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"Boomer shooter" is a recent video game genre term used to describe contemporary games that exist as throwbacks to the Doom-inspired era of first-person shooters where speed and firepower are everything. Phantom Fury is not the first game to explore this playground, and it likely won't be the last, but playing the demo left a good first impression. The visuals are cool, the shooting feels good, and protagonist Shelly “Bombshell” Harrison is not afraid to throw out a good one-liner when the mood strikes her.
Phantom Fury is coming to PS5, Xbox Series X/S, Switch, and PC sometime this year.
Head over to Game Informer's YouTube channel for more previews, reviews, and discussions of new and upcoming games. Watch other episodes of New Gameplay Todayright here.
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Reviewed on: Xbox Series X/S Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC Publisher: EA Sports Developer: EA Canada Release:
Following its split with soccer's governing body, EA Sports’ FIFA series is no more, but make no mistake: EA Sports FC is a solid game with a host of welcome improvements. The bones of this longtime franchise remain sturdy and familiar, like a well-run club. The suite of changes to Ultimate Team makes for a satisfying squad overhaul, and manager and player career modes gain smaller, welcome updates.
Gameplay remains largely the same: solid and familiar. The biggest change is the feel of the ball – it’s loose, with matches tending to have more 50/50 moments, and it’s wonderful. These loose-ball situations add to the storylines of the matches and moments. It’s empowering when cover star Erling Haaland snatches a ball acrobatically out of the air to finish a play. It all feels more true to life and purposeful. There’s a controlled chaos in these situations that makes the game a little more realistic than last year’s. I enjoyed it and the more methodical pace of games, which, in turn, makes star players stand out more.
The new PlayStyles feature improves EA Sports FC 24’s gameplay. Players can unlock special abilities for select soccer stars to mold them to their playing style and give them an advantage. This means special animations for clean tackles, power shots taken more quickly, or wingers getting an extra sprint boost to leave defenders behind. It is satisfying to use players like Trinity Rodman, who are quick and have the ability to beat a defender with pace just like she does in real life, or ping a driven pass 30 yards to someone’s feet.
This is also the best the series has looked. The animations are more fluid and realistic. If you watch Haaland on TV, you’re going to notice how he kind of hops before swinging his arms, arching over, and sprinting like a human battering ram. Liverpool’s Darwin Nunez looks like a gazelle thumping quickly, powerfully, chaotically, and purposely. Their video game counterparts move similarly, which ups the realism. Even the kits, updated for this release, move more authentically as they bounce off of players. However, sometimes, the shirts bounce in a comical way, pulling you out of the immersion. Another tiny change is how authentic stadiums and crowds feel, with flags waving and crowds rowdier and louder than ever. And if you make a mistimed tackle, you watch the ref in first-person mode run to your player before deciding his fate. These little details add up in a positive way.
EA’s most significant upgrades are in Ultimate Team with a large swath of meaningful changes, including one substantial addition: Women are now a fully integrated part of the mode. Stagnation set into the mode over the last two years thanks to a lot of the same players being featured and the fact that you had to grind countless matches to unlock players that usually aren’t as good as who you can earn by opening packs. Adding the women has reinvigorated my interest — and my playtime.
I formed a team with Rodman and Alexandra Popp on each wing and felt nothing but glee as I rampaged down each sideline, providing crosses for Haaland and scoring wonder goals with the outside of their boots. What a great way to inject the “fantasy” into Ultimate Team in a gratifying and equitable way.
Unlike EA’s NHL Ultimate Team mode, the women fit seamlessly and handle well against their male counterparts. Sure, not all women goalkeepers are very tall, causing a disadvantage for some shot-stopping, but I haven’t noticed it too much with my 5’ 9” Canadian goalie, and my women wingers have dominated with their pace.
And then there are UT Evolutions. I run multiple teams in UT that are all pretty solid, but sometimes less popular leagues and teams (such as Team USA) don’t get a lot of new or powerful cards. You can make up for some of this with skill, but an 80-rated center-back is gonna have a tough time with a 90-plus striker.
The new Evolutions aspect of UT makes it so you can upgrade your favorite players’ skills, traits, and even proficiency with their weaker foot. It’s a joy to upgrade players, and I can’t wait to keep squads competitive this way.
Less exciting is one of the Evolutions is already behind a paywall. It’s obscene to spend 50,000 in-game coins or real money via 1,000 FC points (just under $10) on it; you just don’t earn enough unless you dump a lot of hours into the mode each week. Of course, EA wants players to spend more money for better teams. Grinding can only get you so far if lady luck is on your side. It’s an annoying aspect inherent to card-collection modes like this; it isn’t getting any better and just outright feels bad. It’s also disappointing if you have a tradeable card to upgrade, as once you begin upgrading it, you can no longer sell it. Everything feels against you unless you spend more cash, and I don’t like any part of it. Thankfully, microtransactions are only an issue in this one mode.
In spite of that, the addition of the women and Evolutions brings the fantasy of Ultimate Team to life. Players with multiple positions also don’t require a position change card to move from a striker to, say, a left-wing position and keep chemistry – which adds to their speed, shooting, or other stats – this year. This makes team building and tactics less rigid and provides a breath of fresh air.
Lesser updates have been applied to the manager and career modes, but adding new features to both is welcome, even if neither is impressive.
Manager mode has a new aspect where you hire coaches to make your team more proficient in a tactical vision like wing play or parking the bus on defense. But hiring coaches isn’t the most exciting feature. Sure, you can improve your midfield with the right personnel, but between managing this and my players’ stamina each week, it just doesn’t do enough to hold my interest for more than a season. When I simulated games, it seemed like my team never cared about my tactics anyway, which just made the experience flat and pointless.
