Magic The Gathering Zendikar Rising: New Card Reveal Is Insightful

Zendikar Rising is the next set for the tabletop card game Magic: The Gathering, and you can get a look at some of the new cards early. Wizards of the Coast has another reveal from the upcoming set: a sorcery card that packs a powerful punch.

Inscription of Insight costs one blue mana and three colorless to cast. This card allows the player to cast one of three spells. You can return two target creatures to their owners hands, Scry 2 cards, or have a target player create a X/X blue illusion creature token where “X” is the number of cards in the target player’s hand. If you pay the kicker of two colorless and two blue mana, you can cast any number of these. Take a look at the card below.

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Eight total mana is quite a high casting cost for the full effect of the card. However, Inscription of Insight allows the player to create a creature, control an opponents battlefield, and manipulate their own deck. Inscription of Insight will be available in Zendikar Rising when it comes to Magic Arena on September 17 and to tabletop on September 25. The deck will consist of 280 cards and include returning mechanics like Landfall and the previously mentioned Kicker. Additionally, new mechanics like Party and Modal Double-Faced Cards were explored.

That’s not all Wizards of the Coast has in store though. Recently, it revealed that Magic The Gathering is doing a collaboration with The Walking Dead for a Secret Lair Drop, and MTG also revealed the titles of new sets for 2021.

Minecraft Arrives on PS VR Later This Month

A new, free update for Minecraft on PS4 will add PS VR support later this month.

Mojang’s Roger Carpenter revealed the news on PlayStation.Blog and confirmed that Minecraft x PS VR will be “100% the same Minecraft game” players are used to. “Nothing removed. 100% wholesome & pure full-fat Minecraft.”

There is no set release date besides September 2020, but Mojang promises that when it has “finished the final bits of polish to the experience, the PS VR support will arrive via a patch for the main Minecraft game.” Furthermore, everyone who has Minecraft on PS4 will get the patch automatically.

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Players who wish to try Minecraft in VR on their PS4s will be able to play via Immersive or Living Room modes. Immersive mode is your traditional VR experience where you will feel as though you are in the world of Minecraft, and Living Room mode will allow you to play Minecraft on a virtual screen inside a virtual room.

Minecraft has been available on Oculus Rift, Windows Mixed Reality, and Gear VR for some time, and now even more players will get a chance to build their dreams in virtual reality.

Mojang also notes that, even though the COVID-19 pandemic has adjusted how it develops Minecraft, the development of this project has “been relatively drama-free. Dare I say it, normal, even.”

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The reason for this was due to the Minecraft x PSVR experience being based on the Minecraft VR tech that was built for other platforms from a few years ago. SkyBox Labs took that and have been “working their magic to convert and optimize the existing tech for PS VR.”

Until Minecraft x PS VR is officially out in the wild, be sure to check out our piece from a few years ago that looks at 6 ways how Minecraft changes when played in VR.

Streets Of Rage 4’s Big New Patch Turns Axel Into A Quicker And Deadlier Fighter

Streets of Rage 4 has a new update out, celebrating the game having been downloaded over 1.5 million times since its launch in April on PC, PS4, Xbox One, and Switch. According to developer DotEmu, the new patch is made up of over 80 smaller updates and introduces plenty of new bug fixes and balance changes that were tested by the Streets of Rage 4 community itself.

The patch aims to make online play more fluid and stable while having less latency, the HUD section has new display options for online stats, and there are major gameplay improvements for all stages. Rare random crashes have also been fixed, while Axel and several other characters have received an overhaul.

Axel in particular has received the most attention, as the series stalwart is now able to move quicker and recover faster on certain attacks. Cherry’s buffs make her flying punch invincible before it hits, and Floyd’s special attack now requires less HP.

You can read the official patch notes, below:

Streets of Rage 4
Streets of Rage 4

Streets of Rage 4 General Gameplay Enhancements

  • Specials and star move can interrupt all hit stun state including air.
  • Specials can interrupt hit freeze.
  • Faster jump start for SOR4 characters.

