IGN Video Games |
- Dragon Age 4's Main Location Confirmed By BioWare Book
- How to Play Hitman 1 and 2 in Hitman 3
- Upcoming Warner Bros. Games Will Seemingly Have a 'Heavy Focus' on Live Service
- Resident Evil 7 Fan Shows Off What It Could Look Like With the Classic Fixed Resi Camera
- No, Konami Hasn't Shut Down Its Gaming Division
- GTA Online Cheatmaker Forced to Close and Donate Proceeds to Charity By Take-Two
- Cyber Shadow Review
- Hitman 3 Speedrunners Are Finishing the First Level in Less Than 10 Seconds - and Getting Faster
- Cyberpunk 2077 1.1 Patch Adds a New Game-Breaking Bug, CD Projekt Red Offers a Workaround
- What Valve's Gabe Newell Thinks Brain-Computer Interfaces Will Do For gaming
- 22 Tips for Getting Started in Dead by Daylight
- How to Complete the Resident Evil Village Maiden Demo
- A Star Wars: KOTOR Game Is Reportedly In Development Without EA and BioWare
Dragon Age 4's Main Location Confirmed By BioWare Book Posted: 25 Jan 2021 10:49 AM PST Dragon Age 4's main location will be Tevinter, according to a new BioWare book. BioWare: Stories and Secrets from 25 Years of Game Development was recently released and in it, it's revealed that the forthcoming Dragon Age game will be set in the land of Tevinter, as originally reported by Eurogamer. Tevinter, while existing in the lore, is a place that hasn't been visited in the Dragon Age games before, making it a first for the series. [widget path="global/article/imagegallery" parameters="albumSlug=dragon-age-4-game-awards-trailer-screenshots&captions=true"] As pointed out by Eurogamer, Tevinter was set up at the end of the Trespasser expansion for 2014's Dragon Age Inquisition. The book indicates that places other than Tevinter will be visited as well, which makes sense considering Dragon Age usually sees players trekking across multiple different lands. Antiva City, the capital of Antiva, is shown in the book too. This city borders Tevinter to the east and is surrounded by water. Other concept art depicts an Antivan Crow, who is an assassin "celebrated for their mastery of stylish slaying" that wears a mask, wields a sword, and has multiple sidekicks, according to Eurogamer. Alongside that concept art is an image of Mourn Watch, who guards Thedas from occult threats and hangs out in a necropolis. Eurogamer points out that while the location of this necropolis isn't mentioned, necropolises are used in Nevarra, which is a part of Thedas, as its citizens are known for mummifying their dead. Like Antiva City, Nevarra also borders Tevinter. Other images in the book depict The Deep Roads, which are dwarven tunnels in Thedas, and The Lords of Fortune, which is a treasure hunters' guild. [ignvideo url="https://www.ign.com/videos/2020/08/27/dragon-age-4-behind-the-scenes-teaser"] While waiting to actually see Tevinter in Dragon Age 4, check out the cinematic trailer for the game released last December and then read about how that trailer hints at returning characters. Watch this video breaking down all of the hidden details within the trailer after that. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes. |
How to Play Hitman 1 and 2 in Hitman 3 Posted: 25 Jan 2021 09:25 AM PST |
Upcoming Warner Bros. Games Will Seemingly Have a 'Heavy Focus' on Live Service Posted: 25 Jan 2021 08:38 AM PST Warner Bros. Interactive Entertainment's upcoming projects, including core games in major franchises, will have a "heavy focus on live service", according to an internship advert from the company. Spotted by Twitter user MauroNL3, an advert for a Games Production MBA Intern includes a section that reads: "WBIE is currently involved in a variety of new projects, ranging from casual games to core games featuring our well-known franchises on all platforms (console, digital, mobile) with a heavy focus on live service. " Live service refers to the process of continually updating a game after release to keep players invested, adding new features, items, storylines and more – and has become an increasingly profitable model for developers and publishers across the industry. It's not without controversy, however, with high-profile releases like BioWare's Anthem launching with notably little content, and Marvel's Avengers failing to recoup its costs after failing to enamour its audience at launch. [ignvideo url="https://www.ign.com/videos/2020/12/17/back-4-blood-hands-on-preview-the-spiritual-successor-to-left-4-dead"] No specifics are given, but we can likely assume that the upcoming Back 4 Blood will include live service elements, given its modular, online nature. Similarly, any future Mortal Kombat and Injustice games from the WB-owned NetherRealm would likely incorporate live service elements, as they have in recent iterations. What's less clear is what other announced WBIE games could include similar ideas, and to what extent. The publisher is currently working on Hogwarts Legacy, LEGO