Platinum Announces New Game, Releases First Trailer

PlatinumGames has officially announced its first self-published game, Project G.G. Directed by Hideki Kamiya, it will be a spiritual follow-up to Viewtiful Joe and The Wonderful 101.

Project G.G. (a working title) will be a ‘giant hero’ game in the vein of Ultraman. No platforms or release date have been announced – in fact, Kamiya says “the finish line is still a long way away”. The initial teaser trailer, below, shows a man (from the viewpoint of an excellent dog) transforming to fight a kaiju amid a cityscape:

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Project G.G. is a major step for Platinum, which has always partnered with publishers for its work until recently. While the Kickstarter for The Wonderful 101 on Switch was a start, this is the developer’s first fully self-published title, and it will be developed at a new 100-person studio in Tokyo that Platinum is currently staffing up.

In a message to fans, Hideki Kamiya said: “In the fourteen years since we founded this company, we’ve worked towards the dream of making and releasing a game based on a Platinum intellectual property. Now, we’re finally stepping up to that starting line.”

He explains that because of restrictions based on other companies owning Platinum’s work, sequels and new platform releases have historically been hard or impossible for the developer to push through.

“Project G.G. is different”, he goes on. “Unlike any of the games we’ve made so far, it’s going to be a 100% PlatinumGames title. For everything from its setting and characters, to its game design and story, to how it’s promoted – PlatinumGames is in full control.”

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Project G.G. is the second of four game announcements teased on the Platinum website – it’s not clear when we’ll hear about the others.

The first was a release for The Wonderful 101: Remastered, and we also found out today that that game will be released for Switch, PS4 and Steam in North America on May 19, Europe on May 22, and Japan on June 11.

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Joe Skrebels is IGN’s Executive Editor of News, and he’s very much hoping that ‘G.G.’ stands for ‘gigantic gorilla’. Follow him on Twitter.

Checking Who Uses an iPhone in Movies Could Be a Spoiler Now

Rian Johnson has let slip an industry secret about how the presence of an iPhone in a movie could serve as an early indication as to whether a character is going to be a hero or a villain.

Speaking to Vanity Fair, the Knives Out director shared a helpful tidbit for moviegoers, as he revealed that Apple imposes a strict rule that prevents their products from being used by villainous characters in movies.

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“I don’t know if I should say this or not,” he admitted. “Not ’cause it’s lascivious or something, but because it’s going to screw me on the next mystery movie that I write, but forget it, I’ll say it. It’s very interesting. Apple, they let you use iPhones in movies but – and this is very pivotal if you’re ever watching a mystery movie – bad guys cannot have iPhones on camera.”

Johnson then joked that “every single filmmaker who has a bad guy in their movie that’s supposed to be a secret” will now want to “murder” him, as he has divulged the details of a prop spoiler that could potentially help audiences to figure out the on-screen motivations of certain characters before they are officially revealed by the movie’s plot.

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While it is unknown whether any other companies operate a similar mandate over product placement, fans will now be donning their sleuthing hats to identify which character is using an Apple-branded product in Knives Out 2, though they will have to try and not get distracted by the whole new cast, mystery, and location that has been proposed for the sequel.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Asgard’s Wrath Studio Joins Facebook To Focus On Oculus VR

Asgard’s Wrath is one of the most impressive games on Oculus Rift, and Facebook appears to have great confidence in developer Sanzaru Games. Facebook purchased Sanzaru, making it part of Oculus Studios, where it will continue to work on unannounced VR projects.

The announcement was made on the official Oculus Blog, where director of content Mike Verdu said Sanzaru’s deep experience with VR and Oculus platforms gives it the ability to “readily explore a future of rich and immersive original VR content.”

Most of Sanzaru’s staff will be joining Oculus Studios as part of the acquisition, and the company will not be relocating. Its offices in the United States and Canada will continue operating, and Oculus stresses Sanzaru’s independence in the announcement.

Oculus Studios isn’t ready to confirm if Sanzaru will be developing its next project for Rift or Quest, but said it hopes “to bring those experiences to as many people as possible.” Its most recent game Asgard’s Wrath did not release for Quest, but has an impressive 88 score on GameSpot sister site Metacritic.

