A New Nier Is Hier: Nier Reincarnation Is Out Now

The latest Nier game, the mobile-exclusive Nier Reincarnation, has officially released in the West, and Nier Automata fans can take advantage of a crossover to celebrate the launch. Prior to its official release, 700,000 people pre-registered, and 699,999 of them weren’t me.

Yes, the game is no longer merely Nierly hier–Nier is most sincerely hier.

Featuring a turn-based battle system with “action command” elements rather than the third-person action of the main series, Nier Reincarnation may be a mobile exclusive, but it still features the creative team that made the previous games so successful. That includes creative director Yoko Taro, producer Yosuke Saito, and composer Keiichi Okabe.

“…Nier Reincarnation tells the story of a girl who awakens in a mysterious place known as The Cage. Guided by a creature who calls herself Mama, the girl sets off on a journey through The Cage to reclaim what she has lost and to atone for her sins,” reads the game’s description in the announcement. That certainly sounds like Nier.

Until September 7, a Nier Automata crossover event featuring the characters 9S, 2B, and A2 is available in Nier Reincarnation. This includes crossover quests and a free “Emil Heads” weapon for logging in during this period. You can download the game for free on iOS and Android.

Alongside Nier Reincarnation, the upgraded remaster Nier Replicant was released back in April. It’s one of our (my) favorite games of 2021 so far, with massively improved combat and retooled audio.

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PS5’s Beta Firmware Update Adds 3D Audio, Trophy Tracking, And More Enhancements

Sony has launched a significant software update for users in its PlayStation 5 system software beta program, which adds numerous improvements to the console interface. The current PS5 beta enables 3D audio support through TV speakers, which can be further optimized using a DualSense controller.

“You can also measure the acoustics of your room using the microphone on your DualSense wireless controller to apply the 3D audio setting that’s optimized for your room,” the beta notes–as spotted by The Verge–read.

Beta update 2.0-04.00.00 also addresses includes more personalization options for rearranging or choosing controls in the Control Center interface, adds message-writing functionality for friends and parties from the Game Base, and adds more management options to the Friends tab. One of the more annoying issues being addressed is the accidental download of a PS4 edition of a game instead of its PS5 version.

“Under the [Installed] tab, each game’s tile now clearly indicates its platform (such as PS4 or PS5),” the beta notes explained. “Also, just in your games home screen, different platform versions of a game will now appear separately.”

A trophy tracker will allow players to access up to five trophies per game through the Control Center, while PlayStation Now is adding 720p and 1080p options for streaming, as well as a new automatic video clip for PS5 players when they’ve completed a high score challenge in a game.

Trophies will now provide more information as they’ll be displayed vertically by default. Parental controls have been updated so that parents will be notified via the PS5 or on the PlayStation app when their child requests to play a game or communicate online.

Lastly, Sony has simplified the process of setting up internet connections and has added another stability update for the DualSense controller software.

On the hardware side, the PS5 beta has enabled internal SSD expansion using consumer NVMe M.2 SSDs.

Sony’s PS5 has become the fastest-selling PlayStation console to date, as the company announced this week that over 10 million units have been sold worldwide since launch.

Ghost of Tsushima Devs on Adding PS5 Functionality, Introducing a New Villain in Director’s Cut

Ghost of Tsushima: Director’s Cut will offer an interesting mix of new content to players returning to Sucker Punch’s epic adventure, as well as a more robust package for newcomers on both PS4 and PS5. Introducing a new story expansion taking place on a brand new island, alongside quality of life updates, PS5-specific features, and new content for Ghost’s surprising multiplayer Legends mode, the Director’s Cut has plenty to make a return trip to Tsushima seemingly worth the while. 

To learn a little more about what players can expect, I spoke with Creative and Art Director Jason Connell and Senior Writer Patrick Downs about what gameplay updates players can expect, how Iki Island is letting the team explore new themes and ideas, and how the new content reflects both the team’s interests and what players have been asking for.

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Director’s Cut Gameplay Additions

The Iki Island expansion will be accessible to players at the beginning of the main story’s second act and at any point after, meaning players that may have already beaten the game when it debuted last year will be able to jump in as well. Connell explained how the team wanted to ensure that, at whichever point you decide to sail off to Iki, Ghost of Tsushima will make sure its challenge is appropriate for your progress in the wider game.