Star Wars: The Skywalker Saga, and Suicide Squad Kill the Justice League, none of which have outwardly announced live elements. The upcoming Gotham Knights from WB Montreal seemingly won't be a part of that push – its developers previously told IGN that it was "very much not designed as a game-as-service", and will tell a self-contained story, rather than an evolving narrative. [ignvideo url="https://www.ign.com/videos/2020/08/23/everything-we-know-about-suicide-squad-kill-the-justice-league"] We've contacted WBIE for comment, but haven't received a response at time of publish. It wasn't long ago that we were debating the future of WBIE as a whole, until parent company AT&T announced that it was no longer looking to sell the company, after reportedly deeming it "too valuable to unload". [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. |
Resident Evil 7 Fan Shows Off What It Could Look Like With the Classic Fixed Resi Camera Posted: 25 Jan 2021 08:30 AM PST A Resident Evil fan has released a concept video of what Resident Evil 7 could look like with the series' original fixed camera angles – and we're now hoping it becomes a fully-fledged mod. YouTuber Enveloping Sounds has used a free camera mod to find fixed positions for the camera around Resident Evil 7's Baker Mansion location, and another mod that depicts the game's hero Ethan with a head for third-person mods. With some smart editing of both visuals and background sound effects, they've been able to show off an alternate reality version of Resident Evil 7 that didn't even begin using Resi 4's over-the-shoulder view, never mind 7's first-person approach – and you can watch the video below (kindly provided by Enveloping Sounds). [ignvideo url="https://www.ign.com/videos/resident-evil-7-with-a-classic-resi-fixed-camera-concept-video"] Sadly, this is just a concept right now. "Just to be clear, this is not an actual realized playable 'mod'," Enveloping Sounds tells IGN. "This is more of just a concept that I created using the free camera tool and spliced scenes together to show what COULD be." So... any enterprising mod makers want to make this a reality? Enveloping Sounds has previously given the same treatment to the Resident Evil 2 and Resident Evil 3 remakes, transplanting the original versions' locked cameras into the shiny new games. Those earlier videos got a lot of fans of classic Resi in the comments wishing the new games had followed the original style. Seeing 7 – a game never designed to even be seen in third-person – presented this way is a very interesting follow-on experiment. I'd say it's a successfu one too. In other Resi news, the much-rumoured Resident Evil 4 remake has reportedly seen a partial reboot and an internal delay, which may be in part due to it feeling too traditional. We also learned that Resident Evil Village will be released on May 7, and will seemingly be a successor to Resi 4. It will also come with a new multiplayer mode, RE:Verse. [ignvideo url="https://www.ign.com/videos/resident-evil-8-village-maiden-demo-ps5-performance-review"] [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. |
No, Konami Hasn't Shut Down Its Gaming Division Posted: 25 Jan 2021 07:40 AM PST Konami has announced an internal restructure in which three production divisions will be dissolved – but has denied that it is shutting down its gaming production after fans and media began speculating about the move. The story began in an announcement to investors of, among other things, organizational restructuring. A post on the Konami Digital Entertainment website explained that it will dissolve Production Divisions 1, 2, and 3, "to respond to the rapid market that surrounds us." With Production Divisions previously representing the company's home of game development, some took this to mean that gaming production at the company was being shuttered as a whole. However, in a statement to IGN, a Konami representative wrote: "The announcement made refers to an internal restructure, with Production Divisions being consolidated. We have not 'shut down' our video gaming division." [ignvideo url="https://www.ign.com/videos/2020/05/21/top-10-konami-games-that-need-next-gen-remakes"] While Konami hasn't commented further, the same announcement shows that several executives who previously led Production Divisions are now solely leading separate Production Departments. Per the statement's mention of consolidation, it may be that the development work of the old Divisions is being folded into wider Departments. Konami, once a huge part of the games development and publishing landscape, has become increasingly quiet in the field in recent years, which goes some way towards explaining why many jumped to the conclusion that Konami was moving away from games production. The company is currently actively developing PES 2022 for next-gen consoles, and set up a western game publishing division last year. [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. |
