GameStop’s Holiday Sales Drop Due To COVID-19 And PS5/Xbox Series X Sellouts

The holiday shopping season is always important for any retailer, but with GameStop having fallen on tough times in recent months and leaning on the launch of the PS5 and Xbox Series X to help turn things around, this holiday season was especially significant. The company has now announced its sales results for the nine-week holiday period ended January 2, and it was a mixed bag.

Total sales dropped by 3.1 percent, and GameStop noted that this downturn was driven by a number of factors. First, GameStop had 11 percent fewer stores this holiday season compared to the last one as part of the company’s “de-densification” strategy. GameStop also noted that sales slid because of temporary store closures and various other impacts related to government restrictions pertaining to the COVID-19 pandemic. Overall, GameStop said it saw lower store traffic, especially in December, as COVID-19 cases surged across America.

Due to these various impacts, GameStop said it believes comparable store sales for the nine-week period would result in a high single-digit to low double-digit decrease. GameStop said it also faces “significant worldwide supply chain constraints” that impacted the store’s ability to secure products “across all sales channels.”

The retailer also noted that it saw “unprecedented demand” for the PS5 and Xbox Series X|S, but unfortunately for the retailer, demand far outstripped supply. Looking ahead, GameStop said it believes the new consoles will help improve sales for the retailer “well into 2021.”

In better news for the store, GameStop’s digital business was very strong during the holidays, as the retailer saw an increase of over 300% in what it calls E-commerce sales.

Here is a closer look at GameStop’s sales for the nine-week holiday period:

  • Total comparable store sales rose by 4.8% compared to last year
  • Net sales amounted to $1.77 billion, which is down 3.1 percent.
  • E-commerce sales jumped by 309% and made up 34% of GameStop’s total sales.
  • GameStop said its sales across Australia and New Zealand jumped by 31 percent, and these regions outperformed GameStop’s other international markets.

A major investor for GameStop has called on the retailer to sell its EB Games businesses in Australia and New Zealand, but these strong results for those markets would seemingly suggest they are worth holding onto.

2020 was a banner year for video games, with basically every major publisher announcing sales increases year-over-year due in part to COVID-19 lockdowns that are keeping people at home playing more games, and spending more money on them. At CES 2021, GameSpot and CNET will be diving into these numbers and more with a panel of experts–check it out here.

Ghost of Tsushima Fans Help With Real-Life Tsushima Island Repairs

Ghost of Tsushima fans helped contribute to the restoration of a real-life Torii gate on the Japanese island of Tsushima.

As reported by Siliconera, the crowdfunding project to restore the gate at Watatsumi Shrine ended on January 10, amassing over 27 million yen. According to an article from Famitsu, many Ghost of Tsushima fans rallied behind the funding drive, and in the end, it managed to achieve 542% of the initial 5 million yen target.

The Watatsumi Shrine gate had been partially destroyed by a typhoon in September 2020, and repairs should begin in April 2021, although pandemic-related delays could slow that process. The project’s creator thanked fans of the game for their contributions in one of the activity reports as the campaign progressed, and a commemmorative stone will include the names of all those who pledged more than 10,000 yen (approximately $95 USD / £71 / $125 AUD).

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

Torii gates are typically used to mark the entrance to a Shinto temple, and even helped inspire the creation of Star Fox. The Watatsumi Shrine is based in Toyotama, one of the three regions featured in Ghost of Tsushima.

In other Ghost of Tsushima news, the PlayStation exclusive recently beat The Last of Us II and Hades to score the Player’s Voice award at The Game Awards 2020.

We reviewed Ghost of Tsushima back in July of 2020, scoring it a 9 and calling it “an excellent action game”. If you’re making your way through the game right now on PlayStation 4 or PlayStation 5, check out our complete Ghost of Tsushima walkthrough to make sure you find all of the collectables and pick up every upgrade.

