IGN Video Games

IGN Video Games


How Open Roads Evolves Fullbright's Storytelling After Gone Home and Tacoma

Posted: 28 Jan 2021 09:22 AM PST

Fullbright, the acclaimed studio behind Gone Home and Tacoma, unveiled its newest narrative adventure, Open Roads, at the 2020 Game Awards. But beyond a trailer that showcased a distinctive mix of art styles, teases of a story that would dive into a family's history, and some impressive star power with Keri Russell and Kaitlyn Dever leading the cast, it's remained a mystery. Thankfully, Fullbright co-founder and Open Roads director Steve Gaynor recently spoke with IGN about how Open Roads represents another evolution of the studio's penchant for telling emotional, layered stories in unexpected ways. From our discussion, it sounds like Open Roads builds upon the first-person exploration of the studio's past games, hallmarks of the "walking sim" genre, but with new story and design choices that continue to build off what they and other developers have done. And one of the biggest ways Open Roads represents a departure from the studio's past games is by simply having another character with you throughout this new story. [ignvideo url="https://www.ign.com/videos/2020/12/11/open-roads-announcement-trailer"] "A big part of Open Roads is discovering this character relationship from the inside, by being part of it, which is not something that we've done before," Gaynor said. "The central relationship, it arose out of the starting question, which is always, 'What is the player doing? Why is this game interesting and engaging to actually interact with and have as an experience?' ...And so the starting point was, what happens if we make a Fullbright game and there's another character in the room with you, and they're reacting to what you find, and you can talk to them about what it means to you and what it means to them." That other character is Opal, played by Russell, who is the mother to the protagonist you'll play as, Tess, played by Dever. And as Gaynor explained, the two will be going on a journey to uncover secrets of Tess' recently passed grandmother and the life they never knew she led. "You're exploring places that your mother had been when she was younger, but you've never been there before. So she can have that perspective of, 'Oh, here's what this means to me,' in this divide between both their ages and their roles as the kid and the parent and that power dynamic," Gaynor explained, explaining that, after years of impressive Dad games like God of War, The Last of Us, Telltale's The Walking Dead, and more, the studio was excited about exploring a story that "centers on a mom and her relationship to her daughter."

What Is Open Roads?

Open Roads looks to be following in the first-person storytelling footsteps of its predecessors, but rather than confined to a single place like past Fullbright Games, it will, quite literally, have you hitting the open roads. Players will be seeking to uncover the mysteries of Opal's mother/Tess' grandmother, who, following her death, they discover may have had some relationship with a man who wasn't Opal's father. On top of that, the duo is losing the house they lived in with her, grappling with their grief, and setting out to "explore some family properties that Opal had spent time in when she was younger, look for clues that might've been left behind in places where their family had spent time when these events were occurring. "It allows us to contrast the place you're now exploring to where you came from. To have these points along the experience where you might arrive at one of the places you're going to explore and just, the weather, the time of day, the tone, the mood of the place, sets its own foundation for what the experience there is going to be like," Gaynor explained of Open Roads' multiple location design choice. [widget path="global/article/imagegallery" parameters="albumSlug=open-roads-game-awards-trailer-screenshots&captions=true"] While much of the locations and puzzles players will solve on their adventure are understandably preserved for the full game, Gaynor did offer some thoughts on Open Roads' influences, noting certain games in the genre the studio helped popularized like Firewatch really impacted and excited the team about what could be done. "We really love that idea of the player having this central agency of saying, 'I'm going to explore, I'm going to find what I'm interested in.' And then, 'I'm going to start this dialogue that then I have this presence'" within the story, he explained, emphasizing the "sense of exploration" the Campo Santo game invoked. And tonally for Tess and Opal's relationship? Look no further than the acclaimed Lady Bird. [poilib element="quoteBox" parameters="excerpt=Open%20Roads'%20inspirations%20include%20Firewatch%20and%20Lady%20Bird."]"The mother-daughter relationship in that movie and the performances, just the way that it was so empathetic about those characters and the difficult relationship they had without depicting either of them as being right or approaching things the way they should in every situation. But having that sympathy for them, even though they are people that are acting imperfectly towards each other. It's something that we've definitely gone back and looked at," he said.

Bringing Tess and Opal to Life

Open Roads also brings with it a distinct art style, with 3D environments and more traditionally hand-drawn, 2D animated characters, as seen in the first trailer. Gaynor explained how this dissonance in part came from the studio's collective love for Studio Ghibli and classic Disney animated films, as well as the talents of team member Noelle Clark, who did "the lion's share" of the 3D animation on Tacoma. Gaynor pointed to her classically trained 2D animation background as something this new adventure could use as part of one of Fullbright's core philosophies. "With so much stuff at Fullbright, our intent is to meet the player halfway and say, 'We want to give you enough that you are projecting a lot of the experience onto the screen. We want to give you Sam Greenbrier's voice in these audio diaries, and you picture what those moments must've really been like. We want to give you these simplified representations of these characters in Tacoma and have their motion be very evocative, but you're imagining what they might've looked like, what that moment might've really been in a way that is going to look better in your head that we could have brought on screen. And so we hope that here, we're doing this representation of characters that has its own beauty and value to it while also having this handshake with the player of what they need in that space," he explained. [ignvideo url="https://www.ign.com/videos/2017/08/01/tacoma-review"] Of course, part of that "handshake" is also the voices of Tess and Opal, and for it, Fullbright has brought in two memorable and recognizable voices with Dever and Russell, respectively. Gaynor explained how working with Annapurna Interactive as Open Roads' publisher allowed the team to take a gamble and try to bring in some beloved actors. "Our starting point was we're working with Annapurna Interactive on this game," he said. "And they're a really supportive partner in publishing and promotion and everything, but also, they have a lot of connections to the Hollywood talent side of making a narrative game. So when they were getting to the point where we needed to start getting the recording lined up, they came to us and were like, 'Who would you want? Who would you picture in these roles?'" Gaynor explained how Russell's work on the acclaimed The Americans and Dever's performance in Booksmart, an Annapurna Pictures-published film, led to them being top choices. [ignvideo url="https://www.ign.com/videos/2016/01/07/unlocked-the-totally-insane-original-pitch-for-gone-home"] "And we were really fortunate that both actors just got the pitch, were excited about it, and decided what they could do with the characters and excited to be able to work together," he said. "We started doing our initial voice recording with them, and it's been really fun. It's been really exciting to see how they've so organically found the voices of those characters as a pair," noting that, while recording has been remote due to COVID-19 considerations, they've had the actors recording in sessions together "to find that relationship as a pair." How that relationship grows and changes, though, is left for players to discover in Open Roads' first-person adventure, which is set for release this year on PC and consoles. For more on past Fullbright adventures, be sure to read our Gone Home review and our Tacoma review. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