Streets of Rage 4 Characters: Fixes and enhancements

Axel

  • Improved move speed.
  • Added better recovery on-air special.
  • Added additional invincibility frames on grand upper start-up.
  • Added grand upper on the ground (OTG) property.
  • Improved grand upper that now travels farther.
  • Added neutral special OTG property.
  • Neutral specials have now less hit freeze.
  • Pipe swings have now less recovery.
  • Improved air special: all hits connect when OTG + ignore weight class.
  • Lowered defensive cost.
  • Rescaled damage on grand upper.
  • Fwp special better hitbox.
  • Buff charge kick wall damage.
  • Infinite stun-lock fix.
  • Special pipe goes farther.

Cherry

  • Cherry can now jump cancel after uppercut combo and grab uppercut.
  • Added 2 frames stun on punches.
  • Cherry’s flying punch from combo is now fully invincible.
  • Cherry’s charged flying punch is invincible before hit.
  • Full invulnerability during fall is removed.
  • Special forward is faster.
  • Damage Buff.
  • Back throw works in corners.
  • Pogo kick can hit OTG.
  • Cherry damages are rescaled on normal combo.

Floyd

  • Floyd’s attack x3 infinite is fixed.
  • Neutral special life costs adjustment.
  • Floyd can no longer reset his grab move counter by jumping.
  • Special take less HP.

Blaze

  • Reduced vertical speed on juggle neutral special.
  • Reduced vertical speed on juggle back attack.
  • Blaze’s back attack has a high bounce.
  • Jump cancel on combo kick 1st hit.

Adam

  • Fixed Infinite loop.
  • Added neutral special OTG property.

Retro characters: Fixes and gameplay enhancements

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Axel Streets of Rage 1

  • Added invincibility on headbutt.

Blaze Streets of Rage 1

  • Hitting behind with flip kick.

Adam Streets of Rage 1

  • Combo feels more like the original.
  • Added body hit property to his last kick in combo as in original SOR1.
  • Infinite fix.

Axel Streets of Rage 2

  • Fixed Star Move not recovering green health.

Max Streets of Rage 2

  • Atomic drop recovery is now shorter and bigger aoe.

Skate Streets of Rage 3

  • Damage nerf on blitz.

Axel Streets of Rage 3

  • Infinite fix.
  • Increased run speed (+10%).
  • Fixed Star Move not recovering green health.

Shiva Streets of Rage 3

  • Nerfed Blitz damage.
  • Fixed hitbox on Star Move.

Boss: Fixes and enhancements

Diva

  • Bug fix Diva never going in phase 2.
  • Diva charge is slower.
  • No armor on kicks.
  • Electric area disappears faster.
  • Diva has longer preparation for snake bite.
  • Diva snake bite has less depth.

Commissioner Stage 2

  • Balancing.
  • Commissioner has longer charge punch time + lower dash grab hitbox.

Estel

  • Police attacks are easier to dodge.

Barbon

  • Barbon kicks can hit another player after impact.

Shiva

  • Smaller hitbox on palm moves.
  • Shiva double has a chance to align with the player (instead of being full random).

Commissioner Stage 7

  • Fewer armor moves.

Riha & Beyo

  • Beyo is a little faster.
  • No more armor moves for Beyo.
  • Armor finishes sooner for Riha’s moves.
  • Less fire pond (lesser time and bigger cooldown).
  • Riha fire aoe moves are slower.

Max

  • Throw aoe damage nerf.
  • Some AI fixes.
  • Can’t combo the player anymore with 3 shoulder tackles.

Ms.Y

  • Mr.Y is now harder to defeat
  • Elite Shadow reinforcements during the fight.

Mr. Y

  • MrY stage 11 harder.
  • MrY stage 12 evades more.

Robot

  • Mr.Y and Ms.Y final fight lasts longer (before the robot appearance)
  • Some robot hitboxes are smaller.
  • Legs positions have changed.
  • Twin getting into the robot regains full life.
  • Additional damages on the robot.
  • Fixed a bug preventing Mr.Y from throwing grenades.
  • Spider robot now has the same attacks in phase 1 & 2.
  • Fix a bug with Ms.Y not grabbing in stage 12 last fight.
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Stages and Enemies

  • Nerfed Galsia weapon hitbox

Stage 9

  • Apple added in the changing room.
  • Added a roasted chicken.

Stage 12

  • Less green life at the beginning.
  • Fixed Pheasant and sparrow rising move.
  • Shorter electric vial time.
  • Reduced steam hazards hitbox.
  • Lots of enemies rising armor moves removed/nerfed.

