Get Your First Look At Shadow Warrior 3 Gameplay

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.

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EA Sports UFC 4 Release Date Announced Alongside Reveal Trailer

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.”

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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.

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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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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.

How Lost In Random Injects A Board Game Twist Into The Adventure Genre

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.”

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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.”

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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.

Now Playing: Lost In Random Announcement Trailer | EA Play 2020

EA Sports UFC 4 Announced With First Details: Backyard Brawls, No Ultimate Team, No Joe Rogan

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.

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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
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.

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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.”

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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.

Amazon’s MMO New World Gets Big Delay Just Before Launch

Amazon Game Studios’ New World is shaping up to be an ambitious project for a division that has struggled thus far, but we’ll have to wait a bit longer before playing the MMO. Despite already suffering an earlier delay and being planned for release in just a month, the development team has chosen to bump the game into Spring 2021.

Writing in a blog post on the game’s official website, studio director Rich Lawrence explained that after play-testers had time with the game over the last few months, they wanted there to be more middle-game and end-game content in order to keep them engaged. As a result, the studio decided it would need significantly more development time to make this happen, but it isn’t all bad news if you were hoping to play the game in August.

Lawrence added that those who signed up for the beta, pre-ordered the game, or played it in alpha testing will have a special opportunity to play a limited-time version on its originally-scheduled August 25 release date. This will contain the content that was initially going to comprise the game at launch.

Amazon Game Studios has struggled to produce quality or successful games since its inception, with multiple projects canceled or poorly received. The first-person shooter Crucible, which we gave a 5/10 in our Crucible review, was met with such poor reception that Amazon opted to un-release it and return to closed beta in order to solicit additional feedback.

New World looks like it could be a more impressive game, with enormous battles against other players for control of forts alongside traditional MMO fare. When it does ultimately launch, it will be exclusively on PC.

Now Playing: New World – Exclusive Developer Breakdown Of The MMO’s Progression Systems

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Mint Condition Super Mario Bros. Is Now Most Expensive Game Ever

Super Mario Bros. for the Nintendo Entertainment System is one of the most abundant games around, as it was all but required for any Nintendo fan in the ’80s. However, one particular copy of the game is far more special, and it managed to sell for more money than any other video game in history.

Still sealed in the plastic after 35 years, a mint condition copy of Super Mario Bros. sold for $114,000 via Heritage Auctions this week. Not only does this beat out the previous record for the game, which fetches exorbitant prices if sealed and in mint condition, but it now has the record for most expensive video game sale in history.

The rare video game market has exploded over the last decade, with prices more than doubling on the top end. Back in 2010, the extremely rare Stadium Events on NES sold for just over $41,000.

At the time, it held the record for most expensive video game sale. Of course, Stadium Events is almost impossible to find in any condition as it was re-released in North America as World Class Track Meet and the first version fell into obscurity. Nintendo World Championships, a cartridge made for a competition of the same name in 1990, has also eclipsed $100,000 at auction.

If you want to play Super Mario Bros. on NES for free, it’s available through the Nintendo Switch Online service along with its two NES sequels, plus Super Mario World and Super Mario World 2: Yoshi’s Island.

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Metamorphosis Is A Surreal Fantasy About Being A Bug And Getting A Job

Franz Kafka’s The Metamorphosis finds its main character, Gregor Samsa, waking up one morning, suddenly and inexplicably transformed into a giant insect. It’s an utterly bizarre premise for a novel that evolves into a tragic story, but as the inspiration for developer Ovid Works’ Metamorphosis, Gregor’s transformation provides an opportunity to explore a strange idea, the surreal world it spawns, and the peculiar creatures who inhabit it.

I went hands-on with the first hour or so of Metamorphosis, which runs with Kafka’s idea of transforming into a bug and only seems to get weirder from there. While Gregor wakes up to find himself in a bug body in the novel, the game’s Gregor wakes up at his friend Josef’s house after a night of drunken celebration. Vaguely hungover, Gregor starts to head out for work, only to find that as he travels the house and through doors, the world transforms around him. He walks through a door to find himself in a larger version of the room he just left–or in a shrunken state. And before long, he’s scrambling around on six spindly legs, with his internal monologue transforming from human speech to insectile chittering.

The whole situation has a very Alice in Wonderland feel as you explore a surreal world whose rules don’t seem particularly rigid. Gregor’s first task as a human is to open drawers around the bedroom he awakes in to find the key to the door, and you repeat that same task as a bug. It’s a pretty good early indication of how Metamorphosis seems like it’ll play out: Metamorphosis is an exploration game about finding ways to traverse its environment and solving puzzles about how to venture from one area to the next. Since you’re an insect, a lot of the solutions you have to find about how to get where you’re going in an oversized world have to be fairly novel.

