Thomas Olsson is creating a new game, Olija, all by himself. A 2D adventure platformer inspired by the swashbuckler genre, Olija casts you as a castaway named Faraday. You’re trapped in the world of Terraphage, and you’re working to find a woman named Olija.
Faraday’s main weapon is a legendary harpoon that he uses to lay waste to the strange creatures and beasts standing in his way. In a new video, GameSpot got an exclusive look at some new gameplay for Olija, and it looks really good.
Be sure to check out the full video above to see the harpoon weapon in action and get a glimpse at the intriguing world of Olija.
Olija is currently in the works for PC, Xbox One, PS4, and Nintendo Switch.
Revealed during the Devolver Showcase, Skeleton Crew Studio’s Olija is set to launch for PC and Nintendo Switch later in 2020. A demo is available now on Steam, giving you a slice of its 2D action to try ahead of its release. Before its reveal, I had the chance to dive into the game with an exclusive demo for GameSpot, learning about it’s crunchy combat, ambiguous and mysterious themes, and the cursed harpoon at the center of it all.
Olija is a 2D action platformer with equal measures of fast-paced combat and small but clever puzzles. Core to both is your main weapon, a cursed harpoon that you can throw in any cardinal direction with a button press and return to your hands with another. Your harpoon can lodge itself in the guts of enemies and certain points of the environment, letting you pull off a quick and satisfying dash to its position.
It feels great to chain together throwing and recalling the harpoon as your soar through the air, and the game encourages you to get comfortable with it. Early enemy encounters are limited to just a few foes at a time, but as you progress, they become more complex ballets where you have to balance positioning and aggression in equal measure. Groups of enemies will quickly overwhelm and kill you, but using your harpoon to fling yourself to a distant enemy–both giving you space and letting you kill them off effortlessly–feels incredibly satisfying.
Complementing your main harpoon are a handful of secondary weapons that you’re free to cycle through once unlocked. They range from a lightning-fast rapier to a crowd-controlling crossbow, letting you swap from fast close-quarters combat to ranged options with a bit more space between you and danger. You can also equip different hats after you’ve crafted them to add unique abilities to your repertoire, including resistances to hazards like acid or adding a flurry of damaging slashes to each of your dashes.
Olija’s combat makes you feel every attack, with each landing with a weighty feel and a slight pause on connection to add some emphasis. It’s effortless to swap between your weapons as you zip across the screen, making your aerial death-dealing look as stylish as it is effective. It took some time for the challenge to necessitate some of the more impressive routines I eventually got comfortable with, but once Olija struck the right balance between the two it made it difficult to not look forward to the next beg combat arena to flex my skills again.
Interspersed with combat are some small but smart puzzles, some of which are required to progress while others are optional. Many build on your understanding of the harpoon, encouraging you to think of different ways to use the tool across multiple screens. For example, one door linked to a timer required me to leave the harpoon stuck near it before venturing off to flip its switch, letting me dash towards to from another screen entirely and sneak under the falling stone slab blocking my way.
Later, the harpoon gained the ability to conduct electricity too, tying in with puzzles where you have to navigate half-flooded stages while protecting the weapon’s charge for a door switch found later in the level. None of these puzzles forced me to pause for too long in search of a solution, but executing the steps still let me zip around each screen with an enjoyable sense of momentum.
Olija features a structure that lets you play some stages in different orders, but each one contains an item required to unlock the next big portion of the map. Returning to the settlement I established near the start of my preview, it was rewarding to see how each new venture helped it grow from a dreary and hopeless abode to a bustling hive of activity, with merchants, jolly sailors, and men for hire. How this settlement will ultimately fare with the monarch who rules over it, and what becomes of it when protagonist Lord Faraday leaves back to the impoverished nation he was trying to save, are questions I found myself asking when confronted with the strange lore Olija presents, including with thematic stylings of an inescapable purgatory and a secret waiting to be unraveled at its core.
