Deals: 17% Off Resident Evil Village for PC, Metro Exodus and 11 Games for $12

Resident Evil Village is out today and Green Man Gaming already has a 17% price drop for the PC version of the game. If you’re on the fence about getting the game, check out our Resident Evil Village review. In other deal news, Mother’s Day is this Sunday, May 9. If you’re still empty handed and you want to avoid the retail stores, here are a few deals today that will still arrive by Sunday. Don’t squander your one chance to make up for all the times you missed your mom’s phone calls.

Resident Evil Village and New Humble Choice Deals

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Last Minute Mother’s Day Gift Ideas

These deals should arrive by May 9

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The IGN Store Now Carries Collectibles

In addition to officially licensed, limited edition apparel, the IGN Store is now stocking collectibles and figures from some of the best animated franchises.

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More Video Game Deals

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Eric Song is IGN’s deal curator and spends roughly 1/4 of his income on stuff he posts. Check out his latest Daily Deals Article and subscribe to his IGN Deals Newsletter.

Resident Evil Village and Parity Clauses, Explained

A few weeks ago, when a portion of Capcom’s contract with Sony for Resident Evil Village circulated on social media thanks to ongoing digging into the Capcom data leak, a lot of folks got rather upset. To many who don’t stare at legal documents for a living, a portion of these papers seemed to suggest Sony paid Capcom to make the game effectively worse on other consoles, holding back features so that the PS5 version would look good. Another tweet suggested that Sony paid to have the PC version of Monster Hunter World delayed.

It didn’t take long for lawyers and other games industry experts to step in and reassure everyone that this was utter nonsense.

These accusations revolved around something called “parity clauses,” a standard inclusion in many games industry contracts between platform holders like Sony, Xbox, Nintendo, and some of the PC game stores. Parity clauses are so boring that of the three legal experts and two publishers I asked for comment for this article, multiple were baffled I was asking at all, with one of them telling me that asking them about parity clauses was the equivalent of asking them if I had copper PVC pipes under their sink, or asking them about the weather.

But while they are a standard part of the day-to-day for many games industry folks, understanding parity clauses does provide an interesting bit of insight into one of the ways publishers and platform holders try to protect their own businesses and ensure everyone playing their games has a good time regardless of platform.

What are parity clauses?

Broadly, parity clauses exist to ensure that the things you buy are roughly the same no matter where you buy them. Parity clauses exist in a lot of other industries beyond gaming, with Gamma Law managing partner David Hoppe offering the hotel industry as an example: a “rate parity” clause might require a hotel to match the lowest room rate they provide to other online travel agencies.

In the games space, Whitethorn Digital CEO Dr. Matthew White offers a retro example:

“In the 90s, games could appear dramatically different on two different systems and be sold for the same price with the same SKU,” he said. “…I mean, you had dramatic graphic and audio differences between systems. Sometimes it’d be whole features missing and things. And so I think that’s what console manufacturers today can easily look back on. No parity means that if a developer encounters some kind of framerate hitch on PlayStation for whatever reason, instead of going and seeking out help from the platform to resolve that, or working with their technical support, they just release it that way.”

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Parity clauses can cover a lot of different aspects of a game. As technology and gaming attorney and counsel to Stein IP, LLC Marc Whipple put it: “First and foremost it’s going to be about player experience parity. Significant features, unless they’re just not available on a particular platform for technical reasons, have to be comparable across all platforms. Content has to match up (no leaving out significant quests or stories or characters or whatever.) DLC, support/backend if the developer is providing those, etc come after that. And of course if the versions are meant to release at the same time, that will be provided for as well. But mostly it’s about consistent experience.”

Games industry attorney Angelo Alcid also mentioned price parity clauses, suggesting that platform holders might ask that games be sold at the same price on every storefront. But he added that price parity clauses are currently receiving scrutiny from the EU and now US governments and “are considered by some to be anti-competitive,” meaning they may be going out of style.

Who signs parity clauses?

Parity clauses are traditionally signed between platform holders and publishers. So the three console makers, plus PC storefront owners like Valve and Epic Games, all have parity clauses included in contracts with publishers who want to put games on their stores. They’re in basically every contract in some form, though the specifics will differ.

An anonymous publisher I spoke to who was familiar with parity clauses told me the publishers with several games will frequently sign a blanket agreement with a platform holder that covers all their games over a certain period of time and applies to all of them. Meanwhile, Whipple mentioned that very small independent developers might be less likely to sign them, especially where the developer is fulfilling the same role as the publisher, or where only one game is in question rather than a portfolio of multiple titles.

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And Whipple had another group of people to add to those in gaming interested in parity clauses: license holders.

“If I license a property like Star Wars or Marvel Heroes or whatever, that licensor is going to have [sic] signoff on every licensed game,” he said. “And they’re either going to have explicit parity clauses or they’re going to insist at signoff that if Platform A version is awesome but Platform B version sucks, either Platform B version doesn’t launch, *neither* version launches until they’re both approved, or they can just pull the license altogether.”

It’s also worth pointing out that parity clauses often interact with exclusivity deals in relevant ways. Alcid suggested that parity clauses can occasionally inadvertently create exclusivity “in a roundabout way.”

