Mario Kart Tour Adds A Brand-New Course And More

A new event has begun in Mario Kart Tour. The first part of the game’s Ninja Tour is now live through April 20, and it introduces a new ninja-themed character, kart, and course to the mobile racer.

The course is called Ninja Hideaway, and it’s a brand-new racetrack exclusive to Mario Kart Tour. In keeping with the event’s ninja motif, the course features multiple hidden alternate pathways, as well as falling ceilings and other traps.

The new racer debuting during the tour is Ninja Shy Guy, who arrives alongside the new Jade Hop Rod kart and Ninja Scroll glider. You can take a look at the new racer and course in the trailer below.

As part of the Ninja Tour, Nintendo is holding a “Snap a Photo” challenge until April 16. The challenge asks players to take a ninja-themed screenshot in Mario Kart Tour and share it on social media. As a reward, all players will be gifted coins depending on how many photos are shared. You can read more details about the challenge below.

Nintendo has been regularly holding events in Mario Kart Tour since the game launched on mobile devices. Just prior to the Ninja Tour, the company held a Yoshi Tour that added White Yoshi and Black Birdo. Before that, a Mario Tour event took place to celebrate Mario Day, and it brought back various versions of the plumber, including 16-bit Mario from the original Super Mario Kart.

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Nier Replicant Remake Has Gone Gold, Will Bring Existential Dread Soon

Set to release in just a few weeks, Nier Replicant ver.1.22474487139…, which will henceforth be called Nier Replicant, has officially gone gold. This means the material that will be on the disc has been finalized and it is entering physical production. With the prevalence of launch-day updates and quickly-released patches these days, “gone gold” doesn’t actually mean all that much, but it’s still a milestone every developer looks forward to hitting.

The game’s official Twitter account shared the news today along with a poll asking if fans were excited. All four options were “yes.” Given the franchise’s rabid fanbase–I may have an Emil piggy bank and a homemade Pascal figure in my home–that poll likely isn’t that inaccurate.

Nier Replicant isn’t a simple remaster of the original 2010 game. That version had been praised for its storytelling and world-building, but its combat received criticism. In contrast, Nier Automata’s combat was handled by the team at Platinum Games and was much more acclaimed, so Replicant implemented some of these design choices. GameSpot’s Michael Higham was able to play a portion of the remake already and came away pleased with how it polished what didn’t work in the original game while retaining its structure and emotion.

“Nier can be dark and depressing, but also uplifting at certain moments and in small ways,” he said. That’s certainly the case with Automata, as well, so those who have only played the successor should find Nier Replicant familiar.

Nier Replicant releases April 23 for Xbox One, PS4, and PC. You can preorder the standard or collector’s editions now.

Anime-Inspired Rhythm-‘Em-Up Unbeatable Surpasses Kickstarter Goal, Demo Launches Tonight

Developer D-Cell Games’ Unbeatable Kickstarter campaign recently went live and the game, a rhythm-based beat-’em-up with very FLCL visuals, has already surpassed its $55,000 goal. The team announced that a PC demo goes live tonight.

Unbeatable is “a game where music is illegal and you do crimes,” according to the Kickstarter. Players control Beat, a pink-haired adolescent who beats enemies up because music is illegal in the game’s world. There are only two buttons–up and down–to worry about, making Unbeatable easy to pick up and play. Players stand in one position and must time their presses to the rhythm of the soundtrack to attack incoming enemies and dodge various obstacles.

The game combines elements from titles like One Finger Death Punch and Persona with a day-night cycle, and smashes that in between visuals ripped straight out of Production I.G.’s FLCL or Studio Trigger’s Kill la Kill.

In addition to surpassing its Kickstarter Goal, D-Cell Games confirmed that a demo for Unbeatable will make its way to Steam sometime later tonight. An exact release time has yet to be announced, but the demo will be routinely updated during the crowdfunding campaign, with new content dropping each week until May 7. Check below for Unbeatable’s PC system requirements, as well as some cheeky commentary from developer D-Cell Games about the necessary components.

Unbeatable PC System Requirements

Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 8.1+
  • Processor: an okay processor
  • Memory: 4 GB RAM
  • Graphics: GTX 650 or AMD equivalent
  • DirectX: Version 11
  • Storage: 2 GB available space
  • Sound Card: nobody buys a sound card anymore. why does steam even list this as a thing
  • Additional Notes: our game will run on a lot of set-ups, but you can change settings if you’re struggling to get it running at 60fps.