[poilib element=”accentDivider”]

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

Ghost Of Tsushima Fans Crowdfund Repairs To Real-Life Shrine

Ghost of Tsushima is known for its picturesque landscapes, but now the community has pitched in to help make the real world a little more picturesque as well. Fans have helped to raise money to rebuild a shrine on the actual island of Tsushima that was damaged during a recent typhoon.

A crowdfunding page for the Watatsumi Shrine in Tsushima started in November to repair the shrine, which concluded on Sunday with $260,000, far above the $47,500 goal. A priest at the shrine, Yuichi Hirayama, noted the involvement of the game community in a thank you note on the crowdfunding page. The Shrine plans to engrave the names of supporters on a stone monument.

“We have received a great deal of support from the players of the Ghost of Tsushima game set in Tsushima, and I feel that it is God’s guidance,” Hirayama wrote (via VGC). “I am very grateful for the support of so many people during a cramped life due to the coronavirus and the challenging economic situation.”

Watatsumi Shrine is in central Tsushima, and is not included in the game centered around the territory. A tourism site details other landmarks featured in the game.

Watatsumi Shrine is situated in central Tsushima, dedicated to the deities Hikohohodemino Mikoto and Toyotamabime. Although the exact shrine does not feature in the Ghost of Tsushima game, players can visit many landmarks from the real island, as detailed by a tourism collaboration site.

Ghost of Tsushima released in July 2020, and was followed up by the free addition of the Legends multiplayer mode. It was named one of GameSpot’s Best Games of 2020.

Now Playing: Ghost Of Tsushima Review

GameSpot may get a commission from retail offers.

New Pulse Red Xbox Series X Controller Announced, Costs $65 And Launches Soon

Microsoft has announced a new Xbox Series X controller color, and this one looks really nice. The Pulse Red controller features a cool design with a red, white, and black color scheme.

This is the new Xbox controller, so you can expect to see the various improvements such as textured dot patterns on the triggers and bumpers and the improved D-pad design. This controller also has what Microsoft calls Dynamic Latency Input to help reduce lag between when you press a button to when it responds in the game.

No Caption Provided

This controller, like the other new ones, can also be customized using the Xbox Accessories app where you can map the buttons to your liking. The controller works on both console and PC, and you can use it as a Bluetooth controller for Xbox Game Pass through an Android device.

The Pulse Red controller goes on sale January 12 in China, while “most Xbox markets” will get it starting February 9. This new controller costs $65 USD, which is more expensive than the standard black or white ones.

This is the fourth color option for the new Xbox Series X controller, following the three that were available when the console launched in November: Carbon Black, Robot White, and Shock Blue. All of these controllers work with the regular Xbox One as well.

I Appreciate How Loop Hero Breaks Down A Roguelike Into Approachable Tasks

I’ve always struggled with roguelike games. They’re traditionally battles of attrition, where only players that are skillful or stubborn enough to push through the repetition of failure and loss of progress come out on top–which can sometimes make reaching the endgame goal seem like an insurmountable task. Loop Hero, however, is structured as one big challenging deck building-focused roguelike that’s composed of many tiny easier runs that always build towards progress without intimidation.

In Loop Hero, you begin a new run by travelling from your camp and walking along the looping path laid for you. You always travel forwards, fighting everything you come across. Fights are automated, so you just sit back and watch them unfold. As you walk, time passes and new monsters spawn at random points on the loop with the dawn of every new day, creating an endless cycle of conflict. But defeating enemies nets you new weapons and pieces of armor that make you stronger, and, more importantly, the chance to draw cards from your deck.

Outside of combat, you can momentarily pause your journey around the loop at any time to play as many of the cards in your hand as you want. Some are beneficial: For example, placing “Meadow” gives you health regen with each passing day and each “Rock” card you play increases your base health. Others can present greater risk though: “Battlefield” spawns a chest of powerful gear but enemies that die nearby may become resurrected as dangerous ghosts and “Village” heals you partway through a loop but randomly makes one enemy on the loop significantly stronger every time it activates.