“If a dev/publisher really wants to release on a particular platform, but maybe doesn’t have the resources to develop several versions in parallel, they may end up only developing for the platform that is pushing for release parity,” he said. “Conversely, such a dev/publisher may find that parity clause off-putting enough to decide to go exclusive on another platform altogether, or may have already released the game in some form elsewhere and think it isn’t worth the trouble trying to open a dialogue around an otherwise-disqualifying parity clause. In this latter case, the parity clause ends up inadvertently causing exclusivity for someone else.”

But while exclusivity deals are a separate thing, platform holders who want the business of certain publishers may be willing to bend their parity rules to get their hands on a really juicy game for their storefronts.

Who enforces this stuff?

One thing everyone I spoke to was clear about was that while parity clauses are important, they aren’t exactly well-enforced. Alcid recalls Microsoft being criticized around the early days of its ID@Xbox program for enforcing release date parity for its independent partners, but notes that it’s since softened its stance.

Some of the lack of enforcement is intentional, and most is for the better. One obvious reason why parity might not be enforced is that it’s impossible. As an example, White suggested that a Nintendo Switch is never going to be able to match the performance capabilities of an Xbox Series X, and a mobile phone isn’t going to match either. Furthermore, a game released on all three systems will inevitably have slightly different control schemes on each, as well as possible shifts in UI or other small tweaks to account for the inherent differences between platforms. This is normal, and those I spoke to said that the industry is largely fine with these differences.

In other ways, that lack of enforcement is less driven by necessity, and more chalked up to an “everyone is doing it” attitude. Alcid told me that feature parity is pretty important to everyone involved — cross-saves, language options, and so forth — but “content” can be a bit murkier.

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“The ‘content’ piece in particular can come into play with DLC and other add-ons as well, preventing a game from releasing platform-specific content for someone else,” he said. “Like Spider-Man only being in the PS4 version of Avengers — if Microsoft were still particularly concerned with their parity clause, they might have taken issue with that.” For the record, Alcid was not referencing any specific knowledge of Microsoft’s contract with Square Enix for Avengers; this was just a hypothetical example.

The anonymous publisher I spoke to noted that this is why we sometimes see timed exclusives, or different exclusive content on different systems.

“They might do something where the special DLC pack that comes out as a player incentive is exclusive, but only for the first six months,” they said. “And then they eventually bring it to the Xbox. And then by doing that they have kept their commitment to have parity. Or sometimes they will claim to have given parity by giving something special to Xbox that PlayStation 5 doesn’t get. But in order to keep parity with Xbox, they give Xbox consumers a special bonus thing of some sort also.”

Those I spoke to also mentioned that lax enforcement is usually the reason why occasionally games do come out that are a little bit worse on one console or another at launch. In these cases, while differences can be noticeable in comparison footage or to media outlets and players looking for them, as long as the disparity isn’t so stark that one set of players is clearly having a horrendous time of things, it’s not worth a company taking legal action over. Usually, some post-launch patches end up clearing things up anyway. And if you’re already rushing to the comment section to remind me of whatever game you just thought of that was significantly worse on one platform, know that there are always going to be outliers. This is just how most games work.

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All that lax enforcement aside, though, both publishers I spoke to suggested that they themselves and the publishers they know generally will self-enforce, and for good reason. It’d be terrible PR, White told me, for a game to come out on PS4 and Xbox One and be an awful, messy experience on Xbox and a good one on PS4. Not only would Microsoft be mad and be less interested in working with the publisher in the future, but players would also be upset, and they’d risk losing a chunk of their audience.

“Sometimes this does mean that you do have to intentionally delay a game on one console to match the parity on the other console, but that’s not because you’re trying to take a dump on gamers on one system or something,” White said. He told me that in his experience, publishers will plan marketing spend and PR around a simultaneous launch. In a scenario where a game is struggling to, say, hit a framerate bar on PlayStation 4, it’s unlikely that Sony is breathing down their neck to delay both that and an Xbox One version of the game. It’s far more likely that the publisher makes the call to delay them both to be sure the game stays in budget.

“In that scenario, we have [a few] main motivations that come to mind and parity clauses are not one of them. One is, we want every person who sees [our] ad to go to whatever console they own and have a similar and high-quality experience. We want to avoid what I call the fast-food burger effect, where the burger in the ad looks like this meticulous, beautiful, well-crafted thing. And then you get the burger and it’s something that somebody threw into a bag, and it’s just lettuce and lumps of garbage. That’s what we want to avoid.”

How do parity clauses impact us?

The people I spoke to had mixed responses to how parity clauses actually impact consumers. Both White and the anonymous publisher felt they were largely consumer-friendly, and that the current dynamic of publishers doing their best and platform holders avoiding rigid enforcement was, for the most part, working well enough to ensure games weren’t launching with awful parity discrepancies (though they acknowledged there were always occasional exceptions.)

“Consumers have had lots of instances of dealing with a terrible port of a game to a platform,” the anonymous publisher said. “And what these [clauses] are really there to prevent is for watered down, cut down versions of these games — and it’s not perfect, it’s not always going to stop every version of this from happening. But the fact that publishers sign these agreements and take them semi-seriously and have to commit to delivering a comparable experience across the platforms, means that you’re not going to have a game as often that runs great on one platform, but then is just missing everything and has been cut down to nothing on some other platform.