Despite its current specialization in VR content, Sanzaru Games has actually been a studio since 2006. It worked extensively on handheld systems like the PSP, PS Vita, and 3DS, and developed Sly Cooper: Thieves in Time back in 2013. It remains the most recent game in the series, and Facebook’s acquisition means Sony would likely have to find a new studio if it moves forward on a fifth game.

Now Playing: Sly Cooper: Thieves in Time Video Review

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Fuser Fuses Rock Band, DropMix Into One Rocking Time

Harmonix, which kicked off the music gaming renaissance via Guitar Hero and Rock Band that filled our homes with rock music, and our closets with plastic instruments, is back with another appealing attempt at keeping the beat alive. Fuser, set for launch on PS4, Xbox One, PC, and Nintendo Switch this fall, shows the clear DNA of the studio’s older games like the original Guitar Hero, while blending in some of the music mixing innovation of its recent board game DropMix, for a unique experience that looks to emphasize player choice in every aspect.

Fuser’s campaign will put players in the position of a DJ headlining a series of rocking festivals, but this is not about Harmonix finally offering up a competitor to Activision’s DJ Hero. Instead, Fuser is about, well, players fusing together tracks from the promised library of over 100 songs to keep the crowd entertained, satisfy mid-set requests, and achieve new high scores.

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You do that by mixing together different strands of each particular track on four different disc plates. Start off by choosing, say, the drumline to Lady Gaga’s “Born This Way,” mix in the bassline to Billie Eilish’s “Bad Guy,” throw in the guitar line of Blue Oyster Cult’s “(Don’t Fear) the Reaper,” and layer on top the vocals of….Smash Mouth’s “All Star,” if you’re me at least.

We Got the Beat

Each track featured in the game has four different stems (some mix of vocals, guitar, bass, keyboard, percussion, etc.) you can choose from, and outside of early tutorial-lite suggestions and requests (which I’ll get to in a bit), it’s up to you to mix and match to taste. Harmonix’s music mixing tech – something it showed off so well in the board game DropMix – is kind enough to all the artists involved to make everything sound cohesive, even in a weird mix like the one I described above. There’s an incredible joy in testing different track parts together to find a mix I really grooved with.

Though Fuser’s full launch includes a freestyle mode so you can experiment to your heart’s content, while playing a show in the campaign, as I did in the tutorial level, there are some rules to adhere to if you’re interested in scoring well. Throughout the level – which is playable at PAX East 2020 – the audience shouts for specific elements to be thrown into the mix, and completing these timed objectives contributes to your overall score.

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Requests pop up as you’re playing, with requests for an ‘80s track, or a hip-hop song, or the vocals of Lizzo’s “Good as Hell.” You can ignore them and a little text will pop up expressing their disappointment, but if you’re a score chaser like myself or any long-playing Rock Band fan, you’ll want to satisfy those requests ASAP.

Smartly, Harmonix has found plenty of little touches to evoke the key elements of music into the gameplay, since you’re not just trying to beat match a guitar riff or drum pattern anymore. For example, above your virtual DJ plates is a beat counter, measuring out the beat and tempo of the song. Dropping a new track on a beat can earn you more points, even though dropping a track on an offbeat could occasionally be an objective.

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Things get increasingly more complex, and evocative of musicality, in more difficult levels. I was shown a hands-off demo of a much later level, in which objectives included things like changing the key and BPM of a song, hitting on specific beats, satisfying a freshness meter, and more. Watching this level was like watching someone play Guitar Hero on expert for the first time — I knew pretty instantly if I took the controller I’d be fumbling requests, mixing, and more. But I could easily understand the natural progression from what I played to what I was shown, and it had me eager to train up to get there.

Your Song, Your Artist

One of Harmonix’s most intriguing selling points that I only saw a sliver of in the demo was the extrapolation of self-expression at the core of the music mixing. Harmonix really wants to emphasize the player’s power in bringing this DJ fantasy to life through a host of customizable elements. The DJ themselves is entirely customizable, including hair, tattoos, and more. Even the venue can be adjusted to your preferences, from what’s projected onto stage screens to the beach balls being bounced around the audience.

(When asked about future DLC content, Harmonix declined to state post-launch plans, instead emphasizing how fully-featured the developers are planning for the launch game to be.)