Karate

  • Longer parry recovery time.
  • Massive punch is easier to dodge

Caramel and Candy

  • Headbutt nerf: hitbox + hitbox depth nerf.
  • Lower hp.

Diamond / palettes

  • Jump kick track less.
  • Slap is slower.

Dylan

Raven / palettes

  • Slower kicks.
  • Slower knee while rising.
  • Turn towards the target when rising.

Taser Cop

  • Slower start up.
  • Smaller hitbox height.
  • Less HP.
  • Bronze enemy is not armored anymore during his attack.
  • Donovan and palettes have a slower jab punch.
  • Lower nb of hits to destroy bikes : 3.

Big Ben / Gourmand

  • Gourmand jump attack tracks less.
  • Gourmand doesn’t do 2 hits anymore with an air attack.
  • Armor removed on Big Ben fire attack.

Elite Cop

  • Slower shield regeneration.
  • Slower attack.

Boss Rush

  • Barbon clone bug fixed.

Signal R & D

  • Faster walk speed before grab.

Various

  • Deactivated special burst in Battle Mode
  • Enemies hurtbox while jumping on-screen is bigger.
  • You can pick up an item that is in the air if it is in your character height.
  • All characters can hit at point-blank.
  • You cannot charge a move while doing a charged move.
  • Forward specials are not triggered when pressing up or down.
  • Wall bounces increments the combo counter.
  • A character that is in « Body Hit » mode will collide more easily with other characters.
  • Nora palettes aren’t armored anymore.
  • Donovan can hold a hammer.
  • Gold reinforcements on stage 10 boss.
  • Stage 11 more score items on the plane.
  • Stage 12 ninja floor changed a little (removed spike ball, added Big Bens).
  • Faster transition on stage 1_2.
  • Donovan with a hammer on stage 3_1.
  • Boss Rush Mr.Y & Ms.Y robot trigger threshold as in Story Mode.
  • Bikes are now breakable in Stage 6.
  • Walking upward in front of Roo makes spawn 3 vials.
  • Score: combo bonuses don’t have a point limit now.
  • Better reinforcements spawn code preventing some reinforcements from spawning out of bounds.
  • Combo counters stay alive when hitting shields or guards.
  • Falling into holes breaks the combo.
  • Lowered Koobo control weapons number (2 flying at the same time).
  • Fixing Grenade throwers on roff throwing their grenades out of bounds.
  • Damage reduced on players when comboed by enemies.
  • Fixed a bug where you could infinite combo an enemy and refill his life.
  • Fixing pickup bug when several items overlap.
  • Weapons start flashing in red at 1/3 life (instead of 1/2).
  • Sledgehammer freeze reduced a bit.
  • Fixed input bug when canceling blitz by fwd special near a wall.
  • Fixed some scripting issues in the 5-2 bar fight.
  • Better reinforcements spawning.
  • Throwing knives do 36 damage instead of 35 preventing some weird 0hp enemy situations.
  • Some K-washi shield issues fixed.
  • Retro Shiva boss fight reworked.
  • Added 10 frames of stun after vault jump.
  • Pummel moves fix preventing some infinite.

Now Playing: Streets Of Rage 4 – Official Launch Trailer

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Kingdom Hearts: Melody of Memory Is a Disney Re-Imagining of Theatrhythm

Hot on the heels of Kingdom Hearts 3 (relatively speaking, considering the wait fans endured for that sequel) is a new entry in the series that trades RPG combat for rhythm action. Kingdom Hearts: Melody of Memory acts as a kind of epilogue for the story so far; a musical celebration of what makes Kingdom Hearts so beloved, while also expanding on the story of Kairi.

To find out more, IGN spoke with Masanobu Suzui, co-director of Melody of Memory and founder of Indieszero, the developer behind another Square Enix musical rhythm game, Theatrhythm Final Fantasy. Unsurprisingly, it’s with Theatrhythm where Melody of Memory’s story begins…

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Theatrhythm: Kingdom Hearts

The idea for Kingdom Hearts: Melody of Memory dates back to the release of Theatrhythm Dragon Quest in 2015. Like Theatrhythm Final Fantasy before it, TDQ is a rhythm action game set to music from across the entire Dragon Quest series. “We thought, well, Kingdom Hearts has a lot of really great music in that series as well. Why don’t we do a Theatrhythm Kingdom Hearts?” recalls Suzui.