“Whether you go there right at the beginning of act two, or you go there at the end of the game, a challenge will be presented because we’re scaling the difficulty of it,” Connell said. “If you’ve already gone all the way to the end of the game, it’s not like it’s going to be a breeze. It’s still going to have a challenge for you, which is important considering the way that we’ve implemented this.”

The Director’s Cut won’t add new stances or new weapons according to Connell, refuting some alleged leaks that popped up about the new content weeks ago, but Connell did speak to how not only Jin’s horse now get armor, it will also have a new skill, teased in the trailer.

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“Your horse has a new skill, it’s shown in the trailer. You can see it do a charge, which is super exciting. And then there’s a bunch of other stuff that we’ll obviously want some people to play and find out for themselves,” Connell teased.

He spoke to the far-ranging additions being added in this version of Ghost as a chance to both respond to the feedback and enthusiasm of fans, and tweak the experience overall in ways they couldn’t previously, like with the Japanese lip sync for characters, which will now be an available feature.

“That’s one where we wanted to have it, and we even experimented with them. But due to technical constraints, and the way we were making cutscenes and cinematics, and logistical time constraints, we just couldn’t make it happen. We had a chance to reevaluate that and make it happen this time,” Connel said.

“It’s definitely a really rare moment to have reflection from the community, and certainly, we listened there a bunch and that’s got to be in the mix. But there’s also things that we wish we could have made happen [in the original release], but couldn’t.”

Adding PS5 Functionality

Though a patch has allowed Ghost of Tsushima’s performance to improve when the PS4 is played on a PS5, the Director’s Cut edition will offer native support for features of the console, like 3D audio and use of the haptic feedback in the DualSense.

On the audio side, while Ghost was originally built for the PS4, Connell spoke to how so many of the design elements of Ghost of Tsushima, which aims to wrap you up in its beautiful world, lend themselves so well to a 3D soundscape. And one particular example of the audio team’s work really struck him about what could be accomplished.

[ignvideo url=”https://www.ign.com/videos/2021/07/01/ghost-of-tsushima-directors-cut-announcement-trailer”]

“There’s this thing that you come to find out, which is whenever I heard the [Guiding Wind] before, I would hear it. maybe. left to right, but I wouldn’t ever really hear it over my head, or going from way behind me to way in front of me,” he said, explaining how Ghost’s unique navigation element could take advantage of this tech.

“Or when a rainstorm comes in, you just hear a general pitter patter [in the original version]. But now, it feels like the pitter patter is happening at my feet, like it’s hitting the actual ground. The immersion level just goes up a notch.”

Connell also spoke a bit to how Ghost of Tsushima’s swordplay so naturally can be adapted to the adaptive triggers and haptic feedback of the DualSense.

“Then you add in some of the really cool features with the DualSense adaptive triggers and the haptic feedback, and applying that to when you hit somebody with a sword. It’s a sword fighting game, so having impacts that feel excellent is [a major goal]. In anything you can do, we’re going to try to find those tools and use them, and now we have this whole new set of tools.” 

Introducing a New Villain, and a New Island

IGN’s Ghost of Tsushima review hailed Khotun Khan as a memorable, impactful villain, a leader of the Mongol army seeking to take Jin’s home for his own. It’s a tall order to live up to, and the Iki Island expansion will be introducing a new villain in the form of the mysterious Eagle, who Downs hopes will surprise players.

“One of our big considerations was: how do we create a villain who is a compelling Mongol leader, who reflects actual Mongol history, but also is an absolute contrast to Khotun Khan,” Downs said. “To give us something different, and new, and surprising. And then with [The Eagle] in particular, there are aspects of her as both a khatun, which is essentially a woman khan, but also as a shaman…how does that change her goals, her style of leadership, what she’s trying to accomplish? And how does that affect Jin in ways that maybe he hasn’t been challenged before on Tsushima?”

[ignvideo url=”https://www.ign.com/videos/2020/07/24/ghost-of-tsushima-creative-director-interview-podcast-beyond-episode-658″]

With her role as a shaman, it also perhaps opens up Jin’s story to a little more of a fantastical bent than seen in the main campaign. Of course, the Legends multiplayer mode goes into full supernatural territory, but Downs said the team’s goal was to build off what was introduced in the single-player campaign.

