Psychonauts 2 Hands-On Preview: An Ambitious Return To A Classic

Double Fine’s studio head, Tim Schafer, has been noticing a trend with games recently. He feels like games have to have a certain look: a darkness, grittiness, or adultness to them. He’s glad those games exist, he admitted, but he longs for a time where he played games with brightly colored characters, running and jumping on vibrant platforms that didn’t feel so dark and serious.

It’s an interesting sentiment considering Psychonauts 2‘s serious themes of mental health; contradictory even. But it’s that same contradiction that also illustrates the game’s distinct and inspiring identity, combining Tim’s desire for a brightly colorful world to jump around in, while tackling a certain kind of adultness. It’s a clashing of concepts and, for Psychonauts 2, it works very well. During my five hours of hands-on time with a preview version of the game, the theme of clashing concepts was persistent throughout, with laugh-out-loud humor and imaginative level design contrasted with weighty themes of mental conditions like addiction, PTSD, and anxiety. These topics are handled in Psychonauts 2 in a light-hearted manner without demeaning them–they are treated in an approachable and empathetic way.

Now Playing: Psychonauts is still amazing 16 years Later

None of this is new when the sequel is held up next to its cult classic predecessor, which came out 16 years ago and featured similar themes as the basis of its inspiration and story. Psychonauts 2, however, feels more deliberate, thoughtful, and considerate in its approach, bringing these themes of mental health front-and-center. This intentionality is signalled early, by way of a mental health advisory shown the moment I booted up the game. “Ultimately, Psychonauts 2 is a game about empathy and healing” the statement reads.

What followed was a dazzling display of Double Fine’s signature humor and unhinged creativity, complimented by an ambitious scope of level design, tight gameplay, and a careful handling of serious topics. It feels honed-in and streamlined while staying true to what made Psychonauts so special 16 years ago.

The story picks up only hours after the first game, and moments after the VR sequel-interlude Psychonauts in the Rhombus Of Ruin. With the help of Psychonauts special agents Sasha Nein, Milla Vodello, and girlfriend Lili Zanotto, 10 year old psychic-prodigy Razputin has saved the leader of the Psychonauts, Truman Zanotto, from the grips of antagonist and maniacal dentist/ametuer brain surgeon Dr. Loboto. In order to find out who hired Dr. Loboto to kidnap Truman, Raz (you) and his team enter Loboto’s mind in hopes to uncover the mystery. What follows is a seamless transition as the camera zooms in, panning over the lobes of a brain as though they were a sprawling landscape, only for them to slowly transform into a sea of office cubicles where Raz is undercover working within Loboto’s mind–that is until Loboto becomes aware of his mental intruders.

Quickly the mundane mud-toned walls of an office space begin to shift, extend, and contort. Giant teeth start to protrude through the floors, as the walls become flesh-covered, and the ground becomes squishy and moist. As Loboto takes back control of his own mind, his dentistry background collides with the faux office facade. It’s quirky and fantastical, yet dire and eerie all at the same time, and it’s that surreal medley that makes the Psychonauts 2’s opening level a spectacle of Double Fine’s over-the-top creativity.

Like the original Psychonauts, the sequel will see Raz explore different worlds created from the subconscious minds of many oddball characters he'll meets throughout his adventure.
Like the original Psychonauts, the sequel will see Raz explore different worlds created from the subconscious minds of many oddball characters he’ll meets throughout his adventure.

Gallery

Psychonaut 2’s art director Lisette Titre-Montgomery explained the game’s art direction as “an acid trip with a really great story.” Lisette’s goal was to push the sense of surrealism the furthest she could by making things feel psychonautical (the methodology of exploring one’s altered state of consciousness), and equally wonky (the core style of the first game).The result is on full display during the first level, which also acts as a refresher for many abilities players from the original will be familiar with: telekinesis, PSI Blast, Pyrokinesis, and Levitation, all of which have been given a welcomed overhaul.

Telekinesis, for example, now operates more closely to the how it functions in Remedy Entertainment’s Control, where items nearby will automatically come to you, making it easy to launch it at an an enemy; Pyrokinesis forms an area-of-attack bubble to better visualize its execution; and PSI Blast has a cooldown rather than having to collect aggression ammo. Al thesel quality of life improvements make Psychonauts 2’s combat feel tight and refined, especially with the addition of a dodge button.