GTA Online Cheatmaker Forced to Close and Donate Proceeds to Charity By Take-Two Posted: 25 Jan 2021 06:53 AM PST A GTA Online cheatmaker has been forced to close and donate its proceeds to charity following legal action from Rockstar Games' parent company Take-Two Interactive. As spotted by Rockstar Intel, Luna Mod Menu distributors Luna Cheats has replaced its website with a short statement, alluding to the legal action. "After discussions with Take-Two Interactive, we are immediately ceasing all maintenance, development, and distribution of our cheat menu services. We will also be donating our proceeds to a charity designated by Take-Two. We apologize for any and all problems our software has caused to the Grand Theft Auto Online community." [ignvideo url="https://www.ign.com/videos/2020/11/20/gta-online-the-cayo-perico-heist-teaser-trailer"] The Luna Mod Menu allowed players to cheat in GTA Online, letting users drop money, spawn vehicles, buff damage and protect themselves from hazards. You can see the menu in action in this YouTube video. This has clearly been done to help halt griefing and stop cheaters, but Luna Cheats is by no means the only cheat distributor for GTA Online. It remains to be seen whether Take-Two will summon similar measures across the board. For more on GTA Online, check out our interview with Rockstar North about how The Cayo Perico Heist brings together the best of the last seven years of GTA Online. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter. |
Posted: 25 Jan 2021 06:00 AM PST Cyber Shadow sets out to answer a very simple question: what would an NES Ninja Gaiden game look and play like if it were made today? Admittedly, it's a hypothetical that The Messenger sort of already answered back in 2018... but look, sometimes questions like these can have multiple good answers, and Cyber Shadow is no better proof of that. This retro-styled action platformer developed by Mechanical Head Studios and published by Shovel Knight developer Yacht Club Game is a truly great take on the 2D Ninja Gaiden formula – but more than that, it's constantly evolving and brilliantly adds new gameplay and level design challenges with every new upgrade that it gives you. These upgrades continue to compound upon each other to the point that, by the time you reach the end of Cyber Shadow's seven to eight-hour adventure, it's morphed from a simple yet fun action platformer to an absolutely wild and occasionally brutally difficult one that surpasses its inspiration in every way. [widget path="global/article/imagegallery" parameters="albumSlug=cyber-shadow-screenshots&captions=true"]Cyber Shadow puts you into the pixelated ninja boots of the titular (cyber) Shadow, who awakens from an incubation pod to find a destroyed city that's been overrun by out-of-control machines. It's a serviceable story at best, told through both in-game dialogue boxes and nostalgic 8-bit cutscenes with large, detailed, but still very low-res sprites, much like the NES Ninja Gaiden games. Its big weakness is that there's just very little personality to any of it. Shadow himself is a mute protagonist, and with one notable exception (who's gone all too quickly) all of the characters he interacts with largely feel like they exist solely to be exposition dumps. There's little reason to care about the evil Dr. Progen, your master, or the members of your clan he holds captive. Where Cyber Shadow does deliver, however, is in its gameplay. It really hits on all fronts: level design, enemy design, enemy variety, character progression, boss battles – it's all top notch. Your set of tools begins very modestly: Shadow can jump and can slash his sword horizontally, and... that's it. This limited moveset is a large part of what drives the challenge in the early goings because enemies and obstacles approach from all angles but you can only hit things that are directly in front of you (much like in, you guessed it, Ninja Gaiden). [poilib element="quoteBox" parameters="excerpt=Cyber%20Shadow's%20gameplay%20really%20hits%20on%20all%20fronts."] But this is a modern take on old-school design, and it comes with modern assists to help smooth the hard edges a little: checkpoints not only give you a respawn point but also restore your health when you step on them. If that's not enough, you can spend a currency called essence to unlock permanent upgrades for that specific checkpoint that will either restore your magic or provide you with a powerup when you respawn from there. These powerups are especially cool because they're almost always specifically designed to be especially useful in the upcoming section; for example, a shield that can block projectiles from the front right that becomes available before a particularly bullet-hellish encounter. My absolute favorite powerup, though, is