Game Informer |
- WWE 2K22 Steps Into The Ring In March 2022
- Rubber Bandits: Summer Prologue Aims To Serve Up Party Fun
- Crush 40 Guitarist Jun Senoue Talks The Band's Creation And The Evolution Of Sonic Music
- Double Fine Revives Its Beloved Platformer With Psychonauts 2
- Neill Blomkamp On Getting His Ear Blown Off Shooting Halo
WWE 2K22 Steps Into The Ring In March 2022 Posted: 21 Aug 2021 06:06 PM PDT Tonight's SummerSlam event saw a new teaser video for WWE 2K22. 2K Games has been largely silent about the game since it debuted during WrestleMania 37; the publisher hadn't even divulged what platforms it's available. Now fans have a new peek at the anticipated title, but the most surprising update is that the game won't be coming until next year. WWE 2K22 is launching in March 2022. Although the game never had a confirmed release window, many expected it to arrive this year given every entry since WWE '13 (excluding Battlegrounds) has launched in October, and the franchise as a whole always maintained a Fall release cycle. 2K22 will have the first March release since the original WWF Smackdown game (which shares the same lineage as the 2K games). Furthermore, 2K will host a deep dive into 2K22's features, modes, and reveal the cover superstar in January. Click here to watch embedded mediaThe change is surprising but the extra time should only help as there's a lot of pressure is on 2K22 to be great. The game is the first mainline WWE sim since WWE 2K20's disastrous launch in 2019. Riddled with bugs, some of them game-breaking, 2K20 was so poorly received that it forced 2K to put the series on hiatus for the first time to give developer Visual Concepts additional time to course-correct. The pandemic was likely another factor, given these games require wrestlers to visit the studio for body scanning and sometimes motion capture. Unless something changes, this will be the second straight year without a WWE 2K game and the first in decades without a significant WWE release. We look forward to the game's full reveal in January and are curious to see if this will be the release cadence from now on. To see more of WWE 2K22, check out these recently-revealed screenshots of Edge. If comments are still showing as disabled, a site update is happening on our side that has caused a temporary takedown. We hope to have them back up and running soon so our community can go back to sharing their thoughts with us about everything gaming-related!
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Rubber Bandits: Summer Prologue Aims To Serve Up Party Fun Posted: 21 Aug 2021 01:30 PM PDT Publisher: Flashbulb Developer: Flashbulb Platform: PC If you have a few minutes and you're looking to party this summer (Yes, there's still a little bit of summer left) grab a few friends for sharks, squirt guns, and shopping carts. While the full Rubber Bandits game doesn't have a release date yet, the summer prologue demo is on Steam and free-to-play. In this case, free-to-party. Combining a few different genres, primarily the physics-based brawler (i.e., Gang Beasts) and party titles like Mario Party, the combination is worth a shot if you're surfing Steam for something for you and your Discord crew. Click here to watch embedded mediaAfter you pick your wacky-waving character, use those flailing limbs to pick up and throw around pretty much everything in the environment to land a win. As with many other games that fall into the party category, it's better to bring friends with you to start a game. Weird weapons are always cool to see explored in games, and Summer Prologue has a plethora of them. There's a bunch of traditional items to slam your opponents with, but a host of off-the-wall items keep one remembering that this is, in fact, a party game. The shark-in-a-shopping cart is the show-stealer, essentially an object that can be moved around and eats anything that wanders within range. Protip: Don't be in range, ever. Water balloons, ice guns, dead fish, soda cans, there's a bunch of stuff to use in Summer Prologue that fit the scene and the spontaneity that Flashbulb is going for here. You can even take on your opponents with a piece of bread. Yup, a hard baguette. Ow! ![]() Different environments and stages keep things going even after you've mastered the art of throwing various objects around. Environmental foibles like bouncy bars add new elements as you attempt to keep your character grounded to aim up a lethal throw, but get ready to be airborne and trying helplessly to maintain control of your character. This demo or prologue only features brawl mod, so it's kind of a bite-sized look forward for Rubber Bandits. The entire game contains (and focuses on) a heist experience combined with these aspects, so it will likely be quite different from the summer prologue. But if any of the other elements seem interesting to you, it's there for free to pop into on Steam for some shark-in-a-shopping cart adventure.