The player career is slightly more fun as you upgrade your avatar with the new PlayStyles, turning them into a bona fide superstar. But again, the experience doesn’t do enough to hold my attention. Going from FIFA to EA FC could have been a great opportunity to do even more with these modes or bring back a story mode. As such, it is nice to have these updates, but Ultimate Team boasts the greatest changes, which seems like a missed opportunity to usher in the name change.
Sadly, Volta remains a forgettable diversion; it just doesn’t hold your attention well. It’s a messy, bad arcade version of soccer with uneven power-ups. Playing futsal and street soccer is fun, but Volta doesn’t recreate the control and pace of the real thing, instead opting for avatar customization and leveling that devolves into just being able to run fast and score ridiculous goals.
Dropping the FIFA license doesn’t make this a better or worse game. If you’re already a fan of EA’s soccer showpiece, you’re going to enjoy the rebranded EA FC, even if every mode wasn’t transformed like Ultimate Team. And honestly, since every major soccer game has fallen off or isn't made anymore, EA’s soccer title is the best one available by default.
It isn’t perfect, but EAFC has sucked me back into a mode I was about to give up on, has some of its slickest soccer to date, and hasn’t missed a beat in its transition to a new name. But it misses a chance to usher in its new era with something bold, deciding to remain mostly true to form. And that’s a shame. Regardless, I’ll be pinging passes with Rose Lavelle for months to come.
If you'd like to follow Brian on social media, you can do so on his Instagram/Threads @BrianPShea or Twitter @BrianPShea. You can follow Wesley on Twitter: @LeBlancWes.
The All Things Nintendo podcast is a weekly show where we 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!
If you'd like to get in touch with the All Things Nintendo podcast, you can email AllThingsNintendo@GameInformer.com, messaging Brian on Instagram (@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 Game Informer's other podcast, be sure to check out The Game Informer Show with hosts Alex Van Aken, Marcus Stewart, and Kyle Hilliard, which covers the weekly happenings of the video game industry!
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After being announced earlier this year, Valve unexpectedly launched Counter-Strike 2 this week! In this archived Twitch stream, watch editors Alex Van Aken, Marcus Stewart, and Kyle Hilliard team up to chase victory in several matches of this revamped sequel of the popular team-based shooter.
To keep up with all of our archived livestreams, you can check out our Twitch channel and our Game Informer Shows YouTube channel to find all of our long-form videos including Replay/Super Replay, The Game Informer Show, and All Things Nintendo.
If you enjoy our livestreams but haven’t subscribed to our Twitch channel, know that doing so not only gives you notifications and access to special emotes. You’ll also be granted entry to the official Game Informer Discord channel, where our welcoming community members, moderators, and staff gather to talk games, entertainment, food, and organize hangouts! Be sure to also follow our second YouTube channel, Game Informer Shows, to watch other Replay episodes as well as Twitch archives such as Replay, GI Live, and more.
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Now, it seems Sony and PlayStation are removing most traces of the KOTOR remake, deleting tweets and hiding the reveal trailer on its YouTube channel, as reported byKotaku.
Yesterday, on the Gaming Leaks And Rumors subreddit, user TricolorChutoy posted that the 2021 PlayStation Showcase KOTOR remake reveal trailer had been recently delisted. That same day, Twitter user Crusader II Elessar posted the same thing, noting, however, that in the full 2021 PlayStation Showcase video, the KOTOR remake trailer remained. With some more digging, Crusader II Elessar found that PlayStation had seemingly deleted every tweet mentioning the remake, save for the one below that also mentions other games.
Stay tuned after the Showcase! We’ll have more updates from the teams behind:
🔵 God of War Ragnarök
🔵 Star Wars: Knights of the Old Republic - Remake
🔵 Updates on other new PlayStation Studios titles
Furthermore, with some Wayback Machine tinkering, they learned that a 2022 snapshot of PlayStation's Twitter showed that a different tweet exclusively about the KOTOR remake still existed, meaning its deletion happened between last year and now.
Game Informer has reached out to Sony and PlayStation about the hidden trailer and deleted tweets and will update this story if comment or statement is received.
As for speculation on why PlayStation might be doing this, it stems from the remake's developer: Aspyr Media. Aspyr is owned by Embracer Group, which has been canceling games and closing studios in light of a current "restructuring program." After Embracer Group was "informed that one major strategic partnership that has been negotiated for seven months will not materialize," or in other words, the collapse of a $2 billion deal as reported by Video Games Chronicle, it implemented this restructuring program.
Given all of that, it wouldn't be surprising if Aspyr, which Embracer Group acquired in 2021, was affected by the restructuring and the KOTOR remake project canceled. However, with no official word on the project, that's speculation for now.
Now, it seems Sony and PlayStation are removing most traces of the KOTOR remake, deleting tweets and hiding the reveal trailer on its YouTube channel, as reported byKotaku.
Yesterday, on the Gaming Leaks And Rumors subreddit, user TricolorChutoy posted that the 2021 PlayStation Showcase KOTOR remake reveal trailer had been recently delisted. That same day, Twitter user Crusader II Elessar posted the same thing, noting, however, that in the full 2021 PlayStation Showcase video, the KOTOR remake trailer remained. With some more digging, Crusader II Elessar found that PlayStation had seemingly deleted every tweet mentioning the remake, save for the one below that also mentions other games.
Stay tuned after the Showcase! We’ll have more updates from the teams behind:
🔵 God of War Ragnarök
🔵 Star Wars: Knights of the Old Republic - Remake
🔵 Updates on other new PlayStation Studios titles
Furthermore, with some Wayback Machine tinkering, they learned that a 2022 snapshot of PlayStation's Twitter showed that a different tweet exclusively about the KOTOR remake still existed, meaning its deletion happened between last year and now.