the aptly named Swag Blade. This monster tethers a saw blade to your character that can be manipulated through your momentum. So if there's an enemy above you that you can't hit with your sword, you can simply jump in place until the Swag Blade gets enough momentum to bounce up and down and reach it. Or if there's an enemy straight ahead, you can also strike the blade with your sword to give it some instant forward momentum and take them out from a distance. It's a super fun and creative weapon to use, and I wish I was given more opportunity to do so than the one chapter it's available in. Essence and SpiritCyber Shadow really hits its stride just a little more than halfway through, once you gain the ability to sprint. It's at this point where it metamorphosizes from a Ninja Gaiden-esque larva state and becomes entirely its own beast. Sprinting gives you the ability to use a super-fast dash slice that can go right through enemies and obstacles, allowing you to use it both as a devastating attack and to reach new areas – sometimes even both at the same time. Some of the best moments came when I was able to dash my way across a level without ever touching the ground. All throughout Cyber Shadow's campaign, it never feels like it's running out of ideas, and I found myself uniquely challenged by each new chapter even as my abilities and strengths grew. A lot is thrown at you all at once, often while forcing you to deal with some other sort of environmental nightmare, like: orbital laser beams, a creeping mass of instant-kill spikes, a rising elevator that threatens to squish you below instant-kill spikes, or security lasers that, when tripped, will activate extra enemy robots and turrets that mercilessly hunt you down. [ignvideo url="https://www.ign.com/videos/2020/03/03/cyber-shadow-story-trailer"] Needless to say, Cyber Shadow becomes quite difficult, but it's a difficulty that always felt manageable once I'd learned the various quirks and nuances of the many enemies that patrol each chapter. Most have multiple spots where they can be hit, and they change their behavior depending on what part of their body you break; others are seemingly impenetrable until you're able to use Shadow's projectile parry to stop their bullets and send them flying right back towards them; and others still fly at you from awkward angles, forcing you to reposition before you're able to take them out. There's just an incredible amount of variety in the enemy design, and it works hand in hand with both the level design and Shadow's upgrades to ensure that Cyber Shadow is consistently fresh and challenging. [poilib element="quoteBox" parameters="excerpt=There%20are%20definitely%20instances%20where%20the%20checkpoints%20are%20spaced%20a%20little%20bit%20too%20far%20apart."]That being said, not all of the difficulty is what I'd categorize as "good difficulty." There are definitely instances where the checkpoints are spaced a little bit too far from one another, which can be the wrong kind of brutal. Naturally, any frustration I felt was eventually washed away by a much stronger feeling of triumph once I finally hit that next checkpoint, but there were definitely several moments in the latter half where I was shocked at how long I had been playing in a single life without hitting a checkpoint or the end of the level. [poilib element="poll" parameters="id=a48103ba-7931-47ea-ab73-16279b2d723e"] After defeating the final boss I was surprised to find that there's no New Game+ or anything of the sort waiting in the post game, but there are plenty of collectibles and upgrades that can be found by revisiting earlier levels with abilities you obtain later, which provides some extra value for those who like to aim for 100% completion. Beyond that, there's also the signature Yacht Club list of feats that provide a set of unique challenges, like making it to the first boss without killing any enemies or defeating a certain boss without damaging it with your sword. There's seemingly no reward for completing these, but they're fun and interesting enough to make me want to try and accomplish as many as I can anyway; a task that will keep me busy for quite a while. Finally, it's worth mentioning one other similarity between Cyber Shadow and The Messenger: their soundtracks are both absolute bangers. Every chapter has its own theme song, often with multiple arrangements that adjust the moods appropriately, and it's all extremely catchy and well produced. |