Recommend:

  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: a good enough processor to run 500 instances of the game at the same time
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 900 series or AMD equivalent (it’ll run on a lot of stuff)
  • DirectX: Version 11
  • Storage: 2 GB available space
  • Sound Card: seriously, nobody buys a sound card anymore unless you’re someone who does music or are someone i never want to have a conversation with
  • Additional Notes: we tested unbeatable at 8k. that was a mistake

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One other aspect to note is the game’s soundtrack, which mixes alternative garage rock and fast-paced punk tunes. When not engaged in combat, players will explore a cityscape not unlike Desert Child or the Persona series, where Beat can talk to locals, play mini-games, and uncover secrets. It’s also here where players can rehearse with Beat’s band, giving them the chance to flesh out Unbeatable’s fully original soundtrack.

IO Is Giving Agent 47 a Break After Hitman 3, But It’s Not The End For Hitman

In the latest episode of IGN Unfiltered, Ryan McCaffrey was joined by IO Interactive CEO and co-owner Hakan Abrak to talk about the future of the Hitman franchise, along with the team’s upcoming James Bond game, Hitman 3, separating from Square Enix, and much more.

Given that Hitman’s recent reboot was billed as a trilogy, and that IO is now focusing on the upcoming James Bond game, some have been wondering what the future has in store for the enigmatic Agent 47. Abrak assured fans that this is not the end of the series, but the famous assassin is going to take a much-deserved vacation.

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“Our thinking right now is, Agent 47 deserves a bit of a rest. He’s been busy the last three games. But, when that is said, we’re incredibly busy with the live elements, supporting the ‘World of Assassination,’ as we call all three games. For almost five years now, we’ve been releasing something new every week for our communities, ever since we launched Hitman 1. And we’ll keep doing that, moving forward.

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“This is not the end of Agent 47. I just want to make sure everybody knows that… As we talked about before, it’s synonymous with IO, it’s a very beloved franchise of ours and, of course, Hitman will continue. Agent 47, maybe, is going to take a bit of a rest, but that doesn’t mean that we’re not working on some cool, cool stuff within the World of Assassination. So, there’s definitely activity coming and I’m looking forward to talking about that sometime in the future.”

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For more interviews with the best, brightest, most fascinating minds in the games industry, check out be sure to check out every episode of IGN Unfiltered, which includes talks with Bethesda’s Todd Howard, Uncharted creator Amy Hennig, Valve’s Robin Walker & Chris Remo, Respawn’s Stig Asmussen, and so many more.

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Brian Barnett writes wiki guides, deals posts, features, and much more for IGN. You can get your fix of Brian’s antics on Twitter and Instagram (@Ribnax).

Amazon’s Chris Pratt Sci-Fi Movie The Tomorrow War Gets July 2 Release Date

Amazon has confirmed the release date for the sci-fi action movie The Tomorrow War. The movie, which stars Chris Pratt, will release worldwide on Amazon Prime Video on July 2.

The Tomorrow War will be one of the biggest movies that Amazon has released to date. The film was originally due to be released theatrically last summer, but it was pulled due to the pandemic. In January, it was confirmed that Amazon had secured the rights to release it, with the studio’s winning bid reportedly as much as $200 million.

The movie is set in 2051, when the human race is losing badly in a war against deadly alien invaders. In a final attempt to fight back, time travel is used to recruit skilled soldiers and civilians from the past, including a high school teacher played by Pratt.

The Tomorrow War also stars Betty Gilpin, JK Simmons, and Mary Lynn Rajskub. It’s directed by Adam McKay (The Lego Batman Movie). We have yet to see a trailer, but with the release less than three months away, that can be expected soon.

This is the latest movie that was originally intended for a theatrical release that Amazon has picked up for streaming in the last few months. In March, it released the comedy sequel Coming 2 America, while the Tom Clancy adaptation Without Remorse arrives on April 30.

Now Playing: 18 Biggest Movies To Watch in 2021: Dune, Top Gun Maverick, Snyder’s Justice League

Monster Hunter Rise Freebies Available Right Now For All Players

Monster Hunter Rise has shipped 5 million copies within its first week, and Capcom is celebrating that milestone by distributing a free in-game item pack for all players. This bundle is called the Kamura Pack 1, and it includes an assortment of consumables and other items to help you on your hunts.

The Kamura Pack 1 contains the following:

  • 30 Mega Potions
  • 30 Well-Done Steaks
  • 10 Large Barrel Bombs
  • 5 Mega Demondrugs
  • 5 Mega Armorskins

Before you can claim the free item pack, you’ll need to have installed Monster Hunter Rise‘s latest update. Once you’ve done that, speak to Senri the Mailman in the center of Kamura Village and choose Add-On Content from his list of options to claim the pack.