The Medium: How to Unlock the Door to the Niwa Hotel

Posted: 28 Jan 2021 09:00 AM PST

Sonic the Hedgehog Voice Actor Seemingly Departing Role

Posted: 28 Jan 2021 07:56 AM PST

A Twitter post from Roger Craig Smith, the long-term voice of Sonic the Hedgehog, suggests that he is leaving the role. On the social media platform, Smith said "Welp, 10 years was an amazing run. Onwards to new zones! Much love to the fans who've been so kind. It's been an honor." This was followed by an image of a blue-coloured heart split down the middle. While not directly stating as much, this does seem like a farewell tweet from Smith, suggesting that he's departed the role and will no longer be the voice of Sonic the Hedgehog. We have contacted Sega for comment or confirmation. Roger Craig Smith first voiced Sonic in 2010's Sonic Free Riders and Sonic Colors, and has voiced the character in all Sonic games since, as well as the Sonic Boom TV series. It is currently unknown who will replace him as the voice of Sonic. [ignvideo url="https://www.ign.com/videos/2020/02/12/how-much-does-sonic-know-about-sonic"] While Roger Craig Smith is arguably the best-known voice of Sonic, he did not take on the role for the Sonic the Hedgehog movie; instead actor Ben Schwartz took on the role of the speedy rodent. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Sea of Thieves Can Now Run at 120 FPS on Xbox Series X

Posted: 28 Jan 2021 07:33 AM PST

Season One of Sea of Thieves has officially begun, and with it comes a new 120Hz Performance mode on Xbox Series X that supports 120 FPS at 1080p. As detailed in the release notes for this big Season One update, it also notes that some TVs do not support 120Hz and HDR simultaneously, so HDR may need to be disabled from the console settings if players wish to sail the seas with 120 FPS. Seasons mark a new initiative for Sea of Thieves that will see new content added to the game every three months. In addition, a battle pass system has been implemented that will reward players throughout each Season. [ignvideo url="https://www.ign.com/videos/sea-of-thieves-seasons-explained-trailer"] Each season will have players progress through 100 levels of Pirate Renown, and rewards for both the player's pirate character and ship can be unlocked. Additionally, those who have reached the title of Pirate Legend will get specialized rewards as part of this new progression system. An optional, premium tier of the battle pass - titled 'Plunder Pass' - will be available and will offer even more unique rewards and exclusive items from the Pirate Emporium. This 120Hz update is just another improvement to Sea of Thieves following the arrival of the Xbox Series X/S optimizations that arrived in November 2020 and added faster load times and 60 FPS for Xbox Series X/S, and 4K for Xbox Series X. [ignvideo url="https://www.ign.com/videos/2020/03/19/sea-of-thieves-review-2020"] [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.

Next Tomb Raider to Unify the Reboot Trilogy and Original Games

Posted: 28 Jan 2021 07:31 AM PST

Crystal Dynamics has shared a bit of information on its next, currently unannounced Tomb Raider, saying it's "working to unify" the timelines of Core Design's original games and its own reboot trilogy that began in 2013. While the reboot trilogy told the origin story of Lara Croft becoming the Tomb Raider, the original games "featured a seasoned and confident adventurer," said game director Will Kerslake in a video posted to Twitter. The development team envisions "a future of Tomb Raider unfolding after these established adventures, telling stories that build upon the breadth of both Core Design and Crystal Dynamics' games, working to unify these timelines." [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-tomb-raider-review-ever&captions=true"] Kerslake noted the difficulty of such a task given the franchise's 25-year history and asked fans to be patient as the studio works through development. "We don't have plans for a major game announcement in the near future," he said. Lara's latest adventure, Shadow of the Tomb Raider, was released in 2018. IGN's Shadow of the Tomb Raider review awarded it a 9/10 and called it a "powerful finale to Lara Croft's origin trilogy." In other franchise news, a Tomb Raider anime series, set after the events of Crystal's origin trilogy, is in development at Netflix. Tomb Raider's big-screen sequel, meanwhile, recently landed a new writer-director in Misha Green, showrunner of HBO's Lovecraft Country. [ignvideo url="https://www.ign.com/videos/2020/02/01/shadow-of-the-tomb-raider-developers-react-to-48-minute-speedrun"] [poilib element="accentDivider"] Jordan is a freelance writer for IGN.

Returnal Delayed to April 2021

Posted: 28 Jan 2021 07:06 AM PST

Returnal, the PlayStation 5 exclusive from Housemarque, has been delayed from March 19, 2021 to April 30, 2021. Announced by PlayStation, SIE and Housemarque have chosen to move the release date "in order to give the team extra time to continue to polish the game to the level of quality players expect from Housemarque." [ignvideo url="https://www.ign.com/videos/2021/01/13/returnal-combat-trailer"] Returnal was announced at the PS5 reveal event and is the next title from the developer of such games as Resogun and Super Stardust HD. This new game is a roguelike third-person shooter that sees you play as Astra space scout Selene as she is stuck in a constant loop of resurrection. Housemarque has also noted that Returnal will offer fast load times, and haptic feedback that will let players "feel the natural ambience of this alien planet as the controller mimics its environmental effects." [widget path="global/article/imagegallery" parameters="albumSlug=returnal-game-awards-trailer-screenshots&captions=true"] Returnal also follows Housemarques comments that it was moving away from developing arcade-style games - like Resogun and Nex Machina - after poor sales. It looks like Returnal will still have the feel of many of Housemarque's previous games, but this marks a new direction for the studio. [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.