Hitman 3 Speedrunners Are Finishing the First Level in Less Than 10 Seconds - and Getting Faster Posted: 25 Jan 2021 04:43 AM PST Hitman 3 speedrunners have managed to finish the game's first level in less than 10 seconds, and they're only getting faster, with the current leader beating it in just eight. The Dubai assassination mission 'On Top Of The World' can be beaten incredibly quickly due to the position of the two main targets at the start of the level, and Speedrun.com currently shows a number of users vying to claim the Any% world record, with 5 people currently cracking the sub-10 second mark. User Goron managed to finish it in eight seconds on January 25 and, as can be seen in the accompanying video, they don't need to even walk up the stairs to dispatch of the two marks. Using the Atrium elevator entrance to the level, Goron first shoots the wall to alert the targets – stopping them from moving – before quickly picking them off with a silenced pistol. Then, all they need to do is head back to the elevator to complete the mission. Could it be done in even faster? Only time will tell, but our money's on yes. [ignvideo url="https://www.ign.com/videos/2020/12/08/hitman-3-gameplay-trailer"] But what about getting the Silent Assassin accolade too? Goron has to compromise 47 to complete the mission (brilliantly, an 8-second finish only awards a 2-star rating for the level), but other users have found ways to complete Dubai in less than 20 seconds while staying completely hidden. User GuLe manages it in just 17 seconds by using a silenced sniper, pinging walls to draw the targets into their crosshairs. Going forward from here, the sky's the limit really. Never tell speedrunners the odds. In other Hitman 3 news, check out our review of the game, which we scored a 9, calling it "one of the barcoded butcher's best appearances." If you're just kicking off your journey into the World of Assassination, check out our 17 Hitman 3 tips to help you become a master assassin. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter. |
Cyberpunk 2077 1.1 Patch Adds a New Game-Breaking Bug, CD Projekt Red Offers a Workaround Posted: 25 Jan 2021 04:28 AM PST Cyberpunk 2077 got its major 1.1 patch last week, offering performance improvements, crash fixes, and more stability-related changes – but players soon noticed a new, potentially game-breaking bug had seemingly been added, too. CD Projekt Red has now acknowledged the issue, and offered a workaround before a full fix is added. The new bug centres around the 'Down on the Street' quest, in which Goro Takemura is meant to close the quest in a phone call – however, players on 1.1 have now found that Takemura can call but never begin speaking. 'Down on the Street' is a key quest, meaning this effectively stops the story in its tracks. [ignvideo url="https://www.ign.com/videos/cyberpunk-2077-reviews-one-month-later-the-review-crew"] CD Projekt Red says it's now looking into the issue but, in the absence of a hotfix, has offered a workaround on its support site – although you'll need a save from before the bug occurred. Per the guide:
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What Valve's Gabe Newell Thinks Brain-Computer Interfaces Will Do For gaming Posted: 25 Jan 2021 04:16 AM PST Valve boss Gabe Newell has given an interview about the potential of brain-computer interfaces, and how they could be used to augment the future of gaming. Newell has spoken to IGN previously about his work on brain-computer interfaces (BCIs), technology that will allow direct control of devices using your brain, and potentially for devices to provide feedback to your brain. Speaking to New Zealand's 1 News, the Valve co-founder went into more detail about what he sees as the potential of the technology – and reiterated that developers shouldn't ignore this emerging technology. "If you're a software developer in 2022 who doesn't have [a BCI headset] in your test lab, you're making a silly mistake," Newell notes. Valve has been working with technology organisation OpenBCI – which has shown off a design for a BCI headset, Galea, which can work in tandem with Valve's Index VR headset. [ignvideo url="https://www.ign.com/videos/2020/03/18/ign-first-half-life-alyx-gabe-newell-interview"] Newell is particularly interested in the idea of using BCIs to enhance immersion and personalise interactive experiences such as video games. With BCIs able to interpret if a player is "excited, surprised, sad, bored, amused and afraid", games could programmed to adjust for what the player is experiencing. One example is "turning up the difficulty a bit if the system realises the player is getting bored." Newell goes further, adding that BCIs could be used to 'write' information into the player's brain, from changing feelings, to even helping you feel as though you actually are a different individual. He distinguishes this technology as a medium of experience that is far more potentially immersive than the "meat peripherals" like our eyes and ears can provide. "The real world will stop being the metric that we apply to the best possible visual fidelity," Newell tells 1 News. "The real world will seem flat, colourless, blurry compared to the experiences you'll be able to create in people's brains." Newell suggested that early applications of this