Franchise director Tetsuya Nomura declined the pitch at the time, but Disney resurrected the idea sometime later. By that time, Nomura felt things were “lined up” for Kingdom Hearts to swing its keyblade in the direction of an action rhythm game.

“This game itself is actually very similar in concept [to Theatrhythm],” says Suzui. “The underlying concept of using music to look back across the whole series.” As a result, you can expect to play along to music drawn from the entire Kingdom Hearts timeline. But, in a change from Theatrhythm, Melody of Memory is a 3D game, which provides its own unique feel compared to its spiritual predecessors.

A full set-list

Selecting the songs for Melody of Memory has been a process of careful consideration. “You’re probably aware that Kingdom Hearts has had world concerts taking place globally, and we use the set-list for that as one particular hint for ourselves,” explains Suzui.

“We wanted to make sure that there was no particular melody that we left out,” he adds. “So when there was a song that we absolutely couldn’t include and we had to cut it down, we would always try to make sure that there was a refrain that hadn’t been included.”

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A story that teases the next chapter of Kingdom Hearts

That completist attitude appies to not just the game’s musical library; Melody of Memory’s storyline spans the entire Kingdom Hearts narrative… and beyond.

“I think it is a summary of sorts,” says Suzui. “The current story arc that came to a conclusion with the end of Kingdom Hearts 3 is all summed up here in a nice, easy to digest format. It’s a really great entrance for new fans who want to come in and pick that up and learn about [Kingdom Hearts].”

“But for the old fans who’ve really followed Kingdom Hearts up until now and know a lot about it, there are hints about what’s coming next,” he explains. “Not quite a signpost, if you will, but just a few little tidbits and there.”

While Suzui would not reveal what’s to come as part of the extension of Kairi’s story, he did say that the new scenario, written by Tetsuya Nomura, had the team “very excited, very surprised”.

Mode mixer

Unlike the core Kingdom Hearts games, Melody of Memory is not an RPG. The musical genre has meant Square Enix has found new approaches to telling stories in the Kingdom Hearts world, via a variety of modes. For those in love with the fiction, World Trip Mode will be the first port of call, as it’s effectively the story campaign. Select Music mode is similar, but allows you to revisit single tracks that you’ve previously unlocked.

Then there’s Memory Dive, in which you can “play with some of the cutscenes and movies from past series and include those in the rhythm sections,” says Suzui. The mode is even inspired by a cutscene from the RPG games themselves, in which the characters dive into memories.

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A new step for Kingdom Hearts is the inclusion of multiplayer, both competitive and co-operative. For friendly matches, the Double Play mode offers local co-op on the same screen, “where one player will play Sora and the other player Riku, and you’ll have to cooperate to get a high score in that mode.”

The Versus mode, meanwhile, has a few more complexities. The 1v1 mode, which uses tracks that have been unlocked in World Trip mode, is played online, or locally against AI. Rounds begin with each player choosing a preference of track, and the game randomly selects which one will be played. Then it’s a race to the best score, with your opponent’s score displayed on your HUD to encourage/upset you.

During rounds, you’ll be able to make use of ‘tricks’. “There are 10 of these different types of tricks,” Suzui says. “At the beginning of the track, you’ll only be able to use one trick, but towards the end you’ll be able to use two simultaneously. That makes it even more tricky and complicated about how you can build these together.”

Winning a Versus match will bag you two collectible cards, and – in a move that feels very evocative of Kingdom Hearts’ kindly values – losers are more like runner-ups, as they get one card, too.

Kingdom Hearts: Melody of Memory releases November 13 on PS4, Xbox One, and Nintendo Switch. If you want to be up to date to get the most nostalgia from its musical cues, be sure to play Kingdom Hearts 3 and its DLC, ReMind, before then.

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Matt Purslow is IGN’s UK News and Entertainment Writer. 

Kingdoms of Amalur: Re-Reckoning Review

When THQ Nordic announced it was remastering 2012’s Kingdoms of Amalur: Reckoning, I was excited to dive back in. This is a western RPG that wasn’t an immediate success but has gained something of a cult following in the years after its developer imploded and the would-be franchise phased into obscurity. However, few cult classics hold up as well on a design level when viewed through a modern lens, and Kingdoms of Amalur: Re-Reckoning doesn’t buck that trend. It may be an updated version of what was once a forward-looking adventure, but it fails to really deliver on the “Re–” so cheekily jammed into its title by bringing it up to par with its current competition.

