Ghost of Tsushima: Combat ‘Hands-Down’ Most Difficult Feature to Add, Sucker Punch Co-Founder Says

According to Sucker Punch co-founder Brian Fleming, the most difficult feature to implement in Ghost of Tsushima “hands-down” was combat. Fleming went into detail about how perfecting this key component was a six-year-long journey for the team that was absolutely crucial to get right.

Fleming appeared at the GDC Showcase this week for a virtual Ask Me Anything (AKA) session to talk about the studio’s hit game Ghost of Tsushima. Fleming was asked early on in the session which feature was the most difficult for Sucker Punch to implement, to which Fleming responded without hesitation that it was combat.

“Easy answer and the answer is combat. The combat system was something that the team that worked on that — the handful of programmers and designers and animators — you know they worked nonstop for six years and built multiple versions of it with multiple approaches.”

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In Ghost of Tsushima, players control Jin who starts out as a samurai but over the course of the game learns to fight using stealth. Ghost of Tsushima’s combat reflects this by incorporating both stealth combat and a unique sword dual system for more aggressive and straightforward combat.

Fleming says combat, along with travel, was such a central aspect of Ghost of Tsushima that implementing a system that worked with Tsushima’s vast open-world while still being challenging and unique, was a constant challenge for the developers.

“The combat system along with a few other systems… they’re kind of the center of everything,” says Fleming. “They have to work in every situation, they have to work in every lighting situation, they have to work in every terrain, they have to work in every strange mode the game might be in — combat could potentially break out in.”

This also meant that there was no room to cheat the system, as some developers may have to as a natural part of game development (just look at how developers struggle with doors.) “It was an elusive, nonstop effort over literally a six-year journey continuing to work on that. I think the results were good but it was a long, difficult road.”

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Fleming shared some other stories about Ghost of Tsushima’s development, including working with PlayStation’s Shuhei Yoshida to get the authenticity of the setting right, and how the seamless load times were a result of good programming and data management.

The virtual GDC Showcase will continue all week with more talks from developers behind games like Demon’s Souls and Spider-Man, so stay tuned for more news from IGN.

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Matt T.M. Kim is IGN’s News Editor.

GTA Online: Rockstar to Implement a Fan-Made Fix That Reduces Load Times on PC

Rockstar Games has announced that the fan-made solution to the lengthy load times that impact GTA Online’s PC version will be officially implemented in a future update.

Github user tostercx, who also goes by t0st, published a blog post that detailed how they reduced GTA Online’s loading screen time by 70%. This change would cut down the time players had to wait loading into the game from six minutes to just one minute and 50 seconds.

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While t0st did share the fix, they warned that it was an unsupported “proof of concept” and was “not for casual use.” They also mentioned that it “shouldn’t take more than a day for a single [Rockstar] dev to solve” the problem.

Rockstar took notice of this situation and issued a statement to PC Gamer, confirming that t0st’s findings were accurate. Furthermore, it said it would be releasing an update that will incorporate their solution to improve GTA Online’s load times on PC.

“After a thorough investigation, we can confirm that player t0st did, in fact, reveal an aspect of the game code related to load times for the PC version of GTA Online that could be improved,” the company said in a statement. “As a result of these investigations, we have made some changes that will be implemented in a forthcoming title update.”

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Rockstar hasn’t shared when the fix will be available, nor if fans can expect a 70% decrease in load times, but it did share that it has been in contact with t0st and that the company thanked him for his efforts.

T0st shared that Rockstar awarded them $10,000 through its Bug Bounty program. This is an even more impressive outcome as this service by Rockstar is usually meant for those who discover a security of privacy issue in the company’s online games. This was a special case, and Rockstar made “an exception” to honor t0st’s work.

IGN has reached out to Rockstar for a comment.

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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.

Zack Snyder’s Justice League Virtual Premiere Delayed Due to Microsoft Outages

The invite-only virtual premiere of Zack Snyder’s Justice League was scheduled for earlier tonight, but outages at Microsoft have delayed it by more than four hours.

This virtual premiere was happening via Microsoft Teams, but those who were expecting to finally see Zack Snyder’s Justice League were met with an error message instead of the much-anticipated film.