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Crush 40 Guitarist Jun Senoue Talks The Band's Creation And The Evolution Of Sonic Music Posted: 21 Aug 2021 12:00 PM PDT The early Sonic games were renowned for their music, so when the sound changed from its more traditional video game-style fare as heard on Genesis and Sega CD to the hard rock music that floods the soundtracks of modern Sonic games, it was a big risk. However, Sega was able to effectively usher in the modern era of Sonic music thanks in large part to Crush 40, a band fronted by vocalist Johnny Gioeli and guitarist Jun Senoue. Gioeli, a longtime rock veteran, has fronted several bands including Hardline and Axel Rudi Pell, while Senoue began working on Sega's sound team on games like Sonic the Hedgehog 3 and Sega Rally 2. While fans of the modern era of Sonic games are familiar with the band's many tracks, which include beloved songs like "Open Your Heart," "Live & Learn," and "Sonic Heroes," new or lapsed fans had an excellent excuse to dive into the sounds of Crush 40 during last month's Sonic Symphony 30th Anniversary concert (you can watch the whole thing here). Following the positive reception of that virtual performance, we reached out to Senoue to learn more about his time working in games, the formation of Crush 40, and the band's biggest hits. ![]() Prior to starting work on the Sonic franchise, what were your impressions of the music in the games to that point? When you first started working with Sega on the Sonic games, you said that you used to have to send demos to the U.S. by boat, then they would give comments via fax. How did that process evolve over time as technology grew more advanced? Both the development team and I were in Tokyo when we worked on Sonic Adventure, and we worked on Sonic Adventure 2 and some other titles during our San Francisco days. I worked with the development team very closely, so we all exchanged opinions on game design, structures, characters, story, and music every time. After all, it's all about communication. If you can communicate with the team members in a good relationship, I don't think there is any problem since you can send the data anywhere in the world nowadays. When Sonic made the jump to true 3D with Sonic Adventure, the soundtracks also evolved in impressive ways. What were the discussions like when talking about the direction the soundtrack should go with this new era of the franchise? How did you go about forming Crush 40? How did Johnny Gioeli's name enter your mind to be the vocalist of the band, and how did you go about recruiting him? ![]() When you're making music not only as a rock band, but as a group contributing music as part of a game development team, what does the writing and creation process look like? How does that process differ from when you're creating a song not for a video game soundtrack? Crush 40 has had some incredible, popular tracks tied to the Sonic franchise, but "Live & Learn" from Sonic Adventure 2 is perhaps the most beloved. Do you recall any early impressions you, the band, or Sega/Sonic Team had of that song when they first experienced it? It's a somewhat rare occasion to see Crush 40 perform live, but when you do have the opportunity to perform in front of a crowd, what does it do for you to see the fans react in person? We've been unable to have live performances with packed audiences for more than a year now, but the Sonic Symphony livestream allowed Crush 40 to perform a virtual concert to more than a million viewers. What was putting that show together like, and how was the reception from your perspective? What does the future of Crush 40 look like? Are you working on any new music at this time? For more on the 30th anniversary of Sonic the Hedgehog, check out our interview with head of Sonic Team Takashi Iizuka about all of the announcements the team made during the Sonic Central presentation in May here. You can also watch the full Sonic Symphony performance (at the end of which Jun Senoue and Crush 40 performed) here. Finally, if you'd like more historical looks at the Sonic series, including why the series experienced such a downturn, why Sonic 2 was Sega's great hope, and how Sonic made the leap to Nintendo platforms after the Dreamcast was discontinued, check out the articles listed below.