Those mysteries, complemented by the engrossing combat and puzzles, are what made me want to play more of Olija. It’s a game that might be visually difficult to pick apart from the peers it wants to hang alongside, but the pace of its action and the allure of its world differentiate it enough that it’s difficult to see it as just another one of those 2D pixel platformers. That, and the harpoon is just such a satisfying weapon to wield.
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If players wish to change their gender in World of Warcraft, they would have to purchase the $15 USD Appearance Change from the Blizzard store. With World of Warcraft: Shadowlands, Blizzard will be dropping this fee entirely.
Executive producer John Hight spoke to Eurogamer and explained the decision and how players will now be able to change their gender at a barber shop for free in Shadowlands.
“A long time ago, we had the ability for players to go in – it was actually a paid service – and change their character. Much of that is now in the barber shop in the game,” Hight said. “And as we were adding things up in Shadowlands, we realised, ‘Gosh the only way you can change your gender in World of Warcraft is to go through this paid service.’ And we felt like that’s not the right message.”
“Unfortunately we can’t fix that right now but it is our intent with Shadowlands to take that out of being a paid service thing and [put it] in the barber shop. But that’s not something we can easily hotfix – unfortunately we can’t do that right now. It is something that we’re going to have in Shadowlands itself.”
World of Warcraft: Shadowlands is set to be released later in 2020 and a Beta is set to begin next week. This new expansion, which is World of Warcraft’s eighth, will take place in Warcraft’s version of the afterlife. It has five new zones, an “ever-changing dungeon” called the Tower of the Damned, and much more.
Carrion‘s release date has been revealed during the Devolver Digital Direct stream, and like a hideous monster stalking the ceiling grate above you while you monologue with tremendous hubris about how this room is the only safe area in the facility, it’s much closer than you might think.
Carrion will launch for Switch, Xbox One, and PC on July 23. A demo is available on Steam right now. A physical edition will come to Switch eventually, too.
GameSpot has an exclusive look at the first 25 minutes of the game, which you can watch in the video above. Tread with caution if you’re easily grossed out, though.
The release date trailer, below, should give you some idea of what to expect–you’re a mess of viscera and tentacles, and you’ll be causing a lot of havoc as you escape from the facility you’re trapped in.
GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.
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Announced earlier this week, the Devolver Direct has revealed our first look at gameplay for Shadow Warrior 3, the latest over-the-top first-person shooter from developer Flying Wild Hog.
The gameplay is full of what you’d expect from a Shadow Warrior sequel: lots of blood, loads of weapons, and gruesome executions. But there are also new features you can look forward to, like expanded mobility options with a grappling hook that looks like it will work extremely well with your double jumps, wall-running, and air-dashing antics.
Amongst all the blood and guts there’s bright confetti and a strangely jolly spirit to it all, which makes the excessive gore all the stranger and more enticing. There’s no confirmed release date for Shadow Warrior 3 yet, but you can expect a release sometime in 2021 for PC.
EA has announced that EA Sports UFC 4 will be released on PlayStation 4 and Xbox One on August 14, 2020, and Israel Adesanya and Jorge Masvidal will be the global cover stars.
In EA Sports UFC 4, players will be able to go from an unknown amateur to a UFC superstar in the new career mode, experience “the origins of combat sports in two all-new environments,” and battle others in new Blitz Battles and Online World Championships.
UFC 4 promises more authentic fights with “fluid clinch-to-strike combinations that offer more responsive stand-up gameplay, and overhauled takedown and ground mechanics to deliver more control in those key phases of the fight.”
The new environments mentioned are the Backyard and Kumite. The Backyard is meant to recreate where some of the most successful fighters made their first impressions, and Kumite will pay homage to the old lore of MMA as its an underground temple with one purpose, to allow fighters to “impose the dominance of their fighting discipline on any challengers.”
Those who pre-order EA Sports UFC 4 will be able to play as both Tyson Fury and Anthony Joshua, two of boxing’s biggest stars.
There is no word as of yet on if EA Sports UFC 4 will be headed to PlayStation 5 and Xbox Series X, but it will be available on EA Access.