Through Loboto’s mind, I encountered mainstay enemies from the first game like the damage spongie Censors (business suit dressed men meant to attack harmful thoughts within one’s brain), but also an array of new enemies like Regrets–flying creatures that carry a heavy weight to drop on you. Unlike Censors, Regrets could only be damaged using PSI Blast, which is a long range ability. Additionally, after defeating one, I intuitively picked up a Regret’s weight using Telekinesis and hurled it at another enemy. It was very satisfying.

Psychonaut 2 leans much further into the weirdness and surrealism that developer Double Fine is known for.
Psychonaut 2 leans much further into the weirdness and surrealism that developer Double Fine is known for.

With the introduction of each new enemy, I was conditioned to change my playing style, often switching out abilities to control the onslaught. New enemies like Doubt (sludge-like creatures that can slow you down) are highly flammable, making Pyrokensis come in clutch. While Enablers (support enemies that make foes invincible) were fast and agile, requiring the use of Time Bubble, a new ability that temporarily slows an enemy in place, giving you a window to lay in on the beatdown.

The constant introduction of different enemy types, learning their weaknesses, and understanding the abilities on-hand, offered consistent variety with multiple methods to tackle the situation. Most impressive is Double Fine’s interlacing of conceptual design with its enemies–like using feelings of regret, doubt, and enabling–as literal interpretations for enemy types is another example of the clashing of serious concepts, that are spun into something as whimsical as it is cohesive. But, like the first game, it’s not all about the action, but moments of exploration too. The Psychonauts headquarters, known as the Motherlobe, is akin to Whispering Rock Psychic Summer Camp from the first game: a wide and open connective hub-like area.

Upon entering the HQ, you’re greeted with a towering mural of the organization’s leaders, known as the Psychic 6; the room is alive with agents talking to each other, bustling around, reading books or having lunch. You can hear the thoughts of some agents, while others use their abilities to tend to watering plants, or levitate to other platforms. A brain in a hamster ball is rolling around, there’s a rat in a leather jacket, and voices reverberate from the PA system. It felt believable, holistic, and entrancing in the way that it had felt familiar though I knew I had never seen it before.

“The real goal was making sure that the player had a feeling that the psychonauts organization was so much more than what they initially understood it to be,” Lisette told me. She wanted to evoke a sense of history surrounding the player with the Psychonauts, to make it feel like a fully operating organization. The feeling is emphasized with returning composer Peter Mcconell’s soundtrack that flourishes on a grand and ambitious scale, evoking a swelling sense of awe when Raz first steps into the lobby.

Psychonaut 2’s art director Lisette Titre-Montgomery explained the game’s art direction as “an acid trip with a really great story.”

It’s also the introduction to the many new characters of Psychonauts 2, including Hollis Forsythe, the no-nonsense second head of Psychonauts, and now Raz’s new teacher. When entering Forsythe’s mind for class, Raz learns the new ability Mental Connection, which can be used to interconnect a person’s thoughts, or even completely change their mind. When Raz uses Mental Connection to accidentally change Forsythe’s mind to associate risk with delight, her mental state begins to unravel as elements of her past as a doctor start to transfuse with gambling. Themes of guilt, fear, and risk are intertwined with old-style Vegas and hospitals, resulting in Raz having to gamble with literal concepts of life and death as a puzzle element to proceed, and in the process, learns more about Forsythe’s character beyond her stern and hard exterior. This is where Psychonauts 2’s depth of writing and characterization is firing on all cylinders.

The most shining example of level design, writing, themes, and gameplay working symbiotically together is Compton’s Cookoff: a chaotic, stressful, and hilarious take on performance anxiety. For Tim Schafer, orchresting a balance of humor and these conditions is what made the process fun for him. “How can you represent something like anxiety? What would that look like? If you were having an anxiety dream, and you had just been to cooking class, what might you make in your dreams that would represent that feeling?” he said. The result is an intense race against the clock to gather animated talking ingredients like eggs, fruits, and meats to boil in water, blend in a blender, or get sliced by a giant hatchet.

It was the sorta thing that made me feel horrible, wincing as I brought an excited talking egg to boil alive in a pot, while laughing hysterically as I watched a piece of ham gleefully get fried in a pan. All the while, using the environment to grind between cooking stations, and avoid obstacles like giant cheese grinders or hot plates, all of which was peppered with comical, tongue-in-cheek commercial breaks. The entire time I was smiling, stressed out, and mournful all at once, and I loved it. In the end, it’s a heartfelt and considerate take on a character struggling with eternal judgment, and a sense of unworthiness amongst his peers. It was only after I played the level when I reinterpreted the chaotic and stressful nature of its design. It’s during this level that all the game’s mechanics, from using abilities, to platforming, and battling various enemy types felt heavily focused and working in harmony.