WallStreetBets Is Back on Reddit, Banned on Discord, as Trading Apps Limit Stock Purchases

Posted: 28 Jan 2021 06:57 AM PST

Update 01/28/21: Stock trading apps have seemingly begun limiting the purchase of Gamestop, AMC, and other recently volatile stocks. Popular app Robinhood will now let users sells these stocks, but not buy them, displaying a message saying "This stock is not supported on Robinhood" (image below). These stocks are no longer even searchable on the app. [caption id="attachment_2466593" align="alignnone" width="1125"]A screenshot of the Robinhood app, displaying the "stock not supported" message. A screenshot of the Robinhood app, displaying the "stock not supported" message.[/caption] Other trading solutions, such as Schwab, TD Ameritrade, and Trading 212 have similarly limited purchases. In a blog post, Robinhood explained that it was restricting transactions for AMC, Gamestop, Blackberry, Bed, Bath and Beyond, Express, Koss, Naked, and Nokia, due to "recent volitility". "We're committed to helping our customers navigate this uncertainty, reads the blog. "We fundamentally believe that everyone should have access to financial markets." Many members of the WallStreetBets community have been outraged by the moves, arguing that it amounts to market manipulation, with some users saying they've submitted complaints to the SEC about the blocks. The Gamestop stock has subsequently tumbled in value after the moves by trading apps: [caption id="attachment_2466653" align="alignnone" width="702"]Source: Google Source: Google[/caption] [poilib element="accentDivider"] Update 3 01/27/21: - The subreddit r/WallStreetBets is no longer private, and the mods have posted a message explaining the ever-changing situation they are dealing with how they plan to move forward and address its issues. "We have grown to the kind of size we only dreamed of in the time it takes to get a bad nights sleep," u/zjz wrote. "We've got so many comments and submissions that we can't possibly even read them all, let alone act on them as moderators. We wrote software to do most of the moderation for us but that software isn't allowed to read the Reddit new feed fast enough and submit responses, and the admins haven't given us special access despite asking for it. "We're suffering from success and our Discord was the first casualty. You know as well as I do that if you gather 250k people in one spot someone is going to say something that makes you look bad. That room was golden and the people that run it are awesome. We blocked all bad words with a bot, which should be enough, but apparently if someone can say a bad word with weird unicode icelandic characters and someone can screenshot it you don't get to hang out with your friends anymore. Discord did us dirty and I am not impressed with them destroying our community instead of stepping in with the wrench we may have needed to fix things, especially after we got over 1,000 server boosts. That is pretty unethical. "To add to this, people are co-opting our name on twitter. I won't mention their accounts, but lots of handles with "wsb" and "wallstreetbets" in them are pretending to speak for us. They're saying things that we don't agree with, driving traffic to derivative communities and shitty pixelated merch stores, and generally making it harder for us to define who we are. There's also too much political bullshit in a community that was never ever political. The only way I want to occupy Wall St is in a suit myself or rent-free in the mind of a blown up short. "That is why I'm throwing my support behind the Twitter handle in general. We need a way to PUBLICLY reach out to the staff of the infrastructure that is failing us so the world can see that we aren't doing anything wrong here if they don't respond. We need to be able to respond directly to a reporter that is lying to the world about our clubhouse. We can't be expected to meet any expectations when we aren't given the tools we need. "That's not to say I approve of every message or will even be in the loop for all of them, but it's clear to me we can't do nothing and we need a megaphone. "http://twitter.com/wsbmod aka @wsbmod is the only Twitter handle whose statements are directly from some part of the team. "We'll do our best not to pretend to speak for you, but to try to speak with the volume our name now seems to command to get shit done for us." Update 2 01/27/21: The WallStreetBets Discord server has been banned, not because of "financial fraud related to GameStop of other stocks," but because it has continued to allow "hateful and discriminatory content after repeated warnings." The subreddit r/WallStreetBets has also gone private, but it does not appear to be banned as of this writing. Discord's statement on WallStreetBets, as given to IGN, is as follows; "The WallStreetBets server has been on our Trust & Safety team's radar for some time due to occasional content that violates our Community Guidelines, including hate speech, glorifying violence, and spreading misinformation. Over the past few months, we have issued multiple warnings to the server admin. "Today, we decided to remove the server and its owner from Discord for continuing to allow hateful and discriminatory content after repeated warnings. "To be clear, we did not ban this server due to financial fraud related to GameStop or other stocks. Discord welcomes a broad variety of personal finance discussions, from investment clubs and day traders to college students and professional financial advisors. We are monitoring this situation and in the event there are allegations of illegal activities, we will cooperate with authorities as appropriate." Update 01/27/21: Reddit has said it has resolved the issue. Original story follows. [poilib element="accentDivider"] Reddit is currently experiencing outages during the ongoing GameStop stock situation. Reddit has acknowledged the issue and has said to check out redditstatus.com for up-to-the-moment updates. [ignvideo url="https://www.ign.com/videos/2021/01/26/reddit-investor-group-drives-gamestop-stock-to-record-highs-ign-news"] As of this writing, GameStop stock is currently trading at an all-time high stock price of around $350, but it isn't due to a miraculous turnaround by the company, but a battle between short-sellers like Citron Research and others like the subreddit r/WallStreetBets. Short selling is more or less a strategy in which investors can borrow stock in exchange for an IOU. For example, an investor can borrow a stock from a broker for $100, in hopes that the stocks price goes down. If that price does go down to $80, they can buy back that stock, but at the price of $80, therefore netting a $20 profit. It is basically betting against a particular stock. GameStop isn't the only stock impacted by this situation, as other companies like AMC are soaring following a new interest by r/WallStreetBets. [widget path="global/article/imagegallery" parameters="albumSlug=gamestop-in-the-news-timeline&captions=true"] Reddit will most likely be back up soon, and we will update this article with any and all future updates. [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.

Magic: The Gathering: 1993 Signed Black Lotus Sells For Over $500,000

Posted: 28 Jan 2021 06:47 AM PST

The world's most expensive Magic: The Gathering card, Black Lotus has broken its own auction record, selling for more than $500,000. As reported by Polygon, a 1993 'Black Lotus' with a case signed by the card's illustrator Christopher Rush has sold for $511,100.00 on eBay. This is triple the price of a Black Lotus which sold for $166,000 in 2019. You can see the original listing here, which offers more details about the groundbreaking auction. The Black Lotus is one of the 'Power Nine', a set of highly-coveted Magic: The Gathering cards that are restricted or banned in competitive play, due to their incredible in-game potential. [caption id="attachment_2466590" align="alignnone" width="705"]The Black Lotus card in question. Source: PWCC The Black Lotus card in question. Source: PWCC[/caption] This particular card is from the Alpha, or Limited Edition Alpha set of cards, which is the first print run of the first core set of Magic: The Gathering cards, which debuted in 1993. So it's over two decades old, signed by the artist, extremely rare and in top condition according to PWCC Auctions, who call it "the single finest Alpha Black Lotus we've had the pleasure of brokering." "The fragile black periphery is free of common chipping or wear with four untouched corners and undeniably GEM MINT card stock," the listing reads. "The card is brilliantly aligned from all sides with some of the cleanest surfaces we've seen. Free of indentations or imperfections with elegant color and precise registration." [ignvideo url="https://www.ign.com/videos/magic-legends-official-deckbuilding-101-trailer"] In other Magic: The Gathering news, it was recently revealed that the game will receive a new comics run in April 2021, and we recently showed off a fresh look at upcoming RPG Magic: Legends and how it blends Diablo into the CCG mix [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Keanu Reeves Cyberpunk 2077 Sex Mod Removed, CDPR Clarifies Stance on Modding Models of Real People

