Kingdoms of Amalur: Re-Reckoning Announced for Nintendo Switch

Kingdoms of Amalur: Re-Reckoning will be released on Nintendo Switch on March 16, 2021.

Announced alongside a new trailer, Kingdoms of Amalur: Re-Reckoning is a remastered version of 2012’s Kingdoms of Amalur that was released on PS4, Xbox One, and PC in 2020.

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The remaster includes all the DLC, including Teeth of Naros and Legend of Dead Kel. Furthermore, there will also be a new DLC expansion – Fatesworn – that is scheduled to arrive later in 2021.

In our review of Kingdoms of Amalur: Re-Reckoning, we said “On some levels, Kingdoms of Amalur: Re-Reckoning is still a worthwhile RPG to hack and slash your way through, even if this remaster doesn’t go above and beyond the bare minimum expectations. But while the ideas and mechanics that make games like Red Faction: Guerilla and Burnout feel special are still largely singularly unique to them, almost everything that made Amalur stand out in its day has become standard fare for just about any RPG to come out in the past decade.”

Kingdoms of Amalur was originally developed by 38 Studios and was published by EA. In 2018, THQ Nordic bought the property from the now-defunct studio.

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While received positively, Amalur did come with its fair share of controversy, as the Rhode Island Economic Development Corporation filed a lawsuit against 38 Studios founder and ex-Boston Red Sox pitcher Curt Schilling and other executives.

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

The Next Three Wrestlemania Locations Announced

Wrestlemania is heading back to Tampa Bay again for the first time as Raymond James Stadium will host Wrestlemania 37. The stadium was the original host last year, but with the pandemic, the event eventually moved to WWE’s own Performance Center without a live crowd–the first of its kind.

“Florida is excited to welcome back Wrestlemania to Tampa in April at Raymond James Stadium. Florida has continued to work with professional sports and entertainment to safely operate while generating revenue and protecting jobs,” said Florida Governor Ron DeSantis. “Wrestlemania will bring tens of millions of dollars to the Tampa area and we look forward to hosting more sporting and entertainment events in Florida this year.”

Following the model for last year’s Wrestlemania, this year’s will also be a two-night event: Saturday, April 10 and Sunday, April 11.

After Tampa Bay, WWE announced the next two locations for their biggest show: Arlington’s AT&T Stadium and Los Angeles’ SoFi Stadium and Hollywood Park.

Arlington has hosted Wrestlemania in the past and currently holds the record for the largest crowd for the annual event. “We are elated for Wrestlemania’s return to Arlington’s AT&T Stadium and look forward to building upon the success from 2016 when more than 101,000 fans were in attendance for Wrestlemania 32,” said Arlington Mayor Jeff Williams.

With the Royal Rumble in two weeks, this year’s Wrestlemania card will slowly but surely become more clear. The Miz still holds the Money In The Bank briefcase, so anything can happen between here and there as well.

With cooperation with local partners and government officials, WWE said they will announce ticket availability and safety protocols for Wrestlemania 37 in the coming weeks so fans will be able to attend, but it will more than likely be limited seating much like how the NFL has been doing with their games.

New Xbox Game Pass Titles For January 2021 Just Got Even Bigger

Microsoft has announced a second wave of new additions to Xbox Game Pass in January. Following an initial run of titles like Injustice 2 and Torchlight III earlier this month, Microsoft has now announced nearly 10 more games that will be in the subscription program soon.

New additions to Xbox Game Pass for console and PC later in January include Control, Desperados III, Donut County, and Outer Wilds on January 21. Later in the month, Microsoft will add Cyber Shadow and The Medium to Xbox Game Pass. The Medium is of particular note, as the psychological horror game has been in the works since the Xbox 360 days and it’s finally releasing as an Xbox and PC exclusive on January 28.

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Also arriving that day is the Yakuza Remastered Collection, featuring Yakuza 3 Remastered, Yakuza 4 Remastered Collection, and Yakuza 5 Remastered.