In our review of EA Sports UFC 3, we said “EA went back to the gym with UFC 3 to work on many of the weaknesses that had the previous two games struggling to find their footing. A fantastic new striking system and a much-improved career mode lead the charge, but UFC 3 is still hamstrung by a cumbersome ground game, weird collision issues, and the straight-up terrible Ultimate Team Mode.”
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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
2018’s Fe was a breakthrough for developer Zoink. The studio is known for colorful, dark storybook adventure games like Stick it to the Man or Flipping Death, but Fe was a noticeably more whimsical turn. It was also one of the earliest games for the EA Originals indie label, and now, Zoink has a follow-up in the form of Lost in Random. This new adventure incorporates more of a focus on exploration in a city ruled by an evil force, and as the name implies, it all ties into the nature of unpredictability.
Revealed at the recent EA Play 2020 online event, Lost in Random focuses on the story of Even, a resident of the city of Random, a place where an individual’s station in life is decided at the age of 12 by a sacred dice. Eventually, Even discovers another magical, sentient dice that allows her to change her fate, and the duo goes on the run within the city. As they evade guards and other villains looking to take the opposing dice for themselves, Even and her partner, Dicey, learn of the city’s inner workings and what it means for everyone in the town of Random.
Lost in Random is described as a gothic fairytale, which is certainly in keeping with Zoink’s previous efforts. With a story written by Ryan North, who worked on the Adventure Time tv-series and Marvel’s The Unbeatable Squirrel Girl comic, it has a style that seems to be influenced by the likes of children’s author Roald Dahl and the works of animation studio Laika. Visually, it’s like watching a stop-motion animated film like Coraline or The Nightmare Before Christmas. In the game’s trailer shown at EA Play we got to see some familiar elements of platforming and action gameplay, with the protagonist using Dicey to attack enemies and maneuver through the city. An aspect of that we learned more of in our chat was progression, which is akin to a board game, often guided by an unpredictable element that decides where you go next.
Shortly after its reveal, we had the chance to speak with game director Klaus Lyngeled and art director Olov Redmalm about Lost in Random, and they explained a bit more of their plans for this dark fairytale.
“It’s a narrative-driven action-adventure, with a board game twist about a girl and her dice,” said Redmalm. “We were very thrilled with the great response we got from [EA Play], and people seemed to really get the style, and they’re curious about the game. People seem to see that it’s supposed to be this claymation look, which we weren’t sure would be clear from the start.[…] We’re happy about how everything revolves around this dice, both story-wise and gameplay-wise. When we started pre-production, we explored all these different drawings and moods from different inspirations from Laika films to even Tim Burton movies–we just went nuts exploring different dark fairytale themes. But it wasn’t until this image of a dice and a girl came up, that’s where things started to kick off with the game.”
The developers weren’t quite ready to share more details about the mechanics during our chat, but they did clear some things up about Lost in Random. Even and Dicey will explore the city of Random and its six districts, meeting different characters and fighting against foes looking to stop their progress. While the developers were hesitant to say that it’s an RPG, they stated that the game would allow you to have fairly in-depth conversations with NPCs via dialog trees in town, where you can inquire about the city and its inhabitants.
What sets Lost In Random apart from Zoink’s previous games is the mechanic surrounding the dice. While Even has her own skills and weapons, such as a slingshot that attack enemies at a distance, she can also partner up with Dicey for team-attacks. Along with that, Dicey can manipulate the rules of the different districts of Random, allowing Even to travel through the city more freely than other citizens.
“There’s a lot of things you get from playing board games. When you’re throwing dice, you’re getting something you wish for or getting something you don’t exactly want. If you’re stuck with the latter, what do you do with that then?,” said Lyngeled. “That’s what we’re looking at in this game: how unpredictability comes in during an adventure. Nobody else in the whole world has a dice, except for [Even], and suddenly she can use the dice to change the rules of the world. It’s a bit like “Alice in Wonderland,” it has these game mechanics built into the world everywhere. So it becomes the identity of everything in the world. The rules of board games and dice have shaped everything that’s everywhere in the world.”