“We do want to respect the world that we’ve created in Ghost of Tsushima, which is grounded historically,” he said. “We wanted to keep that, although there are touches of supernatural elements like the Guiding Wind, for instance. It’s not literally supernatural in the way that Legends is, but…we took that as a springboard. Maybe not supernatural, per se, but there’s that fine line between what’s supernatural and what’s psychological.”

Downs also explained how the team wanted to use the Iki Island expansion to explore more of Jin’s past, and a different reaction to Clan Sakai than players encountered on Tsushima.

“We wanted to tell a story that lets us delve into Jin’s past, and some of the traumas that he dealt with in his growth from a young boy to samurai. And in particular, we had this notion of Iki Island as a place with kind of a dark history with Clan Sakai that we wanted to explore,” Downs teased.

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“What makes Iki unique and interesting is that, in our imagining, it’s a place, at that time in 1274, where there are pirates taking haven, and raiders, and smugglers. So, you have this story where not only is Jin dealing with a new mysterious Mongol threat. He’s also having to go back to a place that is not necessarily going to be welcoming to a samurai from across the way, and is also going to force Jin to confront some of the things that he maybe hasn’t had to confront while he’s been on Tsushima.”

And while Downs certainly teases Iki as an opportunity to learn more about Jin and his story, one of Ghost’s great storytelling ventures was to offer slices of life from across Tsushima island. Downs said the team is hoping to do the same on Iki, and paint just how much it differs through the wider stories.

“What we really pushed on in particular is trying to approach integrating all of the content, whether it’s main quests, side quests, activities, challenges, mythic stories, and really concentrate on telling the story of Iki island,” he said. “You will meet pirates. You’ll meet people who are regular folks who have had experiences with the samurai that have maybe soured them a bit. And how does Jin manage that, negotiate that rift? Stories about smugglers and pirates, stories about regular people who have suffered under war, and even stories about people who have clashing viewpoints about whether the samurai are a good thing or a bad thing. And we just tried to capture all of that stuff on Iki.”

Revisiting Jin’s Story

As Connell said previously, the Director’s Cut was a rare opportunity to reflect on what worked in Ghost, what fans responded to, and what the developers loved, and create something even more fully-featured than the robust original (and its free multiplayer update).

As for whether the Director’s Cut really stands as the definitive version of this Ghost of Tsushima story, Connell explained how the team certainly see a larger universe of stories to tell, but that they’ve just been grateful to revisit and spend a bit more time within this chapter of Jin’s life.

[ignvideo url=”https://www.ign.com/videos/2020/07/14/ghost-of-tsushima-review”]

“Well, when we completed Ghost of Tsushima, …we were very happy with it. And then we found an opportunity to tell a little bit more [story], and there’s a huge universe inside of that,” Connell said. 

“It was really exciting to be able to bring something so specific, a little bit of Jin’s backstory, and this new island to explore. All I can really say is that it’s exciting to be able to play in Jin’s world a little bit longer, and to spend some time learning from what was so great about Tsushima and applying it to something like Iki. That’s been really positive for our team, healthy for our team. I think that’s something that we’re really proud of and are excited to have people check out.”

For more on Ghost, be sure to check out IGN’s Ghost of Tsushima spoilercast with Connell from shortly after the game released, and if you’re in the midst of playing Jin’s story, be sure to jump into IGN’s Ghost of Tsushima wiki guide.

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Jonathon Dornbush is IGN’s Senior Features Editor, Host of Podcast Beyond!, and father to his Boy, Loki, who is a dog. You can find Jonathon and cute photos of Loki on Twitter @jmdornbush.

New Pokémon Snap Free Update Adds New Areas and Pokémon

Nintendo has announced a free content update for New Pokémon Snap, which will add three new areas to the game, along with brand new Pokémon to photograph.

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The free update will be available on August 3. According to Serbii, the three new areas being added are Kakure Loophole, Yo-Yo River, and Karari Wilderness, and all have both day and night variants. The site also reports that 20 new Pokémon are added as part of the update; we can see in the trailer that these include Gyarados and Snorlax.

The update also allows your vehicle to be shrunk to a tiny size – Honey, I Shrunk The Kids-style – so you can explore the forest floor, quite literally between the blades of grass. That’ll make for some exciting angles on bug-type Pokémon.