“It’s very likely that if these clauses didn’t exist, even more people would try to take that route, instead of doing all the hard work to actually get a difficult feature to work on Switch or Xbox, they might just cut it and then those consumers would never have that feature.”

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The legal minds I spoke to had a different take.

“Like exclusivity agreements, I think release parity clauses are something that platforms want but consumers generally don’t (outside of people cheerleading “their” platform at the expense of others),” he said. “When strictly enforced, they end up limiting the availability of games and keeping them out of reach of people who may not be able to afford one of each new console and a viable gaming PC, and I’m sure there’s no shortage of stories of (particularly smaller) devs that end up releasing on only certain platforms as a direct result of the existence of these clauses.”

Hoppe pointed out that parity clauses do create some friction for smaller developers, suggesting that such clauses “force them to prioritize one platform over another,” and limit their potential revenue sources.

He added that they can also create some friction for players, though he said that a good portion of this was due to perception rather than to actual problems. “Parity clauses can lock player bases out of games either for a set period of time or forever. By now, most players are used to games that are indefinitely console-exclusive, particularly in the case of games that are developed by first- or second-party developers (second-party developers are owned by first parties).

“However, games that are timed exclusives or have console-exclusive content are often perceived as ‘unfair’, despite the fact that there is usually a good reason for the first party and developer to have come to that arrangement, such as the first party having provided financial or promotional support. And despite such negative perception, delayed releases can work in favor of the affected player base as the developers have time to remove bugs or add new features to improve the play experience over the period of the delay.”

So what about Resident Evil: Village?

To go back to Resident Evil: Village and the parity clause highlighted a few weeks ago, all this is to say that the lawyers and business folks saying that there was no cause for alarm were absolutely right. With the caveat that no one I spoke to was willing to comment on any specific parity clause for numerous legal reasons, all the Sony and Capcom agreement really says is that if Capcom releases the game anywhere else in the next seven years, the PlayStation version has to be just as good. So Capcom can’t make a new version exclusively for Xbox that has a bunch of features the PlayStation version doesn’t have, and it can’t make any DLC exclusive to any other platform. If Capcom magically concocts a version of the same game a few years down the road that performs better and wants to put it on Xbox, it has to put it on PlayStation also. That’s all that’s going on here.

Parity clauses can sound alarming when taken at face value, but as with any other legal agreement, it’s critical to understand the actual context and effects before making a snap judgment about what it means. In reality, parity clauses are a normal aspect of the games industry, but the systems around them are instrumental in making sure we’re all playing the same games regardless of what console we own. So the next time you buy a game on PS5 and it’s basically the same experience as your friends are having on Xbox Series systems, thank a parity clause.

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

How RGG Studio is Charting a New Future With Lost Judgment and Yakuza: Like a Dragon

For over a decade the Yakuza series has quietly thrived. But while it’s been incredibly popular in its native Japan, it’s been something of a niche series in North America.

Yakuza’s fanbase continued to grow, though, and in the past four years — starting with the critically-acclaimed Yakuza 0 — Ryu Ga Gotoku Studio [RGG Studio] has hit something of a breakthrough. Not only was Yakuza 0 mentioned in many Game of the Year conversations, RGG Studio released two updated remasters (Yakuza Kiwami 1 and 2), all the mainline Yakuza games on PC, and a new series called Judgment set in the same shared universe as Yakuza.

In 2020 saw RGG Studio take the Yakuza series in a bold new direction. Yakuza: Like a Dragon introduced a new hero in Ichiban Kasuga as well as a new turn-based RPG gameplay format. The latter will be the norm for the series going forward, series creator Toshihiro Nagoshi says.

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“The Yakuza series has been transformed into a turn-based RPG,” Nagoshi and producer Kazuki Hosokawa tell IGN in a joint written interview.

For fans of the classic action gameplay, the style that defined the original games will live on through the Judgment series. “[RGG Studio] has accumulated resources and know-how of making flashy and exhilarating action games that are effortless to enjoy. We decided that we should let our signature action gameplay live on through Lost Judgment.”

Announced earlier today, Lost Judgment is a sequel to 2017’s Judgment, starring yet another new hero: the lawyer-turned-detective Takayuki Yagami. Lost Judgment crosses between the legal world of Japan’s court systems and the Yakuza-filled criminal underworld. Combat involves switching between different martial arts styles and brawling in the streets, but Judgment also has new mechanics like climbing and some light parkour.

“Lost Judgment is different from [Yakuza] in that the protagonist is a detective, so we have tried to make the investigative gameplay elements fun and unique,” the two producers say in our interview. “One example is the scene where Yagami can perform athletic actions, as you mentioned.”

The developers did concede that these new mechanics could work in a Yakuza game as well saying “it would be interesting to see the protagonist of a Yakuza game take on a mission with an entirely different feel from Lost Judgment with this gameplay element,” and that such an idea isn’t “that far-fetched.”

Indeed, Yakuza and Judgment serve as the two pillars for RGG Studio, and the developers are always thinking of what’s next. Whether that’s a sequel to one of its franchises or something new.

“As long as there are fans, they will still expect the next game [in a series],” RGG Studio says when asked if there are plans for different game series set in the shared world of Yakuza. “So it’s a balancing act of meeting those expectations while also wanting to challenge and try new things as creators.”