Along with his returning set of Psy-powers, Raz will also acquire a new slate of abilities.

The last level of the preview was Cassie’s Collection, which was complete 180 from the anxiety-induced nightmare of Compton’s Cookoff, and instead featured a level wide in scope, and ambitious in its display of a fantasy reflective of the character’s mind that it took place in. Cassie is a teacher who loves big worlds, storytelling, and literature, and therefore the level itself is big, adventurous, and made up of literal books.

“It was important to make you feel like you were going into a story world. But what we really wanted to sell was Cassie’s issue, and it’s that she can’t let go. And so she’s made multiple versions of herself,” Lisette said.

In her mind, Cassie’s alternate versions of herself are hidden away in the pages of books throughout the world. In order to help face Cassie’s biggest foe, herself, I had to navigate a fantastical world made of paper castles, sail on paper-made boats, hop through literal pages, and use written sentences as my platforms to find the other versions of herself. Typing the very concept is making me giddy just thinking about it. This was also the introduction of the new ability called Projection, which gives Raz the power to illustrate a paper-thin archetype of himself that you can order to slip through hard to fit areas, to unlock gates, doors, and distract enemies.

Each level I had played, including the time I had to explore the Motherlobe, was bolstered by an unrelenting sense of imagination and creativity that never let up during my five hours with it. When I asked Tim about the pressure of returning to the cult classic he helped create 16 years ago, he said, “I don’t think any fan expectation could be harder than our own. We’re a team full of perfectionists that just really want to get things right.” He elaborated by saying, “If we didn’t have an inspiration to make Psychonauts 2, then we wouldn’t have done it.”

Some worlds will see Raz take on a different appearance, matching the visuals and aesthetic of the places he'll visit.

Gallery

On the surface, Psychonauts 2 is shaping up to be an engaging, ambitious, honed-in take on colorful 3D platformers. However, the most promising aspect hasn’t just been returning to its world, mastering its platforms or combat, but peeling back the layers to see what’s beneath it to take a closer look at its characters, the depth of their struggles, fears, and regrets, all of which serve as the foundation and inspiration for the worlds you traverse.

In a post-mortem for the first game written by its executive producer Caroline Esmurdoc she said that an oft-muttered mantra of the game’s development was, “God is in the details.” This saying rings true now more than ever when returning to the wacky, complex, and whimsical world of Psychonauts 16 years later, and it left me very eager to see what it means for the sequel when it launches on August 25.

John Wick TV Series Is Now A Three-Episode Mini-Series With 90-Minute, $20 Million Chapters

The upcoming John Wick TV series, The Continental, has hired a director, and we’ve learned more about what to expect in terms of the budget and format. In short, the series is no longer a full show–but instead it’s become a three-episode limited series with movie-length runtimes.

According to The Hollywood Reporter, The Book of Eli director Albert Hughes will direct two episodes of the three-episode “event” series. Each installment will be about 90 minutes in length and carry a budget of $20 million or more, according to THR.

Hughes is lined up to direct episodes 1 and 3, while he will produce all three. There is no word yet on who will direct the second chapter.

John Wick’s original screenwriter, Derek Kolstad (Nobody), is coming back to be an executive producer on The Continental, while the director of the movies, Chad Stahelski, is also aboard as an executive producer. David Leitch, who has been involved in the John Wick series since the beginning, will be an executive producer as well, while Keanu Reeves himself is said to be “in talks” to exec produce.

The Continental takes place 40 years before the events of the main John Wick series. The main character is a young Winston, who is played by Ian McShane in the movie series. The show’s story follows the “young man starting as a hitman hotelier who, along with others, create a haven for unsavory types, all set against the backdrop of 1970s New York.”

There is no word yet on who will play the young Winston or what other actors may star. Keep checking back with GameSpot for the latest.

As for the main movie series, John Wick 4 is currently filming with Reeves back in the title role once again. Donnie Yen, Shamier Anderson, and Rina Sawayama are also set to star, alongside returning actors McShane, Laurence Fishburne, and Lance Reddick.

John Wick 4 features new writers–Michael Finch and Shay Hatten–making it the first John Wick movie not to include writer and creator Derek Kolstad.