While Kafka might have thought the idea of waking up as a bug was both horrifying and fascinating, moving around as an insect in a video game isn’t quite as mindblowing. It does allow you to climb up the sides of objects, provided you walk through some sticky everyday substance such as glue, ink, or even butter. But it’s pretty standard platforming stuff as Gregor makes his way across tables and across bookshelves, through drain pipes and between the blades of ventilation fans.

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It’s the setting, however, that’s most intriguing about Metamorphosis so far. Gregor in the novel was a man-sized bug, but you’re a bug-sized one in the game, which means that you’re constantly traversing a world full of enormous objects and struggling to figure out how to navigate it. Your sticky leg trick is useful at times, but the first hour of Metamorphosis is much more about interpreting your environment to find viable paths. Your insect size forces you to look at giant objects like books, silverware, and office supplies in new ways, and while the environmental puzzles in the first part of the game are never particularly confounding, they routinely require you to recontextualize how you think about the objects you’re seeing and how they’re positioned together.

The early elements of Metamorphosis’ story mostly concern Gregor trying to get the attention of a human person for some assistance–you position yourself on books or try to use objects like a music box to make noise in hopes of getting the attention of Josef, Gregor’s friend. Josef has his own problems, though, when some especially uncooperative police officers show up at his house, diverting his attention from the imperiled but diminutive Gregor. As you struggle to get Josef to notice your microscopic plight, you discover a potential alternative path to returning to human form through notes left by a strange organization called the Tower.

Being the size of an insect is a big part of the Metamorphosis experience, but not every part of the first hour can be described as “regular stuff, but big.” Like the premise itself, several locations you work through take on a twisted, surreal look and feel, as well. At one point you traverse a pile of chairs to reach a desk, and looking around reveals that the furniture isn’t all just stacked precariously, it’s also floating inexplicably in the air. And when you discover a letter from the Tower–which offers newly transformed insect-people some exceedingly normal-sounding employment opportunities along with the possibility of returning to human form–the process of uncovering its message has you climbing what seem like floating fragments of letters, like the metallic pieces of typewriter keys shattered and assembled into a fantastical floating pathway.

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Starting your journey toward the Tower also reveals another element of the burgeoning world of Metamorphosis–there’s a whole bug society living in the walls, floors, and furniture of Josef’s building. You start to meet them along the way; one bug is an especially big fan of the hallucinogenic mushrooms growing on Josef’s plumbing, while another is annoyed her husband is using a suspiciously easy-to-turn-off ventilation fan as an excuse to delay his journey to the Tower. Several bugs seem to be members of an anti-Tower cult.

But most of the bugs you meet are just extremely pedantic bureaucrats, playing into an underlying humor of banality that goes along with Metamorphosis’s world. You might be a bug-man lost in a physics-defying fantasy, but your goal of getting back into your own body primarily consists of getting a job. You can’t do that until you ride the bug airship to the Tower, and to do that, you need a bug passport. You can’t get a bug passport until you visit the office of a (human) lawyer, and it doesn’t open up until 2:15. The queue has already formed, and it’s over there.

Even just a quick look at Metamorphosis hints at an expansive, strange world worth exploring. What I’ve seen is mostly that: a game that relies on being fascinating and a little twisted, asking you only to look around, speak to other characters, and try to find your way through it. It’s not clear where exactly the journey of Metamorphosis will take you, but getting there will definitely be strange.

Metamorphosis is headed to PC later this year.

How Call Of Duty Warzone Is Constantly Evolving

Call Of Duty: Warzone, Infinity Ward’s battle royale shooter, released in March of 2020 and is going into season 5 in August. Activision is also expected to publish the rumored Call Of Duty: Black Ops Cold War title later this year which is being made by Treyarch. It’s unclear at this stage if Cold War’s multiplayer will include or tie into Warzone, but it would make sense for it to return in some fashion.

This interview with Amos Hodge, Joe Cecot, and Geoffrey Smith covers the evolution of Warzone from season one to four, game modifiers, contracts, gun balancing, limited-time modes, and seasonal events. We also discuss the challenge of toxicity and keeping Warzone relevant with further releases of Call Of Duty.

Warzone is one of the many multiplayer modes in Call Of Duty: Modern warfare. Warzone has also experimented with limited timed variations including increasing the player count to 200 and a mode where players fight over juggernaut suits. Modern Warfare is currently out for PS4, Xbox One, and PC. Warzone is also available standalone and free-to-play.