For more, be sure to check out our New Pokémon Snap review, as well as our guide to all the Legendary Pokémon locations.

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

New Pokemon Snap Free Update To Add More Photogenic Monsters August 3

A free update for New Pokemon Snap will add new areas, more pocket monsters to photograph, and at least one neat twist next week. The content update was announced through a trailer from Nintendo, which showed off some of the new Pokemon in your quest to snap ’em all. The free update is coming August 3.

The trailer shows Pancham, Ho-Oh, and Gyrados, among others, as well as some Pokemon we’ve already seen exhibiting new behaviors in a set of new environments. The trailer suggests there will be three new areas added, appearing to be a rainforest, plains, and desert canyons. We also get a hint of your automated craft shrinking down so you can get a closer look at some very tiny Pokemon, or just a very low perspective on bigger ones. The trailer doesn’t make clear if this shrinking mechanic will be available at will or only in certain areas.

New Pokemon Snap was a long time coming, following more than 20 years after the N64 photography game. The original had been a cult classic for years, and fans often requested another entry as graphical fidelity improved to render better-looking Pokemon. Nintendo finally delivered this year, after announcing the sequel as part of Pokemon’s 25th anniversary celebration.

“Fans clamored for a Pokemon Snap remake for years, and with New Pokemon Snap, we’ve gotten even more than we bargained for: a great sequel that pulls from all eight generations of Pokemon released so far, dynamic courses that can be explored during both daytime and nighttime, and the ability to create an album of edited, personalized Pokemon photos (which you can then print or post online, a fitting evolution of the game in the social media era),” Jenae Sitzes wrote in GameSpot’s New Pokemon Snap review. “Though there’s sometimes a disparity between photos that make it into your Photodex and the ones you like the most, the core motivation of catching a Pokemon doing something particularly cool remains the driving force and the satisfying draw of New Pokemon Snap. 20 years later, taking photos of Pokemon in the wild remains as fun and exhilarating as it always was, and though it’s been a long time coming, New Pokemon Snap was worth the wait.”

GameSpot may get a commission from retail offers.

Amazon Prime 8 Free Games For August 2021 Revealed

A new month is almost here, and that means new free games and loot for Amazon Prime members. Prime Gaming has unveiled the lineup for August 2021, and it includes eight free games as well as loot for hits like Genshin Impact, Rainbow Six Siege, and Fall Guys: Ultimate Knockout. The eight freebies include two previously announced heavy hitters: Battlefield 5 and the classic LucasArts adventure game Indiana Jones and the Fate of Atlantis. If you’re not a subscriber, you can sign up for a free 30-day Amazon Prime trial and claim these free games (and keep them forever).

Battlefield 5 will be free from August 2 through October 1. It’s the second Battlefield game to be given away this summer. You still have until August 4 to snag Battlefield 1 for free. Battlefield 5 takes the series back to World War II and features a myriad of exciting multiplayer modes, including the narrative-laced Grand Operations. With Battlefield 2042 releasing October 22, it’s a great time to check out the two most recently released entries.

Indiana Jones and The Fate of Atlantis is the second of three LucasArts games to be free for Prime subscribers. Originally released in 1992, the adventure follows the explorer’s quest to find Atlantis.

The other six freebies are Metamorphosis, A Normal Lost Phone, Another Lost Phone: Laura’s Story, Planet Alpha, Secret Files: Tunguska, and Lost Horizon 2.

Metamorphosis is a first-person adventure game where you play as a small bug named Gregor. In A Normal Lost Phone, you search through an unknown person’s phone, completing puzzles and learning about the owner of the device. Another Lost Phone is a follow-up in the series that follows the social life of a woman named Laura.

In Planet Alpha, you wake up on a mysterious alien planet and must adapt to survive. You soon uncover a unique gift that lets you alter the solar cycle and get the upper hand on enemies who are pursuing you. Secret Files: Tunguska is an adventure game that ponders the circumstances behind the mysterious 1908 explosion known as the Tunguska event. Meanwhile, Lost Horizon 2 is an adventure game set during the Cold War that follows a British soldier’s journey to save his family.

As always, Prime Gaming subscribers can also snag free loot throughout August, including in-game items for Genshin Impact, Rainbow Six Siege, Valorant, Destiny 2, and many more hit games. If you also game on consoles, check out the Games with Gold and PS Plus free games for August.