Posted: 28 Jan 2021 06:02 AM PST

A Cyberpunk 2077 mod that allowed players to swap models and have sex with characters based on real-world likenesses such as Keanu Reeves has been removed. The mod let players swap characters into explicit sex scenes who usually shouldn't be there, such as Keanu Reeves' Johnny Silverhand and the game's antagonist, Adam Smasher. In a statement issued to Eurogamer, CD Projekt Red said that they broadly permit modders to "tweak the game at will and have fun" when it comes to the characters the studio has created for the game, but for the characters based on real people, the studio is taking a different stance. "When it comes to models of real people whom we've asked to participate in the game, we kindly ask you to refrain from using them in any situation that might be found offensive if you don't have their explicit permission." [ignvideo url="https://www.ign.com/videos/2020/12/07/cyberpunk-2077-review"] Permission will have to be sought from the likeness (and other "concerned parties") before modders and players create or use these explicit mods, or else they will be taken down. CD Projekt Red clarified further, telling Eurogamer "our most important rule regarding user-generated content, game mods, in particular, is that it can't be harmful towards others. In the case of model swaps, especially those that involve explicit situations, it can be perceived as such by the people who lent us their appearance for the purpose of creating characters in Cyberpunk 2077." The model swap mod is no longer available and, clearly, any future iterations of such mods will be promptly removed by the studio. Just yesterday, CD Projekt Red began releasing official modding tools for the community to tinker with. In other Cyberpunk news, the game today received a hotfix to tackle a new game-breaking bug, and the game reportedly saw the biggest digital game launch of all time, despite huge controversy around its release. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Olija Review

Posted: 28 Jan 2021 06:00 AM PST

If you have nostalgic love for old Amiga and MS-DOS sidescrollers, Olija is a game that practically demands your attention. Its striking minimalist art style is complimented by a fluidity of movement and realistic animations that will immediately bring to mind games like Flashback, Another World, or the original Prince of Persia. But even if you lack that frame of reference, Olija stands on its own as a 2D action game with exceptional combat, a chilling atmosphere, and a small handful of great boss fights that go a long way toward elevating its otherwise disappointingly short adventure above your average retro-themed platformer.

Developed by Kyoto-based Skeleton Crew Studio, Olija is a game with a story that's simple but well told: our hero, a penniless lord named Faraday who finds himself marooned in a mysterious land, needs to rescue his shipwrecked crew and find a way back home. The only problems in his way are creepy black goopy creatures, hostile natives, and monstrous beings that have been awakened thanks to Faraday taking possession of a magical harpoon.

[ignvideo url="https://www.ign.com/videos/2021/01/28/the-first-18-minutes-of-olija"]

That harpoon is what drives the design of Olija, and it's a large part of why combat and movement are so much fun. Much like Noctis from Final Fantasy 15, Faraday can throw the weapon and teleport to whatever it punctures. In combat, the use of this is obvious: it allows Faraday to instantly close the distance between himself and a foe, and that means there's a quick and snappy pace for every encounter – but it's also a super fun tool to use when it comes to exploring the world.

While Olija's levels are segmented much like a Metroidvania, with the camera only showing what's in the room you're currently in, you can still chuck your harpoon into an open room off screen; if it hits something that you can teleport to, you can instantly warp over to that unseen spot. There are many secrets hidden this way throughout Olija's world, and being rewarded for your curiosity when you throw your harpoon into a suspicious-looking gap in a wall always feels great.

The Boon of The Harpoon

The harpoon isn't the only thing that makes Olija's gameplay stand out. Its combat, while simple, feels extremely good at a fundamental level thanks to how impactful your blows are and the variety of attacks you have at your disposal. Basic attacks can be modified by the direction you're holding – for example, if you want to do a quick combo without a lot of range, you can just mash the attack button without holding a direction, but if you need a little more reach, you could hold forward as you strike. If you want to do a big AOE smash attack that knocks enemies away you could hold down, or you could just jump in the air and use your aerial attack to bounce on enemies, Shovel Knight-style. If you manage to land four hits without taking any damage, you're rewarded with a super attack that also changes depending on the direction you're holding, what secondary weapon you're using, and whether you're in the air or on the ground. There's a lot going on!

In addition to that, there are also a variety of different hats to purchase that offer helpful boons which can alter the way you approach combat. My favorite increases your movement and attack speed if you land hits while avoiding damage, letting you punish bosses greatly when you expose their weakpoint. Others are more situational, but still helpful nonetheless, such as a hat that makes you completely immune to poison damage.

[poilib element="quoteBox" parameters="excerpt=The%20AI%20just%20doesn't%20have%20any%20answer%20for%20the%20mobility%20that%20your%20harpoon%20provides"]

So there's a lot of decisions to make about how you'll fight, which is great. The only issue is that the enemies in Olija rarely push you to the point where you really need to make these kinds of decisions. The AI just doesn't have any answer for the mobility that your harpoon provides, nor do the limited variety of enemy types ever present any sort of threat that really forces you to react to what they're doing. This means that Olija is pretty easy, and with no difficulty options to beef it up, there's not much incentive to really explore the depth of the combat once you have a handle on the basics.

Boss battles, fortunately, fare much better than standard enemy encounters, both in terms of their challenge and their variety. There are some that are the typical big boss battles where you have to dodge high-damage attacks to strike at flashing weakpoints, but my favorite involves a fight against three hunters who each have their own unique approach to harassing you. One constantly runs away and heals the other two, another tries to keep to the midrange to fill the screen with bullets, and the third sticks to you like glue with aggressive dash attacks and quick melee combos. It's a really fun fight, and I wish the rest of the levels sprinkled tough enemies like these in regular fights as opposed to just keeping them all locked away in a single boss battle, never to be seen again.