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A lot of what our reviewer said then holds true in the 2020 remaster – but nearly every one of those items has an asterisk next to it, all leading to the same footnote: for its time. A western RPG with satisfying action combat? Amazing! …for its time. Being able to re-spec your abilities to try different playstyles whenever you like? Inspired! …for its time. Fully-voiced NPCs throughout the world that don’t all sound like one or two people doing the same voice for all of them? …Okay, I still appreciate that one in 2020 – though you can definitely tell when you run into a Matt Mercer-voiced character now. So many parts of what originally made Kingdoms of Amalur: Reckoning special in its time now feel mundane, or – at worst – heinously outdated today.

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Amalur’s gameplay – particularly its combat – is still its strongest aspect. It’s a satisfyingly arcadey take on RPG combat, more reminiscent of the God of War series (or perhaps even something by FromSoftware on harder difficulties) than contemporaries like Skyrim or Dragon Age. Timing and skill are almost as important as the abilities you’ve selected or what weapons armor you’ve equipped (and there’s plenty to agonize over in that regard). That being said, while there was a consistent challenge present right up to the final boss, it all felt a bit simplistic when compared to more modern games like 2018’s God of War or Sekiro (or even something like Horizon Zero Dawn), and I found my interest in mastering its limited nuances waning well before I reached the finale after some 40-odd hours.

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Graphics are far and away Amalur’s weakest link, though. Yes, the textures have been reworked for 4K screens and it’s got a boosted framerate and improved anti-aliasing, but the “remastering” here feels like little more than one would see in an “Xbox One X Enhanced” version. Environments are still fairly barren, character models are somewhat blocky and their animations are clunky, and even with the new hardware adjustments the draw distance is surprisingly short. On a technical level, while our original review specifically praised Amalur for its stability (especially relative to other open-world games of the same era) I experienced several crashes and frequent visual glitches throughout my playthrough on a PlayStation 4 Pro.

Similarly, while its menus and interface might have been acceptable eight years ago, today they feel clunky and impractical. Inventory management – something you’ll do a lot of thanks to the frequency at which you’ll collect mountains of new gear – is constantly bogged down in closing one menu only to have to open another, even to do something as simple as select a primary and secondary weapon. Dialogue menus – which are basically just a list of nouns that you can pick to get an NPC to spout lore about that topic – take up two-thirds of the screen for what could easily have been 15 to 20%, maximum, and the “small HUD” option does nothing to help this. It only shrinks the map and stat bars to a nigh-illegibly small size. It’s not a modern redesign by any means.

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That said, there’s a big world to explore with a familiar-but-unique take on classical fantasy. While most of the characters sport a fairly traditional fantasy look and the environments may show their age in terms of density, each area of the map boasts some genuinely interesting and unique location designs. From the spider-silk-covered trees of the Webwood to the massive, gnarled roots bursting out of the swamps of the Drowned Forest, there are plenty of captivating sights all across Amalur’s map – and there’s plenty to do in almost every one.

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Amalur’s main story doesn’t feature the branching paths of, say, Mass Effect 2 or The Witcher 3, but what it lacks in the flexibility of its stories, Amalur makes up for in sheer volume of things to do. Even before you get into the two DLC expansions that are included in Re-Reckoning, there’s an impressive amount of side quests, faction stories, and ancillary adventures. It took me more than 40 hours to reach the end credits – the main story chunk of which was mostly satisfying, despite a few tired cliches and a lot of eleventh-hour exposition – and I definitely wasn’t stopping to smell the roses after the first ten or so hours. If you visited every settlement, dealt with every faction, and accepted every challenge that came your way, you’d likely be looking at well over 100 hours before you cleared everything.