August 2021 free Prime Gaming titles

Available starting August 2

  • Battlefield 5
  • Indiana Jones and the Fate of Atlantis
  • Metamorphosis
  • A Normal Lost Phone
  • Another Lost Phone: Laura’s Story
  • Planet Alpha
  • Secret Files: Tunguska
  • Lost Horizon 2

GameSpot may get a commission from retail offers.

The Ascent Review – Wretched Hive of Scum and Villainy

If you’ve ever worked a job where your bosses are the worst people imaginable, and they ask you to fix a problem using broken tools and then blame you for the results like it’s your fault, then you have a pretty good idea of what it’s like to play The Ascent. That’s not just a metaphor, either. It’s literally the baked-in plot of the game. It’s the far-off future, and in order to escape to Veles (an intergalactic project block for all the galaxy’s huddled masses yearning to breathe free), you must sign away your freedom to become an indentured servant, or Indent, to one of the various corporate masters running the place. In the first area of gameplay, you’re literally forced to clean Veles’ toilets by fixing the sewage system. By the time the credits roll, even after hours of mowing down scumbags, watching your character become a metal monster, and running odd jobs for weirdos and strangers, it’s hard to feel like you’ve worked your way up from those starting sewers.

The small blessing is that the job involves fewer plungers, and more heavy sci-fi weaponry and cybernetic enhancements. The Ascent is a twin-stick shooter, with a slew of RPG elements thrown in for flavor. You’ll find an impressive and unique assortment of pistols, shotguns, assault rifles, and rocket launchers along the way, each of which can attack enemy weaknesses for extra damage, and they all have very different practical feels in-game. Armor has a similarly expansive variety, with the added benefit of changing your character’s look to an increasingly mechanical degree. It’s not great that most of those armor pieces obscure your custom-made character–what’s the point of creating a character whose face you immediately cover up?–but the designs are incredibly cool.

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Gallery

You’ll also gain special abilities along the way, ranging from a hydraulic-powered melee attack that can vaporize your enemies to deadly drone companions who can fight by your side. My personal favorite is an army of explosive spider bots who run out and autonomously seek enemies to blow up. For the most part, though, you’ll be spending most of your time running and gunning through what are essentially expansive, RPG-style, isometric dungeons, where both a well-thought out combination of armor and cyborg magic is just as important as having the right gun for the job. When your mission is done, you can head back to one of the game’s bustling shopping districts to spend skill points on various character stats, as well as buy upgrades, new items, and new cybernetic toys to splice into yourself.

The Ascent can occasionally be a game of simple, splattery joy in which you waste an endless parade of mutants and cyborgs for hours on end. The Ascent hits its stride when you’re actually well-equipped and your armor protects you against just enough to make overwhelming odds a source of caution instead of panic. But those stretches are hard to come by. The second you create your character and step off the first platform to get yelled at about feces coming out of your boss’s shower, it’s already anything but a good time.

No Caption Provided

Cyberpunk as a genre wallows in dystopia. Sprawling neon megacities obscuring dirt, grime, bodily waste, and horror are the genre’s bread and butter. The Ascent is no different, and as a sheer visual achievement, the design of Veles is striking. Every square inch of the place is teeming with unique visual elements, distinctive NPCs, expressive and unique enemy types, and a tangible sense of technological splendor gone sour. There’s a rather expansive sense of history and sci-fi world building at play, even if that world is rather grim. You’re surrounded by hostile alien species, unthinkable technology, and ongoing civil unrest at all times. The whole place feels like a ’90s Image comic version of Heavy Metal. It’s all the trappings and cliches of hard sci-fi, rendered as foul-mouthed, edgy, and needlessly aggressive as possible. It’s an excellent rendition of a place you don’t want to spend any extended time in. But you will. And much of that time will be spent dying.

There’s just so little joy from a game playing in a genre that typically excels at it pretty easily.

Make no mistake, The Ascent is a tough game. In any one given area, the critical path forward will lead you through a killzone with 30 trash mob mutants who you can mow down in seconds, which it will follow up immediately with a room of absolute bullet sponges who can cut you down in seconds (despite being your exact experience level, and despite you using the weapon the enemy should be weak to). One of the biggest bottlenecks early in the game involves returning to the aforementioned sewers to reroute power to your boss’s neighborhood. You spend five minutes turning lowly mutants into mincemeat, then another hour getting pulverized by an army of about a dozen new worker robot enemies who you are thoroughly unprepared to face.