Whether they help or hinder you, you have to be strategic about when these cards’ effects pop up on the loop, picking where boons benefit you and where you’ll encounter more dangerous threats. So even though your path is predetermined at the start of every run and never changes direction, it evolves over time with every loop as you play more and more cards, gathering stronger weapons to take on the more powerful enemies that gradually clutter your way.

This pattern continues until you’ve either placed enough cards to spawn the boss, die, or decide to cut your losses and retreat back to camp with the resources you’ve gathered. If you return to camp while you’re at the end of a loop, you’ll keep all your resources. If you’re already in the midst of a new loop, you’ll lose some of your cargo. And if you die, you’ll lose most of what you’re carrying. Resources are important for upgrading your camp (which slowly begins to fill with other survivors as it improves, propelling the game’s story) in order to unlock permanent upgrades–typically new cards for your deck or different character classes.

There’s something wonderfully approachable about how Loop Hero breaks down the structure of a roguelike into a series of small loops, especially for someone like me who isn’t all that good at them. Because yes, you’re always striving for the long-term goal of optimizing a run to make your next run better, but your immediate concern in Loop Hero is to achieve the short-term goal of optimizing your current loop to make your next loop better–the bite-sized challenge of several small loops to work toward achieving one good run is far less daunting.

It helps that there’s an incentive to keep pushing on individual runs and complete more loops. Loop Hero’s tutorial explains very little to you beyond the basic mechanics, which corresponds with the titular hero having amnesia at the start of the game. So it’s not immediately clear what you’re supposed to be doing, but as you play you learn a lot more about the world and yourself by completing individual loops, encouraging you to at least keep going in order to piece together the larger mystery of the world.

No Caption Provided

Gallery

It’s immediately apparent that the cards you place aren’t creating rocks and trees and enemies–they’re the hero’s memories slowly coming back. They’re recalling that there’s supposed to be a forest on the edge of the loop, for instance, or that a mountain once dominated the northern part of a once bloody battlefield. You have no idea why the world has been seemingly converted into this looping darkness, but you can piece together clues as to how the world once stood and what happened by completing loops and accidenting into informative coincidences.

For example, my initial encounter with a vampire was my first indication that there were enemies that I could talk to, and I spent subsequent loops on that run trying to figure out how to spawn other types of enemies that I could perhaps communicate with in order to better understand what was going on. I actually ran into the next one by accident–without warning, some sort of camp appeared on my loop that started spawning goblins. I had no idea how I had done it, but after a few more loops, I noticed that a camp appeared whenever I placed a bunch of “Rock” or “Mountain” cards. Perhaps goblins lived in rocky terrain and my remembering so many rocks and mountains had caused me to remember goblins as well. The creatures were very antagonistic towards me, unlike the rather courteous vampire from earlier who did all he could to not bite me before succumbing to his hunger–it all seemed to hint that humans and goblins had not been on good terms before the world had transformed into this endlessly looping place. It was another clue, and I decided to trek on for one more loop in hopes of discovering more.

This desire to complete one more good loop so that you can then try for another one adds up over time, resulting in a better grasp of how to optimize individual loops. And that, in turn, naturally brings about more successful runs. By the time you’re finally ready to go for a big run and face off against the first boss, you’ve likely completed many short-term goals, like unlocking a new character class, learning more about the state of the world, and deducing how to pair certain cards for the best results. It’s an effective method of teaching the player how to play without spelling everything out or forcing them to undergo numerous failures before the mechanics finally begin to click. I’ve enjoyed these first six hours with Loop Hero and am looking forward to playing through the full game when it releases for PC in 2021.

Now Playing: Loop Hero Reveal Trailer | Game Awards 2020

Decoding Season, PS5 and PC’s Mysterious Road Trip Adventure

Much to his surprise, Kevin Sullivan has been reading all the comments recently. As the creative director and writer on Season – the gorgeous, Ghibli-esque ‘adventure bicycle road trip game’ teased at The Game Awards last month – he has every reason to. Underneath IGN’s upload of the trailer alone, you’ll repeatedly see words like “stunning”, “amazing”, “captivating”, and “getting a cozy apocalypse vibe”. If you were showing your cozy, apocalyptic game for the very first time, it’s more or less exactly what you’d hope for.