There will even be the option for players to custom-make their own loops that can be implemented as tracks instead of the officially licensed music. I only saw a brief inclusion of it in the hands-off level, but I appreciate Harmonix’s ambition to have its latest music experience revolve around player creativity, not just the creativity of the musicians included.

I’m excited by the potential of Fuser from what I saw in my demo, even if many of Harmonix’s plans were more tell than show. Still, the escalation from the tutorial to the advanced stage demonstrates a clear attempt to recapture the magic of jumping from Easy to Expert on the plastic guitar. I’m eager to chase that loop again.

Coupled with the customization options, and the joy of mixing music in an environment meant to encourage choices, and Fuser is setting the stage for a comeback I’m eager to take part in. As a longtime music gaming fan, I’m all for seeing a resurgence of it, especially if the barrier to entry doesn’t involve a lot of plastic instruments. And I can’t imagine anyone better suited for the task than Harmonix.

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Jonathon Dornbush is IGN’s Senior Editor, Podcast Beyond! Host, and The Beatles: Rock Band is one of his favorite gaming experiences ever. Talk to him on Twitter about your favorite music gaming setlists on Twitter @jmdornbush.

Harmonix Returns To Its Roots With Fuser, A Music Rhythm DJ Game

Over the years, Harmonix has become one of the premier rhythm game developers with its focus on experimenting with ways players can connect with music. Often times, this has been through the use of sophisticated peripherals and other unusual concepts, but with the upcoming Fuser, we see the developer return to their roots with a more approachable take on rhythm-action, focusing on honing your ability to read the crowd, and mastering your selection of songs.

Releasing Fall 2020 for PC, PS4, Xbox One, and the Nintendo Switch, Fuser is a music rhythm-action game focusing on the career and challenges of being a DJ. Instead of using a fancy controller resembling an instrument, you’ll stick with your controller or keyboard and mouse as you perform in front of massive crowds at a music festival. We had the chance to go hands-on with the game, and it felt like a different flavor compared to more traditional music rhythm games.

While it follows the same flow of games like Rock Band or Guitar Hero, it also injects some puzzles elements where you’ll need to figure out which piece meshes well with your current tracks. During our hands-on, we spoke with Harmonix product manager Daniel Sussman about the evolution of the game.

“We’ve been working on this for a long time, and this game has been the result of a long road,” said Sussman. “A lot of the games we’ve made have been ‘beat-match’ games, very directed, and [Fuser] is all about player expressivity and agency. We feel the world is ready for a new kind of music game.”

Looking back on the history of Harmonix, Fuser wears its influences from the developer’s past games on its sleeve. In addition to its musical style and the eclectic line-up of songs, it even has some influences from the developer’s efforts on DropMix–their table-top music game which focuses on creating mixes with cards. It was a bit daunting to lean Fuser’s mechanics at first, but I found myself getting into the game’s flow.

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On your DJ’s table, you have different slots focusing on various musical arrangements like vocals, tempo, and beat. For instance, when you place Old Town Road on the vocals slot, Lil Nas X’s lyrics will kick in and splice with the other tracks placed on the table. While you can freely put your songs on the table, it’s in your best interest to time it with the set’s beat to keep the flow and maximize your score. Throughout your set, you’ll get requests from the crowd to add in music from specific genres or from a particular era, which will keep you on your toes. Sticking with one mix for too long will cause crowd interest to drop, and if it falls too low, your DJ’s set is considered a wash.

To stay in the game, you’ll need to keep the audience’s energy alive as you create mixes on the fly from a pool of over 100 different songs. Some of these tracks include the following:

  • 50 Cent – In Da Club
  • Smash Mouth – All-Star
  • Lil Nas X – Old Town Road
  • Blue Oyster Cult – (Don’t Fear) The Reaper
  • Post-Malone – Better Now
  • Warren G and Nate Dog – Regulate
  • Lady Gaga – Born This Way
  • Lizzo – Good as Hell
  • Billie Ellish – bad guy
  • The Clash – Rock The Casbah

In addition to the single-player campaign, there’s also an online multiplayer where you can face off or team-up with other players in DJ competitions. One of the game’s most exciting online mechanics is the ability to share custom mixes online. Not only can these mixes be shared on the game’s online network, but you can work in mixes from other players into your set.