[poilib element="poll" parameters="id=348756ac-529a-4c43-83c6-3c2cf0d3f1ec"]

Finally, Olija is also incredibly short. The campaign took me a little under four hours to complete the first time through, and while there are collectibles to seek out, most areas that contain them lock upon completion so you often can't return to scour for any secrets you missed the first time through. It really is four hours well spent, but it certainly left me wanting either more to see or a good reason to replay what I'd already seen.

Score a Free King Slime For a Limited Time as Dragon Quest Tact Launches Worldwide

Posted: 28 Jan 2021 06:00 AM PST

Partner Content by Square Enix SE Logo[poilib element="accentDivider"] This is a special advertising section. Read more about IGN's policies in our Standards and Practices. Dragon Quest Tact, the strategic mobile monster battler from Square Enix, is now available worldwide for Android and iOS devices after amassing over 10 million free downloads since its July 2020 debut in Japan.

Introducing a new form of grid-based combat to the long-running RPG franchise, Dragon Quest Tact challenges players to recruit, train, and customize a roster of iconic monsters from across the series' many instalments. To celebrate the worldwide launch of this tactical RPG, Square Enix is offering a free King Slime for a limited time to bolster players' starting line-up with a touch of regal class and power.

From the series' signature adorable Slimes, Sabrecubs, and stalwart Golems to the fiercer Hybirds, Killing Machines, and fire-flinging Dragonlords every monster has a place as players battle to save the world of Orchesterra from the machinations of the dark lord.

[youtube clip_id="TS9tOk7Y00w"]With simple controls and a tactical grid-based battlefield view, players can orchestrate the movements and attacks of their team of monsters to outwit foes and overcome challenges. Assembling a team of monsters with complementary abilities is key, with a mix of single-target, area-of-effect, and status imbuing powers necessary to succeed.

Using resources and Gold collected through battle or purchased via the shop, monsters can be upgraded to gain ranks, making them more competent combatants by increasing their toughness and enhancing their abilities. This in turn leads to match-ups against more hardy foes and the opportunity to further grow the roster of available monster allies.

Each monster belongs to a family subclass and fulfils a specific role in the team. The smiling Slime that first made an appearance in the original 1986 Dragon Quest is, as you might expect, part of the Slime Family and is an early attack-focused ally. Dragon Quest III's devious Cannibox is a debuff role monster that hails from the Inorganic Family and provides support to bamboozle enemies, while the Demon Family Dracky prefers magic to getting its wings dirty in melee combat.Dragon Quest BOARD Tactical Gameplay Static

From Beast and Nature, to Dragon and Undead, the different monster family types all feature a number of familiar faces that fulfil various roles including Attack, Defense, Magic, Support, and Debuff. Training and upgrading your monster roster is vital, giving lower-ranked monsters the opportunity to shine as you progress through the narrative Adventure mode.

The Battle Road ensures that monsters of all rarity levels and strengths have a role to play by presenting challenges to tackle using specific allies. Battle Roads feature original stories and are best approached with a large and varied roster of monster allies that can be freely obtained through play.

The visual identity of these monsters is provided by Akira Toriyama, who worked on the original Dragon Quest monster design, and is complemented here by the iconic Dragon Quest score composed by Koichi Sugiyama. This ensures that Dragon Quest Tact has the distinct look and sound of the classic series and it is underpinned by game direction from Yuji Horii, whose vision created the Dragon Quest series that first debuted 35 years ago.

Recruit and train monster allies to outwit enemies and uncover the secrets of the dark lord in the fight for Orchesterra, Dragon Quest Tact is now available via free download on Android and iOS devices. The King Slime monster ally is available as a free log-in bonus for a limited time.

2021_BlueSky_Launch alt1200x628

Control: Ultimate Edition's Lack of Save Transfers and PS Plus Announcement Has Upset Fans

Posted: 28 Jan 2021 05:52 AM PST

Control: Ultimate Edition's lack of next-gen save transfers and recent addition to the PS Plus line-up has frustrated players who bought the game early to get a later upgrade. Last year, Control's publisher caused controversy by announcing that only Control: Ultimate Edition, a newly-released version of the game, would receive a free upgrade from current to next-gen platforms. With the current-gen version of the Ultimate Edition released last year (and the next-gen version subsequently delayed into 2021), many seemingly paid for the game with a view to waiting to upgrade and play the next-gen version later. Compounding the problem, Ultimate Edition for PS4 was recently discounted on the PS Store, leading to more players buying the game in order to secure a next-gen upgrade. However, when the PS5 Ultimate Edition was announced for a February 2 release, it was revealed as a day-and-date release for PS Plus, offering a free download in return for the monthly subscription. The move has left many players who paid in advance for the next-gen version upset at the surprise announcement of a far cheaper method of purchase. To add to the problems, Remedy subsequently announced that save files from the last-gen versions of Control could not be carried over to the next-gen Ultimate Edition, meaning those who started the game on their old consoles will need to restart entirely on their PS5 or Xbox Series console. Remedy communications director explained that, "The version of our engine in the next-gen Control is way different to the version used in the previous gen Control.  Long story short, lot of changes in things like how we handle data etc." In a separate tweet, he added that save file transfer would not be added in a future patch. The moves have left some fans frustrated by the lack of communication, and wishing they'd known ahead of time that they would need to play from the start of the game on next-gen, and could have even had that version for free as PS Plus subscribers. Some have requested refunds for their earlier purchase. Many have pointed out that when 'shark-PG' Maneater was added to PS Plus, subscribers who had recently bought the game were automatically refunded. We've contacted Control publisher 505 Games for comment. Control was IGN's 2019 Game of the Year, and our Control review said it "creates a captivating, oddball world that never loses the thread of its supernatural tale." The Ultimate Edition of the game adds a 30 FPS graphics mode with ray-tracing, and a 60 FPS performance mode on PS5 and Xbox Series X. [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.