Game Informer has reached out to Sony and PlayStation about the hidden trailer and deleted tweets and will update this story if comment or statement is received.
As for speculation on why PlayStation might be doing this, it stems from the remake's developer: Aspyr Media. Aspyr is owned by Embracer Group, which has been canceling games and closing studios in light of a current "restructuring program." After Embracer Group was "informed that one major strategic partnership that has been negotiated for seven months will not materialize," or in other words, the collapse of a $2 billion deal as reported by Video Games Chronicle, it implemented this restructuring program.
Given all of that, it wouldn't be surprising if Aspyr, which Embracer Group acquired in 2021, was affected by the restructuring and the KOTOR remake project canceled. However, with no official word on the project, that's speculation for now.
In this episode of The Game Informer Show, Marcus discusses his recent hands-on Alan Wake 2 preview session, in which he played both as returning protagonist Alan and newcomer Saga Anderson, an FBI agent looking into a mysterious case. Kyle breaks down his review of Resident Evil 4's Separate Ways DLC, and then Charles shares the bad news that Super Bomberman R 2 is flawed. Lastly, the guys chat about Cocoon, a must-play puzzle game from developer Geometric Interactive and publisher Annapurna Interactive.
The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join host Alex Van Aken every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from around the industry. Listen on Apple Podcasts, Spotify, or your favorite podcast app.
Matt Storm, the freelance audio editor for The Game Informer Show, edited this episode. Matt is an experienced podcast host and producer who's been speaking into a microphone for over a decade. You should listen to Matt's shows like the "Fun" And Games Podcast and Reignite, a BioWare-focused podcast. The Game Informer Show – Podcast Timestamps:
00:00:00 - Intro
00:06:09 - Alan Wake II Preview
00:32:15 - Resident Evil 4: Separate Ways DLC
00:43:30 - Super Bomberman R 2 Review
00:51:00 - Super Bomberman R 2 Spoilers Start
00:54:42 - Super Bomberman R 2 Spoilers End
01:04:29 - Cocoon
01:13:01 - F-Zero 99
01:22:33 - Mortal Kombat 1
01:28:03 - Housekeeping
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Developer Colossal Order and publisher Paradox Interactive have delayed the console release of Cities: Skylines II. Originally set to release on October 24 alongside the PC version, the team has delayed the PlayStation 5 and Xbox Series X versions of the game to spring of next year. The PC version will still launch next month.
As for why, Colossal Order says in an update made on Twitter that the team needs more time to reach quality targets it has set for the console release.
"Mayors, we're hard at work getting the game ready for release," the update reads. "We've come to realize that we need more time to reach the quality targets set for console. We want to provide the best experience for our players, we're updating the release window for Xbox & PS5 to Spring 2024."
Mayors! We’re hard at work getting the game ready for release. We've come to realize that we need more time to reach the quality targets we've set for Console. We want to provide the best experience for our players, we’re updating the release window for Xbox & PS5 to Spring 2024. pic.twitter.com/eljCTi0deF
In a separate statement via email, Colossal Order and Paradox Interactive say, "The additional time allows us to focus on matching the quality and performance across all platforms." It also says it is updating the minimum and recommended PC specs as optimization work continues, and that it will share more updates on the console release window soon.
Cities: Skylines II hits PC on October 24. The PS5 and Xbox Series X versions will be released sometime next spring.
Sega, the publisher behind next month's Sonic Superstars, has canceled some unannounced titles in development and Creative Assembly's first-person shooter, Hyenas. The company cites "lower profitability of the European region."
As a result of the lower profitability, Sega reviewed various in-development projects from its developers in Europe and the result is the cancelation of Hyenas, which just finished up a closed beta on PC less than a week ago, and some other unannounced games. Eurogamerreports that layoffs at Creative Assembly are expected in the wake of this decision.
"We will implement reduction of various fixed expenses at several group companies in relevant region, centered on the Creative Assembly Ltd.," a Sega press release reads. "We expect to incur one-time expenses related to reduction of fixed expenses. We will continue to consider measures to improve profitability in European bases apart from above. We will announce the specific details and impact from them as soon as we make a decision."
Sega says as a result of this structural reform, it expects to record losses of approximately 14.3 billion yen for the fiscal year ending March 31, 2024, but that "there are no changes to the full-year consolidated operating results forecast for the fiscal year ending March 31, 2024, at this time."
Developer Owlcat Games has revealed Lord of Nothing, the fifth DLC for Pathfinder: Wrath of the Righteous. It picks up right where the Through the Ashes DLC left off and launches on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC in November.
More specifically, Lord of Nothing hits consoles and PC on November 21. This DLC takes players to brand new locations, introduces new characters, and tasks players with taking down new foes. It continues the story of Sendri and Rekarth, and where we last saw them in the Through the Ashes DLC, too.
Check out the Lord of Nothing DLC trailer for Pathfinder: Wrath of the Righteous for yourself below:
"As more pieces of the mystery behind Sendri's behavior appear amongst the unforgiving lands of ice and darkness, more and more dangerous enemies and creatures will emerge from the evil overtaking Golarion," a press release reads. "But not all hope is lost, for a new companion, strange new allies, and even the intervention of the Commander, the player's avatar from the main storyline, will guide the adventurers toward the truth and all that comes with it."
Owlcat says Lord of Nothing introduces Penta, a new android companion capable of using their enhancing skill to forge a path forward, to the party. Penta will be important as players make their way through the frozen realm to explore a mysterious wizard tower, the Shadow Plane, and more. Outside of the DLC's story, Lord of Nothing brings with it 15 new archetypes, spells, feats, and more.
