, but I’ll tell you this – the more Miyazaki enjoys making a poison swamp area, the more we probably have to worry about making our way through it. Hopefully, Torrent will see us through but don’t count on our mounted companion to be of any help for any interior areas tinged by the Scarlet Rot.
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The digital edition of the Elden Ring issue goes live tomorrow at 2 PM CST. At the exact same time, I’ll be heading to the official Game Informer Twitch channel to do a live discussion about everything we saw and played during our nearly 10 hours of hands-on time with From Software’s upcoming dark action RPG. While this obviously comes with a spoiler warning, even with our extensive play session, there are many, many secrets left to discover in Elden Ring – even with the marathon session, I feel like I’ve barely begun to scratch the surface of what Elden Ring has to offer.
We’ll be talking about mechanics, features, gameplay, environments, and some other big surprises, but From Software has always been quite reserved in what they choose to show off early compared to what’s available in the final game – remember Bloodborne? No one was ready for where that journey would take us! So come hang out, chat, and ask your questions about Elden Ring. While I won’t be able to answer every question, I’ll do my best to facilitate some great conversations about what you can expect diving into Elden Ring.
In addition to the stream, look forward to a deluge of coverage to hit GameInformer.com soon, including some exclusive video.
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Iron Galaxy’s upcoming wrestling-flavored battle royale Rumbleverse has been delayed. The first season was slated to launch on February 15, with an open beta taking place a week prior.
A new release date has not been announced. Iron Galaxy’s blog post states that the game needs a bit more work, saying, “there’s more we want to do to perfect the experience.” Those who purchased the Early Access Pack will receive refunds. In the meantime, Iron Galaxy does plan to hold a tech test on February 12 that PC players can participate in.
Rumbleverse debuted during The Game Awards 2021 and is a brawling-centric take on the battle royale. Players control customizable fighters that throw fists, swing steel chairs, and perform wrestling moves such as suplexes and elbow drops instead of using firearms. These grapplers can also scale buildings for added verticality. Rumbleverse is scheduled to launch on PlayStation and Xbox consoles and is an Epic Store exclusive on PC.
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Iron Galaxy’s upcoming wrestling-flavored battle royale Rumbleverse has been delayed. The first season was slated to launch on February 15, with an open beta taking place a week prior.
A new release date has not been announced. Iron Galaxy’s blog post states that the game needs a bit more work, saying, “there’s more we want to do to perfect the experience.” Those who purchased the Early Access Pack will receive refunds. In the meantime, Iron Galaxy does plan to hold a tech test on February 12 that PC players can participate in.
Rumbleverse debuted during The Game Awards 2021 and is a brawling-centric take on the battle royale. Players control customizable fighters that throw fists, swing steel chairs, and perform wrestling moves such as suplexes and elbow drops instead of using firearms. These grapplers can also scale buildings for added verticality. Rumbleverse is scheduled to launch on PlayStation and Xbox consoles and is an Epic Store exclusive on PC.
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It’s about time. The women’s game of hockey is finally making its way to EA’s NHL series. The latest NHL 22 patch introduces playable women’s teams and full IIHF (International Ice Hockey Federation) rosters to the game, just in time to generate hype for the Winter Olympics in Beijing. This means you’ll be able to take the ice as some of the great icons making a name for themselves in the sport, from Team USA’s speedy Kendall Coyne-Schofield to Team Canada’s “Captain Clutch” Marie-Philip Poulin.
This is a great moment for the women’s game, and the impact isn’t lost on the players. Marie-Philip Poulin said in an EA Sports press release that “It has been such a privilege to lace up my digital skates for the very first time in NHL
22, and to get to do so while playing for my country makes it all the more surreal." She continued, "Representation matters, and I’m thrilled that every young girl who picks up a controller to play NHL 22 can feel like hockey is a sport for her, too.”