According to an interview with Collider, Kolstad wasn’t asked to return to the John Wick franchise. “No, it wasn’t my decision. When you think of the, contractually, of these things, the third one I shared the credit with any number of people, they didn’t have to come back to me, and so they didn’t,” Kolstad said.

Fall Guys Season 5 Revealed With Release Date, 6 New Rounds, Duos, Trios, And Limited-Time Events

Fall Guys Season 5 is on the way, and developer Mediatonic has now shared a lot more information about what fans can look forward to when it releases on July 20 for PlayStation and PC. Leading the charge are six new rounds, including what is described by the studio as its most ambitious round yet.

This is called Lost Temple. A new final round, this one challenges players to navigate their way through a temple that is constantly shapeshifting, so your path to the Crown is always changing.

Another new round is called Stompin’ Ground, and it has players trying to survive as three mechanical rhinos run amok. You can see a full rundown of the five new rounds below, as written by Mediatonic.

Season 5 New Rounds:

  • Treetop Tumble – Take branching routes in a scramble to the finish. Filled with perilous Log Swings and Expanding Frogs (yes, seriously). Who knows where your choices will take you?
  • Stompin’ Ground – What happens when the beans wander into rhino territory? Well, prepare to find out! Dash, dive and dodge in a hectic escape from three mechanical Rhinos. Good luck!
  • Lost Temple – Our most ambitious Round to date…and it’s a new final! Navigate the shapeshifting Lost Temple where the elusive path to the Crown is ever-changing.
  • Lily Leapers – Bounce to the bean rhythm of Lily Leapers. Keep your head on a swivel for that perfect landing as you conquer each layer by leaping from drum to drum.
  • Bubble Trouble – Bubble Trouble is a five-way arena bout that’s all about rapid-fire beans and bubble poppin’ dreams! Scurry between obstacle-filled active zones to collect your way to glorious qualification.
  • Pegwin Pool Party – Zoom down zippy slides and grab those pesky Pegwins. The longer you cling on, the more points you’ll gain. We hope you’ve got a good grip!

Season 5 of Fall Guys also brings with it the launch of limited time events, each of which promising unique rewards in the form of costumes, emotes, and nameplates. Mediatonic also teased, “Who knows, maybe we’ll be inviting some special guests along to help out?”

Fall Guys Season 5 also introduces Squads in the form of limited-time Duos and Trios modes where you play in groups of two and three. Season 5 will also have a “whole host of improvements and fixes” to the overall Fall Guys experience.

Mediatonic recently delayed the game’s Nintendo Switch and Xbox versions to an unspecified date in the future. Alongside that news, the studio said it is working on cross-play for Fall Guys to connect the player base in a new way.

Fortnite studio Epic Games acquired Mediatonic earlier this year as part of its ambition to create a so-called metaverse.

GameSpot may get a commission from retail offers.

Nintendo Disputes Switch OLED Profit Report, Denies Having Plans For New Model

In a Bloomberg report last week, analysts claimed that the new $350 OLED model of the Nintendo Switch cost Nintendo only $10 more to produce. Nintendo has now publicly denied those claims and said that the original report was incorrect.

“A news report on July 15, 2021(JST) claimed that the profit margin of the Nintendo Switch (OLED Model) would increase compared to the Nintendo Switch,” Nintendo tweeted. “To ensure correct understanding among our investors and customers, we want to make clear that the claim is incorrect.”

Now Playing: The Nintendo Switch OLED Everything We Know (So Far)

Nintendo usually refrains from issuing statements in response to rumors and reports. President Shuntaro Furukawa did say recently that there was nothing to announce about a Nintendo Switch Pro, though he noted that Nintendo is always working on new hardware.

The company didn’t reveal just how much the OLED Switch upgrades actually cost, and it also took the time to address fresh rumors of a more powerful Nintendo Switch Pro being in development.

“We also want to clarify that we just announced that Nintendo Switch(OLED Model) will launch in October, 2021, and have no plans for launching any other model at this time,” Nintendo said.

Nintendo announced its new OLED model Switch this month, which will launch on October 8. Aside from the improved and slightly larger screen, new dock, and an ethernet connection in the dock, internally the OLED model is the same as a regular Switch console. Preorders are now live, although the white model seems to be the most popular one so far.

If you’re still wondering which handheld is best for you, you can check out our feature on the Switch OLED model vs the Switch Lite. Or if you’d prefer something with more power and versatility under the hood, you can take a look at our Switch vs. Steam Deck comparison.