Tesla’s New Cars Can Run The Witcher 3 on Their 10-Teraflop Gaming Rigs

Posted: 28 Jan 2021 05:16 AM PST

Tesla has unveiled refreshed versions of its Model X and Model S cars, revealing that both are equipped with gaming hardware supporting "up to 10 teraflops of processing power". This theoretically puts a car within the ballpark of a new generation console. The Tesla models, priced in excess of $80,000 and shipping in March, are fitted with hardware to power Tesla Arcade, an in-car gaming system that is already available in current Tesla models. The difference is that previous models are only able to run less demanding games such as Cuphead and Cat Quest, while the promotional materials for the new Tesla models show The Witcher 3 displayed on the 17" central console. This suggests a significant step up for the car's gaming potential. [ignvideo url="https://www.ign.com/videos/2016/05/26/the-witcher-3-wild-hunt-blood-and-wine-review"] Specifics on how powerful the car's gaming rig is isn't easy to tell, as the quoted "up to 10 teraflops of processing power" can't be directly translated to the power of a PS5, which is capable of 10.28 teraflops. The accompanying components must also be taken into account, and Tesla has offered no details on the full specs of the hardware. It's unclear if Nvidia or AMD GPUs are being used, or if it all comes from Tesla's own system-on-a-chip. And while The Witcher 3 is an impressive game by… err… car standards, it's very much a last-gen experience now. Theoretically, though, the system in the new Teslas is capable of strong gaming performance. [caption id="attachment_2466529" align="alignnone" width="1280"]The Witcher 3 on the new Model S's Tesla Arcade. The Witcher 3 on the new Model S's Tesla Arcade.[/caption] Scant details about the gaming system can be found on both the Model X and Model S pages on the Tesla website, under the Interior Feature Details section. Tesla Arcade will support wireless controllers for gaming from any seat, played through two entertainment displays are located in the center console and between the front seats for rear passengers. Presumably games can't be played on the main 2200x1300 resolution center screen while driving, for obvious reasons. Tesla owner Elon Musk previously teased the idea of playing The Witcher 3 in a Tesla on Twitter, with thousands voting in his poll to say they'd like to do such an absurd thing. Just days later, we got this news. While unconfirmed, the use of The Witcher 3 in the official marketing images suggests that Witcher developer CD Projekt is bringing the game to Tesla Arcade. To play games, including The Witcher 3, in your car without spending $80,000+, might we suggest the more reasonably priced Nintendo Switch? It's even getting a new Red and Blue Mario-themed version, which will go nicely with any car sporting red or blue paintwork. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Cyberpunk 2077: CD Projekt Fixes Game-Breaking 1.1 Patch Bug

Posted: 28 Jan 2021 04:49 AM PST

Update 28/01/2021: CD Projekt Red has released a Cyberpunk 2077 hotfix that, among other things, fixes the widespread new bug in the Down on the Street quest, which would halt all player progress. Hotfix 1.11 is available now on all consoles, PC, and Stadia, and is designed to alleviate two issues created by the major 1.1 patch. "A bug in Down on the Street quest has been fixed", read the patch notes. "It occurred for some players during a holocall with Takemura, when using a save made on version 1.06 with Down on the Street quest in progress at "Wait For Takemura's call" objective. After loading such a save on version 1.1, the holocall would lack dialogue options and block interactions with other NPCs." The second bug is less 'fixed' than 'reverted', with item randomization restored to how it was calculated before patch 1.1. The bug had been seemingly causing found items to fail to randomize properly, meaning they didn't scale with player levels, rendering loot useless in some circumstances. [ignvideo url="https://www.ign.com/videos/2021/01/08/5-best-pc-mods-to-help-fix-cyberpunk-2077"] [poilib element="accentDivider"] 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:
  • Load a gamesave before Takemura and V leave Wakako's office.
  • Finish the conversation with Takemura outside the office right away
  • Right after the finished conversation and when the quest was updated, skip 23h.
  • See if the holocall triggers and the dialogue with Takemura starts
[widget path="global/article/imagegallery" parameters="albumSlug=the-best-and-worst-reviewed-games-of-2020&captions=true"] No timescale's been given for a full fix, but we'd hope to see a hotfix soon, given the severity of the problem. If you do have the bug, and no earlier save to revert to, it appears you'll be playing the waiting game until that fix is released. Cyberpunk 2077 has had an extremely troubled launch, with more fixes to come before a promised next-gen update arrives in the second half of 2021. CD Projekt Red studio head Adam Badowski recently responded to a report on the game's development to contextualise its 'fake' E3 demo, and cut features. Despite the game's woes, it's reportedly still seen the biggest digital game launch of all time. [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.

The Division 2 Gets a Next-Gen Upgrade Next Week

Posted: 28 Jan 2021 04:42 AM PST

The Divison 2 will receive an update next week, bringing 4K resolution and 60 frames per second support for next-gen consoles. The news was revealed in a tweet from user JohanLnh, a Ubisoft Community Developer for The Division 2. Johan was replying to a fan asking about the potential of a forthcoming 'State of the Game', which is where The Division 2's developers take part in a livestream to provide fans with updates about the game. "No State of the Game tomorrow," the tweet reads. "TU12.1 releases on Feb 2nd with the Resident Evil Apparel Event, a rebalance of the Optimization Station cost as well as 4K 60 FPS support for next-gen consoles." [ignvideo url="https://www.ign.com/videos/2019/03/23/the-division-2-review"] So while there won't be a State of the Game this week, there is a title update coming to The Division 2 on February 2, which will bring support for 4K resolution and 60 FPS on next-gen consoles, the PlayStation 5 and Xbox Series X and S. The update will also bring with it some special Resident Evil apparel items, including weapon skins, arm patches and outfits. This is part of a collaborative promotion that will run from February 2 to February 15. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Resident Evil Village Actress Jeanette Maus Dies, Aged 39