As of this time, there’s no set date for when Fuser will see a release this fall, but we’ll be seeing more of the game in the coming months. The game will also drop on the Nintendo Switch, letting you take the game on the go. During PAX East 2020, Harmonix will be showing off even more of Fuser on the show floor, which will give long-time fans of the developer a first look at the game in-action.

Now Playing: Fuser – Official Announcement Trailer

Save $300 on a New Apple MacBook Air With Amazon’s Deal of the Day

If your tax refund just came in, or you’ve been saving up to buy a new laptop, your patience and thrift are about to pay off. Amazon has a new, 256GB Apple MacBook Air on sale today for its Deal of the Day.

Apple MacBook Air Deal

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It should be noted, only the Silver 256GB variant is marked down 23%, and the smaller capacity 128GB versions aren’t part of the deal. In fact, thanks to the Deal of the Day, the Silver 256GB MacBook Air is actually the cheapest option right now, beating out the 128GB Space Gray and Gold versions by 99-cents.

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Seth Macy is IGN’s tech and commerce editor and just wants to be your friend. Find him on Twitter @sethmacy, or see him at PAX East.

Phil Spencer Talks About His Vision for Consoles Beyond Xbox Series X

Xbox boss Phil Spencer recently talked about where he thinks Microsoft will take gaming in the future, beyond the next-gen Xbox Series X, specifically when it comes to business models, monetisation, and cloud streaming services.

Spencer joined Insomniac Games CEO Ted Price for an hour-long episode of the AIAS Game Maker’s Notebook podcast to discuss “what lies ahead for Xbox and Project xCloud, thoughts on monetization,” among other topics.

One major topic centred around whether he thinks the industry will move from console wars to cloud wars in the future. “I hope not,” was his immediate reply. “I think I’m going to have a game console plugged into my television for the next decade plus,” he added. “I think the best way for me to play on my television is going to be having a device that downloads the games I want to play, but sometimes I’m not going to be in front of my television, sometimes I’m not in front of a device that has a native capability to play. That’s our bet on cloud.”

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Microsoft, Google, PlayStation, Nvidia, and the rest of the competitors moving towards game streaming services still have a lot to learn when it comes to monetisation and input, according to Spencer. But his hope is that it will encourage game developers to be more creative with their games in the future.

“Once you get through the pragmatics of making [a game] playable on [multiple screen sizes] then you get to the promise,” Spencer said. “You start talking about ‘well wait a minute, now if my game isn’t just dependent on this one piece of hardware that someone maybe bought five years ago in the home, but actually something that a large cloud provider is updating on the back end and is scalable, then what can I do with our games?’. That is a very cool future up and down. How do we scale the cloud computer to the creative experience that somebody wants to deliver?”

Spencer also thinks that rather than having one machine that plays games, in the future, we’ll have multiple devices in the home that we play games on. He looks at how he can listen to music and watch TV on a number of devices these days, whereas in the past it was just one. This is why Spencer thinks you’ll have many game-playing machines under your TV and across multiple rooms going forward.

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“One of the things that’s always bummed me out about consoles is I usually have one TV in my house that a console is plugged into… The idea that I can’t go to any TV in my house and sit down and play the games I wanna go play – we should have that ability.”

That is, apparently, what Spencer is already seeing people do with the Microsoft xCloud preview. “The number of people that send me pictures of their Android tablets that they’ve mounted in certain places and have certain controls set up,” he said. “People going out and buying specific devices so they can use remote play, or different streaming scenarios from their console to different screens. I think we’re early on in that journey. It’s gonna be fun.”

Another important part of that journey for Spencer is coming up with new business models. “Our point of view, as Xbox and Microsoft, is that there’s not one business model to rule them all. We actually think it’s healthy not only for our industry from a monetisation standpoint, but also from a creative standpoint, if multiple business models will work,” Spencer said. “I think for us as an industry we should embrace monetisation dexterity because I think it leads to the best creativity.”

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Thinking on how business models need to diversify in the future, Spencer explained that he recently went to Africa, where they have a business model based on earning credit. His example was that you watch an advert on a bus or taxi, and that earns you five minutes of time on the internet, which he called “pay to earn, or play to earn.” As to how this kind of model would work in gaming, Spencer isn’t exactly sure, but he says it could definitely work.