That isn’t the only freebie that Capcom is offering to Monster Hunter Rise players right now. Following the recent “Give Me Honey” campaign across the official Monster Hunter Twitter accounts, Capcom is distributing 50 free honey to all Rise players. This freebie can similarly be claimed from Senri the Mailman.

Capcom released Monster Hunter Rise’s version 1.1.2 patch earlier this week, and it resolved a number of bugs in the game, including one related to the Action/Hurt poses that prevented some players from opening their save file. Rise’s first big content update is slated to arrive later this month and will introduce several more monsters to hunt, including Apex Rathalos and the Elder Dragon Chameleos.

If you’re still finding your way around Capcom’s hit new action-RPG, we’ve put together a variety of Monster Hunter Rise guides to help you out, including tips on how to kill every monster and which weapons are best for beginners. You can see more of our Monster Hunter Rise guides below.

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Netflix Just Released A Bizarre True Crime Doc About Stealing Art

This is a Robbery: The World’s Biggest Art Heist hits Netflix on April 7, and it’s a newly released docuseries whose focus is pretty much right all there in the name. The four-part limited series takes a deep dive into a daring crime that took place over St. Patrick’s Day weekend 1990, when “two men dressed as cops con[ned] their way into a Boston museum and [stole] a fortune in art.” Check out the recently released trailer below.

The series has director Colin Barnicle “cover the leads, dead ends, lucky breaks, and speculations that characterized the investigation of this still unsolved mystery,” and he recently told the Boston Herald that he went into making the documentary knowing full well he won’t be able to give viewers any smoking guns or definitive answers. “Everyone [in Boston] knows about the case,” Barnicle said. “Anyone who dives into this case becomes obsessive about it.”

Instead, Barnicle says, what drove him to make the film is that despite the case’s notorious status, it “receded from the front pages almost immediately… between 1991 and ’97, there are no write-ups on the case in major newspapers.”

But with this documentary, Barnicle hopes the case may at last finally be solved–or at least help recover the 13 irreplaceable works of art: “I think one of the reasons Netflix responded to a project like this is because you’re blasting out this artwork to half a billion users via Netflix. In every country in the world outside of China. It has an extremely long, saturated reach… If you get people talking about and looking at it, someone will come forward.”

EA’s PGA Tour Golf Game Will Feature The Masters And Augusta National, And That’s A Big Deal

EA Sports is reviving its PGA Tour golf series, and the company is making a big move by announcing the new game will feature The Masters. One of the most revered golf tournaments, The Masters has not been featured in a golf game since Tiger Woods PGA Tour 12.

EA on Wednesday announced what it’s calling EA Sports PGA Tour: Road to the Masters, which sounds like the name of its next golf game. This will feature the Masters tournament and the Augusta National Golf Club. The game’s cover has also been revealed, and it’s lovely.

2011’s Tiger Woods PGA Tour 12 was the first time in history that Augusta National was featured in a golf game. It’s been absent since, and fans have called on it to return.

A new landing page for EA Sports PGA Tour also states that the new game will have all four Major events–The Masters, the PGA Championship, the US Open, and The Open. EA says its game will be the only one to offer not only The Masters, but all four Majors.

These events will be featured in the new game’s career mode, which will also include high-profile events such as The Players Championship and the FedExCup Playoffs. EA says it will announce more details about each Major event this summer.

“We’re honored to partner with Augusta National, home of the Masters Tournament, to feature the course and its traditions exclusively in EA Sports PGA Tour,” EA Sports boss Cam Weber said. “EA Sports is committed to growing the love of sports for everyone, and through our partnerships with the PGA Tour Augusta National and the other majors, we will bring new and longtime fans closer to the biggest events in golf than ever before.”

EA also supplied a quote from 2020 Masters champion Dustin Johnson, who said, “I can’t wait to see the beauty and unique traditions of the Masters in EA Sports PGA Tour.”

EA says it worked closely with Augusta National to “meticulously” capture the golf course and its traditions for the new game. “EA Sports employed first of its kind aerial scanning to collect millions of data points, previously inaccessible in golf games, to recreate the unparalleled beauty of Augusta National authentically in the game,” EA said.

The “Road to the Masters” sounds like it will be a campaign of sorts that includes not only the tournament itself, but “additional experiences” related to Augusta National.

EA Sports PGA Tour is developed by EA Tiburon, the same studio that makes Madden. A release date for the game, along with more details, will be revealed in the coming months. So far, no gameplay footage for the title has been announced. The game is in development for “next-gen” systems, which means PlayStation 5 and Xbox Series X.