technology could come in the form of an app to improve sleep, where users can choose how much REM they need for the night and commit the signal to their brain. Similarly, BCIs may provide a means to fight VR Vertigo, which is one of the key stumbling blocks for the medium. [ignvideo url="https://www.ign.com/videos/2020/03/23/half-life-alyx-review"] Valve isn't planning to launch a consumer BCI headset anytime soon due to the speed of research, and Newell is certainly conscious of the dangers of this technology going forward. He told 1 News that BCIs could be used to stimulate physical and mental pain and that it will be up to consumers if they want to adopt the technology or not, given the potential risks. "I'm not saying that everybody is going to love and insist that they have a brain computer interface," Newell notes. "I'm just saying each person is going to decide for themselves whether or not there's an interesting combination of feature, functionality and price." Newell added that BCIs are no less vulnerable to viruses or security breaches, so the technology will demand a lot of consumer trust. "Nobody wants to say, 'Oh, remember Bob? Remember when Bob got hacked by the Russian malware? That sucked - is he still running naked through the forests?' or whatever. So yeah, people are going to have to have a lot of confidence that these are secure systems that don't have long-term health risks." Valve has been interested in this field for some time, with Newell previously telling IGN how "we're way closer to The Matrix than people realise" in a 2020 interview for IGN First. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter. |
22 Tips for Getting Started in Dead by Daylight Posted: 24 Jan 2021 10:35 PM PST |
How to Complete the Resident Evil Village Maiden Demo Posted: 24 Jan 2021 12:30 PM PST |
A Star Wars: KOTOR Game Is Reportedly In Development Without EA and BioWare Posted: 24 Jan 2021 10:41 AM PST A new Star Wars: Knights of the Old Republic game is reportedly in the works, and it is not being developed by EA and BioWare - the studio behind the original game.. As reported by VGC, this latest rumor comes courtesy of credited Star Wars insider Bespin Bulletin, who spoke on a recent B.O.B. The Podcast episode about this project that is said to be in development outside of EA and that "we'll 'never guess' who the studio is that's making this game." "Amongst my digging, I heard there is a Knights of the Old Republic project in development somewhere," Bespin Bulletin said. "I talked to a couple of people, and I also found out that Jason Schreier said that it's not with EA, and we'll 'never guess' who the studio is that's making this game." [ignvideo url="https://www.ign.com/videos/2021/01/14/how-star-wars-games-can-flourish-now-that-ea-lost-exclusivity"] Bloomberg's Jason Schreier has previously spoken of a potential KOTOR project, both on ResetERA and Twitter, and his words echo Bespin Bulletin's comments. Furthermore, Wushu Studio's Nate Najda also took to ResetERA in response to this to say "It's not as mysterious as you think. It's just not a household name most people are aware of." There have been previous rumors of a Star Wars: Knights of the Old Republic Remake being in the works at EA, and that it would take elements of the first KOTOR and Knights of the Old Republic II: The Sith Lords and retool the two stories to make them fit in current canon. It is unclear whether this is the discussed project that has since been taken away from EA or if it is an entirely new story. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-star-wars-game-review&captions=true"] Lucasfilm has also said that it was working on something Star Wars: Knights of the Old Republic-related, and a report following those comments mention it could be a planned movie. Either way, Star Wars and Lucasfilm are entering a new era of Star Wars games, as they have recently announced the formation of Lucasfilm Games, which all future Star Wars games will be branded under. One of these future games is being developed by Ubisoft Massive, and signals that EA's exclusivity deal with Star Wars games will be coming to an end. However, the studio will still be working on Star Wars games in the future. [ignvideo url="https://www.ign.com/videos/2016/12/16/why-we-love-star-wars-kotor-ign-plays-live"] Bespin Bulletin continued to discuss how he's also heard that a bounty hunter game was also being developed somewhere and that EA was working on another Star Wars project that may not be Battlefront 3. "I don't know if the bounty hunter game is with them or if it's with Ubisoft," Bespin Bulletin said. "But yeah, EA is working on stuff and there's another unannounced [Star Wars] game at EA, which I have no idea what it is. I don't think it's Battlefront 3." [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. |
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