Xbox Series X Graphics Source Code Reportedly Stolen, Being Held for $100 Million Ransom

A hacker has reportedly stolen the Xbox Series X graphics source code and is holding it to ransom.

The news arrives through a blog post on the AMD website, where the hardware company explained the situation. “We were contacted by someone who claimed to have test files related to a subset of our current and future graphics products,” the statement reads.

According to a report from TorrentFreak, this stolen data was found in a hacked computer and includes source code for AMD’s Big Navi and Arden GPUs. The latter is rumoured to be the Xbox Series X 12 teraflop GPU.

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Segments of code have been posted on GitHub, and subsequently removed. The hacker is asking for $100 million for the code and is threatening to dump the entirety of the stolen data if a buyer isn’t found.

The fact that AMD has issued a DMCA takedown notice on the repository where the data was being held would suggest that this is a legitimate breach. Later in the official statement, AMD made it clear that the stolen data “is not core to the competitiveness or security of our graphics products.”

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You can read the details of the DMCA request over on GitHub where it is noted that the data has been ‘forked’ (copied) to other repositories after the first set was taken down.

In lighter Xbox Series X news, the console’s full specifications were revealed earlier in the month. If you’d like to compare it to its main competition, the PS5, you can check out our Xbox Series X vs PS5 comparison chart here.

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

King’s Bounty 2 Is Coming To Nintendo Switch In 2020

During today’s surprise Nintendo Direct Mini, it was revealed that King’s Bounty II is coming to the Nintendo Switch sometime in 2020. The upcoming turn-based RPG was previously announced for PlayStation 4, Xbox One, and PC, and is now making its way to Nintendo’s handheld hybrid, too.

Developed and published by 1C Entertainment, King’s Bounty II is the belated sequel to the original King’s Bounty, which was first released in 1990 for the Amiga, C64, and PC. The sequel blends classic turn-based combat with third-person, open-world exploration, ditching the familiar isometric experience for a more modern style of questing and NPC conversing. The combat sticks more closely to the series’ roots, offering strategic hex-based traversal, while also introducing a few contemporary touches with a renewed focus on the landscape of each battlefield.

You’ll choose from one of three characters at the game’s outset, each with their own unique story. These will change as you explore the realm, however, with your own choices and actions altering the course of the narrative as far-reaching consequences come back to haunt you. Each squad you lead into battle is made up of wholly unique units, too, each with their own skills and visual appearance. You’ll build armies of humans, elves, trolls, and other creatures, forming a growing bond as you fight side-by-side.

Other announcements from the Nintendo Direct Mini include a number of 2K compilations–namely Borderlands, BioShock, and XCOM–the next fighter reveal for Smash Bros, and details on the April update for Animal Crossing: New Horizons.

Now Playing: Nintendo Direct Mini – March 2020

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Catherine: Full Body Climbs Its Way To Nintendo Switch This Summer

Thursday’s surprise Nintendo Direct was an embarrassment of riches, bringing new trailers, out-of-nowhere game releases, news about Arms characters coming to Smash, and 2K bringing three of its biggest franchises to the Switch. Among the spoils was the brief announcement that Atlus’ cult favorite puzzle title, Catherine, will be headed to the Switch this July.

Catherine was originally released in 2013 for the PS3, Xbox 360, and PS Vita, with a PC port of that version released in 2019 as Catherine Classic. It’s a strange little puzzle/dating sim hybrid about a scuzzy slacker named Vincent who finds himself in a love triangle between his responsible, career- and family-minded girlfriend Katherine, and a blonde femme fatale named Catherine. All the while, men all over the city are dying in their sleep, shortly after experiencing the same strange lucid dream Vincent’s been having where they must complete a trap-laden sliding block puzzle that’s like Jenga meets the Hellraiser box.

The Switch version will be a port of the Full Body edition of the game that released on PS4 in 2019 (and on Vita in Japan), which included a new love interest–a piano player named Rin–several new endings, additional puzzle mechanics that weren’t in the original title, a new Safety difficulty, over 500 new stages in the game’s more arcade-like mode, the Tower of Babel, and a full-fledged competitive online multiplayer mode.