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“Microsoft is currently experiencing a systemwide outage affecting the platform for our virtual premiere. We will distribute access codes and links as soon as the system is restored. Thank you for your patience.” The message reads.

Zack Snyder himself took to Twitter to apologize for the delay, saying, “I have no words. Still waiting for info. So sorry.”

Screenshot_2021-03-15 Zack Snyder on Twitter

In our review of Zack Snyder’s Justice League, we said that it “is a surprise vindication for the director and the fans that believed in his vision. With a mature approach to its superhero drama, better-realized antagonists, and improved action, Snyder’s version of Justice League saves the movie from the dustbin of history, something that likely only could’ve happened on a streaming platform like HBO Max.”

For more, check out Zack Snyder’s explanation on why his Justice League has a cliffhanger ending despite having no sequel and 27 things we learned at IGN Fan Fest about the Snyder Cut from Zack Snyder himself.

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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.

Fortnite Team Disqualified From Tournament Following A Disrespectful Tweet

A trio of Fortnite competitive players has been disqualified from the Fortnite Championship Series following a tweet that came from one of the team members that stated Epic Games chief creative officer Donald Mustard should kill himself.

According to Polygon, in a now deleted tweet, player Wrigley posted a message that read, “Like literally fucking k!ll your$elf @donaldmustard,” tagging Mustard. Epic disqualified Wrigley afterwards, along with their teammates Dictate and Userz, citing the company’s community rules that it is not allowed for players to interact “with others in a way that is predatory, threatening, intimidating, lewd, demeaning, derogatory, invasive of privacy, or abusive.”

The three players were competing in the NA East region of the FNCS, and the upcoming championship presented the possibility of earning a $3 million cash prize for the winning team. Following the disqualification, members Dictate and Userz spoke out about the ban.

“I wish we would be able to have an opportunity for an emergency sub, what Wrigley did was completely out of our control and we put endless amount of time into the game for a chance at life-changing money,” Userz tweeted, calling for folks to tweet at FNCS organizers in hopes of reversing their and Dictate’s ban.

“Gonna be honest I was kinda just laughing it off yesterday when I got the email but now I wanna cry,” Dictate tweeted.

Talking to Polygon, Dictate said, “I’m really confused on why my teammate and I, who didn’t have anything to do with the comment our other teammate made, don’t get to receive our $600 in prize money? We did not cheat our way into the grand finals so it makes no sense that our guaranteed prize was just completely taken away from us.”

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Cowboy Bebop’s Live-Action Netflix Series Wraps Filming

We’re always curious–and a little worried–to see how popular stories make the transition when they’re adapted to a new medium. We’re even more worried about the live-action adaptation of fan-favorite Cowboy Bebop for Netflix because it’s one of our favorites, too. The wait to find out just got shorter, though, because the series’ first season has wrapped filming according to one of its stars.

News come from actress Daniella Pineda (Jurassic World: Fallen Kingdom), who will be playing iconic con artist Faye Valentine in the upcoming show. Pineda writes on her Instagram, “I’m coming back on the air to say… Season 1 of Cowboy Bebop is finally, finished. Gonna dip again, but will return after these messages.”

The live-action show has picked up a few names from the original anime as a result of the downtime. Original creator Shinichiro Watanabe joined the team in a consulting role. Jeff Pinkner, who is developing the show alongside André Nemec, revealed last April that original composer Yoko Kanno is involved, stating that the show’s hour-long episodes “really tell stories set in that world in a way that hopefully will not only delight the fans of anime but expose a whole bunch of new people to the world of Cowboy Bebop, the awesome work of Yoko Kanno.”

Cowboy Bebop is based on the 1998 anime of the same name, which follows bounty hunters Spike Spiegel and Jet Black on their ship, the Bebop, as they’re joined by con artist Faye Valentine and hacker Radical Ed, taking bounty hunting jobs to get rich (or maybe just scrape by). The original anime appears regularly in anime top lists both from fans and critics alike.

The Cowboy Bebop live-action series stars John Cho as Spike Spiegel, Daniella Pineda as Faye Valentine, and Mustafa Shakir as Jet Black. There’s no word yet on Radical Ed joining the cast, but super-smart corgi Ein is confirmed to be on the cast. Netflix has not announced a release date, but we’re expecting it this year right now.