Here are some screenshots from Lord of Nothing:
For the uninitiated, Pathfinder: Wrath of the Righteous is an "isometric story-driven RPG where players take their own custom-created characters into the Worldwound to close the rift into the Abyss and bring peace back to a shattered nation." You can get a glimpse of that in this Pathfinder: Wrath of the Righteous trailer. The game features 25 classes, 12 player races, plenty of magic and abilities, and more. Lord of Nothing is the fifth of six total planned DLCs for Pathfinder: Wrath of the Righteous.
Are you going to check out Pathfinder: Wrath of the Righteous' Lord of Nothing DLC? Let us know in the comments below!
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Sega, the publisher behind next month's Sonic Superstars, has canceled some unannounced titles in development and Creative Assembly's first-person shooter, Hyenas. The company cites "lower profitability of the European region."
As a result of the lower profitability, Sega reviewed various in-development projects from its developers in Europe and the result is the cancelation of Hyenas, which just finished up a closed beta on PC less than a week ago, and some other unannounced games. Eurogamerreports that layoffs at Creative Assembly are expected in the wake of this decision.
"We will implement reduction of various fixed expenses at several group companies in relevant region, centered on the Creative Assembly Ltd.," a Sega press release reads. "We expect to incur one-time expenses related to reduction of fixed expenses. We will continue to consider measures to improve profitability in European bases apart from above. We will announce the specific details and impact from them as soon as we make a decision."
Sega says as a result of this structural reform, it expects to record losses of approximately 14.3 billion yen for the fiscal year ending March 31, 2024, but that "there are no changes to the full-year consolidated operating results forecast for the fiscal year ending March 31, 2024, at this time."
The game has been playable in limited test form for some time, and rumors were swirling that the game would release soon, but it is still a surprise to see the game suddenly available on Steam. It has taken over Counter-Strike: Global Offensive's spot on Steam and functions as an update to that game.
Below you will find some details from a press release for the game's official release.
Built on the Source 2 engine, Counter-Strike 2 is modernized with realistic physically-based rendering, state of the art networking, and upgraded Community Workshop tools.
In addition to the classic objective-focused gameplay that Counter-Strike pioneered in 1999, Counter-Strike 2 features:
PlayStation head Jim Ryan is leaving the company, according to a press release from Sony Interactive Entertainment. Ryan has served as president and CEO since his appointment in 2018. Ryan’s tenure at Sony spans nearly 30 years, during which he’s held numerous leadership roles, including serving as the head of Sony Europe after former SIEE president Andrew House passed the torch in 2011.
Why Is Jim Ryan Leaving Sony?
"I’ve found it increasingly difficult to reconcile living in Europe and working in North America," Ryan said in the press release. "I will leave having been privileged to work on products that have touched millions of lives across the world; PlayStation will always be part of my life, and I feel more optimistic than ever about the future of SIE. I want to thank Yoshida-san for placing so much trust in me and being an incredibly sensitive and supportive leader."
Ryan remains at the company until March 2024. Effective April 1, 2024, Sony Group Corporation President, COO, and CFO Hiroki Totoki will step in as SIE’s interim CEO, reporting to Sony CEO Kenichiro Yoshida. Effective October 2023, Sony Interactive Entertainment will appoint Totoki as chairman to aid PlayStation ahead of Ryan’s exit.
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Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Epic Games Developer: Remedy Entertainment Release: Rating: Mature
I got my hands on Alan Wake 2 during a recent preview event, letting me explore two slices of the game as the titular troubled author and FBI agent Saga Anderson. You can read about my experience with Alan’s segment here, but Saga’s side shows plenty of promise and narrative intrigue.
My demo begins with Saga in the third chapter of her campaign. She arrives in the small town of Watery in search of the Clicker, a serial killer who seemingly has ties to the menacing Cult of the Tree.
Investigations are Saga’s forte, and I’m tasked with probing Watery’s various villagers in search of leads. Touring the town gives me strong vibes of the first Alan Wake game; in fact, at this point, I have the option to hop in a car and fast-travel to Bright Falls. As an FBI agent, this early section heavily focuses on collecting clues based on gathering information from certain residents and reading documents, signs, and other texts.
Investigation progress is tracked in a menu called the Mind Map. This feature is presented as a cabin-like room that acts as an interactive menu. You can walk over to different areas to access categories such as flow charts for posting and connecting clues to various mysteries, upgrading weapons, and pursuing subject profiles, among other things. The Case Board, for example, is a wall displaying a flowchart of photos, clues, and relationships connected by tape. As I gather new information, I place photos in their correct category on the wall, such as those pertaining to specific locations, a person of interest, or a certain event.
The room-like presentation made entering Mind Map jarring at first, as it seemed like I suddenly fast-traveled to a new area rather than entering a menu. Thankfully, you can switch to a more traditional menu screen, with categories represented as tabs rather than as physical locations you have to walk to in the Mind Map.
After a few conversations with the quirky residents, I’m pointed towards two brothers who speak as if Saga has lived in Watery for years and treat her presence as a return of sorts. Saga is initially taken aback but is savvy enough to play along. Our strange chat points me toward my “home” in a nearby trailer park. However, accessing it requires collecting a key from Coffee Land, a nearby coffee-themed amusement park.
As I traverse an eerie forest path to the park, I get my first taste of combat as a shadowy speedster attacks. The over-the-shoulder gunplay feels good, with weapons such as my pistol and shotgun packing a satisfying punch. I’m reminded of Resident Evil 4’s action as I side-step incoming hatchets the enemy throws while firing shots. Nailing headshots is tricky as my pistol doesn’t sport the greatest accuracy; thankfully, you can improve this attribute and others in the Mind Map’s weapon upgrade menu. Of course, holding a shoulder bumper to concentrate your flashlight beam can render these shadowy threats more vulnerable to gunfire.