“Could that be a model that works in games? Well absolutely. I think it could,” Spencer said. “I dunno if it’s gonna completely mirror the business models that we have today. It’s not necessarily free-to-play, it’s not necessarily ad-funded, it’s something different.”

However, Spencer also said that he thinks game developers need to be careful when looking into new business models. He warns against finding new ways to get money out of existing players – the 200 million console owners that currently exist – as that’s not actually growing the business and is “dangerous” for the industry. Instead, he urges towards attracting new players. “I think we need to find new players and new forms of monetisation to open up those new player bases, and new ways to build games, new creativity, and that’s a great path to growth,” he said.

The more immediate plan for Microsoft is get the Xbox Series X into the world as it launches in holiday 2020. So far, Microsoft has revealed features that prove the Xbox Series X will be a powerful machine with 12 teraflops of GPU power, making it capable of supporting 120fps. It’s also got a small but enticing lineup of launch games which will be supplemented by the system’s backwards compatibility. But what makes this generation of consoles different to previous ones are features like Play Anywhere and Project xCloud which, as Spencer said in the podcast, are future visions of gaming beyond the Xbox Series X.

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Chris Priestman is a freelancer who writes news for IGN. Follow him on Twitter.

Platinum Games Is Working On A New Hero-Based Action Game It Hopes Will Be The Studio’s Ultraman

The next title from Platnium Games has been revealed in the Japanese gaming magazine Famitsu, and details are now coming to light. The title, which is currently known as Project GG, will be directed by Hideki Kamiya (director of Bayonetta).

Prominent tweeter Wario64 has given an overview, based on information posted to Japanese website Ryokutya2089. Kamiya has said that the game is the third and final entry in his “hero” trilogy, following Viewtiful Joe and The Wonderful 101.

In the interview, Kamiya and producer Atsushi Inaba talk about the project in relation to their previous works; they describe Viewtiful Joe as being like their Kamen Rider, while saying that this new game will be more like their Ultraman. There are two different ways one could interpret this in translation: either the game takes some inspiration from Japanese hero Ultraman and the tokusatsu genre, or they intend for the work to be as impactful as Ultraman, which is beloved in Japan and has been hugely influential on pop-culture as a whole.

The game, which will be the first title published independently by Platnium Games, is targeting all platforms. Kamiya and Inaba indicate that there are 15 people currently working on it, but the studio hopes to scale up the project considerably to have more developers on it. The game also seems to be quite early in development, so it could be some time before it’s shown off publicly.

It’s part of the Platinum 4, following on from The Wonderful 101 Remastered, but the other projects have not been announced yet. The last project of the four is being kept top secret.

Unfortunately, we do not have screenshots or video of the game as of yet. This news is still developing, and hopefully more details will come to light soon.

On top of this, Platnium Games is also currently working on Bayonetta 3, which will be a Nintendo Switch exclusive.

Now Playing: Astral Chain Is Unlike Anything From Platinum Games

Super Smash Bros. Gets An Unusual Spirit Crossover With This Shooter RPG

In the year since Super Smash Bros. Ultimate released, it’s paid tribute to many games that aren’t represented with a character through its assist trophies, music, Mii costumes, and spirits. Still, even as the game expands out, it’s still capable of surprising us with the games that end up getting represented. Such is the case with addition of Lotus, a character from free-to-play shooter RPG Warframe, as a Spirit.

The character’s appearance was announced on the game’s Japanese Twitter account, and she’ll appear in a Spirit Board event from February 23 through to March 3.

The Spirit Board event is called “Strength not Dyed! Black Spirits,” and will feature characters–including Pokemon, a Bullet Bill, and Game and Watch characters–that are colored black all over. It’s arguably a somewhat tone-deaf theme, considering how overwhelmingly white the game’s (human) fighters are, but there you go.

Lotus will be able to supercharge at level 99, and to claim her, you’ll need to fight Bayonetta as part of the Spirit Board event.

Lotus, then, is unlikely to be one of the six DLC characters still coming to Super Smash Bros. Ultimate as part of the Fighters Pass Volume 2.

Now Playing: Warframe – Nintendo Switch Launch Trailer

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