“The response has been super generous, and really friendly, and quite touching,” Sullivan tells me on a video call. “Because there’s not a lot of context and the teaser is basically a minute long.” He laughs and gives an unexpectedly neat explanation of quite how good those comments have been: “My mom reads the comments on Season stuff. I don’t think people on the internet are thinking that these people’s moms are reading this.”

He stops himself for a moment and adds some sage advice: “Before you post the comment, imagine that the person’s mom reads it.”

[ignvideo url=”https://www.ign.com/videos/2020/12/11/season-announcement-trailer”]

Delighted mothers aside, perhaps the most interesting thing about that warm reception, though, is how little was shown of the game itself to provoke that response. From the teaser, the official website from developer Scavengers Studio, and a PS Blog post, we can surmise that Season revolves around cycling through a world on the brink of a cataclysm, and recording its culture and nature using a video camera, a tape recorder, and a sketchbook. That’s about it.

And that haziness of concept is what makes up what you might call the second layer of Season comments – people love the vibe, and the suggestions as to what it might be, but they also really want to know what kind of game Season will be beneath that sun-dappled veneer (myself included, thus the call).

Sullivan’s noticed a very particular split in the guesses around that gameplay: “When I’m reading the YouTube comments, people seem to either think that it’s like Breath of the Wild, or that it’s like Journey,” he explains. “And it’s in between.”

[poilib element=”quoteBox” parameters=”excerpt=When%20I’m%20reading%20the%20YouTube%20comments%2C%20people%20seem%20to%20either%20think%20that%20it’s%20like%20Breath%20of%20the%20Wild%2C%20or%20that%20it%E2%80%99s%20like%20Journey.%20And%20it%E2%80%99s%20in%20between.”]

“We’re an indie studio, the emphasis is really more on the quality. Everything you’re doing has a heightened attention in the way of, like, a Journey, but it’s not that linear, or that strict. It’s not a AAA open world game and it’s also not a corridor art game. It’s in between.” The idea (and this is more intuition from me than information from Sullivan) seems to be that you’ll be travelling through a world with a start, and end, and a road to travel down, but with the ability to take your own detours along the way.

Another common response to the teaser has been to guess that this will be something like Gone Home, Everybody’s Gone to the Rapture, or other games about soaking up the story of a world, more than interacting with it. Sullivan’s far more straightforward about that perception:

“I guess I’d say, given that we made [Battle Royale game] Darwin Project, we have a lot of gameplay-oriented developers on the project. It’s not going to be a walking simulator – as much as I love those games where there’s no gameplay.”

[widget path=”global/article/imagegallery” parameters=”albumSlug=season-9-screenshots&captions=true”]

As if to prove that this is a mechanically sound game as much as it is a story to tell, Sullivan tells me he’s been working on this idea since 2016 and that the team, “just did whatever we could to try to articulate what the game would be like even before stepping into the engine at all.” Sullivan created video essays to convince his colleagues of its base idea, built mood videos out of movie influences to set tone, and even went as far as working with the production director to build a fully functional board game version, to demonstrate how it could work in practice. “It got to the point where it was almost D&D style,” he explains. “I needed to be there administering the board game.”

That doesn’t mean it’s merely a case of bringing that physical game to virtual life, however. Sullivan makes extremely clear, repeatedly, that Season is mid-development, and that many ideas are still being finessed and worked out behind the scenes at Scavengers. However, he offers enough details to build a much clearer picture of what this could end up looking like.

While story specifics remain unknown, you’ll set off through Season’s world, exploring its various locations, meeting its inhabitants and using the aforementioned recording tools to document what you find – each of which will require different gameplay mechanics to use. You’ll also have choices to make along the way that will determine what you can record. The quest at the heart of all of this is to learn the history of this world, uncover its hidden stories, and preserve them after the end of the titular season, when a still-unspecified catastrophe arrives and, according to the game’s website, “washes everything away”.