Posted: 28 Jan 2021 04:24 AM PST

Resident Evil Village voice actress Jeanette Maus has died at the age of 39 following an eight-month battle with colon cancer. Maus, who played several characters in Capcom's upcoming Resident Evil game, including one of the witch sisters that makes up the daughters of the House of Dimitrescu, also suffered from Crohn's disease and had contracted COVID-19 last year — details which were outlined by her fiancé, Dusty Warren, in a GoFundMe campaign that was set up to help cover her medical expenses at the time. Per Deadline, Warren confirmed her passing in a statement on Facebook. "It is with a shattered-yet grateful-heart that I inform you that Jeanette Maus passed away late last night due to complications of cancer," he reportedly wrote. "I'm really sad, but I'm super proud of her. She fought so hard, with tremendous grace and optimism, inspiring myself and I'm sure many of you." Capcom, the developer and publisher of the best-selling video game franchise, paid its condolences on Twitter. "We here at Capcom R&D 1 are deeply saddened to hear about the passing of Jeanette Maus, the talented actress who helped bring several different characters, including our witches to the world in Resident Evil Village. Our hearts go out to her family and loved ones." In an Instagram post after her passing, the account for drama school John Rosenfeld Studios said Maus had "been part of the JRS family for almost a decade and became part of the studio's DNA as a student, teacher, coach and friend. Jeanette was truly an artist, and felt truly grateful to live as an artist. She had an indomitable spirit and was hungry to be the best person, the best teacher, the best friend and the best actor she could be. "The world lost a force of nature and we will be feeling that for a long time. We are lucky to have known her, and she has touched all of us that knew her. The enormous pain I feel right now is soothed by the fact that I get to witness how much you saw her and appreciated her. Because it would have been a shame if you had missed it. We will make sure that we honor her and we will keep her in our hearts." As both an actress and a producer, Maus' on-screen credits included Charm City Kings and My Effortless Brilliance, together with Lynn Shelton's Your Sister's Sister. She will appear as one of the voice talents behind the cast of characters in Resident Evil Village, the upcoming sequel to Resident Evil 7: Biohazard. All of us at IGN offer our condolences to Maus' family and friends. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Assassin's Creed Valhalla's Collector's Edition Holds a Wild Mystery - and Fans Just Solved It

Posted: 28 Jan 2021 03:43 AM PST

A team of dedicated Assassin's Creed secret hunters have solved a wild mystery found within the bonuses included in the Assassin's Creed Valhalla's Collector's Edition. In early January, Access the Animus released a video talking about how they had decoded the ancient Isu language found in-game and then applied what they had learned to translate a series of corresponding Isu words such as "hidden inside", "this lake" and "now" that can be found on the packaging of the Assassin's Creed Valhalla Collector's Edition. Already a staggering achievement, the team pressed on to see if they could unravel any more secrets, as it felt like the mysterious terms had to lead to something. In the meantime, user JorRaptor posted a video to YouTube showing players how they can find a secret Isu Bow called Nodens' Arc in-game, by smacking a non-descript unbreakable patch of iron ore, exiting the game and reloading your save. But as revealed by Valhalla Narrative Director Darby McDevitt on Twitter, this was just a "brute force" way to solve a more complex mystery. The proper steps were still hidden, but have since been unravelled. Spoilers follow for Assassin's Creed Valhalla [poilib element="accentDivider"] Access the Animus took note of the Isu Bow find and correlated what they had already found, unravelling the full mystery in a recent video. A sentence discovered on the Collector's Edition box that remained untranslated read "The Key Is The ..." The missing word was present on another part of the box, underneath a drawing of a crow. Perplexed, the team eventually discovered that the secret sword Excalibur was hidden within the Crow drawing, and took this to mean that the symbol meant 'Sword,' so "The Key is the Sword". As it happens, the in-game description for Excalibur mentions how it can "break anything," which further fueled the mystery. Now that they knew what to do, Access the Animus then noticed a series of seeming Isu numbers on the game's box, that could be used as co-ordinates that may lead to the unbreakable ore. This part of the translation remains unsolved, but here's where it gets really wild. As discovered in the 'Brute Force' method, the location of the rock is in the middle of a lake in Valhalla's Northumbria, and fans found out that the lake looks a lot like the island of Singapore. Ubisoft has an office in Singapore, and as it turns out, you can pinpoint the location of the unbreakable ore based on the real-world location of the Ubisoft Singapore office. This is yet to be confirmed by Ubisoft, but Access the Animus points out that this section of the map was worked on by that specific studio, and the Isu language was designed by Ubisoft designer Antoine Henry, who works out of Ubisoft's Singapore office. [ignvideo url="https://www.ign.com/videos/2020/11/09/assassins-creed-valhalla-review"] But you can't just hit the ore with Excalibur and expect to receive the bow, as Access the Animus found out players must strike it at an exact time. Previously, the community had found and translated the word "now" by assembling the Collector's Edition Lithographs so that they would display a symbol, but what was missed was that the symbols themselves were the actual mystery. When pushing the lithographs together, Access the Animus found that the symbols covered a picture of the sun, which led them to believe that the "now" prompt was alerting them to the time of day they should strike the ore. Sure enough, you have to hit the ore exactly at sunset with Excalibur, and then you'll get the Nodens' Arc legendary bow. With that, a fascinating mystery was solved. Massive props must be given to the community for cracking this wonderfully complex secret, one that could have easily gone unsolved for years without the work of dedicated fans. In other Assassin's Creed Valhalla news, here's how to find and unlock the Excalibur Greatsword if you wish to complete the secret yourself. We reviewed the game upon launch, scoring it an 8 and calling it "impressive on multiple levels." [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Capcom Sees Record Q3 Profits Thanks to Monster Hunter and Resident Evil

Posted: 28 Jan 2021 03:33 AM PST

Capcom's latest earning report details a record Q3 for the company, with high sales over the last nine months having been fueled by Resident Evil 3 and the continued success of Monster Hunter: World. A press release from the company states that net sales for Capcom are up 22.6% and operating income is up 32.2% year-over-year. Net sales amounted to a healthy 64,867 million yen, putting the earnings per share of the company at 164.15 yen, up from 122.39 yen in 2019. This covers the period April to December 2020. [ignvideo url="https://www.ign.com/videos/2020/04/03/resident-evil-3-final-review"] During the third quarter, Capcom experienced growing sales of Resident Evil 3, which released at the very start of the financial year in April 2020. It has now hit 3.6 million sales. Meanwhile, 2019's Monster Hunter World: Iceborne continued to sell well in 2020, and now has topped a cumulative 7.2 million units sold. On the business side of Capcom, a sale and profit increase was seen due to the release of a Monster Hunter: World-branded pachislo casino machine in November. "As a result, Capcom achieved the highest profit at all levels for the end of a third quarter in company history," stated the press release. As detailed in the financial results presentation, the impact of COVID-19 has been considered 'negligible'. Capcom also notes that there is "limited impact" from the recent data security incident, and that an investigation into the scope of the damage is ongoing. [widget path="global/article/imagegallery" parameters="albumSlug=monster-hunter-rise-20-new-screenshots&captions=true"] The company's success has led to it raising its full-year earnings forecast, with the belief that shares will come in at 196.72 yen. Capcom's next year is already set to be exciting, with The release of Resident Evil Village and RE:Verse in May, and the new Switch-exclusive Monster Hunter Rise in March. Demos for both are available already, with the Monster Hunter Rise demo on Switch and the Maiden demo for Resi Village on PS5. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Destruction AllStars State of Play Details Game Modes, Currency, and More