The developers remained tight-lipped about how all this coalesces in the game during our interview. However, Lyngeled mentioned the Oddworld series as another source of inspiration for the game, which relied heavily on worldbuilding and a design centered around dismantling the world’s systems. That series also featured a protagonist, who, despite their meager and humble appearance, was able to bend the environment’s rules to their whims to traverse through a dangerous world.
Zoink are taking many cues from an eclectic range of games, and it’ll be interesting to see how this unpredictable narrative-driven adventure game turns out. As of now, Lost in Random will release sometime in 2021 for PS4, Xbox One, and Nintendo Switch, with next-gen releases to be determined.
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After taking 2019 off, the EA Sports UFC franchise is coming back this year. As part of the UFC 251 fight in Abu Dhabi, EA Sports officially announced EA Sports UFC 4. Jorge Masvidal and Israel Adesanya share the cover for this year’s game, which is due out in August for PS4 and Xbox One. In addition to a roster of the top UFC fighters, the game features legends like Bruce Lee, Anthony Joshua, and Tyson Fury.
“EA Sports UFC 4 is the best fighting game ever made,” UFC President Dana White said in a statement. “Fans can play in the top arenas, as well as in Backyard and Kumite environments. This game allows you to play with the top athletes in UFC history, plus legends like Bruce Lee and boxing champions Anthony Joshua and Tyson Fury. It’s crazy how good this game is.”
In UFC 4, players can create and shape their created character–including fight style and personality–and the game features unified progression across all modes. There are five MMA disciplines to go after, including wrestling, Jiu-Jitsu, and boxing, along with more than 1,600 pieces of gear and more than 120 emotes to make a character that you can connect to.
EA Sports UFC 4 is promising a number of updates and improvements over 2018’s game, UFC 3, including more responsive clinches, improved takedowns, and better ground mechanics. The game is also delivering a new career mode focusing on growth from minor divisions and onto the main UFC stage, along with new fight environments including the UFC APEX arena, Kumite arena, and The Backyard. There are also new multiplayer options in Blitz Battles and Online World Championships where players can test their mettle against other people across the world.
Like its predecessor, UFC 4 continues the use of EA Sports’ Real Player Motion (RPM) technology. For clinches in particular, EA says it will use RPM to make clinches look and perform more believably by taking into account player positioning and physical context.
The game will also crank up the realism to emphasize the impact of attacking moves. For example, EA says players will “see, hear, and feel the disorienting impact” of the fights. This will include a new presentation system that gives you replays of devastating punches and more.
For takedowns, UFC 4 makes use of the RPM tech to provide new takedown animations that will include a greater range of outcomes. These are dependent on how the player physically controls their fighter, along with their fighter’s attributes.
UFC 4 creative director Brian Hayes told GameSpot that the RPM technology is helping the new game make huge strides in terms of authenticity.
“It just makes those facets of the game look more realistic because the animation quality and the responsiveness is better, but then there’s also been a benefit in terms of our approach to the clinch game and takedowns has more intuitive elements into it,” he said.
For clinches specifically, Hayes said the advancements that EA has made will feel dramatic to players. “Previously, the clinch game was one of the least popular,” he said. “We know this from gameplay telemetry, we can see how much time is spent in the clinch. It was one of the least popular places to be because it was less intuitive than the grappling experience on the ground. And now it’s so much quicker to get into. It’s so much easier to feel you’re doing meaningful things, whether it be damage or going for a trip or takedown, or what have you, that we expect it to be a lot more to play a bigger role in from fight to fight.”
On the commentating side, UFC 4 features a new commentary team comprised of former light heavyweight and heavyweight champion Daniel “DC” Cormier and UFC’s Jon Anik. The removal of previous commentator Joe Rogan, who calls UFC fights in real life, is no big surprise.