No Caption Provided

The game doesn’t really communicate that robots are weak to energy weapons, and once you’ve sussed that out, you probably don’t have a terribly effective one on hand yet. So, you head back to town, buy a few energy-based guns, and watch as you are still destroyed in seconds. That’s a fairly common occurrence, where it’s all too easy to stroll into an absolute deathtrap 15-20 minutes into a dungeon, then have to stroll all the way out to get better prepared.

Even that isn’t as easy as it sounds, considering stores stop carrying useful gear about halfway through the game, Bounty missions and menial sidequests provide only a paltry amount of extra cash, and checkpoints are still few and far between. Granted, the load times were fairly quick on PC, so your other option is constantly bashing your head against the wall retrying a challenge without any real consequence, and keeping the XP all the way. But there are deep difficulty spikes in this game, and having to stop every few hours to grind stops the game’s fun dead in its tracks.

Even if The Ascent was fully functional and balanced in a way where building up a character to become the ultimate Indent warrior felt great, there’s the fact that so much of the game is designed to feel like servitude. As you climb the superstructure housing all of Veles, you serve a progression of masters, and the payoff for the game’s central mystery–where did the mysterious group running Veles suddenly run off to?–isn’t nearly enough to offset the hopeless grind. Your bosses insult you when you go on your task, ignore you when you’ve done well, and provide no rewards for success. For so much of the play time, The Ascent feels like, well, an uphill battle.

The Ascent Review – Wretched Hive of Scum and Villainy

If you’ve ever worked a job where your bosses are the worst people imaginable, and they ask you to fix a problem using broken tools and then blame you for the results like it’s your fault, then you have a pretty good idea of what it’s like to play The Ascent. That’s not just a metaphor, either. It’s literally the baked-in plot of the game. It’s the far-off future, and in order to escape to Veles (an intergalactic project block for all the galaxy’s huddled masses yearning to breathe free), you must sign away your freedom to become an indentured servant, or Indent, to one of the various corporate masters running the place. In the first area of gameplay, you’re literally forced to clean Veles’ toilets by fixing the sewage system. By the time the credits roll, even after hours of mowing down scumbags, watching your character become a metal monster, and running odd jobs for weirdos and strangers, it’s hard to feel like you’ve worked your way up from those starting sewers.

The small blessing is that the job involves fewer plungers, and more heavy sci-fi weaponry and cybernetic enhancements. The Ascent is a twin-stick shooter, with a slew of RPG elements thrown in for flavor. You’ll find an impressive and unique assortment of pistols, shotguns, assault rifles, and rocket launchers along the way, each of which can attack enemy weaknesses for extra damage, and they all have very different practical feels in-game. Armor has a similarly expansive variety, with the added benefit of changing your character’s look to an increasingly mechanical degree. It’s not great that most of those armor pieces obscure your custom-made character–what’s the point of creating a character whose face you immediately cover up?–but the designs are incredibly cool.

No Caption Provided

Gallery

You’ll also gain special abilities along the way, ranging from a hydraulic-powered melee attack that can vaporize your enemies to deadly drone companions who can fight by your side. My personal favorite is an army of explosive spider bots who run out and autonomously seek enemies to blow up. For the most part, though, you’ll be spending most of your time running and gunning through what are essentially expansive, RPG-style, isometric dungeons, where both a well-thought out combination of armor and cyborg magic is just as important as having the right gun for the job. When your mission is done, you can head back to one of the game’s bustling shopping districts to spend skill points on various character stats, as well as buy upgrades, new items, and new cybernetic toys to splice into yourself.

The Ascent can occasionally be a game of simple, splattery joy in which you waste an endless parade of mutants and cyborgs for hours on end. The Ascent hits its stride when you’re actually well-equipped and your armor protects you against just enough to make overwhelming odds a source of caution instead of panic. But those stretches are hard to come by. The second you create your character and step off the first platform to get yelled at about feces coming out of your boss’s shower, it’s already anything but a good time.