Some of these titles were already available on Game Pass, as Outer Wilds was already included with the subscription program on console, but it’s finally now coming to PC.

In terms of what’s leaving in January, Microsoft is dropping eight titles on January 29, including Gris, Final Fantasy XV, Death Squared, and Reigns: Game of Thrones, among others.

Coming Soon To Xbox Game Pass

January 21

  • Control (PC)
  • Desperados III (Android, Console, and PC)
  • Donut County (Android, Console, and PC)
  • Outer Wilds (Android)

January 26

  • Cyber Shadow (Android, Console, and PC)

January 28

  • The Medium (Xbox Series X|S and PC)
  • Yakuza Remastered Collection
    • Yakuza 3 Remastered (Android, Console, and PC)
    • Yakuza 4 Remastered (Android, Console, and PC)
    • Yakuza 5 Remastered (Android, Console, and PC)

Leaving Xbox Game Pass January 29

  • Death Squared (Console)
  • Death’s Gambit (PC)
  • Final Fantasy XV (Console and PC)
  • Fishing Sim World: Pro Tour (Console and PC)
  • Gris (PC)
  • Indivisible (Console and PC)
  • Reigns: Game of Thrones (PC)
  • Sea Salt (Console and PC)

Hitman 3: How Long To Beat?

Hitman 3 is nearly here; the newest entry in the stealth-action series launches on January 20. Ahead of that, reviews for the game have started to appear online–including GameSpot’s 9/10 Hitman 3 review–and alongside that, we now know about how long the game takes to beat.

Bearing in mind that Hitman 3 is an open-ended game with a lot of replayability, our reviewer suggests that players looking to zoom through the campaign might need around eight hours to complete it, or potentially less depending on how much you intend to see and explore.

But if you only follow the story missions and the main path, you can complete Hitman 3 in relatively short order. Every mission, on average, is about 45 minutes to an hour, our reviewer said.

Eight hours is not a hard and fast declaration of how long Hitman 3 may take you to beat. As mentioned, the game has a high ceiling for replayability. And as always, everyone plays games differently, so completion time might vary substantially from person to person.

GameSpot’s Phil Hornshaw scored Hitman 3 a 9/10, praising the game’s excellent level design, smart twists on the gameplay formula, and more.

“What’s good about Hitman–its level design and the creativity, experimentation, and exploration that affords–is great in Hitman 3,” Hornshaw said. “It closes out the trilogy by brilliantly playing off everything that came before it, making use of and then subverting expectations, and rewarding players for their willingness to master the complexity of both its individual levels and the series as a whole.”

Hitman 3 releases on January 20 for PC, PS5, and Xbox Series X|S, as well as the PS4 and Xbox One. The game will also be released on Stadia and Nintendo Switch on that day.

GameSpot may get a commission from retail offers.

Microsoft HQ Will Become A COVID-19 Vaccine Site

Microsoft’s sprawling North American headquarters in Redmond, Washington will become a COVID-19 vaccination site.

The announcement comes by way of Washington governor Jay Inslee’s statement regarding its vaccine distribution system, which hopes to reach 45,000 residents every day.

Microsoft’s role in all of this is to provide technology expertise and support to the local government, and for some of its buildings to act as vaccination sites.

“We applaud today’s critical steps to accelerate vaccine distribution,” Smith said. “Microsoft is one of many local companies lending a hand with the confidence that together, we can move faster to defeat this virus.”

Separately, GeekWire reported that the vaccination site at Microsoft’s HQ won’t just be for employees. “This is not going to be a site for Microsoft employees; this is going to be a site for people in the community,” he said.

What’s more, GeekWire reported that Smith said Microsoft is trying to help keep costs low and is working to help people without insurance receive a vaccination.

The state of Washington is working with a number of private and public entities to as part of its Washington State Vaccine Command and Coordination Center (WSVCCC). Some of the other participants include the health care provider Kaiser, along with the coffee company Starbucks, the retail store Costco, and the National Guard. You can see the full rundown of the plan here.

Microsoft joins another technology and media giant, Disney, in offering up its physical space for vaccine distribution. Part of the reason why this is possible is because Microsoft’s employees are working from home (something they can do permanently, too), while Disneyland in California remains closed to attendees.

Hitman 3 Review — Perfect Execution

Since it rebooted its Hitman franchise in 2016, IO Interactive has been putting on a level design masterclass. Each of the missions the developer rolled out in what it calls its World of Assassination series has contained a huge, intricate collection of scripted and free-form systems that create harrowing moments, presented elaborate puzzles to solve, and allowed the player to orchestrate ludicrous and often hilarious situations. Levels are designed to be played over and over so you can explore, understand, and eventually master all their moving parts, and it’s impossible to see everything one has to offer in a single playthrough (or in most cases, even two or three).

At first blush, Hitman 3 appears to be more of the same. It makes no drastic changes to the underlying formula, instead adding a few graphical upgrades and quality-of-life improvements to the existing Hitman framework. But Hitman 3 improves on the World of Assassination through consistently excellent level design–which is saying something, given how strong all the previous missions are. Hitman 3 is full of fun and fascinating ideas, many of which play with the concepts underpinning the last four years of Hitman levels.

Presumably knowing that players have spent all sorts of time mastering its many settings and systems, IO throws in some brilliant curve balls that require you to use your assassin skills and knowledge in clever, challenging new ways.

In Hitman 3, all the stealth mechanics, the ways you can interact with the world, and enemy AI remain the same as in the past. That’s essential to how Hitman works, however–your knowledge and understanding of the game’s underlying systems are what make it possible to replay levels again and again to exploit their intricacies in different ways. Rather than feel dated, Hitman 3 just highlights how satisfying it can be to understand how all these moving pieces work together. There aren’t any major mechanical additions to the game’s construction, but seeing how it all harmonizes is as impressive today as it was when the first entry in the World of Assassination trilogy launched in 2016.

In each of the game’s locations, your goal is to find a way to eliminate your assassination targets and then escape the level without being found out. You do that largely by knocking out enemies, hiding their bodies, and taking their clothes. Some areas are restricted based on what you’re wearing, and some enemies can still see through your disguises, requiring you to carefully avoid them. Agent 47 has the benefit of Instinct, a vision mode that lets him intuit where enemies are through walls and which highlights interactive items in the environment.

As you sneak around each level, your goal is to try to uncover information that will help you get close to your targets and eliminate them. Those assassinations can be accomplished in simple ways, such as shooting them or strangling them with a garrote, or more complex ones like exposing an electrical wire in a puddle and then turning on a nearby switch to electrocute your prey. The stealthier (and less deadly to non-targets) you are, the better your score at the end of a level, and each stage is full of challenges to complete that encourage you to find weird and creative ways to take out your mark, without anyone knowing you were ever there. The more challenges you complete, the more you “master” a level, which unlocks additional starting locations and loadout options to change the experience even more.

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Part of what sets Hitman 3’s levels apart from those of Hitman 1 and 2 is how they fit into the overall story that IO has been telling in this series. In the past, each of Hitman’s levels has functioned as a mostly standalone chapter in the tale of titular assassin Agent 47. You’d go into a location with one or more targets, and each mission had a bit of story about the people you were after, which doubled as an opportunity to get close to them.

But those targets were usually somewhat tangentially related to what was going on in the unfolding story of Agent 47 and his handler, Diana Burnwood. Across Hitman 1 and 2, the pair slowly realized that they were unwitting participants in a war between the Shadow Client, a guy who was carefully manipulating them through their assassination contracts, and Providence, an Illuminati-like organization of world-controlling super-rich people. In Hitman 3, Agent 47 and Burnwood are fully involved in the battle against Providence after the events of Hitman 2, and that larger story is finally at the forefront of everything that’s going on.

That means that missions feel like they have a bigger impact and targets are more interesting and make more sense. The characters you eliminate have consequences for the story, and those consequences lead to imaginative takes on the series formula as 47’s enemies try to fight back against him. After developing a brilliant mold for Hitman missions, where you’re dropped into an often-huge area and have to learn to understand how it works to accomplish your goals, IO breaks that mold again and again to create fun, memorable, inventive assassination experiences.

Much has already been made of the excellent second mission, set in Dartmoor, England, where you’re trying to assassinate a target in the middle of what is essentially a riff on the movie Knives Out or any number of Agatha Christie stories. You’re planning a murder of your own, but one has just taken place in the huge mansion where your target is staying, and you can even take on the role of private investigator and search for clues to figure out whodunit. It feels like taking a brief vacation in the middle of Hitman 3 to play another game, but the brilliance of the murder mystery’s addition is that the whole time you’re solving it, you’re thinking about how you can use the information you learn to your advantage to finish your assassination. Your inquiry might let you expose the murderer, or frame someone else for the crime, or give you ammunition for a blackmail threat, depending on how much you explore. It’s a three-dimensional chess game where you’re not only putting the clues together to close the case, but also thinking ahead to what opportunities your actions might offer you, and it’s an absolutely phenomenal expansion of how Hitman’s intricate levels already work.

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Later missions also put intelligent spins on the series framework. Just about every Hitman mission up to now has given you a briefing about your targets and lets you plan your starting point and weapon loadout–so one mission robs you of all your preparatory information, dropping you into an unfamiliar location and forcing you to wing it, locating your targets and learning what you can about them on the fly. Another mission takes the things that work about Hitman–sneaking past guards, donning disguises, using the environment to distract or pacify enemies–and shrinks the scope from its normally expansive settings to a tight, crowded train, so that every move and decision you make has to be quick and calculated. There’s a mission that purposely leaves you on the back foot at one point when an alarm is activated, forcing you to sneak or fight your way to safety as guards search for you.

None of Hitman 3’s missions change how you’ve played these games since 2016. They don’t throw new mechanics at you (other than a camera that can scan some objects and persistent shortcuts that give you new opportunities for assassinations) or require you to learn to deal with new enemy behaviors. Instead, Hitman 3 finds new ways to challenge seasoned assassins purely through excellent design. You’ve honed your assassination skills–but can you solve a mystery? Can you avoid other hidden, disguised assassins hunting you? Can you sneak out of a locked-down facility full of soldiers who know you’re there? It’s a fitting testament to how strong the World of Assassination games have been all along that IO can make Hitman 3 feel fresh and new simply by finding creative new ways to take advantage of the series’ design foundations.

The drawback of Hitman 3 is that, while the missions often feel even more ambitious in intricacy than those of the past, the game itself is scaled down somewhat as an overall package. Gone are some additions that appeared in Hitman 2, including the competitive Ghost mode and cooperative Sniper Assassin missions (the Sniper Assassin missions still exist as single-player experiences, but only if you own the content from Hitman 2).

There’s an argument to be made that IO has maintained its focus on what people like about the series in Hitman 3 while letting experiments that worked less well fall away, but it still feels like there’s a bit less game here than in the past. That said, the World of Assassination games also have excelled with their post-release content, and we know that the timed Elusive Target missions are making a return at some point, which softens the blow of multiplayer mode losses. There’s also the addition of virtual reality support for PlayStation players, allowing you to play Hitman 3 in first-person mode (along with all the missions from Hitman 1 and 2, if you own them), although we played on PC and thus couldn’t test it.

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And as with Hitman 2, Hitman 3 functions as a platform for past games’ levels, so you can play everything from Hitman 1 and 2 with your new unlocked weapons and Hitman 3’s improvements. Continuing to have access to all Hitman content in one place is a nice addition, although you have to have purchased it all at some point or another.

What’s good about Hitman–its level design and the creativity, experimentation, and exploration that affords–is great in Hitman 3. It closes out the trilogy by brilliantly playing off everything that came before it, making use of and then subverting expectations, and rewarding players for their willingness to master the complexity of both its individual levels and the series as a whole.

One of the Best Next-Gen Features Is One You Don’t Even Have to Think About

Over 10 years ago, Ubisoft had a dream to bring its players together and allow their saves, progress, rewards, and more to seamlessly travel with them no matter where they chose to play. While the journey to get there had its ups and down, Ubisoft Connect is now paving the way for how cross-save and cross-progression should be handled in this new generation of gaming. Even amid haptic feedback, SSDs and other console innovations, overcoming console barriers almost entirely (and quietly) feels like a true next-gen feature and a vision of more to come.

Ubisoft Connect launched alongside Watch Dogs: Legion in October and, in addition to allowing players to keep their progression with them on all their supported devices, it also tracks player’s stats, offers a new loyalty program with a ton of free rewards, and includes a Smart Intel feature that has similarities to the new game help functionality in the PS5 UI. However, the “magic” of Ubisoft Connect is perhaps best explained by an experience had by IGN’s Editor-In-Chief Tina Amini when she began her Viking journey in Assassin’s Creed Valhalla.

Tina began playing Valhalla on PS4 and was planning on restarting when she received her Xbox Series X – after all, that was not only a cross-platform move, but a cross-generational one. While she did of course have to obtain the game itself a second time, her save was simply waiting for her when she started the latest Assassin’s Creed on her brand new console. She hadn’t had to do anything to make that transition happen, besides already having her platform accounts linked to her Ubisoft account at some point in the past.

While the big-ticket items dominating conversation and marketing around this PlayStation 5 and Xbox Series X/S era have been the teraflops of power, games with support of up to 4K/120FPS, and minimal load times, quality-of-life improvements provided by services like Ubisoft Connect – and the barriers they are knocking down – are worthy of just as much praise. Just like those next-gen consoles, however, this cross-generation, cross-save, cross-play world we are living in did not come about overnight.

The Road to Cross-Everything Began With Microsoft and Sony

Ubisoft Connect may be the poster child for cross-platform progression in this new generation, but the service would not even have been a possibility had both Microsoft and Sony not worked on perfecting their own versions of cross-progression and backward compatibility for many years before.

While the story is a bit different today, Sony was leading the charge into the next generation – as far as backward compatibility was concerned – with the PlayStation 2. Before its launch in 2000, previous consoles required adapters or peripherals to play older games, but the PS2 simply let you play every original PlayStation game out of the box.

The Xbox 360, on the other hand, was a bit more complicated. While it did support backward compatibility, those wishing to play games like Halo: Combat Evolved or NFL Fever 2004 would need an official Microsoft HDD, as it would be needed to store an emulator that was required to run these Xbox games, albeit without the ability to transfer saves or DLC.

As the generations came and went, backward compatibility was moved out of focus, so much so that the Xbox One and PS4 both launched without any native support for older titles. However, Xbox head Phil Spencer and Microsoft VP Kareem Choudhry had been devising a plan behind-the-scenes that would bring it back to the forefront, all culminating with the exciting reveal at E3 2015 that over 100 select Xbox 360 games would be playable on Xbox One by that year’s holiday season.

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In addition to all of this, Microsoft built its own version of a Netflix-style subscription service called Xbox Game Pass and began offering not only a great selection of third-party titles, but its own first-party exclusives on the day they are released. This, alongside its Xbox Play Anywhere initiative that lets you purchase a game once and have access to it and your saves seamlessly on Xbox consoles and PC, allowed Microsoft to have every Xbox One, Xbox 360, and original Xbox game playable on Xbox One – except for a handful that require Kinect – available at the launch of the Xbox Series X/S, saves and all.

Sony’s story was a bit different. While it was able to ensure that 99% of all PS4 games would be playable on PS5, saves are not automatically transferred and it currently does not offer a native solution to play PS1, PS2, and PS3 games. Some PS2 and PS3 games are available on PS Now – PlayStation’s streaming service – but it is not as simple of a solution as the one provided by Xbox.

All these steps – both good and bad – show the differing approaches that Sony and Microsoft have taken in regards to backward compatibility. But it doesn’t end there, as cross-play was another big piece of the puzzle that was missing in this quest for cross-everything. Those moves have further exemplified the divide between these two companies.

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Breaking Down the Console Barriers with Cross-Play

For the longest time, if you wanted to play a game online with your friends, you would all have to be on the same system. However, games like Rocket League, Fortnite, Call of Duty, and Minecraft took some of the first and most important leaps into a world where you could play with your friends, no matter what platform you were playing on.

The road to cross-play wasn’t an easy one, however, and Sony was perhaps most hesitant on the way to a more shared gaming world. In 2016, Rocket League developer Psyonix revealed that PS4 and Xbox One cross-play was ready, could be turned on in “less than a business day,” and that it just needed Sony’s approval. Unfortunately, it took more than just that business day, as full cross-platform play in Rocket League did not become available until early 2019.

Sony’s decision to allow cross-play in Rocket League was in part a result of a controversy that occurred during E3 2018 when Fortnite was made available for Nintendo Switch. Players quickly found out that if they played even one game of Fortnite on PS4, they could not carry over their existing Epic Games account to the Switch, let alone play with others on opposing consoles.

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After months of backlash, which also included a Minecraft trailer that highlighted Nintendo and Xbox cross-play, further showing how PlayStation was the odd one out, Sony announced that it had “identified a path toward supporting cross-platform features for select third party content,” and revealed Fortnite would be the first game that would allow for cross-platform gameplay, progression, and commerce across PlayStation 4, Android, iOS, Nintendo Switch, Xbox One, Microsoft Windows, and Mac operating systems.

This helped show that, even though PlayStation 4 was outselling Xbox One by a wide margin and was by all accounts the market leader, it wasn’t above criticism. As they say, competition breeds excellence, and Microsoft’s decisions made while behind helped push us to a more inclusive video game world that Sony could no longer ignore.

These moves and the ever-impressive popularity of Fortnite helping influence the change in PlayStation’s stance on cross-play and cross-progression are only a few instances of the battles won and lost by both Microsoft and Sony that are paving the way for others. Ubisoft is the prime example of that – it wouldn’t have been able to complete its 10-plus-year journey to Ubisoft Connect had events transpired differently.

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The 10-Year Journey From Uplay to Ubisoft Connect

Speaking to IGN, Ubisoft Creative Director Charles Huteau explains how the idea of Ubisoft Connect was percolating long before it had a name, and that the successes of this new service are thanks to the work that began with Uplay back at the launch of Assassin’s Creed 2 in 2009.

“We’ve always had this transverse idea in our DNA – no matter which platform you play on, no matter which Ubisoft game you play, everything is linked to your account on Ubisoft.com, so Ubisoft Connect is really a completion of this vision and a new standard for the next-gen systems,” Huteau says.

When Uplay launched, it was more of a reward system that aimed to bring players together and celebrate their accomplishments in Ubisoft’s games. While these services continued to evolve and were useful for many, Ubisoft itself was split between PC and console, with separate teams dedicated to these different platforms, each of which had different variations of Uplay. With the launch of the PS5 and Xbox Series X/S on the horizon, Ubisoft knew it was time to consolidate and bring its teams together, as it wished to do with its players.

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This was one of the biggest challenges in creating Ubisoft Connect, according to Huteau, but it proved to be one of the most important decisions. Whereas Ubisoft previously had experts in the PC world and console world working on separate projects and initiatives, this shift would bring the best of both worlds under one roof and allow them to work together towards a shared goal. That goal, while a major step closer now, is not yet complete.

All of this and more bring us to where we are today with Ubisoft Connect, but it doesn’t come without its limitations. For example, some paid content will not travel with you if you wish to make the jump to one platform outside your “console family.,” i.e. PlayStation 4 and PlayStation 5. So, if you purchase Assassin’s Creed Valhalla’s Season Pass on PlayStation 4 and wish to continue on PlayStation 5, it will travel with you. However, if you jump from PS4 to Xbox Series X, you would need to purchase the Season Pass again.