Hayes told USGamer that EA had to use audio from Rogan’s real-world broadcasts for EA Sports UFC 3 because Rogan “absolutely hates doing voiceover for the game.” It’s no wonder EA didn’t want to work with him for EA Sports UFC 4, even if Rogan remains the main commentator for the UFC in real life.
As for the new environments, The Backyard is exactly what it sounds like, while Kumite aims to pay tribute to the underground hand-to-hand combat arenas of MMA lore.
The Backyard
For The Backyard, Hayes told GameSpot it was partially inspired by the popular viral Kimbo Slice videos that showed him fighting people in the streets. “I’m also a fan of the virality of the old school Kimbo Slice videos, and I’m a fan of martial arts cinema, and all these things exist together for people that are fight fans, broader fight fans. And so we thought there’s an opportunity to create environments like this that are just cool places to be.”
For the online modes, the Online World Championships is an online series where you take your custom-made character and try to become the ultimate fighter across a series of online events. Players who are successful in earning their title belt will then need to defend it from challengers. The Blitz Battles mode, meanwhile, is described as “fast-paced” and consists of a rapid-fire tournament featuring different rulesets to offer something new each time.
EA Sports UFC 4 is due out later this year for PS4 and Xbox One, and it’s also expected to be playable on the PlayStation 5 and Xbox Series X through backwards compatibility.
“If both consoles support backwards compatibility for Gen 4 games then, presumably, fans will be able to play UFC 4 on their Gen 5 consoles,” Hayes told GameSpot. “We haven’t yet had an opportunity to test this out and determine whether any additional development work is required to leverage Backward Compatibility, but we hope to see UFC 4 playable on Gen 5 hardware using that feature.
EA Sports UFC 4 producer Nate McDonald told GameSpot that his team was fortunate that it was able to record all of the motion-capture for the game before the COVID-19 lockdowns hit. Additionally, all of the audio recording work was completed as well.
Something that UFC 4 won’t have, however, is an Ultimate Team mode. That might sound surprising, given that the mode is featured in all other EA Sports games and it is known to be a cash cow.
Hayes told GameSpot that EA decided to ditch Ultimate Team mode for UFC 4 because it doesn’t really make sense for a 1v1 fighting game.
“There is no Ultimate Team in UFC for this year that was a unique decision for us. What we learned is just looking at UFC 3. It’s just not as popular mode for us in terms of what it requires to support and build and develop those modes because they’re really complex, they’re really broad, they’re really deep, but it’s nowhere near on the level of popularity and engagement for us as it is shown to be on games like FIFA and Madden and NHL.”
Instead of pouring resources into making an Ultimate Team mode work for UFC 4, EA spent its time working on elements that would help the franchise reach a broader audience. UFC 4 will feature a united progression system across modes, and this is aimed at offering some element of Ultimate Team.
“So we decided to take those resources and try and develop features that would appeal to a bigger segment of our audience,” Hayes said. “And that’s where we pointed towards that connected fighter profile, that game-wide experience progression leveling up and earning reward system to try and create something that still has elements of what Ultimate Team is, which is, play the game, level up, progress and earn rewards, but to make those rewards not be things that impact game play because it’s enveloping the entire game now and just focus on vanity stuff.”
Hayes added: “So everything that we would have considered investing in terms of resources towards finding a way to make an Ultimate Team concept worked in what is a 1V1 sport, we decided, what’s a different feature we can deliver that hopefully would be enjoyable or be engaged with, by a bigger number of our players, rather than just the relatively small numbers that we were seeing play Ultimate Team? And so that’s basically the tradeoff where we said, let’s stop trying to fit a square peg into a round hole here, so to speak, and let’s take these resources and develop something that sits across the entire game and hopefully provides a rewarding experience for every single player rather than just those that happen to be in one specific mode.”
UFC 4 launches on August 14 for PS4 and Xbox One. Everyone who pre-orders gets exclusive fighters, Tyson Fury and Anthony Joshua, along with customization packs for the Backyard and Kumite. EA Access subscribers can start playing on August 7.