In our review, Edmond Tran wrote that Catherine: Full Body “tells a fascinating, personal tale. The nightmarish block puzzles are still weirdly intense and satisfying to surmount, and the Stray Sheep is still a wonderful bar to spend your nights in. Full Body does a great job in refining and refreshing the Persona studio’s fascinating foray into the social lives of adults, and Catherine continues to stand out as a game that feels both incredibly bizarre and authentically intimate.”

Catherine: Full Body is scheduled to hit the Switch on July 27, though, as Nintendo was quick to point out at the start of the Direct presentation, dates are very subject to change due to the COVID-19 crisis.

Now Playing: Catherine: Full Body – ‘Fine Wine’ Official Release Date Trailer

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Fallout 76 Wastelanders DLC Delayed By a Week

Fallout 76’s upcoming Wastelanders DLC has been delayed by a week.

Bethesda announced the Wastelanders DLC during their 2019 E3 conference, and called it the “biggest update yet” that will bring human NPCs with full dialogue trees, a new main quest, choice and consequence, and much more to Fallout 76.

The DLC initially received a release window of Fall 2019, but it slipped beyond that with a new release date of April 7. Now, it has been delayed just a week to April 14 due to the impact of the COVID-19 pandemic.

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“Like others around the world, we’re dealing with the critical situation (COVID-19) that’s currently affecting so many of us and our communities,” a statement from Bethesda posted on Twitter reads. “For the safety of everyone, we have transitioned to remote work, and are limiting our in-person interactions.”

Bethesda says this shift to remote work and limited in-person interactions affected the company’s ability to do final testing on the Wastelanders update, which is why the release had been pushed back by a week. You can check out the full statement below.

Bethesda is not the first company that has had its games affected by the ongoing COVID-19 virus. Capcom’s United Kingdom team announced today, March 26, that physical copies of Resident Evil 3 might ship late in Europe. Square Enix is dealing with a similar situation as the company warned a few weeks ago that physical copies of Final Fantasy 7 Remake might not arrive on time.

For something on the lighter side, art is imitating life in Fallout 76 as players are spending thousands of caps on single rolls of toilet paper in the game. Here are some ways you can help others and stay safe during the COVID-19 pandemic.

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

Family Guy’s Stewie & Brian Host Quarantine Podcast

Family Guy creator Seth MacFarlane has shared a new podcast, hosted by Stewie Griffin and his martini-swilling sidekick Brian, in which the cartoon duo offer up advice and life hacks for getting through the global coronavirus (COVID-19) pandemic.

MacFarlane, who provides the voices for the characters on the animated show, posted an audio clip from the fictional podcast on Instagram on Wednesday night, alongside an illustration of the two characters, both wearing protective face masks while recording the special episode from isolation.

Stewie introduces the podcast by reeling off a list of activities that the pair have been engaged in while being holed up in quarantine, including playing Trivial Pursuit, Candyland and Sorry! the board game.

“Our goal is to help remind everyone that we can get through this with cooperation and togetherness,” Brian explains before launching into a rendition of John Lennon’s Imagine, imitating a bunch of other celebrities who released their own version last week. However, Stewie abruptly interrupts his canine companion’s singing session, telling him it’s “unwelcome, even in a global pandemic.”

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Further on in the podcast, Brian addresses the topic of panic-buying, saying, “Hoarding helps no one, and actually hurts those among us who need the supplies the most,” while Stewie offers some life hacks on how to cope with toilet paper shortages, suggesting, “If you own a tie, you have toilet paper.”

The clip ends with the characters bickering over who offers the most up-to-date coronavirus guidelines, though it doesn’t take long for them to clear up their misunderstanding and settle on the World Health Organisation (WHO). Stewie and Brian then sign off by telling everyone to “stay home as directed by your local and state governments,” so “we can beat this thing and get back to life.”