No Caption Provided

Cyberpunk as a genre wallows in dystopia. Sprawling neon megacities obscuring dirt, grime, bodily waste, and horror are the genre’s bread and butter. The Ascent is no different, and as a sheer visual achievement, the design of Veles is striking. Every square inch of the place is teeming with unique visual elements, distinctive NPCs, expressive and unique enemy types, and a tangible sense of technological splendor gone sour. There’s a rather expansive sense of history and sci-fi world building at play, even if that world is rather grim. You’re surrounded by hostile alien species, unthinkable technology, and ongoing civil unrest at all times. The whole place feels like a ’90s Image comic version of Heavy Metal. It’s all the trappings and cliches of hard sci-fi, rendered as foul-mouthed, edgy, and needlessly aggressive as possible. It’s an excellent rendition of a place you don’t want to spend any extended time in. But you will. And much of that time will be spent dying.

There’s just so little joy from a game playing in a genre that typically excels at it pretty easily.

Make no mistake, The Ascent is a tough game. In any one given area, the critical path forward will lead you through a killzone with 30 trash mob mutants who you can mow down in seconds, which it will follow up immediately with a room of absolute bullet sponges who can cut you down in seconds (despite being your exact experience level, and despite you using the weapon the enemy should be weak to). One of the biggest bottlenecks early in the game involves returning to the aforementioned sewers to reroute power to your boss’s neighborhood. You spend five minutes turning lowly mutants into mincemeat, then another hour getting pulverized by an army of about a dozen new worker robot enemies who you are thoroughly unprepared to face.

No Caption Provided

The game doesn’t really communicate that robots are weak to energy weapons, and once you’ve sussed that out, you probably don’t have a terribly effective one on hand yet. So, you head back to town, buy a few energy-based guns, and watch as you are still destroyed in seconds. That’s a fairly common occurrence, where it’s all too easy to stroll into an absolute deathtrap 15-20 minutes into a dungeon, then have to stroll all the way out to get better prepared.

Even that isn’t as easy as it sounds, considering stores stop carrying useful gear about halfway through the game, Bounty missions and menial sidequests provide only a paltry amount of extra cash, and checkpoints are still few and far between. Granted, the load times were fairly quick on PC, so your other option is constantly bashing your head against the wall retrying a challenge without any real consequence, and keeping the XP all the way. But there are deep difficulty spikes in this game, and having to stop every few hours to grind stops the game’s fun dead in its tracks.

Even if The Ascent was fully functional and balanced in a way where building up a character to become the ultimate Indent warrior felt great, there’s the fact that so much of the game is designed to feel like servitude. As you climb the superstructure housing all of Veles, you serve a progression of masters, and the payoff for the game’s central mystery–where did the mysterious group running Veles suddenly run off to?–isn’t nearly enough to offset the hopeless grind. Your bosses insult you when you go on your task, ignore you when you’ve done well, and provide no rewards for success. For so much of the play time, The Ascent feels like, well, an uphill battle.

The Ascent Review

I’m always up for a good old-fashioned Diablo-style action-RPG. But The Ascent spices things up by setting its horde-hunting, XP-grinding gameplay in a beautifully realized cyberpunk world, then adds another unique layer on top of that by virtue of the fact that combat is more twin-stick shooter than melee clickfest. The result is a game I feel like I haven’t played a thousand times already – and a good one at that. And while it does suffer from some frustrating design choices, it’s nevertheless a fun way to spend 15-plus hours.

The first thing you’re likely to notice about The Ascent is that the developers at Neon Giant absolutely nailed the cyberpunk aesthetic. The world of Veles feels grimy and lived in, from the bustling city areas that are crawling with NPCs to the corporate high-rises of the upper class cccbeing literally above everyone else to the aptly named deepStink sewers at the bottom of the world. At least one of the following are on-screen at any given moment: vibrant colors, beautiful rain (it isn’t cyberpunk without rain, after all), and excessive violence. The story, meanwhile, isn’t particularly engaging or memorable, which is a shame given how well-realized the world is. But it’s hardly bad, and I certainly never got bored of looking at The Ascent.