Posted: 27 Jan 2021 04:15 PM PST

Destruction AllStars received its own State of Play today, detailing game modes, currency, hero abilities, the challenge series, and much more for this PlayStation exclusive launching on PlayStation Plus on February 2, 2021. Destruction AllStars' State of Play was revealed alongside the PlayStation Plus games for February 2021, a list that includes this new title from Lucid Games. This 8-minute deep dive began by discussing the game's three types of vehicles. The first is all about speed, which can drift and take corners like no other. The second is all about agility and was built specifically for giving the maximum amount of control. The third type are the heavy vehicles and can endure the most damage. [ignvideo url="https://www.ign.com/videos/2021/01/27/destruction-allstars-state-of-play-video"] These cars are disposable by design and you are meant to constantly be jumping in and out of vehicles to earn points and destroy your opponents. When you are evading, wrecking enemies, and getting pick-ups, you will be charging both your hero vehicle ability and hero ability, each which are unique to the one of 16 characters you choose. The State of Play revealed Lupita's trail of fire abilities that damage all in their wake, while Shyft's are more strategic as they can turn them invisible and allow them to disappear from the mini-map. All heroes will be able to move faster and double jump while in hero mode. Inside or outside of hero mode, all heroes can wall-run, vault, vault-boost, ricochet off walls, dodge, and more. [widget path="global/article/imagegallery" parameters="albumSlug=destruction-allstars-game-modes-reveal&captions=true"] We also got a look at a few of Destruction AllStars' modes, which were revealed last year. The three modes showcased were Carnado, Stockpile, and Gridfall. Currency was also discussed, and it's comprised of both All-Star Coins and Destruction Points. All-Star Coins are earned by playing online and earning XP, while Destruction Points can be purchased from the PlayStation Store. Following launch, there will be daily and weekly challenges players can compete in to earn Destruction Points. Lastly, the Challenge Series was teased, which focus on a single all-star and their rival. Besides getting a "little bit of backstory and motivation," there will be unique challenges and gameplay and it will all culminate with a final showoff against their rival. [ignvideo url="https://www.ign.com/videos/2021/01/21/destruction-allstars-meet-your-allstars-trailer"] [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.

Activision Responds to Reports It Pushed Back Against Diversifying Its Hiring Practice

Posted: 27 Jan 2021 03:28 PM PST

Update 1/27 4:49 pm PT: Activision Blizzard reached out to provide a response to today's report claiming Vice "mischaracterized" the SEC filing made by the company's attorneys. In this new statement, Activision Blizzard says its objections were "rooted in the fact that the AFL-CIO proposal failed to adequately consider how to apply these practices in all of the countries we operate in." The AFL-CIO is a federation of labor unions and is based in the United States. The organization is affiliated with the International Trade Union Confederation, and several affiliated unions do cross borders into Canada. IGN has asked Activision Blizzard to clarify whether the AFL-CIO specifically requested these hiring rules to be applied across all of Activision Blizzard's international businesses, or just ones based in the United States. Here's Activision Blizzard's full statement below:
Activision Blizzard is committed to inclusive hiring practices and to creating a diverse workforce; it is essential to our mission. Vice completely mischaracterized the SEC filing made by our outside attorneys. In fact, our hiring practices are rooted in ensuring diversity for all roles. We engage in this aggressively and successfully. Our objection was rooted in the fact that the AFL-CIO proposal failed to adequately consider how to apply these practices in all of the countries we operate in. Our games have uniquely influenced popular culture and have helped to increase tolerance and inclusion through their connectivity as well as the heroes we portray and our stories that celebrate diversity, equity and inclusion in so many powerful ways. In order to ensure that our games stay true to our mission--to connect and engage the world through epic entertainment--we require that all candidates of all backgrounds, ethnicities, genders, races and sexual orientations are considered for each and every open role. We aggressively recruit diverse candidates so the workforce provides the inspired creativity required to meet the expectations of our diverse 400 million players across 190 countries. We remain committed to increasing diversity at all levels throughout Activision Blizzard worldwide.
[poilib element="accentDivider"] Original Story: A new report has found that Activision Blizzard is resisting the adoption of a hiring practice that would require the company to interview at least one candidate who is a qualified woman or minority candidate. Activision Blizzard, via its attorneys have called this practice "unworkable." In a new report from VICE, the AFL-CIO, the largest labor federation in the United States, submitted a shareholder proposal to Activision Blizzard and Electronic Arts (EA) requesting it adopt a hiring policy that would require each company to include women and people of color in its initial pool of potential candidates. The AFL-CIO is a shareholder in both Activision Blizzard and EA, and the letter request was sent to the Securities and Exchange Commission (SEC). [ignvideo url="https://www.ign.com/videos/2020/02/24/marvels-kevin-feige-almost-quit-over-lack-of-diversity-while-making-avengers-says-mark-ruffalo-ign-news"] The proposal is modeled after the Rooney Rule in the National Football League. Adopted in 2003, the rule required NFL teams to interview at least one non-white candidate for a coaching job. VICE reports that the rule was later expanded to include women and other marginalized candidates. Activision, a company of over 9,000 employees and the makers of some of the biggest games like Call of Duty Black Ops: Cold War and World of Warcraft: Shadowlands, has reportedly chafed at this proposal. It has taken measures to exempt itself by claiming that these guidelines are excluded from the SEC's guidelines for shareholder proposals. Furthermore, a letter by Activision, obtained by Motherboard claims, "While the Company has implemented a Rooney Rule policy as envisioned [for director and CEO nominees], implementing a policy that would extend such an approach to all hiring decisions amounts to an unworkable encroachment on the Company's ability to run its business and compete for talent in a highly competitive, fast-moving market." Activision claims that this proposal violates SEC guidance as a way for a shareholder to "micromanage" the company. In a statement to VICE, EA says it will "consider the stockholder proposal" with its Board of Directors. It should be noted that these proposals are legally non-binding. What they end up doing, however, is to highlight issues and pave a way forward for a company to address them. But Activision appears to get ahead of having these discussions altogether. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN. You can reach him on Twitter @LawofTD.

No comments: