Roblox Player Poses as a Journalist, Almost Fools the White House

White House press secretary Jen Psaki has fielded multiple questions from a fictitious reporter known as Kacey Montagu, a Roblox player who wasn’t present in the room and – per reports – doesn’t actually exist.

In a Politico report, it was revealed that Montagu is an active Roblox player who managed to convince officials that they were a member of the White House Correspondents Association and a reporter for The Daily Mail. Montagu was reportedly in touch with numerous officials close to the president and top White House reporters, and took part in COVID-19 response Zoom press briefings.

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Montagu told Politico “I love journalism, and I think the Press Corps is doing a pretty bad job at the moment, so I decided I would ensure some transparency and ask some questions me and some friends wanted the answer to.” They used the opportunity wisely, asking real questions about COVID travel bans and ambassadorships.

Montagu’s “official“ backstory was that they were an 18-year-old student from the UK studying Political Science. Politico reports that Montagu’s biography is also a fiction, citing “acquaintances online”, who believe that Montagu‘s ruse started life as “something to boast about” in Roblox. One acquaintance said that the social media accounts created to support the Montagu persona were “just for the memes” and that they didn’t expect it would go this far.

Montagu was reportedly part of a Roblox role-playing group simulating the US Government, but resigned from their virtual role as nUSA Secretary of State after disagreeing with the Roblox US President’s decision to start a conflict with the UK.

In other Roblox news, the game was the second most-watched game on YouTube in 2020, racking up over 75 Billion hours in total.

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

E3 2021 Will Be Part of IGN’s Summer of Gaming 2021

IGN’s Summer of Gaming is returning this year, and E3 2021 will be a part of the event.

Just like last year, our summertime event will include exclusives, trailers, gameplay demos, and developer interviews – but unlike last year, we’re partnering with E3 to bring the world’s most famous games event into our lineup. That means, from Saturday, June 12 to Tuesday, June 15, you’ll be able to check out the first ever all-digital E3 right here on IGN.

E3 will be free in 2021, and feature announcements and showcases from Nintendo, Xbox, Capcom, Konami, Ubisoft, Take-Two Interactive, Warner Bros. Games, Koch Media. Organiser, the ESA promises that E3 2021 will include “major publisher showcases, press conferences, thrilling reveals, extended livestreams and special guest appearances, available free online for all attendees.”

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The whole of E3 has been redesigned as a digital event that, alongside the usual mixture of announcement events, will include an online portal, charitable initiatives, and more. “We are focused on ensuring that E3 continues to be the most innovative and collaborative event in the video game industry, so enlisting some of the industry’s biggest media partners to help deliver the highly-anticipated news, reveals and more is crucial to a successful showcase,” said Stanley Pierre-Louis, President & CEO of organisers, the ESA.

As for us, E3 is just one piece of IGN’s Summer of Gaming this year – we’ll have many more details for you soon, but suffice it to say that you can expect IGN’s own announcements, exclusives you won’t see anywhere else, and more brand new additions to our line-up. Events like Gamescom and Comic-Con are on the horizon too, so be sure to check back for other events you can watch with IGN.

If you need a reminder, last year’s Summer of Gaming included brand new game reveals, interviews with some of the industry’s biggest developers, celebrity Animal Crossing island tours, an awards show, and much more, set over the course of a month. You can check out more of what we got up to in the gallery below:

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New Pokémon Snap Was Given to Bandai Namco Because of Pokkén Tournament

There’s a stage in Pokkén Tournament called Neos City, where if you take your eyes off the fighting game action for a moment, you can see a much larger Pokémon world beyond the arena. Pokémon and humans walk side by side down the street, and there are shops, signs, vehicles, and billboards that hint at Pokémon living and working together alongside humans. In another stage, a Magikarp Festival is in full swing. And in another, Pokémon and humans laze about an old city square. There’s a serene Wobuffet laying on a bench in the background.

Revisiting these scenes, it’s far less surprising that Bandai Namco was tapped for New Pokémon Snap, a game about portraying Pokémon not as static figures across from one another in a battle arena or wandering aimlessly through tall grass, but as real, living creatures. Both games seem to me to be part of a growing trend where The Pokémon Company lends its license to third-parties with the aim of creating worlds exactly like this, where Pokémon are portrayed seamlessly with the real world. Think the Detective Pikachu movie, or Pokémon Go.

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Speaking to IGN, New Pokémon Snap director Haruki Suzaki confirms that Bandai Namco’s treatment of the Pokémon world in Pokkén Tournament directly led to its involvement with New Pokémon Snap — though that doesn’t mean the original Pokémon Snap developer, HAL Laboratory, was left out entirely.

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“Pokkén Tournament utilized Bandai Namco Studio’s strengths and it made Pokémon appealing in a new way,” he says. “Because of this, we got another opportunity to do something together again and this led to the development of New Pokémon Snap. We were able to talk with the developers [from the original game] and the project started with the involvement of many people.”

Suzaki also affirms that my theory about making Pokémon a seamless part of the world is correct. The original Pokémon Snap did this, of course, but was at the time limited by the technology available at the time. 22 years later, New Pokémon Snap can make better-looking monsters interact in more believable ways with a better-looking world.

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“The main focus was to build the world where wild Pokémon actually live in this game,” Suzaki says. “To do this, we first set out to create an exciting world by thinking about the environment in which Pokémon live, creating scenery in detail, and also using Switch hardware’s capabilities to the fullest. While doing so, we tried to make Pokémon the star of the game by making them move naturally and with the feel of presence so that it’s fun to just watch them and it’s even more fun to take pictures of them.”

Suzaki says that another key focus of the team in creating a sequel was increasing the number of Pokémon available. The original Pokémon Snap only had 63 of the then 151 Pokémon. Now, with somewhere over 800 Pokémon in existence across every Pokémon game (the number varies depending on whether you count different forms separately), New Pokémon Snap has the opportunity to feature even more — over 200, in fact, as Suzaki has told Game Informer.

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Pokémon Snap is 22 years old now, and the announcement of a sequel seemed to come out of nowhere. After all, what game gets a sequel that long after the fact? After years of silence but for the quiet release of the original Pokémon Snap on the Wii U Virtual Console in 2017, New Pokémon Snap was received with a wave of social media excitement upon its announcement last year, especially from fans with fond memories of the original.

Suzaki suggests Bandai Namco was well-aware of global fan interest in Pokémon Snap, and points to the capabilities of the Nintendo Switch as a key reason why now was a good time to make a new entry. But he also notes that “the idea of photography has changed so much in the last 20 years,” indicating that these shifts were also a significant motivator in bringing Pokémon Snap back. Though he didn’t elaborate on this point, it’s already at least somewhat visible in the photo editing mode we’ve seen in prior Pokémon Snap previews, as well as the shift from printing out photos at Blockbuster kiosk (remember THAT?!) to sharing them on social media via the Switch’s built-in image share features.

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Another key change from the original Pokémon Snap that fans may have picked up on already is the lack of “Pester Balls,” which were little balls that exploded in a purple gas when thrown at Pokémon, irritating them. More subtle is the shift from “Apples” to “Fluffruit” as an item thrown to entice Pokémon, and in our preview I was told that Fluffruit explicitly does not hurt Pokémon if it hits them when thrown. Put simply, there’s a bit more of an emphasis on treating Pokémon like, well, actual living creatures who don’t deserve to have noxious irritating gas or painful solid objects lobbed at them when they’re just vibing in their natural habitats.

Suzaki didn’t put it quite so bluntly but, yes, there was a humane angle to these changes.

“Of course, we also thought that some modern changes would need to be made,” he says. “The Pester Ball was an important element to bring out Pokémon’s reaction in the Nintendo 64 Pokémon Snap, so we decided to add the role of the Pester Ball to the Fluffruit in New Pokémon Snap. Even though Fluffruit doesn’t hurt when it hits a Pokémon, it’d make sense that some Pokémon don’t like being hit by Fluffruit. So we designed the item to leave it up to players whether they place it near a Pokémon or throw it at a Pokémon.”

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It seems there are far more changes to what fans of Pokémon Snap might expect than are immediately apparent on the surface. In our preview, we saw the introduction of branching pathways, and in the aforementioned Game Informer article, the developer revealed that as the player’s research level increases, new Pokémon might appear in areas they were not seen previously, or exhibit new behaviors that weren’t available before. With all the Pokémon in existence to choose from and a planet’s worth of potential ideas for Pokémon habitats, New Pokémon Snap seems like it could be ripe for DLC or expansions down the line — unfortunately, Suzaki responded to my question about this by simply telling me they had nothing to share on this topic at the time.

But the very fact that New Pokémon Snap already feels so open to expansion goes to prove my point — Pokémon no longer seems like a series built solely around inventing new monsters to throw into the same turn-based battles. Those monsters are now just as exciting for their behaviors, and their agency, and their relationships with both humans and the environment, and The Pokémon Company appears to be acknowledging that in a new string of media. Just as these newer projects take pains to show Pokémon living with humans, games like New Pokémon Snap feel designed to allow us humans to live a little closer to our Pokémon.

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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Dragon Age 2 Writer Reveals Everything He Would Fix About BioWare’s Divisive Sequel

David Gaider, the lead writer on the divisive Dragon Age 2, has revealed some of what he would do if he could “Zack Snyder DA 2” and change the game for the better.

This Dragon Age 2 journey began when Gaider was asked whether or not Dragon Age 2 was his favorite in the franchise. Gaider answered by praising the writing team and saying how proud he was of all they accomplished in such a short time.

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DA 2, according to Gaider, was a project where the “goal posts kept moving” and where “things kept getting cut, even while we worked.”

“I had to write that dialogue where Orsinio turned even if you sided with him, because his boss battle had been cut and there was no time to fix the plot. A real WTF moment,” Gaider said.

He continued by confirming that, while DA 2 is his favorite in the series, it’s “the sort of thing I never want to live through ever again. Mixed feelings galore.”

He then posed the question, “If you could Zack Snyder DA2, what would you change?” This is when he created a thread of fascinating details that reveal much of what could have been had the team been given enough time to do so.

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One of the first things Gaider would change was to either “restore the progressive changes to Kirkwall we’d planned over the passing of in-game years or reduce the time between acts to months instead of years.”

Despite many saying the team should have gotten “rid of repeated levels,” Gaider doubled down and shared that he wanted “Kirkwall to feel like a bigger city. Way more crowded. More alive! Fewer blood mages.”

He also wanted to “restore the plot where a mage Hawke came THIS close to becoming an abomination. An entire story spent trapped in one’s own head while trapped on the edge of possession. Why? Because Hawke is the only mage who apparently never struggles with this. It was a hard cut.”

Many alternate lines were cut, and Gaider would be happy to see these restored, many of which dealt with people forgetting they’d met you, “Or that they knew you were a mage. Or, oh god, that maybe they’d romanced you in [Dragon Age: Origins]. So much carnage.”

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He’d want to “restore the Act 3 plots we cut only because they were worked on too late, but which would have made the buildup to the mage/templar clash less sudden.”

Alongside restoring Orsino’s end battle, he also would have wanted “an end fight with the templars that didn’t require Meredith to have red lyrium and go full Tetsuo.”

While he and the team never got around to planning it, he also would’ve loved to implement “an end decision where you sided with neither the mages nor the templars. Because it certainly ended up feeling like you could brand both sides as batshit pretty legitimately, no?”

Oh, and he also thinks there should have been an option to go, “umm, Anders… what are you DOING?”

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Varric also should have been a romance option, because Mary Kirby “took that ‘slimy car salesman’ character we’d planned and did the impossible with him.”

If Gaider had his way, there would also be an “original expanded opening to the game which allowed you to spend time with Bethany and Carver BEFORE the darkspawn attacked.”

Wrapping up his thoughts on this “Zack Snyder DA 2,” Gaider also would have liked to “Restore the ‘Varric exaggerates the heck out of the story’ at the beginning of every Act, until Cassandra calls him on it. Yes, that was a thing.”

He also wished to have had the opportunity to make the cancelled Dragon Age 2: Exalted March expansion that would have… gasp… “ended with Varric dying.”

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While being extremely proud of the project, Gaider obviously shares in the frustration in what Dragon Age 2 became, and even said “he wouldn’t be surprised if EA considered DA2 its embarrassing red-headed stepchild.”

Many of these issues may have stemmed from the fact that “DA2 existed to fill a hole in the release schedule. More time was never in the cards. DA2 was originally planned as an expansion!”

“I would personally say that DA2 is a fantastic game hidden under a mountain of compromises, cut corners, and tight deadlines,” Gaider said. “If you can see past all that, you’ll see a fantastic game. I don’t doubt, however, that it’s very difficult for most to do that.”

In our Dragon Age 2 review, we said, “Every modification to the gameplay and structure of Dragon Age II is a clear improvement over the previous game. The combat is more responsive and bloody, you don’t need to fight the inventory system anymore, and conversations are more engaging thanks to the adapted Mass Effect wheel. There are downsides though; the semi-linear story and repetitive environments have a negative effect on what is otherwise a great role-playing game.”

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While Dragon Age 4 is currently in development, Gaider left BioWare in 2016 after 17 years at the studio. In 2019, he co-founded Summerfall Studios and is currently working on Chorus, a part musical and part adventure game.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

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

Ghostrunner DLC Adds New Time-Attack Mode That Pushes You To Move As Quick As You Kill

You’ll need to slice through your opponents even more quickly in the new DLC for ninja parkour game Ghostrunner. The new Kill Run mode brings some extremely tough new challenges to the game, requiring you to not only rip through enemies who can one-shot you at a moment’s notice, but to find ultimate paths through enemies and execute perfect jumps, dodges, and wall-runs in order to nab a high score.

We got a chance to check out the newly announced DLC mode ahead of its reveal, and it brings an even higher level of intensity to the game than the rest of Ghostrunner. Kill Run mode contains five intense time attack levels, where you’re judged not only by finding your way through the stage, but by how quickly you do so. You’re only given around 25 seconds to beat them, but with the twist that 25 seconds isn’t really enough time to beat them. If the timer runs out, you’re killed and are forced to start the level over.

To make it through Kill Run’s stages, you’re incentivized to take out enemies, with each kill adding two seconds to your timer. You can also grab yellow clock icons scattered throughout the level, each throwing another second on your timer. But dying in Kill Run is essential, because beating the stages with a decent time–and therefore, unlocking higher ranks–is all about finding the best paths through the stage to gather kills and speed while maximizing your efficiency. So each Kill Run is a battle of attrition, forcing you to go as fast as possible, be as good a killer as you can be, and to be as observant as you can manage to find the best ways forward. Sometimes, you want to hit as many kills as you can in a short amount of time; at other points, whipping past enemies to find a quicker way to the goal saves you way more time.

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It takes a bit to get used to how Kill Run works, since it’s a big change of focus from Ghostrunner’s standard levels. Most of the time in the game’s story mode, your goal in a room is to kill everyone there. If an enemy is left standing most of the time, the exit remains locked until you take them out. But in Kill Run, even figuring out where your goal is will probably take you several runs, and once you’ve located it, you’ll need to figure out the best way to get there, which battles are essential to fight and which you should avoid, and how to best navigate the environment. And the whole time, you’re on the clock, so you have to make those decisions in a heartbeat. The upshot is that you have all of the unlockable abilities you get during the main game at your disposal, so if you’re a well-versed Ghostrunner, you can potentially utilize the ability to control the minds of enemies or to blink through multiple foes at once to serious advantage.