“As creators, we also have the desire to challenge ourselves with completely different titles.”

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Lost Judgment’s worldwide release on September 24, 2021, with dual audio options for Japanese and English, is part of RGG Studio’s expansion beyond its cult status. It exemplifies the growing popularity of the Yakuza series outside of Japan.

For fans of different forms of localization, Lost Judgment will include Sega’s “dual script” option where players can choose to pair the English voice track with a 1:1 English script that matches the dub; or match the Japanese voice track with a localized English script that’s closer to the original Japanese script.

What’s clear is RGG Studio is no longer working on games that are only popular in Japan. And as more players discover the world of Judgment and Yakuza, RGG Studio’s transformation from a purveyor of niche Japanese action games to a known global entity will only grow stronger.

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Matt T.M. Kim is IGN’s News Editor.

Genesis Noir, Spiritfarer, and Paradise Killer Lead IGF Award Nominations

The nominees for the 23rd annual Independent Games Festival Awards have been announced, with Genesis Noir, Spiritfarer, and Umurangi Generation leading the pack.

Nominees for the Seamus McNally Grand Prize include Genesis Noir, Spiritfarer, Umurangi Generation, Paradise Killer, Teardown, and Chicory: A Colorful Tale.

Genesis Noir, a noir adventure game set just before the Big Bang, touts the most nominations of all, including Excellence in Audio, Narrative, and Visual Art. Umurangi Generation, the photography game set in a world inspired by real-life (and sci-fi) natural disasters, follows up with three nominations, including the Nuovo Award, which is focused on pushing the video game medium forward.

Blaseball, the absurdist sports game featuring a sentient peanut god, also gets some love in the Nuovo Award category and a few honorable mentions in others.

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The IGF Awards are traditionally held just minutes prior to the annual Game Developer Choice Awards. Winners will be announced on Wednesday, July 21 2021 at 4:30 PM PT. The awards will be streamed as part of a virtual event.

You can read the full list of nominees and honorable mentions below.

Seumas McNally Grand Prize

Paradise Killer (Kaizen Game Works)

Teardown (Tuxedo Labs)

Chicory: A Colorful Tale (The Chicory Team)

Genesis Noir (Feral Cat Den)

Umurangi Generation (Origame Digital)

Spiritfarer (Thunder Lotus)

Honorable Mentions: A Monster’s Expedition (Through Puzzling Exhibitions) (Draknek & Friends), Blaseball (The Game Band), Bugsnax (Young Horses), Carto (Sunhead Games), Disc Room (Kitty Calis, Jan Willem Nijman, Terri Vellmann, Doseone), NUTS (Joon, Pol, Muuutsch, Char & Torfi), OMORI (OMOCAT), Spelunky 2 (Mossmouth, BlitWorks), There Is No Game: Wrong Dimension (Draw Me A Pixel)

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Excellence in Audio

Say No! More (Studio Fizbin)

Blind Drive (Lo-Fi People)

Sunlight (Krillbite Studio)

Genesis Noir (Feral Cat Den)

Spiritfarer (Thunder Lotus)

A Monster’s Expedition (Through Puzzling Exhibitions) (Draknek & Friends)

Honorable Mentions: Ikenfell (Happy Ray Games), Stilstand (Ida Hartmann & Niila Games), BPM: BULLETS PER MINUTE (Awe Interactive), Creaks (Amanita Design), In Other Waters (Jump Over the Age), Olija (Thomas Olsson / Skeleton Crew Studio, Inc.), Chicory: A Colorful Tale (The Chicory Team), Mixolumia (davemakes)

Best Student Game

Vessels (Local Space Survey Corps, LLC)

Dorfromantik (Toukana Interactive)

Some Old Stuff (Hao Fan, Harry (Weizhong) Chen, Haku (Minyan Cai), Emi Schaufeld)

Rainy Season (Inasa Fujio)

SYMPHONIA (Guillaume Roux, Nicolas Derio, Pierre Vrel, Guillaume Gille, Alexis Grand, Simon Larguier, Martin Lepretre, Corentin Pauvrasseau, Kilian Dufour, Alexandre Mansois, Quentin Vernet, Hicham Benrhannou, Olivier Esman)

Hadr (Dominik Konečný of Ateliér Duchů)

Honorable Mentions: Quest 4 Papa (Rumba Corp), Bots Are Stupid (Leander Edler-Golla), FAITH: The Unholy Trinity, (Airdorf Games), Liquidators (1986 CL3), Pink Gum (Mad Cream Games), Running Souls (Bar Levi, Asaf Kali, Yakir Oz, Michal Shoshan), Flicker of Hope (Studio Whip), Sketchball (Pincun Liu), Bunny Hill (Brendan Roarty)

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Excellence in Design

Teardown (Tuxedo Labs)

Disc Room (Kitty Calis, Jan Willem Nijman, Terri Vellmann, Doseone)

Shady Part of Me (Douze Dixièmes)

There Is No Game: Wrong Dimension (Draw Me A Pixel)

Signs of the Sojourner (Echodog Games)

A Monster’s Expedition (Through Puzzling Exhibitions) (Draknek & Friends)