If you enjoy diving into the lore of a game’s world, there’s plenty to love in Kingdoms of Amalur. There are thousands of years of history to read into, developed by popular fantasy author R.A. Salvatore, and that’s something the NPCs throughout the world are all too happy to give you a lesson on. While the option to dive headfirst into such a detailed mythos is appreciated, it’s something of a double-edged sword: Yes, there’s a lot to learn about if you want, but plenty of times throughout the campaign it felt like characters were simply vomiting exposition and oral histories to a point where my eyes started to glaze over, eager to get back to stabbing things. Don’t get me wrong – it’s something that enhances the world the first time you hear or read it, but the second time around you probably won’t have that same sense of discovery.

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It’s worth noting that the development team did take steps to make Amalur more replayable – especially towards its endgame, adjusting the math behind the scenes that determines the difficulty and rarity of loot available in a given zone. It may not sound like a huge adjustment, but I honestly can’t imagine revisiting locations to finish side quests only to grind through low-level enemies and finding chests full of worthless gear, so this was a significant improvement.

 

Shadow Man Remaster’s Latest Trailer Shows Off Its Updated 90s Action Gameplay

Shadow Man Remastered is coming in 2021, and now developer Nightdive Studios has released a new trailer for the update.

The game will feature not just upscaled graphics, with higher resolutions–the controls and AI will also be improved, and the soundtrack has been remastered. Furthermore, content that was cut from the original release of the game has been restored, so Shadow Man fans might fight elements they don’t remember from the original.

In the trailer below, though, you can see the numerous ways in which the game has aged–whether the third-person shooter action is satisfying by modern standards remains to be seen.

Shadow Man Remastered is coming to PC, Xbox, PS4, and Switch. This remaster adds modern resolution support, restores cut content, responsive controls, updated AI, and improved gameplay and features a remastered soundtrack.

The original game launched on PC, PS1, N64, and DreamCast. It was moderately well-received, aside from the PlayStation port. GameSpot was not so big on it at release–the game received a 5/10 in the original 1999 review.

Nightdive Studios has also shown off the sharpened cutscenes from Blade Runner: Enhanced Edition.

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Cyberpunk 2077 For PlayStation 5 And Xbox Series X Won’t Cost $10 Extra

With the advent of the new console generation, some publishers have chosen to raise prices by $10 USD for the PlayStation 5 and Xbox Series X editions of their games. However, CD Projekt Red won’t be among them for the next-gen versions of Cyberpunk 2077.

As part of the latest CD Projekt Red investor briefing, executive Michal Nowakowski said the Polish company won’t raise prices by $10 as others have.

“When it comes to USD, we launched our preorders at 60 USD and of course we’re going to keep that price for the consumers,” he said. “We’re not going to change it at the last minute to 70 USD. So just to confirm–these prices are out in the market anyway; you can check them on various sites: 59.99 USD and 69.99 EUR is what we’re going for.”

Cyberpunk 2077’s next-gen edition will be available as a free upgrade for those who bought the game already on one of the current-generation consoles. The same is true for the just-announced PS5/Xbox Series X edition of The Witcher 3: Wild Hunt that’s coming in 2021.

The two highest-profile examples of the $10 price increase are NBA 2K21 and Call of Duty: Black Ops Cold War, which are charging $70 USD for their PS5/Xbox Series X editions. In Call of Duty’s case, $70 gets you a cross-gen bundle. For NBA 2K21, $70 is just the normal price for the PS5/Xbox Series X edition of the game.

Before the $10 price increase for NBA 2K21 was announced, PlayStation boss Shawn Layden spoke about how the current AAA games business is unsustainable.

“It’s been $59.99 since I started in this business, but the cost of (making) games have gone up ten times,” Layden told GI.biz. “If you don’t have elasticity on the price-point, but you have huge volatility on the cost line, the model becomes more difficult. I think this generation is going to see those two imperatives collide.”

For more on the subject of rising game prices, check out GameSpot’s editorial, “$70 Games May Become PS5 And Xbox Series X’s Standard.”

Now Playing: Cyberpunk 2077 Lore | Johnny Silverhand’s Rise To Fame

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Crysis Remastered Shows Off Its Highest Graphical Setting For The First Time

What does a 2020-era Crysis look like when pushed to its max settings? After gaining a reputation for being one of the most graphically realistic and demanding games back in 2007, Crysis is back to test PC rigs once more.

While Crytek has shown off how the remaster will look on consoles–including a very impressive Switch port that launched earlier this year in July–the latest post on the Crysis Twitter has been dedicated to the PC community. It shows off what has been called “Can It Run Crysis?” mode, a PC exclusive mode “designed to demand every last bit of your hardware with unlimited settings.”