Netflix’s Cowboy Bebop Live-Action Series Wraps Filming

Netflix’s live-action Cowboy Bebop series has finished filming its first season, according to one of the series’ actors.

Daniella Pineda, who is set to play Faye Valentine in the series, announced the first season has finished filming in an Instagram post on Wednesday (via Funimation).

“I’m coming back on the air to say…..Season 1 of COWBOY BEBOP is finally, finished,” Pineda wrote. “Gonna dip again but will return after these messages.”

The first season began filming way back around summer 2019. About five episodes of the series completed shooting when production shut down due to a leg injury from series star John Cho, who is playing Spike.

At the time, filming was expected to be halted for 7 to 9 months. Likely as a result of COVID-19, it ended up being a full year before cameras were rolling again.

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Netflix has so far greenlit a 10-episode first season for Cowboy Bebop, which currently does not have a release date. Six more cast members were recently announced to be part of the project, including who’s playing Chalmers and Ana.

Cowboy Bebop is joining the trend of live-action anime adaptations in the works, including One Piece, Akira and Naruto.

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Anybody looking for more traditional anime suggestions should check out IGN’s list of the best anime series on Netflix right now.

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Petey Oneto is a freelance writer for IGN.

Daily Deals: The Best Sony Noise Cancelling Headphones, LG OLED TVs

Today score the lowest prices of the year on the highly rated Sony WH1000XM4 noise cancelling headphone and LG OLED TVs. You can also save up to 15% off prepaid gift cards and up to 30% off Gloomhaven board games. Check these deals out below.

Daily Deals for March 15

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More Gaming Deals

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Eric Song is IGN’s deal curator and spends roughly 1/4 of his income on stuff he posts. Check out his latest Daily Deals Article and subscribe to his IGN Deals Newsletter.

The Best Fortnite Live Events Of All Time

Fortnite

First Released Dec 31, 2015

released

  • Android
  • iOS (iPhone/iPad)
  • Nintendo Switch
  • PC
  • PlayStation 4
  • PlayStation 5
  • Xbox One
  • Xbox Series X

In Fortnite, players and their friends lead a group of Heroes to reclaim and rebuild a homeland that has been left empty by a mysterious darkness only known as “the Storm.”

Toys R Us Is Coming Back, Again: New Owner Plans to Open Stores in North America

Toys R Us is looking to mount another comeback. The retail chain is planning to open stores in North America again under the new ownership of WHP Global, a New York-based brand management company.

WHP announced Monday in a press release that it has acquired a controlling interest in Tru Kids, the parent company of Toys R Us, Babies R Us and Geoffrey the Giraffe brands.

“We’re in the brand business, and Toys R Us is the single most credible, trusted and beloved toy brand in the world,” WHP chairman and CEO Yehuda Shmidman said. “We’re coming off a year where toys are just on fire… and for Toys R Us, the U.S. is really a blank canvas.”

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Shmidman laid out a plan for Toys R Us stores to reopen in North America sometime ahead of this coming holiday season. These locations could take the form of flagships, pop-ups, airport shops or mini-stores within other retailers, according to the company’s early plans.

Toys R Us originally closed its 700 final stores in North America in June 2018, nine months after the retailer filed for Chapter 11 bankruptcy. Though their presence has diminished domestically, Toys R Us and Babies R Us together still have over 900 branded stores across 25 countries worldwide. WHP claims that the Toys R Us brand generates more than $2 billion in retail sales.

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Since the retailer’s original closures, Tru Kids has attempted to revitalize the Toys R Us brand. The company launched two pop-up Toys R Us locations in Houston, TX and Paramus, NJ during the holiday season in 2019. These stores were intended to reinvent the retailer’s brand, offering more open floorspace to allow consumers to test products hands-on. Both locations shuttered as a result of bad foot traffic, a problem that was exacerbated by the COVID-19 pandemic.

For more about Toys R Us, read how the retailer came to define a generation’s childhood.

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J. Kim Murphy is a freelance entertainment writer.

(Photo by Leon Neal/Getty Images)