Honorable Mentions: Boomerang X (DANG!), Ancient Enemy (Grey Alien Games & Jim Rossignol), Biped (NExT Studios), Ynglet (Nifflas & Triple Topping), Chicory: A Colorful Tale (The Chicory Team), Moncage (Optillusion), Airborne Kingdom (The Wandering Band), The Last Cube (Improx Games)

Excellence in Narrative

Lost Words: Beyond the Page (Sketchbook Games)

Across the Grooves (Nova-box)

Genesis Noir (Feral Cat Den)

Umurangi Generation (Origame Digital)

Haven (The Game Bakers)

In Other Waters (Jump Over the Age)

Honorable Mentions: Spiritfarer (Thunder Lotus), NUTS (Joon, Pol, Muuutsch, Char & Torfi), Blaseball (The Game Band), Inkslinger (Gateway: Jacob Hvid Amstrup and Lucas A. V. Møller), Paradise Killer (Kaizen Game Works), South of the Circle (State of Play), Stilstand (Ida Hartmann & Niila Games), Blind Drive (Lo-Fi People)

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Excellence in Visual Art

Genesis Noir (Feral Cat Den)

Arrog (Hermanos Magia and Leap Game Studios)

In Other Waters (Jump Over the Age)

Shady Part of Me (Douze Dixièmes)

Call of the Sea (Out of the Blue)

Carto (Sunhead Games)

Honorable Mention: Stilstand (Ida Hartmann & Niila Games), Bloodroots (Paper Cult), OMORI (OMOCAT), Chicory: A Colorful Tale (The Chicory Team), Going Under (Aggro Crab), Umurangi Generation (Origame Digital)

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Nuovo Award

Blaseball (The Game Band)

Nightmare Temptation Academy (Lena NW & Costcodreamgurl)

THAT NIGHT, STEEPED BY BLOOD RIVER (Taylor Swietanski)

Airplane Mode (Bacronym)

Welcome to Elk (Triple Topping)

Umurangi Generation (Origame Digital)

Chasing Light (Vittgen Inc.)

Kristallijn (Gaël Bourhis)

Honorable Mentions: Cai Cai Balão (LookUp Games at DADIU 2020), Genesis Noir (Feral Cat Den), Gnosia (Petit Depotto), Liquidators (1986 CL3), Night Dreams (Salem Hughes), Rainy Season (Inasa Fujio), Stilstand (Ida Hartmann & Niila Games), There Is No Game: Wrong Dimension (Draw Me A Pixel)

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Joseph Knoop is a writer/producer/indie lover forever for IGN.

Google Has a YouTube TV Workaround for Roku Customers

Despite Roku’s attempts to make YouTube TV harder to access, Google has found a workaround: YouTube.

Bear with me on this. There are two main YouTube apps on Roku: YouTube and YouTube TV. The first is the main app that viewers associate with watching music videos or their favorite creators. YouTube TV is a subscription based, virtual TV provider that lets customers watch live television.

In the midst of a very public battle over alleged antitrust behavior on Google’s part, Roku removed the YouTube TV app from the channel store, ensuring that new customers can’t sign up. Current customers can still access the app as long as they don’t remove it.

YouTube, the main app, wasn’t affected. It’s here that Google found a workaround. Google is adding a new feature that will let customers access YouTube TV directly from the main YouTube app on Roku devices, according to Variety. Think of it as Google preparing for more disruption. If the YouTube TV app disappears completely, YouTube can point to this feature.

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Said feature will eventually roll out to customers on other devices, like Apple TV, but the company is starting with Roku for obvious reasons.

“On a parallel path, we’re working with other partners to secure free streaming devices in case YouTube TV members face any access issues on Roku,” a YouTube spokesperson told Variety.

Roku responded to Google’s actions by calling the company’s actions “the clear conduct of an unchecked monopolist bent on crushing fair competition and harming consumer choice” in a statement sent to IGN. The statement adds that Google’s move highlights “predatory business practices used by Google that Congress, Attorney Generals and regulatory bodies around the world are investigating.” Finally, Roku added that the company hasn’t asked for one additional dollar, but rather asked Google “to stop their anticompetitive behavior of manipulating user search results to their unique financial benefit and to stop demanding access to sensitive data that no other partner on our platform receives today.”

You know the meme with two Spider-Man figures pointing at each other? As corporations like Google and Roku — or Epic and Apple — fight publicly over which company is doing more harm, it’s probably fair to expect more of these types of big statements.

Oh, the joys of streaming. The colloquial “streaming wars,” as the internet has dubbed our current entertainment moment, is not between Disney and Netflix. It’s between Roku and Google; or Roku and WarnerMedia; or Roku and NBCUniversal. Sometimes, it’s between Amazon and WarnerMedia or Amazon and NBCUniversal. You get the picture. Roku has 53.6 million active accounts. Roku is one of the most popular over the top (OTT) set top boxes. The company has hardware partnerships with TV manufacturers like TCL. Roku wants to own the home — and that gives Roku a lot of power.

Google is both a hardware and a software business. (Roku is also getting into software but that’s a whole other discussion.) YouTube makes its money through ad revenue, and YouTube TV is a subscription based platform. The more people that YouTube and YouTube TV reach, the better. Being on Roku is a big deal.