You can watch the trailer above to see elite talents, like Hilary Knight, Sarah Nurse, and Amanda Kessel, react to the news and further discuss its significance. While the trailer also provides our first look at these players on the virtual ice, it will be interesting to see how EA Vancouver represents the different style of play in women’s hockey, which relies less on the body and focuses more on stick play to separate players from the puck. There’s also more puck possession and chances to score in the women’s game.
The update also makes the IIHF Men’s World Championship playable. EA confirmed sixteen international men’s teams and ten international women’s teams will be available for their respective World Championship modes alongside other popular destinations, such as Online Versus, Threes Now, and Shootout. The latest patch will go live shortly after the latest episode of EA Sports and Uninterrupted Canada’s five-part digital series Breaking Ice, which profiles champions of diversity in hockey.
You can read more about the latest update in the patch notes here.
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With Dying Light 2 Stay Human right around the corner – it hits PlayStation and Xbox consoles and PC on February 4 – we thought now (or rather, 2 p.m. CT) was the perfect time to brush up on our parkour skills. We might kill a couple dozen zombies while we’re at it, too.
Dying Light was released on January 27, 2015, and in many ways, it took gamers by surprise. It was a new entry in a franchise, which is exciting enough, but it was also released in a period of the year where not many games do. That’s not necessarily the case anymore, but that’s because Techland and Dying Light popularized (or at least strengthened the idea of) the January release, and they did so to great success.
There’s still a little over a week to go until we all get our hands on Dying Light 2, though, so for now, join us in playing Dying Light again. Game Informer editor John Carson will be behind the controls today, and he’s joined by fellow editor Marcus Stewart. They'll go live at 2 p.m. CT!
We can’t wait to hang out with you on Twitch and mow down some zombies, so be sure to subscribe to the official Game Informer Twitch channel. Doing so will grant you access to the official Game Informer Discord Channel where members of the community hang out to talk games, movies, TV, wrestling, and so much more.
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With Dying Light 2 Stay Human right around the corner – it hits PlayStation and Xbox consoles and PC on February 4 – we thought now (or rather, 2 p.m. CT) was the perfect time to brush up on our parkour skills. We might kill a couple dozen zombies while we’re at it, too.
Dying Light was released on January 27, 2015, and in many ways, it took gamers by surprise. It was a new entry in a franchise, which is exciting enough, but it was also released in a period of the year where not many games do. That’s not necessarily the case anymore, but that’s because Techland and Dying Light popularized (or at least strengthened the idea of) the January release, and they did so to great success.
There’s still a little over a week to go until we all get our hands on Dying Light 2, though, so for now, join us in playing Dying Light again. Game Informer editor John Carson will be behind the controls today, and he’s joined by fellow editor Marcus Stewart. They'll go live at 2 p.m. CT!
We can’t wait to hang out with you on Twitch and mow down some zombies, so be sure to subscribe to the official Game Informer Twitch channel. Doing so will grant you access to the official Game Informer Discord Channel where members of the community hang out to talk games, movies, TV, wrestling, and so much more.
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Valve wasn't joking a few weeks ago when it said that its upcoming handheld Steam Deck was going to hit current shipping targets. Today, the company announced the first batch of Steam Decks will start to be sold to customers on February 25 and sent out shortly after.
More specifically, Valve plans to send out emails to those lucky early reservation holders starting on February 25. From there, customers will have 72 hours to respond and confirm the purchase. If that process proceeds smoothly, a shiny new Steam Deck will be delivered to its new home starting on February 28. Steam Decks held for those who fail to complete the purchase within that three-day period will be available for the next reservation in line. Valve did make it clear that the model that you reserved is locked in as the one you'll have the opportunity to buy. There won't be a way to switch when the confirmation email comes through.
Make sure to keep an eye on your inbox if you think you'll be eligible to buy the device close to launch. Valve says it plans "to release new order email batches on a weekly cadence."