[poilib element=”quoteBox” parameters=”excerpt=It’s%20not%20going%20to%20be%20a%20walking%20simulator%20%E2%80%93%20as%20much%20as%20I%20love%20those%20games%20where%20there’s%20no%20gameplay.”]

Sullivan says the game was partly inspired by his own travels through Asia, trying to make sense of places he visited and things he saw, while being unable to speak the language. “There’s basically these levels of mystery and story that are going on that you’re trying to unfold and understand,” he explains. “Your mission of recording stuff and talking to people is how you uncover that history. There’s things that are happening in the present that are important, and there are things that have happened there in the past that are important, and you’re uncovering that. As much as it is like a road trip, it’s more like the idea of being a stranger in a strange land and trying to understand and do something there. It’s not just blowing past stuff on a bike and being like, ‘That looks cool. That looks cool.’”

It’s also been inspired by a real-world fear of climate change, and how the very places he’s travelled to, and the things he saw there, could one day be washed away themselves, leaving only memories and chosen recordings behind. Sullivan refers to Season as a pre-apocalyptic game, and you might think the incoming cataclysm, and the in-built time limit implied by the game’s name, could make this something like a narrative roguelike, asking you to make choices, find new things, and piece together the world’s story over multiple runs.

“That’s definitely not the core idea,” says Sullivan when I put that interpretation to him. “We’re attentive to people’s time and trying to just get to what we want people to feel as directly and strongly as possible. If you play through it once, you’ll get what you’re supposed to get, but there are definitely choices you’ll make where you want to know what would happen otherwise.” He stops for a second and jokes, “Given the theme of the project, ideally the game would delete itself off of your computer when you play it once.”

[widget path=”global/article/imagegallery” parameters=”albumSlug=season-art-and-concepts&captions=true”]

Everything Sullivan tells me builds a picture of a one-off idea built out of true passion for the subject – something he’s thought about making for half a decade, drawing up ideas in the gaps allowed between other work. “We spent a long time building the world of Season,” he tells me, “and then everything came together to make it a reality in the last few years.” So, after all that planning, what made now the right time?

That choice comes down in part to Scavengers’ current choice of platforms, with next-gen tech allowing for Season to emerge without the compromise it might have required a year or two ago (although, it must be said, Sullivan doesn’t rule out thinking about other platforms down the line).

“We’re focused on the PS5 and the PC because it really will let us give the best experience possible,” he explains. “There’s always a tradeoff in everything, especially in a game that’s visually oriented in a lot of ways and also has exploration in it. Having the processing power of a PS5 is a huge relief because it changes everything with optimization and the way we’re able to lay out the maps. We want to make the best looking, smoothest and most immersive experience we can.”

[poilib element=”quoteBox” parameters=”excerpt=People%20seem%20to%20really%20get%20the%20tone%2C%20the%20mood%2C%20and%20the%20feeling%20that%20we’re%20trying%20to%20evoke.”]

It will likely be some time before we get to play through that experience ourselves – Sullivan and Scavengers are very much not talking about a release date right now – but it’s been an encouraging start for the team making Season.

“It’s scary to put something out into the world that doesn’t have a lot of context,” says Sullivan, thinking back to the feeling of seeing that first teaser go out, “because the mystery of it could be construed in all kinds of different ways – but people seem to really get what we were hoping it would establish, which is the tone, the mood, and the feeling that we’re trying to evoke.”

Given what we’ve now learned about Season, it feels almost appropriate – almost like practice – that so much of its introduction to the world has involved decoding messages about the kind of game it aims to be. I can’t help but think that, when Scavengers can show more, we’ll be revelling in more clues, more mysteries, and getting closer to the heart of where this adventure will take us, and what we’ll discover along the way.