Daily Deals: Legend of Zelda Skyward Sword HD for $10 Off

This Sunday has brought with it a pretty great set of deals. Leading things off is The Legend of Zelda: Skyward Sword HD which is $10 off over at GameStop. Best Buy has a great little gaming laptop on sale from Gigabyte, and Newegg is continuing to run their promotion of FFXIV Game Time Cards, so you can stock up now and get yourself ready for Endwalker later this year.

Daily Deals for July 18th 2021

[poilib element=”commerceDeal” parameters=”slug=daily-deals-july-18-2021″]

Space Jam: A New Legacy Shoots Past Black Widow to Win the Domestic Box Office

Space Jam: A New Legacy has earned $31.7 million at the domestic box office, earning it the top spot and surpassing Black Widow’s $26.3 million.

As reported by THR, the sequel to 1997’s Space Jam (which itself earned $27 million in its opening weekend) also brought in $23 million overseas for a global total of $54.7 million. Prior to this weekend, Warner Bros. anticipated Space Jam: A New Legacy to open in the $20 million range, which would have been a long way from its reported $150 million budget.

[ignvideo url=”https://www.ign.com/videos/2021/07/14/space-jam-a-new-legacy-review”]

Space Jam: A New Legacy, which is also on HBO Max, secured the biggest opening for a family title in the pandemic-era and, of those who went to the theater, 61% were under 25 and 49% were under 17.

Black Widow saw a big drop from its $80 million opening weekend, and it couldn’t even secure a second weekend thanks to LeBron James, Bugs Bunny, and the Tune Squad. Overseas, Black Widow has racked up more than $324 million when including Disney+ Premier Access.

Sony’s Escape Room: Champion of Tournaments took third place with $8.8 million from 2,815 theaters. F9 is continuing its successful theatrical run and is close to breaking the $600 million mark. It placed fourth this week at the box office with $4.7 million.

[widget path=”global/article/imagegallery” parameters=”slug=hbo-max-spotlight-july-2021&captions=true”]

For more on Space Jam: A New Legacy, check out our review and LeBron James’ Tune Squad outfit that’s now available in Fortnite.

[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.

John Cena Returns To WWE In Final Moments Of Money In The Bank PPV

At the conclusion of the Money in the Bank (2021) main event, in front of a live Fort Worth, TX audience, John Cena returned to WWE, setting up a rivalry between the Doctor of Thuganomics and current Universal Champion Roman Reigns.

Reigns had just beaten Edge in a closely contested title match, with assistance from his cousins, the Smackdown Tag Team Champions the Usos, and his former Shield brother Seth Rollins. He was standing tall in the ring, proclaiming, “Now the whole world can acknowledge me,” when the signature intro to John Cena’s theme blared over the sound system.

Up until this Sunday, Cena has not competed in WWE since Wrestlemania 36 on March 26, 2020. In that pre-recorded, ‘cinematic’ match, Cena lost to “The Fiend” Bray Wyatt in a “Firefly Funhouse” match that deconstructed his wrestling career. Cena has spent much of the past several years developing his movie career, which includes roles in Fast & Furious 9 and the upcoming James Gunn-directed Suicide Squad.

Cena last fought Reigns at the 2017 No Mercy PPV. Cena lost that match by pinfall after a spear. The buildup to that match was intensely personal, with John Cena delivering numerous “worked shoots” that criticized Roman’s position as the top wrestler in the company.

While Cena’s return marked a huge moment for the WWE PPV, the streaming service Peacock–which hosted the event in the US–had major streaming issues during the opening of the men’s Money in the Bank match. This made much of the match unwatchable for many Peacock subscribers.

Money In The Bank Streaming Issues On Peacock Make Part Of WWE PPV Unwatchable

Peacock subscribers who watched WWE Money in the Bank on Sunday, July 18 experienced severe streaming problems, including freezing, skipping, and sound that cut in and out, during one of the most anticipated matches of the evening. The issues began during the men’s Money in the Bank ladder match–lasting for the duration of the wrestlers entrances. All told, the disruption lasted about 10 minutes.

The stream crashed and went offline before returning to normal. WWE announced that the problem was fixed as of 10:07 PM, and recommended that subscribers exit and re-enter the stream. Even upon doing this, some users still had buffering issues.

Peacock is currently trending on social media. Users are reacting to the technical issues, with some demanding refunds, some saying they’re canceling their subscriptions, and many pushing for WWE to abandon the streaming service entirely.

NBC acquired the exclusive US streaming rights for WWE content in January 2021. The WWE Network discontinued its United States service on April 4. The Network is still active for subscribers outside of the US.