In all, Kill Run is a cool new challenge for seasoned Ghostrunner players. The mode ratchets up the challenge of the game, while testing the abilities you build while you’re playing it–it’s not just about super-fast reflexes, but in recognizing how you can move through a level and what paths are most efficient. Kill Run excels when you spend the time to get really good at its short levels, playing over and over (and over) again to really, fully understand it. As a competitive mode for parkour ninjas, it really does a great job of honing in on that super badass feeling you get when you perfectly execute a run in Ghostrunner.

Kill Run is a free addition to Ghostrunner, as is one other big new feature: a photo mode. Ghostrunner has some pretty impressive-looking environments, especially when it leans into its neon-washed cyberpunk look, and the new photo mode gives some new options for capturing those looks. There are a fair number of options in the mode for applying filters and adjusting things like focal length, and that gives you plenty of ways to tweak the shots you can create while slicing your way up the Dharma Tower.

While you get more options to play Ghostrunner for free with the DLC update, there are a few things you can add to the game if you’re willing to pay into it as well. Alongside the DLC comes the $5 Metal Ox pack, which adds a few new cosmetics to the game–namely, new swords and gloves for your ninja. The pack comes with four swords and gloves inspired by Chinese culture in celebration of the Year of the Ox.

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The update for the new Kill Run and photo mode,along with the Metal Ox pack, are available right now. You can also find Ghostrunner on sale on Steam and on Nintendo Switch in celebration of the new releases.

Every Game Delay In 2021 (So Far)

We saw a few games get delayed back in 2020, but it seems that the real impact of the pandemic on the gaming world is being felt in 2021. We’re not even halfway through the year but numerous titles have slipped from their original release dates, with some even moving into 2022.

It’s to be expected. Game development is hard enough without the pitfalls of transitioning to working from home. While it’s a shame that games won’t be released when we initially thought they would, we say give developers all the time they need to release something that they’re truly proud of.

The above video lists a number of games that have been delayed in 2021, including Gotham Knights, Hogwarts Legacy, and Deathloop, among others. We’ll just have to wait a little while longer to play them. But there’s still plenty being released, for the latest recommendations, check out gamespot.com and youtube.com/gamespot.

Best External Hard Drives And SSDs (2021): PS5, Xbox Series X, And PC

When it comes to the best external hard drives, you should always go for a reliable option over the fastest possible. While fast speeds are nice, if it’s not a hard drive with a proven track record of keeping your information safe without failure, it’s not worth it. This is extremely important because if a hard drive burns itself out, all of your games, save data, and any other files you may have on it are gone forever. Thankfully, there are a number of options that combine speed and reliability into one nice package, perfect for anyone with a PS5, Xbox Series X, or even a PC.

If you’re planning to use an external hard drive with your PS5 or Xbox Series X, there are a few things to keep in mind. First, you’ll need to format the hard drive on the console itself–your console should prompt you to do this automatically if it recognizes the drive, but you can also do this in your console’s storage settings.

Another thing to know: The PS5 is receiving an update on April 14 that will enable external storage support for PS5 games. However, you’ll only be able to store new-gen PS5 and Xbox Series X games on external drives–to play them, you’ll need to transfer the game back to the console. Backwards-compatible games, on the other hand, can be stored and played directly from the external drive. As for expanding your console’s internal storage, you can’t yet do that on the PS5, though when that’s enabled, you’ll need to use an approved NVMe SSD. Xbox Series X owners, on the other hand, can pick up the Seagate storage expansion card to increase their storage by 1TB.

If you’re in need of more storage, we’ve rounded up our most trusted external drives below, from hard drives and SSDs to those specifically meant for PCs and laptops. All of these will work great with the Xbox Series X and PS5 as well.