PlayStation Trophies were also a point of contention, as player’s progress or earned Trophies in Assassin’s Creed Valhalla didn’t transfer when moving from PS4 to PS5. Luckily, a recent patch solved that issue, and will hopefully be a sign that many of these frustrations can and will be fixed in future updates.

Additionally, it’s important to note that while cross-save is a wonderful thing, it does require you to purchase and own multiple copies of the same game to fully take advantage of it, as Tina had to. With Xbox Play Anywhere already offering multiple platforms for the price of a single game, it feels a little out-of-step.

However, as with many things technological, any online service is ever-evolving and many issues we face today could be but a distant memory in the future. For Ubisoft, some of these solutions may lie with Ubisoft+ and streaming platforms.

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Ubisoft+, Amazon Luna, Google Stadia, and a Connected World

A big milestone on the path to Ubisoft Connect was the 2019 launch of Uplay+ (now known as Ubisoft+), a subscription service for PC, Amazon Luna, and Google Stadia that gives subscribers access to all of Ubisoft’s games for a monthly fee. With the expansion of 5G and improvements of streaming technology, Ubisoft+ gives a glimpse of a future where you don’t have to solely play games like Far Cry 6 on your Xbox Series X, but can effortlessly switch and play it on your phone, iPad, PC, and, who knows, maybe one day on an Amazon Alexa like Skyrim. (Never say never!)

While she would not confirm that Ubisoft+ would make its way to traditional consoles, Ubisoft’s Vice President of Online Services Stéphanie Perotti did talk to IGN about how Ubisoft wants you to seamlessly be able to “start your game on PC and continue on a streaming platform and vice-versa.”

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Furthermore, she envisions a one-click future that will allow players to carry their progress over into games with their friends, or even Twitch streamers, as was shown off in Hyper Scape earlier this year. Ubisoft’s goal, according to Perotti, is to make sure players can “get into the game or activity, wherever they are coming from.”

While this all sounds great in theory, a big current limitation for Ubisoft is its track record with cross-play, because even though Brawlhalla supports it, games like Rainbow Six Siege and For Honor only support cross-play between console families (i.e. PS4-PS5). Ubisoft Connect is aiming to make cross-play a standard, however, and Ubisoft wants you to be able to “play with your friends regardless of which device they are playing on.”

As of this writing, Ubisoft has yet to announce any concrete plans for cross-platform cross-play for its current or upcoming games, but it promises that it has laid out the “foundation that will enable Ubisoft’s games and services to live across platforms and make cross-platform features a standard moving forward.”

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A Hopeful Look Forward to a Cross-Everything Future

A future filled with cross-play, cross-save, and cross-progression is one that many wish to see. While that hopeful dream may still be years away, the steps being made toward that goal have been both substantial and promising. If you were to look at the games industry just a few years ago, you would have never believed that we are where we are today – living in a world where both Kratos and Master Chief are playable in Fortnite on Nintendo Switch, a platform that can cross-play with competing consoles, PC, and/or mobile devices.

This reality wasn’t made possible by the kindness of mega-corporations, but it was done in reaction to a changing landscape and tentpole moments that shook the very foundation of this industry. From Call of Duty, a franchise that has earned over $3 billion in the last 12 months alone, allowing cross-play for the first time to Microsoft’s shift from solely focusing on a traditional console to building an Xbox ecosystem that includes PC, mobile devices, and soon possibly even TVs, these forward-looking decisions are made, sometimes begrudgingly, in an attempt to adapt to a more promising, profitable future. And it’s a future that gamers will benefit from.

One day, it hopefully won’t matter if you start out playing Call of Duty: Modern Warfare 7564 Remastered on your PlayStation 9, or Assassin’s Creed Moonwalker on your Apple Watch. Your virtual world will travel with you, seamlessly, and you’ll be able to play with whoever you want, wherever you want.

We live in such a connected world, and it only makes sense to break down any barriers that prevent us all from playing our favorite games together. Sure, this next generation is about leaps and bounds in technology, but it is also just as much about leaps and bounds in accessibility and creating a better experience for all, no matter which platform you choose.

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.