This announcement about The Masters comes during the week of the Masters tournament itself, which kicks off on Thursday and runs through Sunday.

EA Sports PGA Tour seemingly has the upper hand now as it competes against rival 2K’s PGA Tour 2K series. The Masters and Augusta National will only be featured in EA’s game. Additionally, EA said in its announcement of EA Sports PGA Tour that its game will allow players to compete “against and as some of the biggest names in professional golf.”

PGA Tour 2K21 did feature real-life pros, such as Bryson DeChambeau and cover star Justin Thomas, but you could only compete against them and not play as them. It’s possible this could change for the next PGA Tour 2K game, but that remains to be seen.

For what it’s worth, neither EA nor 2K have shared a full list of pros and courses that will be available in their next releases, so it’s too soon to make direct comparisons of the two. 2K did recently sign Tiger Woods to a new deal for the PGA Tour 2K series, but it remains to be seen if he will be a playable character.

EA was formerly in business with Woods for 10+ years with its Tiger Woods PGA Tour series. They later parted ways, with EA signing Rory McIlroy to a deal instead, but that was short-lived and the series was later put on hold. It’s now coming back, which is exciting for fans, but also not entirely surprising. EA management had teased that it would release more sports games in the future, beginning with EA Sports College Football and now PGA Tour.

Apex Legends Devs Working on System To Compensate Players Affected by Cheaters

Respawn Entertainment is looking into creating a system that will compensate players who had their games ruined by cheaters.

In a new series, Respawn Responds, Apex Legends design director Jason McCord discussed the negative impact cheaters can have on other players. If a player wins their games using cheats, others players in the match are unfairly marked down as a loss. Respawn is looking at how to retrospectively correct that.

“We are currently looking into what we can do for players that have had their game impacted by a cheater,” he says. “This might look something like retroactive loss forgiveness, where you’ll get your RP back if we find that you had a cheater in your ranked match.”

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On the other side of the situation, Respawn are also looking at ensuring players who don’t cheat but who do benefit from cheats are also punished. For example, a cheater can help boost two other non-cheating teammates by cheating the whole team to victory. Respawn is able to detect this, but currently needs to streamline the manual components of the process to improve these efforts.

In order to provide some positive feedback to honest players, Respawn is also looking at sending a message to players if a cheater they reported is eventually banned.

McCord’s language in these discussions makes it seem like these are all on-going conversations, so the eventual manifestation of these solutions is yet to be nailed down, and thus may be some distance away. For something coming sooner, Respawn has promised that Apex Legends Season 9 will feature “a ton” of Titanfall content.

Before Your Eyes Is a Game About Death That You Control by Blinking

GoodByeWorld Games CEO Will Hellwarth describes an early prototype of his game: you’re a character lying in a hospital bed. It’s not clear what’s wrong with you. A clock is up on the wall, ticking.

Then you, the player, the person in the chair playing the game, physically blink. The scene cuts forward. You’re still in the same bed, but the clock has moved forward.

“And you see the clock ticking and you’re like, ‘Oh, crap, every time I blink, I could be dying.’ That was it,” Hellwarth says.

The early idea would become Before Your Eyes, a narrative-driven game that players control by blinking, with each close of your eyes tracked by your webcam. Hellwarth first conceived of the idea for Before Your Eyes way back in 2008, when he was a student. Years later, after playing 30 Flights of Loving (a game that plays with the idea of film-like edits in a way Hellwarth was intrigued by), he picked it back up again.

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It was 2014, and Hellwarth was still a student, but this time he wasn’t alone. He was joined by game director and composer Oliver Lewin, and lead writer and creative director Graham Parks. The three were childhood friends who had collaborated on film projects before, and initially took a fairly laid-back approach to Before Your Eyes. They worked on it on weekends between classes, jobs, and regular life, undergoing numerous iterations.

At one point, Hellwarth decided he would take the game more seriously if it got into gaming showcase Indiecade. It did. Then it got into the Independent Games Festival. A publisher picked it up, then dropped out. The team ran a successful Kickstarter. For seven years, every time it seemed like Before Your Eyes would never turn into much more than a fun, weird, experimental side project, a wave of interest and excitement for the concept would hit, spurring the group on. Finally, it’s ready to launch on PC via Steam tomorrow, with the support of immersive media company RYOT and publisher Skybound Entertainment.