Then there’s Google’s hardware business. Google also sells its own OTT device — Google Chromecast with Google TV. It’s $50 a direct competitor to Roku. If Google can use this moment to sell more devices, and take as many customers away from Roku as possible,  it’s an automatic win. Except that Google risks alienating its base who don’t want to give up Roku, and are fine switching to a virtual TV competitor, like Sling TV or Hulu + Live TV.

Decisions, decisions. What to do? If you’re NBCUniversal, whose executives are fighting with Amazon to get Peacock on Fire TV, you tell disappointed customers to sideload the app and tweet at Amazon (this is true). If you’re Google, you simply use the other app that Roku isn’t booting to ensure customers remain happy.

Guardians of the Galaxy Vol. 3 Will ‘Probably Be the End of Drax,’ Dave Bautista Says

Guardians of the Galaxy Vol. 3 might be the last time we see Dave Bautista’s Drax the Destroyer, the actor told Digital Spy.

Bautista has remained relatively quiet on plot details, but only because he has yet to see what the latest script contains, the actor said.

“I don’t know what the script of the third film is, to be honest with you. There was a script years ago that obviously is going to have to change because the whole direction of the Marvel universe has changed,” Bautista said.

Guardians of the Galaxy Vol. 3 is due out on May 5, 2023, but Bautista says he’s unlikely to appear as Drax in any other form beyond that, including a spin-off movie.

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“There were talks for a while about a Drax and Mantis film,” Bautista said, referencing the comedic relationship between the overly blunt Drax and the naive Mantis played by Pom Klementieff. “It was really because it was James Gunn’s idea. He really wanted to do a Drax and Mantis film. He laid it out to me. I thought it was such a brilliant idea, but I haven’t heard any follow-up from the studio. I don’t think they’re very interested, or it doesn’t fit into the way they have things mapped out. But other than that, no. I mean, as far as my obligations, I’ve got Guardians 3, and that’s probably going to be the end of Drax.”

So maybe there’s room for a TV series instead? Unfortunately, Bautista has told JoBlo there’s “not a chance in hell” he’d reprise the role in that format.

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Obviously, nothing is ever too permanent in the Marvel Cinematic Universe, but Bautista’s exit might be one of those things you can’t walk back from. The actor has previously been very critical of Disney after it fired James Gunn for making inappropriate jokes on Twitter years before working on GotG.

Bautista went as far as to say he was considering not working on Guardians Vol. 3 after Disney’s decision, which the company eventually rescinded. Knowing all that, it’s pretty clear that Bautista has no love lost for Disney as a corporation.

Whether Drax simply walks into the sunset or goes out in a more violent manner in Guardians Vol. 3 remains to be seen. In the meantime, we’ve at least got the Guardians of the Galaxy Holiday Special to look forward to, and Bautista is starring in Zack Snyder’s zombie heist movie Army of the Dead on Netflix.

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Joseph Knoop is a writer/producer/groot for IGN.

Save $200 On This 55-Inch Sony 4K TV Today

Buying a 4K TV can seriously change your enjoyment of modern games, especially if you’ve already invested in particularly powerful consoles such as the PS5 and Xbox Series X. The higher resolution makes details pop, and the benefit of HDR can bring out details previously hidden to you in your favorite titles. That’s why today’s deal on a Sony 55-inch X80J 4K Smart TV is so enticing. Best Buy is knocking $200 off the price this weekend, bringing it into impulse purchase territory.

In addition to its gaming features, the X80J also ships with Google TV–the replacement for traditional Chromecast support. That means you can expect to find apps like Netflix, Spotify, Amazon Prime Video, Disney+, and more at the touch of a button, while still being able to cast to the TV with a compatible smartphone or tablet.

If you’re looking for something a bit higher up the tier list, you can check out our best gaming TVs guide for the best sets out on the market currently. And if you’re perhaps looking for some games to pair with your new TV purchase, Newegg has several deals on Xbox digital games today, including Grand Theft Auto V, NBA 2K21, and even a saving on a Biomutant preorder with promo code EMCEWEY25.

Call Of Duty: Warzone Patch Notes Include Streetsweeper Nerf And Lots More

A new patch is now available for Call of Duty: Warzone that makes a series of changes, including a long list of weapon balance updates–and yes, the promised Streetsweeper changes are part of this update.

The new update nerfs the shotgun by increasing its base hip spread and recoil and reducing its ADS speed. Activision said the Streetsweeper was “a tad too effective” compared to other weapons in its class. “This change will decrease its lethal range slightly, punish inaccurate sustained fire, and give a little more time to react,” the studio said.

Not only has the weapon itself been nerfed, but it won’t show up as much in Warzone’s loot spawns. For both Verdansk ’84 and Rebirth Island, the Streetsweeper’s Common and Uncommon variants were removed from ground loot, while its Rare and Epic versions no longer show up in supply boxes.

“The Streetsweeper’s wide availability fostered a dynamic where passive play was incentivized and rewarded. We do not think this type of play is particularly compelling for either party when players do not have the necessary tools in the early-game to effectively counter it,” Activision said.

A number of other weapons have been tweaked across Warzone, and Activision outlined some of its thinking for these changes.