Along the way, I find various locked coolers placed by cult members. These are tied to optional puzzles to find their combination, and the rewards can be substantial. In addition to resource caches, you can also find a crossbow to add to your arsenal.
I arrive at Coffee Land, which is currently closed. The lack of visitors and unsettling atmosphere make the otherwise silly destination a creepy jaunt. Getting into the locked staff office requires locating a screwdriver to pry the lock open. Coffee Land is a small maze of caffeine-inspired attractions, and I solve a few environmental puzzles during my stay. That includes deducing padlock combinations based on the staff’s duties or identifying the correct booths on the Ferris wheel. I found the puzzles I encountered to be generally clever and well-designed, challenging me to think and observe carefully without the game tipping me off too much on how to proceed.
I eventually find the Perculator, a spinning cup ride guarded by hook-throwing enemies (possibly twisted versions of the park staff). While I need to take them out to collect a screwdriver in the operator’s booth, I do my best to avoid other threats patrolling the park. That eventually goes badly, and taking on multiple threats is a challenging proposition due to my limited ammo and flashlight battery. I manage to repel the onslaught by the small group of enemies, but barely. I reach and unlock the staff office, find the key inside of a safe, and proceed towards the trailer park.
Saga’s section offered a nice mix of low-key investigative gameplay and tension-filled action. While a little more grounded than Alan’s side of the story (relatively speaking), it still featured plenty of bizarre moments and feels like an improved, modernized take on the first game’s vibe. I’m looking forward to seeing how her tale unfolds when Alan Wake 2 launches on October 27.
PlayStation has announced Horizon Forbidden West: Complete Edition, which is a game package that includes both the base Horizon Forbidden West game and its DLC expansion from earlier this year, Burning Shores. This Complete Edition will hit PlayStation 5 next week on October 6. The PC version will be released in early 2024.
Horizon Forbidden West is the 2022 follow-up to 2017's Horizon Zero Dawn, and it was one of our favorite games of last year – read about why in Game Informer's review here. It hit both PS5 and PlayStation 4, but if you missed it last year, PlayStation and developer Guerrilla Games are making it easier to experience the full Forbidden West package on PS5 next week.
In the base Forbidden West game, players once again control protagonist Aloy, this time on a journey to save the planet's crumbling biosphere from vicious storms and a mysterious and seemingly unstoppable blight that ravages the last remnants of humanity. "Her mission and the sinister secrets it uncovers will pit Aloy against ever-deadlier foes, taking her to the dangerous frontier of the Forbidden West and the treacherous Burning Shores beyond," a PlayStation Blog post reads.
Here's everything you get in the Horizon Forbidden West: Complete Edition:
Horizon Forbidden West for PS5
Burning Shores DLC for PS5
Digital soundtrack
Digital art book
Horizon Zero Dawn Vol. 1: The Sunhawk digital comic book*
In-game items:
Extras in Photo Mode (special pose and face paint)
In-game items unlocked via story progression:
Carja Behemoth Elite outfit ·Carja Behemoth Short Bow
Nora Thunder Elite outfit
Nora Thunder Sling
Apex Clawstrider Machine Strike piece
Resources pack
The PS5 version of Horizon Forbidden West: Complete Edition releases next week on October 6. The PC version is being developed by Nixxes Software and will hit PC via Steam and the Epic Games Store in early 2024.
PlayStation has announced Horizon Forbidden West: Complete Edition, which is a game package that includes both the base Horizon Forbidden West game and its DLC expansion from earlier this year, Burning Shores. This Complete Edition will hit PlayStation 5 next week on October 6. The PC version will be released in early 2024.
Horizon Forbidden West is the 2022 follow-up to 2017's Horizon Zero Dawn, and it was one of our favorite games of last year – read about why in Game Informer's review here. It hit both PS5 and PlayStation 4, but if you missed it last year, PlayStation and developer Guerrilla Games are making it easier to experience the full Forbidden West package on PS5 next week.
In the base Forbidden West game, players once again control protagonist Aloy, this time on a journey to save the planet's crumbling biosphere from vicious storms and a mysterious and seemingly unstoppable blight that ravages the last remnants of humanity. "Her mission and the sinister secrets it uncovers will pit Aloy against ever-deadlier foes, taking her to the dangerous frontier of the Forbidden West and the treacherous Burning Shores beyond," a PlayStation Blog post reads.
Here's everything you get in the Horizon Forbidden West: Complete Edition:
Horizon Forbidden West for PS5
Burning Shores DLC for PS5
Digital soundtrack
Digital art book
Horizon Zero Dawn Vol. 1: The Sunhawk digital comic book*
In-game items:
Extras in Photo Mode (special pose and face paint)
In-game items unlocked via story progression:
Carja Behemoth Elite outfit ·Carja Behemoth Short Bow
Nora Thunder Elite outfit
Nora Thunder Sling
Apex Clawstrider Machine Strike piece
Resources pack
The PS5 version of Horizon Forbidden West: Complete Edition releases next week on October 6. The PC version is being developed by Nixxes Software and will hit PC via Steam and the Epic Games Store in early 2024.
Alan Wake 2 has continued to stun and impress with its visuals and spooky but enticing world since its reveal during The Game Awards 2021. Since then, we've seen beautiful concept art, trailers, gameplay, and more of developer Remedy Entertainment's latest. Today, Remedy communications director Thomas Puha confirmed on Twitter that Alan Wake 2 will have a Performance mode on PlayStation 5 and Xbox Series X.
Notably, Puha's tweet specifically names "Xbox Series X," and not the weaker Xbox Series S console. As it stands, it's unclear if the aforementioned Performance mode will come to Xbox Series S consoles; Game Informer has reached out to Remedy for confirmation and will update this story if we learn more.
I’m glad to say that Alan Wake 2 will have a Performance mode on PS5 and Xbox Series X. The game has been built from the beginning as a 30fps experience focusing on visuals and ambiance, but somehow we have managed to include a solid Performance mode. We’ll talk details later.
The game is also launching on PC, but like most games, Alan Wake 2 will not have modes as players can tweak settings to their own liking. Puha says Alan Wake 2 "has been built from the beginning as a 30fps experience focusing on visuals and ambiance, but somehow, we have managed to include a solid Performance mode." However, Puha says the team will talk details about this Performance mode later.
In a reply to Puha's tweet, someone asks, "When you say performance, do you mean unlocked with a 60fps target or a true 60fps lock majority of the time?" Puha says Remedy is "still tweaking that." Alan Wake 2 hits PS5, Xbox Series X/S, and PC on October 27 so it sounds like we'll be learning more about the game's Performance mode soon.
A new Lies of P update is live on PlayStation and Steam, and it includes several changes to bosses, standard enemies, items, and more that should make the game easier overall. The update is not yet live on Xbox platforms but publisher Neowiz says the Xbox versions of the update "have been submitted to Microsoft for testing and will be updated as soon as they are ready."
Lies of P hit PlayStation, Xbox, and PC earlier this month. It's one of our favorite games of the year – read about why in Game Informer's Lies of P review here – but it's a tough soulslike that kicked our butts more than once. However, today's Update 1.2.0.0 should make the game easier overall so if you've taken a break from saving Krat with Pinocchio, now might be a good time to jump back in.
Here's what's changed in Update 1.2.0.0 in Lies of P:
Balance Changes
Decreased the HP of certain field monsters
Increased the chance of breaking some monsters' stance and the frequency of stagger
Increased the staggerable window time of field monsters
Decrease the HP of all 3 types of Dimensional Butterflies
Adjusted the rewards for some monsters
Increased the drop rate of Moonstone type items
Decreased the drop rate of Star Fragments
Increased the drop rate of Ergo items
Increased the Ergo rewards of certain monsters that appear after Lorenzini Arcade"
Boss Monster Balance Changes
Decreased the HP of 'Fallen Archbishop Andreus'
Decreased the HP of 'King of Puppets' in the first phase
Decreased the HP of 'Simon Manus, Arm of God'
Decreased the damage of 'Simon Manus, Awakened God'
Increased the chance to break the stance of 'Simon Manus, Awakened God'"
Increased the Specter's HP and damage
System Changes Related to the Character Progression Reset
Added the feature to reset the character's level, P-Organ, and Legion Arms at the 'Gold Coin Tree'
Characters created after this patch will now receive 8 Gold Coin Fruits instead of 5 for their first harvest
Adjusted the required amount of gold coins to reset the character's level, P-Organ, and Legion Arms
Additional Changes
Players will now be able to carry more weight for each point spent on Capacity
Decreased the weight of Amulets that could be purchased with Boss Ergo
Players will now be able to land attacks better when they use fable arts that consume three or more slots. (includes Fable Arts that stack)
Successfully performing the Fable Art 'Guard Parry' will now break the monster's stance
Lies of P's Update 1.2.0.0 also features a few bug fixes as well:
Fixed a bug with the Legion Arm 'Pandemonium II - Acid Charge' rarely not working properly.
Fixed a bug that the Legion Arm 'Pandemonium' consumed only Legion guage while using Grindstones
Fixed a bug that Geppetto's face to flicker in the cutscene after defeating the 'Nameless Puppet' with Graphic Quality Presets - Low
Fixed a typo of Carlo Collodi in the End Credits. (We sincerely apologize to Mr. Collodi and that was not a lie!)
A new Lies of P update is live on PlayStation and Steam, and it includes several changes to bosses, standard enemies, items, and more that should make the game easier overall. The update is not yet live on Xbox platforms but publisher Neowiz says the Xbox versions of the update "have been submitted to Microsoft for testing and will be updated as soon as they are ready."
Lies of P hit PlayStation, Xbox, and PC earlier this month. It's one of our favorite games of the year – read about why in Game Informer's Lies of P review here – but it's a tough soulslike that kicked our butts more than once. However, today's Update 1.2.0.0 should make the game easier overall so if you've taken a break from saving Krat with Pinocchio, now might be a good time to jump back in.
Here's what's changed in Update 1.2.0.0 in Lies of P:
Balance Changes
Decreased the HP of certain field monsters
Increased the chance of breaking some monsters' stance and the frequency of stagger
Increased the staggerable window time of field monsters
Decrease the HP of all 3 types of Dimensional Butterflies
Adjusted the rewards for some monsters
Increased the drop rate of Moonstone type items
Decreased the drop rate of Star Fragments
Increased the drop rate of Ergo items
Increased the Ergo rewards of certain monsters that appear after Lorenzini Arcade"
Boss Monster Balance Changes
Decreased the HP of 'Fallen Archbishop Andreus'
Decreased the HP of 'King of Puppets' in the first phase
Decreased the HP of 'Simon Manus, Arm of God'
Decreased the damage of 'Simon Manus, Awakened God'
Increased the chance to break the stance of 'Simon Manus, Awakened God'"
Increased the Specter's HP and damage
System Changes Related to the Character Progression Reset
Added the feature to reset the character's level, P-Organ, and Legion Arms at the 'Gold Coin Tree'
Characters created after this patch will now receive 8 Gold Coin Fruits instead of 5 for their first harvest
Adjusted the required amount of gold coins to reset the character's level, P-Organ, and Legion Arms
Additional Changes
Players will now be able to carry more weight for each point spent on Capacity
Decreased the weight of Amulets that could be purchased with Boss Ergo
Players will now be able to land attacks better when they use fable arts that consume three or more slots. (includes Fable Arts that stack)
Successfully performing the Fable Art 'Guard Parry' will now break the monster's stance
Lies of P's Update 1.2.0.0 also features a few bug fixes as well:
Fixed a bug with the Legion Arm 'Pandemonium II - Acid Charge' rarely not working properly.
Fixed a bug that the Legion Arm 'Pandemonium' consumed only Legion guage while using Grindstones
Fixed a bug that Geppetto's face to flicker in the cutscene after defeating the 'Nameless Puppet' with Graphic Quality Presets - Low
Fixed a typo of Carlo Collodi in the End Credits. (We sincerely apologize to Mr. Collodi and that was not a lie!)
SAG-AFTRA union members have voted yes to authorize a video game strike. It did so with a 98.72% vote in favor of authorizing a strike on the Interactive Media Agreement that covers its members' work in the games industry. In total, 34,687 members cast ballots, which represents 27.47% of eligible voters, SAG-AFTRA writes in a press release.
This vote does not mean SAG-AFTRA is striking, but gives the union leverage in its ongoing negotiations and, if needed, allows the union to begin a strike immediately. The union hopes this strike authorization will work as added leverage, compelling the companies it is bargaining with "to make significant movement on critical issues where we are still far apart."
As for why, SAG-AFTRA has been in Interactive Media Agreement negotiations with "signatory video game companies," including Activision Productions Inc., Disney Character Voices Inc., Electronic Arts Productions Inc., Insomniac Games Inc., Epic Games, Take 2 Productions Inc., WB Games Inc., and more, since October of last year. SAG-AFTRA says, "Throughout the negotiations, the companies have refused to offer acceptable terms on some of the issues most critical to our members, including wages that keep up with inflation, protections around exploitative uses of artificial intelligence, and basic safety precautions."
The next bargaining session begins today and is scheduled for tomorrow, September 27, and Thursday, September 28, as well.
"It's time for the video game companies to stop playing games and get serious about reaching an agreement on this contract," SAG-AFTRA president Fran Drescher writes in a press release. "The result of this vote shows our membership understands the existential nature of these negotiations, and that the time is now for these companies – which are making billions of dollars and paying CEOs lavishly – to give our performers an agreement that keeps performing in video games as a viable career."
SAG-AFTRA national executive director and chief negotiator Duncan Crabtree-Ireland says it has become clear to the union after five rounds of bargaining that video game companies aren't willing to meaningfully engage on critical issues like compensation undercut by inflation, unregulated use of AI, and safety. "I remain hopeful that we will be able to reach an agreement that meets members' needs, but our members are done being exploited, and if these corporations aren't willing to offer a fair deal, our next stop will be at the picket lines," Crabtree-Ireland says in the press release.
"Between the exploitative uses of AI and lagging wages, those who work in video games are facing many of the same issues as those who work in film and television," chief contracts officer Ray Rodriguez writes in the press release. "This strike authorization makes an emphatic statement that we must reach an agreement that will fairly compensate these talented performers, provide common-sense safety measures, and allow them to work with dignity. Our members' livelihoods depend on it."
After a unanimous recommendation of the SAG-AFTRA Interactive Media Agreement Negotiating Committee and National Board earlier this month, voting information was sent to eligible members on September 5. The final deadline to vote was yesterday.
Previously, SAG-AFTRA called for a strike for its members performing video game work back in October of 2016. The strike lasted almost a year before a new contract was signed in November 2017. It went into effect on November 8, 2017, and was expected to run through November 7, 2020. However, an agreement was reached between member employees and their employers that extended this contract to November 7, 2022, as reported by Variety.
"We are pleased to have reached this agreement with the employers," then SAG-AFTRA president Gabrielle Carteris said in a statement. "The COVID-19 pandemic has disrupted the entertainment industry, but work on video games, much of which can be done remotely, has continued. This extension allows members to keep working and have some certainty during an uncertain time."
This extension increased wages by 3% each year, with health and retirement contributions increasing .5%, according to Variety.
Ahead of the contract's expiration in November 2022, bargaining began in October 2022. It continues this week, now with a strike authorization in play.
This SAG-AFTRA strike authorization comes shortly after the Writers Guild of America (WGA) union reached a tentative agreement in Hollywood. It has yet to be ratified but is expected to be and will end a nearly five-month strike that began in May of this year. SAG-AFTRA's television and film arm began striking in July; it is still striking today.
SAG-AFTRA says the Interactive Media Agreement negotiations "don't affect the timing or expected progress of negotiations or our strike on the TV/Theatrical contract" and that this strike authorization vote does not impact the ongoing TV/Theatrical strike.
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SAG-AFTRA union members have voted yes to authorize a video game strike. It did so with a 98.72% vote in favor of authorizing a strike on the Interactive Media Agreement that covers its members' work in the games industry. In total, 34,687 members cast ballots, which represents 27.47% of eligible voters, SAG-AFTRA writes in a press release.
This vote does not mean SAG-AFTRA is striking, but gives the union leverage in its ongoing negotiations and, if needed, allows the union to begin a strike immediately. The union hopes this strike authorization will work as added leverage, compelling the companies it is bargaining with "to make significant movement on critical issues where we are still far apart."
As for why, SAG-AFTRA has been in Interactive Media Agreement negotiations with "signatory video game companies," including Activision Productions Inc., Disney Character Voices Inc., Electronic Arts Productions Inc., Insomniac Games Inc., Epic Games, Take 2 Productions Inc., WB Games Inc., and more, since October of last year. SAG-AFTRA says, "Throughout the negotiations, the companies have refused to offer acceptable terms on some of the issues most critical to our members, including wages that keep up with inflation, protections around exploitative uses of artificial intelligence, and basic safety precautions."
The next bargaining session begins today and is scheduled for tomorrow, September 27, and Thursday, September 28, as well.
"It's time for the video game companies to stop playing games and get serious about reaching an agreement on this contract," SAG-AFTRA president Fran Drescher writes in a press release. "The result of this vote shows our membership understands the existential nature of these negotiations, and that the time is now for these companies – which are making billions of dollars and paying CEOs lavishly – to give our performers an agreement that keeps performing in video games as a viable career."
SAG-AFTRA national executive director and chief negotiator Duncan Crabtree-Ireland says it has become clear to the union after five rounds of bargaining that video game companies aren't willing to meaningfully engage on critical issues like compensation undercut by inflation, unregulated use of AI, and safety. "I remain hopeful that we will be able to reach an agreement that meets members' needs, but our members are done being exploited, and if these corporations aren't willing to offer a fair deal, our next stop will be at the picket lines," Crabtree-Ireland says in the press release.
"Between the exploitative uses of AI and lagging wages, those who work in video games are facing many of the same issues as those who work in film and television," chief contracts officer Ray Rodriguez writes in the press release. "This strike authorization makes an emphatic statement that we must reach an agreement that will fairly compensate these talented performers, provide common-sense safety measures, and allow them to work with dignity. Our members' livelihoods depend on it."
After a unanimous recommendation of the SAG-AFTRA Interactive Media Agreement Negotiating Committee and National Board earlier this month, voting information was sent to eligible members on September 5. The final deadline to vote was yesterday.
Previously, SAG-AFTRA called for a strike for its members performing video game work back in October of 2016. The strike lasted almost a year before a new contract was signed in November 2017. It went into effect on November 8, 2017, and was expected to run through November 7, 2020. However, an agreement was reached between member employees and their employers that extended this contract to November 7, 2022, as reported by Variety.
"We are pleased to have reached this agreement with the employers," then SAG-AFTRA president Gabrielle Carteris said in a statement. "The COVID-19 pandemic has disrupted the entertainment industry, but work on video games, much of which can be done remotely, has continued. This extension allows members to keep working and have some certainty during an uncertain time."
This extension increased wages by 3% each year, with health and retirement contributions increasing .5%, according to Variety.
Ahead of the contract's expiration in November 2022, bargaining began in October 2022. It continues this week, now with a strike authorization in play.
This SAG-AFTRA strike authorization comes shortly after the Writers Guild of America (WGA) union reached a tentative agreement in Hollywood. It has yet to be ratified but is expected to be and will end a nearly five-month strike that began in May of this year. SAG-AFTRA's television and film arm began striking in July; it is still striking today.
SAG-AFTRA says the Interactive Media Agreement negotiations "don't affect the timing or expected progress of negotiations or our strike on the TV/Theatrical contract" and that this strike authorization vote does not impact the ongoing TV/Theatrical strike.
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Assassin's Creed Mirage brings players to Baghdad in 861, during its Golden Age when it was the cultural and technological epicenter of the region. The city feels alive with merchants, townsfolk, guards, palaces, and more. It's vibrant, lively, and, well, looks and sounds like a city. It's painted with hues of desert orange and "Arabian Nights" blue skies, something intentional, according to artistic director Jean-Luc Sala.
Having lived in the region, Sala says he and his visual team infused many sights he remembers near the Tigris River to bring Baghdad to life. The result is beautiful, if my two hours of hands-on time is any indication. With Mirage meant to serve as an homage to the first Assassin's Creed that started the series in 2007, Sala and the rest of the team at Ubisoft Bordeaux added an option to make Baghdad look more like the Jerusalem Altair explored.
In the video above, you can see the "nostalgic visual filter" in action, and if you've played Assassin's Creed, it should look familiar. That's because this filter is essentially an Assassin's Creed filter, meant to bring back the hues of blue from that first 2007 adventure.
"We know how excited our community is [and] we also have a nice surprise for our long-timers," Sala says in the video. "We implemented a nostalgic visual filter as an option for those who wish to explore the game with the desaturated blue-gray color palette from the very first Assassin's Creed game."
Having seen and played Mirage, it's not a filter I plan on using much during my first playthrough – perhaps only during quests or moments that feel particularly like Altair's adventure – but it's neat that it exists. And it speaks to how Mirage is meant to celebrate the series' 15th anniversary (which took place last year when the game was announced). As a whole, Mirage serves as a light homage or spiritual connector to the game that started it all. Sala says this filter is a wink and a nod to that.
"We know players, and I'm one of those players, have a nostalgic feeling to those [blue-gray colors of the first Assassin's Creed]," Sala tells me. "They have a purpose in AC1. But we wanted to show this setting in this lighting and say, 'It's there if you want it.' It's just like playing L.A. Noire in black and white or Ghost of Tsushima with the Kurosawa filter.”
He says the official art direction of Mirage is far away from the AC1 filter, though, with more vibrant colors and no filters. He says it's cliche to have Middle Eastern settings with yellow filters and that everybody does that as if it's mandatory. "But we said, 'Let's be true to what it was – the real lighting and the real colors of everything, and that’s why it's so vivid."
While I won't be using this filter too much – Sala's team has seemingly done a fantastic job with Mirage's visual direction – I'm excited for players who want to revel in the nostalgia. The filter looks well done, and I'm sure someone will make a fun side-by-side of Mirage with the filter on and Assassin's Creed to demonstrate similarities and differences.
Assassin's Creed Mirage hits PlayStation, Xbox, Amazon Luna, and PC on October 5.
For more, be sure to check out Game Informer's exclusive Assassin's Creed Mirage coverage hub by clicking the banner below.
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