For those interested in how the Steam Deck handles, the same announcement came with some information regarding coverage and reviews. According to Valve, hardware review units will be sent to outlets shortly, and the embargo for final verdicts will also be on February 25. Considering the 72-hour grace period on confirming a purchase, this at least gives potential buyers the chance to inform themselves a little more before pulling the trigger on picking up the anticipated handheld PC. Other preview information may be allowed before the review embargo, but there are no specifics as to what or when.
If you have the Steam Deck reserved, but don't know where you are in line, check out the Steam Deck page in the Steam client or website.
Are you buying a Steam Deck? Which games are you looking to play on it if you're lucky enough to get your hands on one? Let us know in the comments!
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The Grim Reaper’s scythe rarely falls upon treasure hunters. The earth collapses beneath their feet, arrows fly from walls, and giant boulders give chase, but these adventurous souls cannot be stopped until they locate an ancient secret. Their expeditions are brimming with rollicking fun, but their stories always end the same way: They live another day, and one less treasure is lost to the world. We know what we’re getting from these serialized stories, and we love them for it. But unlike Indiana Jones (who is still chasing myths and legends at age 73) and Lara Croft (who is turning back the clock), Naughty Dog has said Uncharted 4: A Thief’s End is Nathan Drake’s final chapter. The subtitle alone paints an ominous picture for the famed hero, but what is it hinting at? Does he die? Disappear without a trace? Retire atop a mountain of gold?
That question turns A Thief’s End into a ticking time bomb of a narrative. As this story unfolds, we see Drake’s entire life come into frame – from key moments in his childhood that helped shape him to the ordinary days he spends at home with his wife, Elena. We get to know Drake intimately; we know what he’s sacrificing and what drives him.
Drake has settled down and appears to be content living out the rest of his days working nine to five and heading home to see Elena. The unexpected arrival of his older brother Sam, who was believed to be dead, pulls Drake back into the treasure hunting game. He is reluctant at first, but Sam’s life hangs in the balance, so Drake has no choice.
Naughty Dog paints Drake in a fascinating light, giving you enough narrative rope to want to save or strangle him – and I wanted to do both at various times in this adventure, given the choices he makes. Though we’re just starting to explore new sides of Drake, and we are just meeting Sam, a sense of finality is sewn into all of the character-building.
On one hand, it feels like the start of something new, with Drake rediscovering life and the thrill of the hunt with his brother. On the other, it feels like an end, with Drake recklessly throwing everything away to hastily answer the call for adventure. The scale is constantly shifting between the two, and the emotional tension tied to these moments is one of Uncharted 4’s most powerful elements. It’s a hell of a story that shifts between Uncharted’s patented “everything is suddenly exploding and everyone is yelling” design to the slow and heavy emotional tone of The Last of Us. There’s clear inspiration from The Last of Us in Uncharted 4, and it’s a better game because of it.
While Nathan and Sam are front and center for most of this journey, one of the most interesting characters to follow is Captain Henry Avery, a dead pirate who we only learn about on pieces of paper and riddles scrawled on cave walls. He's written remarkably well by Naughty Dog, turning most secrets into tantalizing story material. Avery has concocted the mother of all treasure hunts, which ends up being a fascinating reflection of a pirate in his prime, and a fun breadcrumb trail to follow.
This hunt takes Drake to hidden corners of the world, often holding elaborate puzzle contraptions that produce legitimately fun and challenging gameplay moments. The adventuring spirit is alive and well in this installment, and the revelations at the end of it all are fantastic, as they show the great lengths Avery went to protect his treasure. It wouldn’t be fair of me to list the locations Naughty Dog brings to life, but they all have grandeur and spectacle, from the scale of a scenic landscape to the wealth of detail included in a house that players don’t even need to enter.