“There are millions of you, and when we reduce the effectiveness of a weapon, we are bound to make a change to someone’s favorite gun. As players of this game ourselves, it pains us just as much,” the studio said. “However, we remain torn. We are the custodians of this game–we make it for you. In the same light, we are charged with maintaining the health and integrity of the game. In some instances, this requires us to reduce the effectiveness of some universally cherished weapons. When we make a change like this, our intent is the promotion of diversity. We believe what makes a game truly engaging is choice. When we diminish that choice, we take away the agency to play the game your way. This can happen when a weapon becomes so effective that simply not utilizing it puts you at a disadvantage.”

Activision went on to say it is approaching what it calls “balance homeostasis” as it relates to weapon balance across the game. These changes impact the “time-to-kill” statistics, too, with the idea that the time-to-kill figures should be higher.

Activision also pleaded with fans to understand that its goal is to raise the skill ceiling with these changes; they aren’t being made to intentionally anger fans.

“We ask that you consider these changes not as targeted attacks, but rather as part of a larger initiative to raise the skill ceiling,” it said. “We want to give you the runway and the platform to show us your epic plays and proudest moments. We hope that journey of mastery brings you as much enjoyment as it does us.”

Other weapons that received a balance pass in this new update include the CR-56 AMAX assault rifle, which seems its minimum damage decreased from 32 to 31; the FARA 83 assault rifle has its headshot multiplayer decreased from 1.5 to 1.35, with its base ADS move speed decreased by 7%. The Bullfrog submachine gun, meanwhile, sees its maximum damage decreased from 32 to 32, with the PPSh-41 getting a buff to increase its maximum damage range by 4%. A number of attachments have been tweaked as well, and you can see the complete patch notes below, which includes commentary from the developers about what’s changing and why.

The May 7 patch also fixes additional out-of-bounds glitches across Verdansk, while it also clears up the issue that could cause player models to load in low resolution at the start of a battle royale game.

In other news, the latest playlist update for Warzone is out now. It adds Plunder – Trios and Mini Royale Quads and Resurgence Duos for Rebirth Island. The update also removes Resurgence Trios from Verdansk, a move that has drawn a lot of criticism from fans, as it was one of the most beloved modes in the game.

Call Of Duty: Warzone May 7 Patch Notes

Published by Raven Software on its website

GAMEPLAY

  • Loot that spawns across both Verdansk and Rebirth Island has been adjusted as follows…
    • Streetsweeper
      • Common variant removed from ground loot
      • Uncommon variant removed from ground loot
      • Rare variant removed from Supply Boxes
      • Epic variant removed from Supply Boxes
    • Hauer 77
      • Common variant added to ground loot
      • Uncommon variant added to ground loot
      • Rare variant added to Supply Boxes
    • The Streetsweeper’s wide availability fostered a dynamic where passive play was incentivized and rewarded. We do not think this type of play is particularly compelling for either party when players do not have the necessary tools in the early-game to effectively counter it.

BUG FIXES

  • Fixed additional map locations in Verdansk that allowed players to reach out-of-bounds areas. This is on top of the locations that we addressed last week.
  • Fixed a bug causing Player models to initially load as low resolution at the start of a BR match.
  • Fixed a bug with the Cold War AK-47, FARA 83, XM4, and RPD where they were having their ADS Move Speed and Firing Move Speeds decreased with the Tactical and SAS Combat/Spetsnaz Stocks rather than increased.

WEAPONS

  • Assault Rifles
    • CR-56 AMAX
      • Minimum Damage decreased from 32 to 31 (Warzone Only)
      • With a great damage profile, locational multipliers, and manageable recoil, the CR-56 AMAX was able to reliably reach extreme TTKs at long-range. This change reduces its fastest minimum damage TTK by about 17% in addition to its slowest minimum damage TTK by an additional shot. Its fastest maximum damage TTK however, remains intact—which is a risk we feel is equal to the reward considering how unforgiving its rate of fire is and how many other weapons it has to contest with in the mid-range engagement space. The CR-56 AMAX is just a tad more dominant than we would like it to be and with this change, our aim is to widen the selection of viable long-range assault rifles.
    • FARA 83
      • Headshot Multiplier decreased from 1.5 to 1.35
      • Base ADS Move Speed decreased by 7%
      • When combined with a mobility-based stock, the FARA 83 was capable of reaching exceedingly fast ADS firing speeds. We like how the FARA 83 plays, but it is a bit too versatile currently. As part of our efforts to increase the overall Time to Kill, we are reducing the FARA 83’s fastest TTK by 16.6% to compensate for its generous rate of fire and recoil control.
  • Shotguns
    • Streetsweeper
      • Base Hip Spread increased
      • Recoil increased slightly
      • ADS speed reduced slightly
      • While shotguns tend to have limited viability outside of early game, we find the Streetsweeper is a tad too effective given its rate of fire and ammo capacity when compared to other weapons of its class. This change will decrease its lethal range slightly, punish inaccurate sustained fire, and give a little more time to react.
  • Submachine Guns
    • Bullfrog
      • Maximum Damage decreased from 34 to 32
      • Maximum Damage Range increased by 11%
      • Base Move Speed increased by 1%
      • Sprint Out Speed increased by 13%
      • The Bullfrog’s exceptional headshot multiplier has allowed it to reach one of the fastest TTKs in the game. While this change does not directly affect that multiplier, it does diminish its output. This change reduces the Bullfrog’s ability to consistently achieve extreme TTKs, while not removing it entirely. We felt it was too easy to consistently reduce the TTK to these ranges, so we are asking for a bit more accuracy in exchange for the Bullfrog’s attractive stat line. We are hesitant to label this an outright ‘nerf’ as we believe there is more value to a weapon than its damage alone.
    • PPSh-41
      • Maximum Damage Range increased by 4%
      • Open Bolt Delay decreased by 80%
      • We would like to push SMGs in different and interesting directions to distinguish them from one another. Ideally, we are providing a myriad of options within each weapon category that are supplementary to a multitude of diverse playstyles. In that vein, we are going to push the PPSh-41’s identity in a way that continues to diversify it from its competition in meaningful ways. To us, the PPSh-41 is the quick to fire, high-capacity, short-to-mid range SMG. Not every weapon needs to have the highest TTK potential, but every weapon should at least feel viable and have a niche where it excels given a complementary playstyle.