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That’s also mostly true about playing it. The Ascent takes a little while to get going – its first couple of hours are a bit dull in the gameplay department, where you’ll be shooting the cyberpunk equivalent of rats, but before long you’re in the power band of this 15-20-hour quest to (what else?) take down a monolithic corporation. All of the tried-and-true action-RPG mechanics are here: a character creator, upgradeable primary and secondary weapons, customizable armor and skills that can each also be leveled up, and sidequests aplenty. Weapon and skill upgrades are the big highlights here, as you can make significant boosts to your health, reload speed, energy level, and other tangible things that have a direct and enjoyable impact on gameplay. Armor never really felt like it could be built up the way your weapons can, but at least I looked like a badass hulking tank by the end, and you’re able to enjoy your build after the closing credits roll because you’ll be dumped back into the world to continue working on sidequests, if you want to.

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All of this feeds The Ascent’s core gameplay loop. Aim, shoot, dodge, kill, and repeat. Crouching or aiming above your head also factor heavily into combat, though those can sometimes be annoying, such as when you get hung up on a decoration in the environment when trying to roll or when you try to shoot someone who’s on some stairs. Still, most of the time it’s sadistically fun to pull your gun’s trigger here, as many weapons have potent knockback effects or straight-up tear the limbs from your foes. Enemy variety is also deep enough such that you’re encouraged to keep a number of weapons on-hand to take down particular foes, be it a target-seeking energy rifle against a hovering miniboss or a rocket launcher for large spider-bot mini-bosses.

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While combat stayed relatively entertaining most of the way through, the last stretch of the campaign did test that feeling a bit. As I’ve seen countless times before, The Ascent subscribes to the late-game design philosophy of “just throw all of the toughest enemies you’ve already faced before at you, but all at once,” which has never been particularly fun and certainly isn’t here. The end is just a grind, and it frustrated me more than anything else. Some questionable late-game checkpoint placement didn’t help either, and though there are multiple fast-travel methods available to you, sometimes you’re just stuck walking for quite a while to reach your objective, and there will always be randomly spawned enemies obnoxiously in your way. I recommend bringing a friend along to help numb that endgame pain, though then again co-op makes The Ascent better 100% of the time anyway.

Velocity Developer FuturLab Teams Up With Thunderful for Spiritual Successor

FuturLab, developer of the Velocity series of PlayStation shoot-em-ups, has announced it’s partnering with Thunderful Publishing on a new game described as a Velocity spiritual successor.

Velocity was originally created for the PS3 and PSP in 2012, later getting a 2013 Vita release as Velocity Ultra and a 2014 sequel in Velocity 2X for PS4, Vita, PC, and Xbox One. The series has been quiet since then.

The games involved navigating a spaceship called the Quarp Jet through space, rescuing ships, dodging obstacles, and solving puzzles. We reviewed Velocity 2X back in 2015, praising its “thrilling sense of mastery” comparable to the Sonic the Hedgehog games of the 90s. The game got a Switch port in 2018.

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FuturLab does own Velocity in name, as the studio confirmed in a 2018 interview with PC Games Insider, following a Twitter thread in which the studio said that getting a sequel signed was a struggle due to Velocity 2X having incredibly low sales despite popular interest and positive criticism.

The new game won’t carry the Velocity name, FuturLab describes it as a sci-fi adventure with, “stylish, high-intensity third-person combat,” which very much describes the original games.

Speaking to IGN, FuturLab co-CEO James Marsden explained the decision not to use the existing series name: “Velocity was a great vehicle to express our early gameplay ideas, and in an ideal world, we’d have continued growing the studio’s ambition using the Velocity franchise as a vessel.

That wasn’t meant to be, so we took some time to figure out how to get back on track. Whilst returning to Velocity may be an option for the future, for this new IP we’ve gone back to the original design principles and invented something completely new, which looks nothing like Velocity but will feel similar in the hands of players.”

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Velocity was published with multiple partners over the years, but Marsden explained why FuturLab decided to work with Thunderful on the new project: “Since we’ve been working on this concept for a few years, we had plenty of material to share, including a comic to quickly communicate the worldview. This all found its way onto Thunderful’s desk by way of an industry friend, and they really took the time to dig into the world we are aiming to build. By the time we got to speak to Thunderful, their team were selling the game back to us, which is always a good sign!

“This is by far the most ambitious game for FuturLab, and Thunderful are at a point where they are scaling up their operations too, so it’s a partnership which feels very natural and exciting!”

Most recently, FuturLab released the highly-satisfying PowerWash Simulator into early access. Thunderful, meanwhile, is the publisher behind games like Steamworld Quest: Hand of Gilgamesh, Lonely Mountains: Downhill, and Curious Expedition 2.

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