[poilib element=”accentDivider”]

Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Cyberpunk 2077’s Launch and Ongoing Fixes Investigated By Consumer Protection Agency

Cyberpunk 2077’s ongoing development, and CD Projekt Red’s approach to refunds, are being investigated and monitored by Poland’s consumer protection agency, which has the power to fine the company up to 10% of its yearly income.

Dziennik Gazeta Prawna reports that UOKiK, Poland’s Office of Competition and Consumer Protection is looking into “confusion” around the game’s launch, and has asked CD Projekt Red for an explanation into what occurred.

A UOKiK spokesperson (translated by IGN Poland) explained: “We are asking the company for explanation regarding problems with the game and actions taken by them. We will check how the developer is working on patches or solving issues preventing playing on various consoles, but also what steps [the company] is planning to take regarding people [who requested refunds] and are not happy with their purchase because they can’t play the game on owned hardware, despite assurances by the producer.”

[ignvideo url=”https://www.ign.com/videos/5-best-pc-mods-to-help-fix-cyberpunk-2077″]

UOKiK will await CD Projekt’s explanation, and then decide on next steps. Those next steps could be significant. UOKiK could choose to fine the company up to 10% of its income for the last financial year. Per the report, UOKiK could alternatively ask the developer to issue “digital bonuses” to those who bought the game for last-gen consoles. How the latter could be organised, or how that would affect players outside of Poland, is yet to be seen.

Perhaps most worryingly for CD Projekt, the report adds that the refund policy organised in the aftermath of launch could still be deemed unsatisfactory, leading to those measures.

IGN contacted CD Projekt Red about the report, which refused to comment.

[ignvideo url=”https://www.ign.com/videos/cyberpunk-2077-publisher-will-undertake-vigorous-action-against-class-action-lawsuit-ign-news”]

It’s the latest in a series of setbacks for Cyberpunk 2077, which has seen huge performance problems on last-gen consoles for which the developer has promised multiple fixes. We’ve seen the game removed from the PlayStation Store, with CD Projekt Red offering refunds. A class-action lawsuit has since been filed against publisher CD Projekt S.A., which the company says it will defend itself against.

The developer recently denied a slate of rumoured development details, but there have been reports of internal conflict between developers and CDPR leadership. The game has, among all of this, remained commercially successful, selling over 13 million copies across all formats, even accounting for refunds.

[widget path=”global/article/imagegallery” parameters=”albumSlug=cyberpunk-2077-portraits-photo-mode-gallery&captions=true”]

[poilib element=”accentDivider”]

Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Gary Oak Is Returning to the Pokemon Anime

One of Ash’s greatest rivals, Gary Oak, is seemingly returning to the Pokemon anime as the rival can be spotted in a new opening sequence for Pokemon Journeys that aired in Japan today.

Pokemon Journeys is the latest iteration of the long-running Pokemon anime and it sees Ash Ketchum and his companion, Goh, travel around the world of Pokemon visiting classic regions like Kanto and the newer regions like Galar, the setting of Pokemon Sword and Shield. A new opening sequence for the anime aired recently in Japan and it features a montage of characters Ash is expected to meet in the upcoming episodes – one of those people appears to be Ash’s first rival, Gary Oak.

A tweet from the official Pokemon Anime Twitter account seems to confirm the Gary’s reappearance. When translated, it mentions ‘Satoshi’s childhood friend’ (Satoshi being the Ash’s name in Japan), and leaves the question of him being a rival again hanging.

Gary Oak in the new Pokemon Journeys intro.
Gary Oak in the new Pokemon Journeys intro.

Gary Oak was introduced as Ash’s childhood friend and rival, and is the grandson of Professor Oak, who gave both boys their start as Pokemon trainers. Gary was one of Ash’s key competitors in the first Pokemon anime and remained one for quite some time. The two eventually ended up becoming friends and Gary retired from the life of Pokemon training to become a Pokemon researcher like his grandfather.