ATTACHMENTS

  • Barrels
    • Combat Recon (Snipers)
      • Bullet Velocity multiplier increased by 12%
      • ADS Idle Sway multiplier decreased by 33.3%
      • As we continue assess the place of Cold War snipers within Warzone, we realize there is much work to be done. In addition to improving the overall efficacy of these weapons and attachments, we will also be taking a close look at their optics. This includes addressing attachment pros where there are few, if any, use cases. In specific… we may see a Cold War equivalent to an immensely popular Modern Warfare sniper attachment very soon.
  • Optics
    • Axial Arms 3x (Cold War AK-47)
      • Optic behavior improved
  • Stocks
    • Raider/KGB Skeletal Stock (Assault Rifles, Light Machine Guns, Shotguns, Snipers)
      • ADS Firing Speed multiplier decreased by 75%
      • ADS Move Speed multiplier decreased by 10%
    • Raider/KGB Skeletal Stock (Submachine Guns)
      • ADS Firing Speed multiplier decreased by 50%
      • ADS Move Speed multiplier decreased by 10%
    • SAS Combat/Spetsnaz Stock (Assault Rifles, Light Machine Guns, Shotguns, Snipers)
      • ADS Firing Speed multiplier decreased by 75%
      • ADS Move Speed multiplier decreased by 10%
    • SAS Combat/Spetsnaz Stock (Submachine Guns)
      • ADS Firing Speed multiplier decreased by 50%
      • ADS Move Speed multiplier decreased by 10%
    • Tactical Stock (Assault Rifles, Light Machine Guns, Shotguns, Snipers)
      • ADS Move Speed multiplier decreased by 75%
      • Tactical Stock (Submachine Guns)
      • ADS Move Speed multiplier decreased by 50%
  • It is crucial to maintain an engagement space where each weapon type can excel, lest we risk guns becoming analogous. In that regard, some weapon types were able to elude mobility as a core weakness given the right attachments. We believe this is in part why assault rifles have been able to assume the role of submachine guns. While it is a priority for us to maintain and embrace gameplay differences between Modern Warfare and Cold War guns, we felt movement speed modifiers in their current state would undermine gameplay integrity and overall weapon diversity if left unchecked. These stocks are still a solid choice, even with such a substantial reduction—which we believe speaks to just how strong they were.

For more on Warzone, check out GameSpot’s features:

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Final Fantasy 7 Remake Intergrade Exclusive to PS5 for Six Months Minimum

In a new trailer released today, Square Enix has confirmed that Final Fantasy 7 Remake Intergrade will be exclusive to PlayStation 5 for at least six months.

A graphic at the end of the “Final Trailer” for Final Fantasy 7 Remake Intergrade reveals that the game will remain exclusive to Sony’s console for at least the first six months after it releases. The trailer also showcases more of the new expanded story of the game, focusing particularly on the new Yuffie chapter and revealing some new boss fights, such as a new encounters against Scarlett in a combat-ready new Shinra mech suit.

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The exclusivity window is not entirely surprising given that the original release of Final Fantasy 7 Remake was exclusive to PS4, and also had a timed exclusivity deal in place. This approach seems to follow the trend of Sony striking exclusivity deals for Square Enix’s big titles, with Final Fantasy XVI and Forspoken also planning to launch first on PS5.

It has not yet been revealed whether FF7 Remake Intergrade will be ported to Xbox or PC after the six month exclusivity window. Square Enix does have a history of porting their games to multiple systems following exclusivity deals, however, such as Rise of the Tomb Raider launching exclusively on the Xbox One, and releasing on the PS4 later. If Intergrade does end up releasing on Xbox systems or PC, though, it wouldn’t be until the exclusivity period was up, which would be December this year at the earliest.

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Final Fantasy 7 Remake Intergrade launches on the 10th June, but if you’re hungry for more Final Fantasy, Square is also planning to expand on the FF7 universe through additional content and games such as The First Soldier and Ever Crisis that aim to build on the lore of the FF7 compilation of games. Final Fantasy 7 Remake was recently part of March’s Playstation Plus update on the PS4, and PS4 gamers can get a free upgrade to the next-gen version, but it won’t include the Yuffie content without additional purchase.

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Liam Wiseman is a Freelance News Writer at IGN, and likes Final Fantasy waaay too much. You can follow him on Twitter @liamthewiseman

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