Money In The Bank 2021 Results: Live Updates, Match Card, And Surprises

It’s time to see who can climb the ladder the fastest, with no one trying to pull them down. It’s time for the 2021 edition of WWE’s Money in the Bank, where Roman Reigns will face Edge for the Universal Championship and Rhea Ripley defends the Raw Women’s Championship against Charlotte Flair. Of course, there will also be two matches dedicated to climbing a ladder.

This year’s event will take place at the Dickies Arena in Fort Worth, Texas. What’s important about the latest PPV is that it marks the return of audiences to live WWE events. The era of the Thunderdome is no more, and we will miss you. Of course, the titular ladder-climbing event means the winners of the men’s and women’s matches will get a contract for a championship match, so there is a lot on the line.

If you want to watch MITB, you’ll need to subscribe to Peacock–or WWE Network if you’re outside of the US. While Peacock has a free tier, you’ll need to subscribe to Peacock Premium ($5 a month) or Peacock Premium Plus ($10 a month). The difference between the two is that Premium Plus is not ad-supported. However, both tiers of Peacock play the same stream of the PPV.

Match card:

  • Rey & Dominik Mysterio (c) vs. The Usos (Smackdown Tag Team Championship) [KICKOFF SHOW]
  • AJ Styles & Omos (c) vs. The Viking Raiders (Raw Tag Team Championship)
  • Rhea Ripley (c) vs. Charlotte Flair (Raw Women’s Championship)
  • Men’s Money in the Bank
  • Women’s Money in the Bank
  • Roman Reigns (c) vs. Edge (Universal Championship)
  • Bobby Lashley (c) vs. Kofi Kingston (WWE Championship)

The men’s Money in the Bank match will feature Kevin Owens, Drew McIntyre, Matt Riddle, Ricochet, John Morrison, Big E, Shinsuke Nakamura, and Seth Rollins. The women’s will feature Zelina Vega, Asuka, Naomi, Alexa Bliss, Nikki A.S.H., Liv Morgan, Natalya, and Tamina.

While you wait for Money in the Bank to begin, why not check out this week’s episode of GameSpot’s professional wrestling podcast Wrestle Buddies? This week, Mat Elfring, Chris E. Hayner, and sophisticated AI program PredictionBot 3000 predict the winners and losers and possible surprises we’ll see at this year’s WWE PPV.

Below, you’ll find live updates and results for Money in the Bank as it airs on Peacock–or on the WWE Network outside of the US. Additionally, there will be some notes for each match as well.

No Caption Provided

Kickoff Show

The Kickoff Show starts at 6 PM ET / 3 PM PT and will air on Peacock, Twitter, and YouTube.

Notes from the preshow or changes in the match card will be noted here.

The Next Skate Game Will Not Be at EA Play Live 2021

EA’s next Skate game will not be part of EA Play Live 2021, but developer Full Circle has a “little something” to share with all of us tomorrow, July 19.

Full Circle shared the news on Twitter, reiterating that, while the studio was formed in January and they got a “bunch of super talented people to join the family,” the currently untitled new Skate game is not quite ready for prime time yet.

[ignvideo url=”https://www.ign.com/videos/2020/06/19/untitled-skate-game-announcement-trailer-ea-play-2020″]

“holy @%$!… it’s been a year?!?! what have we been up to? well, we formed a studio back in january, got a bunch of super talented people to join the family, and we’ve been working hard on the new game, now, we know many of your were hoping to see more from us this week but we’re not ready for prime time just yet and we won’t be part of the EA Play Live show on thursday,” Full Circle wrote.

“it’s still early and we are committing to doing this thing right which means it’s gonna take some time. our number one goal is not to blow it. for you, for us… for skate. HOWEVER, we are stoked to share a little something with you all tomorrow.”

This new Skate game joins those who have also confirmed that they will not be part of EA Play Live, including the next Mass Effect and Dragon Age and any Star Wars game.

[ignvideo url=”https://www.ign.com/videos/2010/05/10/skate-3-video-review-skate-3-video-review”]

This new Skate project was announced at last year’s EA Play, where Cuz Parry and Deran Chung announced that the long-awaited new entry in the skating franchise was “really early” in development.

EA Play Live’s main showcase is set to air on Thursday, July 22 at 10am PT/1pm ET/6pm BST and will feature updates on Battlefield 2042, Apex Legends, Lost in Random, and quite possibly a Dead Space revival if reports end up coming true.

[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.