Fans have posted screenshots of the same vista in the original game, in case you wanted to compare:

While the game has clearly come a long way since leaked screenshots led to fan outcry and the remaster reveal being temporarily delayed, the comments on this tweet are mixed. Some have criticised the color scheme for being far more saturated than the original version, while others have compared it to more recent releases running on their highest graphical settings.

Of course, there’s only so much Crytek can do with the original Crysis, given that the project is just a remaster and not a full remake. These days there is steep competition for both graphical realism and hardware demands, with Microsoft Flight Simulator recently making waves in both.

Crysis Remastered has already released on Switch, and will be coming to PC (via the Epic Games Store), PS4, and Xbox One on September 18. The system requirements are surprisingly reasonable given Crysis’s reputation–check them out here.

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Cyberpunk 2077 Dev Talks Microtransactions — “We Won’t Be Aggressive”

Cyberpunk 2077‘s multiplayer experience, which is coming after the single-player game releases, will have some form of microtransaction system, and now developer CD Projekt Red has shared some additional insight on its approach to them.

CD Projekt Red president Adam Kicinski said in an earnings report that the developer is looking for ways to get people to spend money and be happy about it.

“Well, we’re never aggressive towards our fans!” he said. “We treat them fairly and we’re friendly. So of course not–we won’t be aggressive–but you can expect great things to be bought. The goal is to design monetization in a way that makes people happy to spend money. I’m not trying to be cynical or hide something; it’s about creating a feeling of value.”

Kicinski’s comments match up with what executives from other giant game companies like EA, Take-Two, and Activision have said about their approach to microtransactions. They want to create a transaction where the consumer feels they are getting value for their money.

“Same as with our single-player games: we want gamers to be happy while spending money on our products,” Kicinski said. “The same is true for microtransactions: you can expect them, of course, and [Cyberpunk 2077] is a great setting for selling things, but it won’t be aggressive; it won’t upset gamers but it’ll make them happy–that’s our goal at least.”

Cyberpunk 2077’s multiplayer has yet to be formally announced, so it’s too soon to say or guess at what its microtransactions might look like. In addition to these microtransactions for multiplayer, Cyberpunk 2077’s single-player game will have free DLC and paid expansions, just like The Witcher 3 before it.

“You can expect more, actually. We’re not going into too many details today, but everything will be clear before release,” Kicinski said. “As we are close to the release, expect the post-release plans to be revealed fairly soon; a series of free DLCs and expansions will be described–as I said, you can expect it fairly soon and then everything will be made clear.”

Cyberpunk 2077’s multiplayer spin-off is not going to come out anytime soon. The last we heard, CD Projekt Red said you should expect it to release in 2022 at the soonest.

In other CD Projekt Red news, the developer has confirmed that The Witcher 3: Wild Hunt is coming to PlayStation 5 and Xbox Series X in 2021.

Now Playing: Your Cyberpunk 2077 Questions Answered

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Retro-FPS Dusk Will Be Getting A Mario-Inspired Level On The Switch

Mamma mia! Dusk, a delightfully retro first-person shooter first released in 2018, is adding a new endless level in the form of a Super Mario homage. Announced at developer 3D Realms’ Realms Deep event over the weekend, the new level turns Super Mario 64‘s iconic castle into a “Flesh Palace” full of monsters to explode into glorious low-poly particle effects.

While the trailer kicks off with some iconic Super Mario music and sound effects, the comments clarify that the Mario sounds won’t actually be included in the level release. The second half of the video should give you an idea of how the music and sound effects will actually sound.

Even without ripping Mario’s iconic sound design, however, it’s unsure if this monstrous version of Peach’s castle will manage to get past Nintendo’s notoriously aggressive lawyers–especially as the level is planned to be released exclusively for Nintendo’s own console. A comment on the video from publisher New Blood Interactive reads “please don’t sue us Nintendo.”

3D Realms is no stranger to copyright lawsuits, however. Last year, its planned Duke Nukem successor Ion Maiden had to change its name to Ion Fury in response to a legal challenge from the band Iron Maiden.

Dusk will be coming to Switch on Halloween this year–October 31. It’s already available for PC, including Linux and Mac.

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