For a long time throughout development, Hellwarth wanted Before Your Eyes’ blink mechanic to be very literal — every single blink the player did propelled them into a new scene. Now, after hours upon hours of player feedback and discussion with his colleagues, he agrees it plays much better. Instead of every single blink being an edit, blinking will only move players forward if a metronome icon is ticking at the bottom of the screen, indicating to them that the next blink will end the current moment. But if the camera rests on certain marked spots in the field of view, blinking will reveal more dialogue, make choices about how the scene moves forward, or show aspects that weren’t visible before.

beforeyoureyes1

Each transition acts like a cut or edit that’s reminiscent of the trio’s background in film. Parkes says he was fascinated by what he says Hellwarth described to him as “offloading the cut, the editor’s job, to the player.”

“Using this physical process that you don’t have control over– games are so often about this empowerment fantasy, but our game becomes this sort of disempowerment thing where no matter what you try to do, you have to blink and move on,” he says.

Implementing a control scheme that’s at least partially involuntary brought with it a whole host of challenges. For one, Lewin wanted to be sure that the team was using the blink mechanics to the fullest extent, rather than just making a fairly standard game with blinking appended.

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“You don’t want to fall into this trap of just replacing the B button with blinking,” he says. “We always wanted those new mechanics to be sort of thematically tied to what’s special about your eyes, and what’s special about having that immediacy, or that imperfection in the interaction.”

Another problem was the issue of anticipating player behavior. Blinking can be both involuntary and voluntary, meaning that many players (myself included!) would feel a natural anxiety as they played. Scenes will continue to play until you blink to move forward, so there’s a natural, completionist tendency to want to hold your eyes open as long as possible to see as much as possible. For instance, there’s an early scene where something seems to be waiting at the end of a long, dark hallway. Players will want to hold their eyes open as long as possible to see what’s at the end, but Before Your Eyes expects everyone to blink before the end.

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“Every round of testing we did, we had to all sit down and discuss: X amount of people said there was frustration, because they would blink out and they would miss things,” Lewin says. “And we’re making a game about missing things. So where do you draw the line of saying, ‘We want this amount of frustration, but not this bigger amount of frustration?’ So it’s always been a balancing act…And credit to the way Graham wrote those scenes, because it’s really been an intentional thing every second where we expect people to leave a scene.”

Parkes, as a writer, saw each scene as effectively an interesting writing prompt.

“It’s a great writing challenge to have to write a scene that works in three lines, but then the player might listen on much past that,” he says. “So we always made sure to write those scenes as long as possible, so if you keep your eyes open, there’s something to stick around for.”

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And then of course, there was the sticky point of getting webcams to work in tandem with the game. Hellwarth says Snapchat’s various tricks with camera recognition were instrumental in the team’s realization that webcams had the power to do what they wanted to do with Before Your Eyes. But accurate blink detection was still a massive challenge. GoodbyeWorld’s early prototypes were heavily criticized and didn’t work well with most webcams, and Parkes says the team wasn’t able to really address the webcam issue until Skybound got on board and assisted with putting in place a firm quality assurance process.

According to Lewin, the biggest issue with webcams and blink detection wasn’t the numerous kind of webcams on the market so much as the variety of environmental situations players might be in, with regards to lighting or positioning.

“There are laptops out there that have their webcams built into the bottom of the laptop, for whatever reason,” Lewin says. “Dealing with those edge cases– I think that you could just spend eternity being like, ‘What if someone plays at 5:00 pm and the sun sets at 5:30 pm?’ That part just required a lot of realizing that just because it worked really well for one person, it might still not be good enough.”

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Before Your Eyes has come a long way since it was a prototype of a person in a hospital bed. Parkes describes the process as “iterative, experimental, and exploratory,” and the trio says the game’s iterations have covered a number of different themes over the years — especially death and regret. Ultimately, they settled on telling a story of “the breadth of an entire life,” with the final version of Before Your Eyes seeing the main character’s full life experience from the perspective of the afterlife — albeit a strange afterlife, where the character in question might not want to be fully honest about every facet of their existence.

“We didn’t want to just look at one period; we thought part of the exciting thing about this is that we can really give you that feeling of life flashing before your eyes… Early on, we were all sure of that. But exactly how it was gonna work and how it was going to function — we really have tried so many different versions of this story.”

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With Before Your Eyes finally out the door after seven years, the trio wants to continue working on narrative games with unusual mechanics. They say they hope Before Your Eyes resonates with the general public in the same way it resonated with so many of the smaller audiences they tested the game with at various trade shows. Often, they tell me, it would bring players to tears — and yes, crying can mess up blink detection (though they hint that the end of the game plays in a way that is cognizant of that).

“We’ve always known what we want the game to say,” Parkes says. “We want it to be a game about enjoying the moment; we want it to be a game about learning to accept and not trying to fight against the flow of time. This is a game that is almost humbling yourself to the fact that time is going to push forward no matter what.”

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