A Thief’s End doesn’t have that big, iconic set piece moment like the previous Uncharted games did (i.e. the train on the cliff, the boat capsizing, and the cargo falling out of the plane), but succeeds as a collection of smaller “I can’t believe we survived that” sequences with houses crumbling, armored vehicles exploding, motorcycles racing dangerously, and Naughty Dog’s artists pulling out all of the stops to make every second of action look as chaotic and beautiful as possible. As visually stunning as many of these moments are, the excitement they deliver has diminished over the years. The thrill of a platform falling apart as soon as Drake lands on it doesn’t get the blood racing anymore – it’s an expected element that, by the fourth installment, seems fairly commonplace. Naughty Dog finds new ways to make things go boom – there's plenty of fun in that – but I was never hit with the that one defining moment I had to tell everyone about like I did in Uncharted 2 and 3.
The action may feel somewhat routine at times, but the feeling of exploring lost worlds is heightened in this chapter. The environments are much wider, sometimes offering multiple traversal solutions and optional areas. In past Uncharted games, I just ran forward, following the linear path laid out before me. In this game, many of the environments made me pause, analyze my surroundings, and figure out how I could navigate them. They offer a satisfying puzzle element we rarely saw in the past. The player now has some ownership over how a destination is reached, and the paths aren’t always easy to pinpoint (although some object coloring is used to lead players along).
Drake’s new grappling hook enhances the exploration, and is often the tied to harrowing platforming sequences. It's also flat out fun to use. The grapple is put to good use in combat and puzzle solving. As forward-thinking as Uncharted 4 is with the new grapple mechanics, the levels offer an odd abundance of old school box-pushing puzzles, which sometimes feel like they are there just to slow player progression. The platforming is as briskly paced as it's been in the past, and is often done with the world exploding around Drake. But again, this element has lost some of its magic with time.
Some of the environments are so vast that they take on the illusion of open worlds, giving the player even more freedom to explore, often with a vehicle. These areas change up the pacing nicely and embrace the essence of adventure in a slightly different way. Since Drake is often with Sam (or other characters), light team-based gameplay is periodically thrown in (think The Last of Us). Sam helps you reach ladders and boxes, lends verbal feedback for navigation and riddles, but his greatest contribution is assisting in combat.
He can tag and grab enemies, provide covering fire, perform double-team melee moves, and is lethal with a gun. The hand-to-hand fighting is greatly improved, giving each punch a cringe-inducing (but satisfying) smack. The gunplay is still a little loose, but the enemies are smarter now, which means Drake either has to rely on stealth more (which works well and is immensely satisfying when entire zones are cleared silently), or strategically pick off targets before they advance or flank. Combat never feels like a thrown in chore. I enjoyed all of the encounters and found them surprisingly empowering, especially when the grapple swing is used to effectively launch Drake onto a foe.
A Thief End’s is the best Uncharted yet, delivering a story I didn’t want to end, and an adventure that concludes with a hell of a payoff. The “wow” factor of the world exploding under Drake’s feet has diminished in the years following Uncharted 2, but those moments are still effective, and a true showpiece of the developer’s exquisite craftsmanship for world and gameplay design. All four of Naughty Dog’s games culminate in A Thief's End in a fitting and cohesive way that fans should appreciate. I hate seeing Drake go (especially when he’s in his prime), but I’d rather see him go out on top like he is here than be tasked to find a crystal skull or some other poorly fabricated MacGuffin decades from now.
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Score: 9.5
Summary: Nathan Drake's final adventure is his finest yet.
Concept: Nathan Drake’s final adventure is as emotional as it is exciting, a true testament to Naughty Dog’s storytelling and gameplay skills
Graphics: A work of art. Few details are spared in making the characters and world come to life
Sound: Nolan North and Troy Baker make a great team, and are almost always cracking wise. The score is also used expertly for tension and drama, sometimes drowning out all sound to heighten a moment
Playability: The awe factor of the world blowing up around Nathan Drake isn’t what it once was, but the combat is better, and the exploration offers more gameplay and discovery
Entertainment: The best Uncharted yet. It hooks you emotionally early on and keeps you locked in place as the thrill of the hunt for a lost treasure takes shape