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Double Fine Revives Its Beloved Platformer With Psychonauts 2 Posted: 21 Aug 2021 10:00 AM PDT ![]()
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Neill Blomkamp On Getting His Ear Blown Off Shooting Halo Posted: 21 Aug 2021 09:21 AM PDT Neill Blomkamp has a new film coming out called Demonic that aims to bring the realm of the supernatural to the forefront in a terrifying way, but before that there were adventures like Chappie, District 9, and a few live-action shorts for games such as for Halo and Anthem. Originally, Blomkamp was set to create a full Halo universe, but scheduling conflicts forced him to pull out of the project. With the Halo TV series coming soon from Showtime, he reflected on his time on set and how he had to get emergency surgery in an admittedly the most badass way. We sat down with Blomkamp to learn more about his new role at Gunzilla Games creating a unique AAA shooter experience, his feelings on the film industry in relation to gaming, and more. That being said, there was one story that stood out to me uniquely because of my love for Halo, and that included the unforeseen working hazards of working on a property like this. When talking about what future plans are shaping up to be at Gunzilla Games for other games, he mentioned that right now 100 percent of the focus is purely on the current project. That being said, when asked if he'd ever revisit Halo, he responded, saying, "I don't think I'd ever be able to revisit Halo from a game perspective, since that IP is so carefully controlled by Microsoft and how it gets made as part of an ecosystem. But I am just a huge fan of Halo." He added, "I obviously got really into it when we were going to make the feature film, so I was really, really into the world of it. But I am excited to see the Showtime show. I was part of that team that pitched the show to [the company] and I was involved in that but ended up leaving. At that time, I was working on a film and couldn't stay, but it looks like they're moving forward with it and they have an amazing lead for Master Chief (Pablo Schreiber), I'm such a fan of him as an actor. I think it's going to be really awesome." He also opened up about the past short film he made for Halo back with Bungie. "It was actually super fun to make, actually. I love shooting that. It was something to do with Bungie that I made this video like way back when Bungie was involved with the film and games, and you know what? I think I'm the only person that can say this, I honestly believe it's true, that I'm the only person who has bled real blood on a Halo Warthog while in some form of combat." And this is where it gets really cool. OK, sure, it sounds a little gross and gruesome, but also ... think about it. What a cool story to tell. When talking about bleeding that real blood, he reflected on the injury that lead him to need to get his ear actually rebuilt with a prosthetic. Wild, right? "I had to have my right ear re-built with a prosthetic with plastic surgery, it completely destroyed my right ear making these shorts. I was physically in the Warthog," he reminisced. "There was the read gun on the mound, which was locked in place. Because it was a pin release, you can swivel it on its head. I remember it was locked because we had stunt drivers driving it and I was strapped down in the rear with a camera. And the director of photography was strapped on the other side with his own camera and we were filming pieces of that short film. Then the stunt driver hit a bump at really high speed and launched both of us up out of the back of the Warthog. Based on how we hit the bump, I was thrown right into the gun. So the lockdown rotating gun, which is solid steel gear, mind you, and it just offs a piece of my ear. So then the medic on set had to take me out, we finished shooting and that night I had to go get plastic surgery." He laughed, adding, "Oh my god, yeah. It was quite intense. It was fun, though. I love those pieces, but there was a whole bunch of crazy sh*t that happened on those shorts, just a couple of really weird things." When I asked him to tell us everything because I was loving getting to gush about Halo, he simply responded, "Let's just sum it up to being able to say it was a really fun shoot. Yeah, it was fun..." To learn more about Blomkamp's new role in the games industry and what's next for the creative, check out our previous interview with him right here! You can also watch check out his new movie Demonic for yourself when it arrives on August 20, 2021. If comments are still showing as disabled, a site update is happening on our side that has caused a temporary takedown. We hope to have them back up and running soon so our community can go back to sharing their thoughts with us about everything gaming-related!
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