IGN Video Games |
- Mass Effect Legendary Edition Reportedly Out in March
- Phasmophobia's Ghosts Never Hunted You Based on Your Voice... But They Do Now
- Star Wars Games to Be Branded Under Lucasfilm Games Banner
- Microsoft Reveals Pulse Red Xbox Series X/S Controller
- Ghost of Tsushima Fans Help With Real-Life Tsushima Island Repairs
- Decoding Season, PS5 and PC's Mysterious Road Trip Adventure
- Cyberpunk 2077's Launch and Ongoing Fixes Investigated By Consumer Protection Agency
- Rust's Long-Awaited Console Version Has Been Rated By the ESRB
- Valorant's Newest Agent Is the Infiltrator Duelist Yoru
- You Can Now Play Pokemon Red In Someone's Twitter Profile Picture
- Gotham Knights: Batman Arkham's Combat System 'Entirely Redesigned' With a Focus on Co-Op
- Animal Crossing: How to Spot and Wish on Shooting Stars
- Awesome Games Done Quick 2021 Raises Over $2.7 Million for Charity
- A Complete Guide to Cyberpunk 2077
- New Series X Owners: 10 Important Features to Check Out
Mass Effect Legendary Edition Reportedly Out in March Posted: 11 Jan 2021 10:29 AM PST Mass Effect Legendary Edition, the remaster collection of the original Bioware RPG trilogy, releases on March 12, 2021, according to a report by Eurogamer. The release date leak comes courtesy of Singapore retailer Shopitree and Indonesia company GSShop, both of which have posted the March 12 date, which was spotted by Twitter user Idle Sloth. Eurogamer states that their sources believe the date to be accurate.
Electronic Arts has yet to confirm any official release date for Mass Effect Legendary Edition. The collection will include all single-player base content and DLC from the first three games, with "forward compatibility and targeted enhancements on Xbox Series X and PlayStation 5." It will also include all promo weapons, armors, and packs, all in a package that's remastered and optimized for 4K Ultra HD, along with improved frame rates. BioWare hasn't shown any gameplay footage from Legendary Edition, but with a March release date, it's possible they'll debut some in the near future. "Our goal was not to remake or reimagine the original games, but to modernise the experience so that fans and new players can experience the original work in its best possible form," BioWare [ignvideo url="https://www.ign.com/videos/2020/12/11/mass-effect-new-installment-announcement-trailer"]You can pre-order Mass Effect Legendary Edition on PS4, Xbox One, PS5, Xbox Series X, and PC right now with our pre-order guide. BioWare also revealed a new Mass Effect game at December's Game Awards, teasing a look at an Asari who appears to be Liara T'Soni. BioWare also recently lost two of its most noted members, general manager Casey Hudson and Dragon Age executive producer Mark Darrah. [poilib element="accentDivider"] Joseph Knoop is a writer/producer/romanceable NPC for IGN. |
Phasmophobia's Ghosts Never Hunted You Based on Your Voice... But They Do Now Posted: 11 Jan 2021 09:18 AM PST Since it rocketed to fame earlier this year, Phasmophobia's brand of ghost hunting antics has terrified numerous players, in part due to the way the game handles audio. Apart from speaking to friends over crinkly radios, many players believed that your voice played a huge role in making ghosts appear, causing a ghost to hunt you if you taunted it enough. Turns out that was never true...until now. Phasmophobia developer Kinetic Games announced a new update for the game's beta build on Monday, which now allows the game's cast of ghosts to listen for player voices when hunting, spurring them to search the locations where noise originates. [ignvideo url="https://www.ign.com/videos/2020/10/20/phasmophobia-first-time-ghost-hunting-goes-terribly-wrong"]"Lots of people thought it was a feature so it has been added," Kinetic Games tweeted. "This is experimental so please let me know if there are any issues." Kinetic Games also shared that the new feature is based on how loud a player's mic is, meaning you can still whisper while a ghost is hunting for your terrified fleshy body. The new audio feature is sure to throw more boisterous players out of the frying pan and into the fire, and might play a significant role in Phasmophobia's larger levels where players can put more distance between them and their ghostly target. [widget path="global/article/imagegallery" parameters="albumSlug=phasmophobia-prison-level-screenshots&captions=true"]During a January 8th update, Kinetic Games also added new features that make ghosts move to your last known position, meaning you'll probably have to be a little craftier than hiding around the corner. Phasmophobia's professional difficulty mode will also no longer tell you if a ghost responds to groups of players or isolated individuals. Kinetic Games has also recently teased its new prison level, which promises to be one of its biggest ghost hunting grounds. If you're stuck with a particular ghost, check out IGN's Phasmophobia wiki for tips and guides. |
Star Wars Games to Be Branded Under Lucasfilm Games Banner Posted: 11 Jan 2021 08:38 AM PST Star Wars games will now be brought together under a single banner, Lucasfilm Games. Announced today on StarWars.com, the company revealed that, "Lucasfilm Games is now the official identity for all gaming titles from Lucasfilm, a name that encompasses the company's rich catalog of video games and its eye toward the future." It marks a similar move to Xbox Game Studios and PlayStation Studios, both of which group multiple developers under a single banner. All future Star Wars games will see the new Lucasfilm Games banner displayed. Check out a sizzle reel below: [ignvideo url="https://www.ign.com/videos/2021/01/11/lucasfilm-star-wars-games-sizzle-official-trailer"] Lucasfilm Games now also has dedicated Twitter and Facebook pages, "which will deliver breaking news and more directly to fans." No new games or teases were made as part of the announcement. The name is actually a return for the Lucasfilm Games brand, which ran throughout the '80s (and created the likes of Maniac Mansion, The Secret of Monkey Island, and more) until being rebranded as LucasArts in 1990. What Lucasfilm Games are on the way is a bigger question – following Star Wars Squadrons, there aren't a lot of Star Wars games officially lined up, although LEGO Star Wars: The Skywalker Saga is on its way, and we know Star Wars Jedi: Fallen Order is intended as the start of a new franchise. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. |
Microsoft Reveals Pulse Red Xbox Series X/S Controller Posted: 11 Jan 2021 06:32 AM PST Microsoft has revealed a new Pulse Red Xbox Wireless Controller colourway. The striking peripheral was revealed on the Xbox blog, and is set to launch on February 9 "in most Xbox markets", but will launch in China tomorrow, on January 12. Microsoft has said that purchase of the controller will include a 14-day trial of Xbox Game Pass Ultimate in select markets. [widget path="global/article/imagegallery" parameters="albumSlug=xbox-wireless-controller-pulse-red-images&captions=true"] The Pulse Red controller will cost $64.99 and features all of the same controller innovations introduced with the launch of Xbox's next-gen console, such as a USB-C port and a dedicated Share button. It's very similar in design to the Shock Blue colourway which arrived with the next-gen launch, given its white back case, black bumpers and D-pad. Similarly, the ABXY buttons are coded red on this model, so there's a nifty little motif in between them to show the original corresponding colours which may be displayed on-screen. In other peripheral news, Microsoft recently issued a survey to Series X and S owners asking if they wish PS5 DualSense features were present in the Series X controller. You can check out our review of the Xbox Series X controller here, which we called a "positive evolution" from last gen's Xbox One controller. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter. |
Ghost of Tsushima Fans Help With Real-Life Tsushima Island Repairs Posted: 11 Jan 2021 06:27 AM PST Ghost of Tsushima fans helped contribute to the restoration of a real-life Torii gate on the Japanese island of Tsushima. As reported by Siliconera, the crowdfunding project to restore the gate at Watatsumi Shrine ended on January 10, amassing over 27 million yen. According to an article from Famitsu, many Ghost of Tsushima fans rallied behind the funding drive, and in the end, it managed to achieve 542% of the initial 5 million yen target. The Watatsumi Shrine gate had been partially destroyed by a typhoon in September 2020, and repairs should begin in April 2021, although pandemic-related delays could slow that process. The project's creator thanked fans of the game for their contributions in one of the activity reports as the campaign progressed, and a commemmorative stone will include the names of all those who pledged more than 10,000 yen (approximately $95 USD / £71 / $125 AUD). [ignvideo url="https://www.ign.com/videos/2020/07/14/ghost-of-tsushima-review"] Torii gates are typically used to mark the entrance to a Shinto temple, and even helped inspire the creation of Star Fox. The Watatsumi Shrine is based in Toyotama, one of the three regions featured in Ghost of Tsushima. In other Ghost of Tsushima news, the PlayStation exclusive recently beat The Last of Us II and Hades to score the Player's Voice award at The Game Awards 2020. We reviewed Ghost of Tsushima back in July of 2020, scoring it a 9 and calling it "an excellent action game". If you're making your way through the game right now on PlayStation 4 or PlayStation 5, check out our complete Ghost of Tsushima walkthrough to make sure you find all of the collectables and pick up every upgrade. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter. |
Decoding Season, PS5 and PC's Mysterious Road Trip Adventure Posted: 11 Jan 2021 05:20 AM PST Much to his surprise, Kevin Sullivan has been reading all the comments recently. As the creative director and writer on Season – the gorgeous, Ghibli-esque 'adventure bicycle road trip game' teased at The Game Awards last month – he has every reason to. Underneath IGN's upload of the trailer alone, you'll repeatedly see words like "stunning", "amazing", "captivating", and "getting a cozy apocalypse vibe". If you were showing your cozy, apocalyptic game for the very first time, it's more or less exactly what you'd hope for. "The response has been super generous, and really friendly, and quite touching," Sullivan tells me on a video call. "Because there's not a lot of context and the teaser is basically a minute long." He laughs and gives an unexpectedly neat explanation of quite how good those comments have been: "My mom reads the comments on Season stuff. I don't think people on the internet are thinking that these people's moms are reading this." He stops himself for a moment and adds some sage advice: "Before you post the comment, imagine that the person's mom reads it." [ignvideo url="https://www.ign.com/videos/2020/12/11/season-announcement-trailer"] Delighted mothers aside, perhaps the most interesting thing about that warm reception, though, is how little was shown of the game itself to provoke that response. From the teaser, the official website from developer Scavengers Studio, and a PS Blog post, we can surmise that Season revolves around cycling through a world on the brink of a cataclysm, and recording its culture and nature using a video camera, a tape recorder, and a sketchbook. That's about it. And that haziness of concept is what makes up what you might call the second layer of Season comments – people love the vibe, and the suggestions as to what it might be, but they also really want to know what kind of game Season will be beneath that sun-dappled veneer (myself included, thus the call). Sullivan's noticed a very particular split in the guesses around that gameplay: "When I'm reading the YouTube comments, people seem to either think that it's like Breath of the Wild, or that it's like Journey," he explains. "And it's in between." [poilib element="quoteBox" parameters="excerpt=When%20I'm%20reading%20the%20YouTube%20comments%2C%20people%20seem%20to%20either%20think%20that%20it's%20like%20Breath%20of%20the%20Wild%2C%20or%20that%20it%E2%80%99s%20like%20Journey.%20And%20it%E2%80%99s%20in%20between."] "We're an indie studio, the emphasis is really more on the quality. Everything you're doing has a heightened attention in the way of, like, a Journey, but it's not that linear, or that strict. It's not a AAA open world game and it's also not a corridor art game. It's in between." The idea (and this is more intuition from me than information from Sullivan) seems to be that you'll be travelling through a world with a start, and end, and a road to travel down, but with the ability to take your own detours along the way. Another common response to the teaser has been to guess that this will be something like Gone Home, Everybody's Gone to the Rapture, or other games about soaking up the story of a world, more than interacting with it. Sullivan's far more straightforward about that perception: "I guess I'd say, given that we made [Battle Royale game] Darwin Project, we have a lot of gameplay-oriented developers on the project. It's not going to be a walking simulator – as much as I love those games where there's no gameplay." [widget path="global/article/imagegallery" parameters="albumSlug=season-9-screenshots&captions=true"]As if to prove that this is a mechanically sound game as much as it is a story to tell, Sullivan tells me he's been working on this idea since 2016 and that the team, "just did whatever we could to try to articulate what the game would be like even before stepping into the engine at all." Sullivan created video essays to convince his colleagues of its base idea, built mood videos out of movie influences to set tone, and even went as far as working with the production director to build a fully functional board game version, to demonstrate how it could work in practice. "It got to the point where it was almost D&D style," he explains. "I needed to be there administering the board game." That doesn't mean it's merely a case of bringing that physical game to virtual life, however. Sullivan makes extremely clear, repeatedly, that Season is mid-development, and that many ideas are still being finessed and worked out behind the scenes at Scavengers. However, he offers enough details to build a much clearer picture of what this could end up looking like. While story specifics remain unknown, you'll set off through Season's world, exploring its various locations, meeting its inhabitants and using the aforementioned recording tools to document what you find – each of which will require different gameplay mechanics to use. You'll also have choices to make along the way that will determine what you can record. The quest at the heart of all of this is to learn the history of this world, uncover its hidden stories, and preserve them after the end of the titular season, when a still-unspecified catastrophe arrives and, according to the game's website, "washes everything away". [poilib element="quoteBox" parameters="excerpt=It's%20not%20going%20to%20be%20a%20walking%20simulator%20%E2%80%93%20as%20much%20as%20I%20love%20those%20games%20where%20there's%20no%20gameplay."] Sullivan says the game was partly inspired by his own travels through Asia, trying to make sense of places he visited and things he saw, while being unable to speak the language. "There's basically these levels of mystery and story that are going on that you're trying to unfold and understand," he explains. "Your mission of recording stuff and talking to people is how you uncover that history. There's things that are happening in the present that are important, and there are things that have happened there in the past that are important, and you're uncovering that. As much as it is like a road trip, it's more like the idea of being a stranger in a strange land and trying to understand and do something there. It's not just blowing past stuff on a bike and being like, 'That looks cool. That looks cool.'" It's also been inspired by a real-world fear of climate change, and how the very places he's travelled to, and the things he saw there, could one day be washed away themselves, leaving only memories and chosen recordings behind. Sullivan refers to Season as a pre-apocalyptic game, and you might think the incoming cataclysm, and the in-built time limit implied by the game's name, could make this something like a narrative roguelike, asking you to make choices, find new things, and piece together the world's story over multiple runs. "That's definitely not the core idea," says Sullivan when I put that interpretation to him. "We're attentive to people's time and trying to just get to what we want people to feel as directly and strongly as possible. If you play through it once, you'll get what you're supposed to get, but there are definitely choices you'll make where you want to know what would happen otherwise." He stops for a second and jokes, "Given the theme of the project, ideally the game would delete itself off of your computer when you play it once." [widget path="global/article/imagegallery" parameters="albumSlug=season-art-and-concepts&captions=true"] Everything Sullivan tells me builds a picture of a one-off idea built out of true passion for the subject – something he's thought about making for half a decade, drawing up ideas in the gaps allowed between other work. "We spent a long time building the world of Season," he tells me, "and then everything came together to make it a reality in the last few years." So, after all that planning, what made now the right time? That choice comes down in part to Scavengers' current choice of platforms, with next-gen tech allowing for Season to emerge without the compromise it might have required a year or two ago (although, it must be said, Sullivan doesn't rule out thinking about other platforms down the line). "We're focused on the PS5 and the PC because it really will let us give the best experience possible," he explains. "There's always a tradeoff in everything, especially in a game that's visually oriented in a lot of ways and also has exploration in it. Having the processing power of a PS5 is a huge relief because it changes everything with optimization and the way we're able to lay out the maps. We want to make the best looking, smoothest and most immersive experience we can." [poilib element="quoteBox" parameters="excerpt=People%20seem%20to%20really%20get%20the%20tone%2C%20the%20mood%2C%20and%20the%20feeling%20that%20we're%20trying%20to%20evoke."] It will likely be some time before we get to play through that experience ourselves – Sullivan and Scavengers are very much not talking about a release date right now – but it's been an encouraging start for the team making Season. "It's scary to put something out into the world that doesn't have a lot of context," says Sullivan, thinking back to the feeling of seeing that first teaser go out, "because the mystery of it could be construed in all kinds of different ways – but people seem to really get what we were hoping it would establish, which is the tone, the mood, and the feeling that we're trying to evoke." Given what we've now learned about Season, it feels almost appropriate – almost like practice – that so much of its introduction to the world has involved decoding messages about the kind of game it aims to be. I can't help but think that, when Scavengers can show more, we'll be revelling in more clues, more mysteries, and getting closer to the heart of where this adventure will take us, and what we'll discover along the way. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. |
Cyberpunk 2077's Launch and Ongoing Fixes Investigated By Consumer Protection Agency Posted: 11 Jan 2021 04:37 AM PST Cyberpunk 2077's ongoing development, and CD Projekt Red's approach to refunds, are being investigated and monitored by Poland's consumer protection agency, which has the power to fine the company up to 10% of its yearly income. Dziennik Gazeta Prawna reports that UOKiK, Poland's Office of Competition and Consumer Protection is looking into "confusion" around the game's launch, and has asked CD Projekt Red for an explanation into what occurred. A UOKiK spokesperson (translated by IGN Poland) explained: "We are asking the company for explanation regarding problems with the game and actions taken by them. We will check how the developer is working on patches or solving issues preventing playing on various consoles, but also what steps [the company] is planning to take regarding people [who requested refunds] and are not happy with their purchase because they can't play the game on owned hardware, despite assurances by the producer." [ignvideo url="https://www.ign.com/videos/5-best-pc-mods-to-help-fix-cyberpunk-2077"] UOKiK will await CD Projekt's explanation, and then decide on next steps. Those next steps could be significant. UOKiK could choose to fine the company up to 10% of its income for the last financial year. Per the report, UOKiK could alternatively ask the developer to issue "digital bonuses" to those who bought the game for last-gen consoles. How the latter could be organised, or how that would affect players outside of Poland, is yet to be seen. Perhaps most worryingly for CD Projekt, the report adds that the refund policy organised in the aftermath of launch could still be deemed unsatisfactory, leading to those measures. IGN contacted CD Projekt Red about the report, which refused to comment. [ignvideo url="https://www.ign.com/videos/cyberpunk-2077-publisher-will-undertake-vigorous-action-against-class-action-lawsuit-ign-news"] It's the latest in a series of setbacks for Cyberpunk 2077, which has seen huge performance problems on last-gen consoles for which the developer has promised multiple fixes. We've seen the game removed from the PlayStation Store, with CD Projekt Red offering refunds. A class-action lawsuit has since been filed against publisher CD Projekt S.A., which the company says it will defend itself against. The developer recently denied a slate of rumoured development details, but there have been reports of internal conflict between developers and CDPR leadership. The game has, among all of this, remained commercially successful, selling over 13 million copies across all formats, even accounting for refunds. [widget path="global/article/imagegallery" parameters="albumSlug=cyberpunk-2077-portraits-photo-mode-gallery&captions=true"] [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. |
Rust's Long-Awaited Console Version Has Been Rated By the ESRB Posted: 11 Jan 2021 03:42 AM PST The long-awaited console edition of Facepunch Studio's Rust has been rated by the ESRB for Xbox One and PS4. The ESRB rating mentions that the game will be coming to PlayStation 4 and Xbox One, with no mention of the next-gen consoles, though the game will likely be playable on the PS5 and Series X/S via backwards compatibility. With ratings announcements usually coming shortly before release, it seems likely we'll get an official release announcement in the near future. The announcement that Rust would be coming to consoles in November of 2019 came during the XO19 conference, with a planned release date of 2020. The popular survival game slipped outside of that window, with port studio Double Eleven shifting estimations towards 2021 in a December 2020 update. [ignvideo url="https://www.ign.com/videos/2019/11/15/rust-console-announcement-trailer"] "We're sorry that we haven't been able to bring you Rust on console in 2020 as planned," the blog post reads. We know from all of the messages that you're excited to play it and we hope that with the dawn of 2021 we can restore your trust as we edge closer to being able to share something with you." Rust originally launched all the way back in 2013, at the start of the survival game boom. It has recently seen a massive resurgence on Twitch, with top streamers like Hasan Piker and Limmy playing the game live. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter. |
Valorant's Newest Agent Is the Infiltrator Duelist Yoru Posted: 11 Jan 2021 01:30 AM PST Episode 2 Act 1 of Valorant is set to kick off on January 12, and with it arrives a new Infiltrator Duelist named Yoru. As reported by Eurogamer, Yoru is a stealthy agent who can turn invisible and send out fake footsteps to confuse and distract enemies.
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You Can Now Play Pokemon Red In Someone's Twitter Profile Picture Posted: 11 Jan 2021 12:51 AM PST Constantin Liétard has created a way for Twitter to play Pokemon Red through his profile picture. Much like how Twitch Plays Pokemon let the world comment and control a game of Pokemon, Liétard's pinned tweet asks for people to comment either Up, Down, Left, Right, A, B, Start, or Select to control an emulated game of Pokemon Red. Comments are pulled every 15 seconds, according to Liétard, and the most commented input is sent to the game. The current game state is then automatically made into Liétard's 400x400 Twitter profile picture. As of this writing, Liétard's level 6 Spearow is battling a level 11 Oddish. Unfortunately, Spearow is currently losing, so hopefully Twitter can find a way to work together to save the bird Pokemon. Oh, and in case you were curious, Twitter did somehow pick Squirtle as the starting Pokemon. Liétard has restarted the game a few times to add more features as it rises in popularity, and Liétard logs on manually to the game each night to save and ensure progress isn't lost. There is also an official Discord server that allows those interested to chat about the progress in this particular game of Pokemon Red. [ignvideo url="https://www.ign.com/videos/2019/03/05/10-best-legendary-pokemon"] There have been over 30,000 comments so far, and it will be very interesting to see how many it takes to triumph over the Elite Four. [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch. |
Gotham Knights: Batman Arkham's Combat System 'Entirely Redesigned' With a Focus on Co-Op Posted: 10 Jan 2021 08:30 PM PST WB Games Montreal has revealed that, while Gotham Knights will have a similar feel to the Batman Arkham games, the combat has been "entirely redesigned" so that it works well for the game's focus on co-op play. Speaking to GamesRadar, WB Games Montreal, who developed Batman: Arkham Origins, spoke about this change and how players will be able to expect more "variety and challenge" in Gotham Knights. [ignvideo url="https://www.ign.com/videos/2020/08/22/batman-gotham-knights-announcement-trailer"] "We have entirely redesigned the combat system in order for it to work well in co-op," says Fleur Marty, executive producer of Gotham Knights. "Of course, we're still a brawler, and some of the mechanics won't feel totally alien for people who played and enjoyed the Arkham series, but it is in many ways very different." Gotham Knights, which features two-player online co-op, follows the story of Batgirl, Robin, Nightwing, and the Red Hood as they attempt to protect Gotham City after the fall of Batman. There will be five boroughs of Gotham City for players and their friends to explore and many of Batman's iconic villains to stop. "The two-player dynamic fits the fantasy and the Gotham City setting. The 'duo' or team-up is such a central feature of the universe that there's a literal shorthand for it in the comics, animation, film, and TV versions," says Gotham Knights creative director Patrick Redding. "Gotham is a city of alleyways and rooftops, so the footprint for gameplay needs to be compatible with that." [widget path="global/article/imagegallery" parameters="albumSlug=batman-gotham-knights-gameplay-screens&captions=true"] Even if you are playing solo, however, players will be happy to know that story progression will be shared between all the characters, so you can switch to any hero without fear of being under-leveled. "Since the story progression is shared between all the characters, it also makes sense that you don't have to level them up from scratch every time you want to switch. It also stays very coherent in terms of our narrative," Marty said. "Since the other members of the Batman family are always present in some way in the background, while you're out in the world fighting crime or unravelling the mystery, they don't stay inactive. So it makes sense that they are also progressing and getting stronger." Gotham Knights will be released on PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, and PC in 2021. For more, check out the heroes' different combat styles, why WB Games Montreal killed Batman, and how online co-op will work. [ignvideo url="https://www.ign.com/videos/2020/08/22/7-minutes-of-batman-gotham-knights-gameplay"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch. |
Animal Crossing: How to Spot and Wish on Shooting Stars Posted: 10 Jan 2021 07:51 PM PST |
Awesome Games Done Quick 2021 Raises Over $2.7 Million for Charity Posted: 10 Jan 2021 06:23 PM PST All Games Done Quick 2021, the video game speedrunning marathon that raises money for charity, has just raised $2,758,847 for the Prevent Cancer Foundation. Games Done Quick announced the incredible news on Twitter, while also thanking everyone involved and promising that news its next big event - Summer Games Done Quick 2021 - will be coming in the future. AGDQ 2021, which ran from January 3-10, saw 25,651 donors from around the world make 42,089 donations to reach the impressive total amount. There were 157 total runs that had speedrunners playing through such games as Final Fantasy VII, Super Mario 64 (blindfolded!), The Legend of Zelda: A Link to the Past, Sekiro: Shadows Die Twice, Beat Saber, and much more. While AGDQ 2021 may have not raised as much money as AGDQ 2020's $3.13 million, its important to note that this event was entirely online unlike last year's. Summer Games Done Quick 2020 was also online, and that event raised $2.3 million. For more on speedrunning, check out our series that has developers reacting to their games being speedrun. We've done such games as Hades, Doom Eternal, and the original Halo. [ignvideo url="https://www.ign.com/videos/2020/10/24/original-halo-developers-react-to-legendary-speedrun"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch. |
A Complete Guide to Cyberpunk 2077 Posted: 10 Jan 2021 04:00 PM PST |
New Series X Owners: 10 Important Features to Check Out Posted: 10 Jan 2021 09:26 AM PST |
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