Gary later made an appearance in Pokemon the Series: Diamond and Pearl, but hasn’t been seen since, which is why his inclusion in the new Pokemon Journeys opening sequence is significant. Pokemon Journeys will mark the character’s first appearance in the English version of the anime since 2010 .

[ignvideo url=”https://www.ign.com/videos/2020/09/15/top-5-pokemon-show-seasons-power-ranking”]

The Pokemon anime was put on hold last year due to COVID-19, but it seems new episodes of the show are on the way. In the meantime, check out Pokemon: Twilight Wings, which is finally complete and ready for binging, and then check out this Looney Tunes-style Pokemon short released by The Pokemon Company last year.

[poilib element=”accentDivider”]

Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes

Valorant’s Newest Agent Is the Infiltrator Duelist Yoru

Episode 2 Act 1 of Valorant is set to kick off on January 12, and with it arrives a new Infiltrator Duelist named Yoru.

As reported by Eurogamer, Yoru is a stealthy agent who can turn invisible and send out fake footsteps to confuse and distract enemies.

Yoruy

Riot released a new cinematic featuring Yoru and the descriptions of all of his abilities, which are as follows;

  • C: Fakeout – Equip an echo that mimics footsteps when activated. Fire to activate and send the echo forward. Alt fire to place an echo in place. Use the inactive echo to send it forward.
  • E: Gatecrash – Equip to harness a rift tether. Fire to send the tether out moving forward. Alt fire to place a tether in place. Activate to teleport to the tether’s location.
  • Q: Blindside – Equip to rip an unstable dimensional fragment from reality. Fire to throw the fragment, activating a flash that winds up once it collides with a hard surface in world.
  • X: Dimensional Drift – Equip a mask that can see between dimensions. Fire to drift into Yoru’s dimension, unable to be affected or seen by enemies from the outside.

“When we started talking about the goals for this agent we knew it was time to shake things up in Valorant,” said Valorant product lead John Goscicki. “The idea of ‘Stealthly Infiltration’ is something we toyed around with for years, but could never fit in the game. We felt that if we started from the ground up, we could create an agent that revolved around the idea of ‘Stealthly Infiltration’ in some way.

[ignvideo url=”https://www.ign.com/videos/2020/06/05/valorant-review”]

“With that in mind we also wanted Yoru to be an agent that could create some really high moments throughout the game. The kind of rounds where if you pull everything off correctly you feel like the greatest player ever. The team has been super stoked to get this guy in players’ hands, he is definitely going to cause some disruption within the game.”

Valorant’s newest season will come with a new Battle Pass and a Run-It-Back bundle that includes some of the best cosmetics from Valorant’s first episode.

[poilib element=”accentDivider”]

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

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

You Can Now Play Pokemon Red In Someone’s Twitter Profile Picture

Constantin Liétard has created a way for Twitter to play Pokemon Red through his profile picture.

Much like how Twitch Plays Pokemon let the world comment and control a game of Pokemon, Liétard’s pinned tweet asks for people to comment either Up, Down, Left, Right, A, B, Start, or Select to control an emulated game of Pokemon Red.

dfhfd

Comments are pulled every 15 seconds, according to Liétard, and the most commented input is sent to the game. The current game state is then automatically made into Liétard’s 400×400 Twitter profile picture.

As of this writing, Liétard’s level 6 Spearow is battling a level 11 Oddish. Unfortunately, Spearow is currently losing, so hopefully Twitter can find a way to work together to save the bird Pokemon. Oh, and in case you were curious, Twitter did somehow pick Squirtle as the starting Pokemon.

Liétard has restarted the game a few times to add more features as it rises in popularity, and Liétard logs on manually to the game each night to save and ensure progress isn’t lost. There is also an official Discord server that allows those interested to chat about the progress in this particular game of Pokemon Red.

[ignvideo url=”https://www.ign.com/videos/2019/03/05/10-best-legendary-pokemon”]

There have been over 30,000 comments so far, and it will be very interesting to see how many it takes to triumph over the Elite Four.

[poilib element=”accentDivider”]

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

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