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Seth MacFarlane joins a host of other celebrities who are spreading awareness about the pandemic while also offering some lighter entertainment options during these difficult times. Sir Patrick Stewart is currently reading daily sonnets for his fans and Jodie Whittaker recently shared an “emergency transmission” as Doctor Who.

For a list of recommendations on how best to help, and stay safe, during the Coronavirus pandemic, please read our resource guide.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Nintendo Switch Is Getting 51 Classic Board, Card, And Tabletop Games In One Package

Clubhouse Games: 51 Worldwide Classics is coming to the Nintendo Switch on June 5, bringing a diverse collection of genre-spanning games to the console this summer. The upcoming game was announced during today’s surprise Direct Mini, which also featured a number of other reveals.

As the name implies, Clubhouse Games: 51 Worldwide Classics features 51 games from across the world, including board games, card games, tabletop games, and many more. There are plenty of classics to play such as Chess, Texas Hold’em, and Backgammon, but also international hits like Mancala and Shogi, and you can choose to play each game either alone or with friends both locally and online.

Here’s the full list of all 51 games included in Clubhouse Games: 51 Worldwide Classics:

  1. Mancala
  2. Hanafuda
  3. Backgammon
  4. Renegade
  5. Checkers
  6. President
  7. Dominoes
  8. Speed
  9. Hare and Hounds
  10. Blackjack
  11. Four-in-a-Row
  12. Chess
  13. Shogi
  14. Mini Shogi
  15. Ludo
  16. Riichi Mahjong
  17. Sevens
  18. Golf
  19. Darts
  20. Texas Hold’em
  21. Nine Men’s Morris
  22. Air Hockey
  23. War
  24. Carrom
  25. Chinese Checkers
  26. Yacht Dice
  27. Takoyaki
  28. Billiards
  29. Hex
  30. Spider Solitaire
  31. Gomoku
  32. Matching
  33. Bowling
  34. Shooting Gallery
  35. Slot Cars
  36. Dots and Boxes
  37. Hit and Blow
  38. Pig’s Tail
  39. Mahjong Solitaire
  40. Last Card
  41. Fishing
  42. Klondike Solitaire
  43. Toy Tennis
  44. Toy Soccer
  45. Toy Curling
  46. Toy Boxing
  47. Toy Baseball
  48. Battle Tanks
  49. Team Tanks
  50. Sliding Puzzle
  51. 6-Ball Puzzle

The first Clubhouse Games was released for the Nintendo DS in 2006, featuring 42 games. It was awarded 8/10 in GameSpot’s review, with Frank Povo saying, “Some of the games included in the collection aren’t the best renditions, but there are plenty of them, especially when you consider how many games you get for the purchase price. On top of that, you can play against your friends, whether they’re in the same room or across town. It’s like having access to your grandparents’ game closet everywhere you go.”

Other announcements from the Nintendo Direct Mini include a number of 2K compilations–namely Borderlands, BioShock, and XCOM–the next fighter reveal for Smash Bros, and details on the April update for Animal Crossing: New Horizons.

Now Playing: Nintendo Direct Mini – March 2020

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Valve Explains Insane Levels of Audio Detail in Half-Life: Alyx

The Source 2 engine enables Half-Life: Alyx to have staggering levels of detail, such as unique clothing movement sounds based on player movement speed, body position and, according to Valve developer Robin Walker, that’s just the tip of the iceberg.

In this month’s episode of IGN Unfiltered, Ryan McCaffrey sat down with Chris Remo and Robin Walker from Valve to talk about Half-Life: Alyx, The Orange Box, the mystique of Valve, and much more.

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“One of the things we learned, many years ago, that we used a lot in Half-Life 2 was the idea of building technology where… each creative discipline was as unconstrained as possible in applying their discipline to the product,” Walker said. “Wherever we could, we tried to make it so that, if you are a sound person, you could put sound into the game and hook it up as much as you can, to all the things you want, without needing to get anyone else involved.”

This process was in place during Half-Life 1 but, according to Walker, by Half-Life 2 the team at Valve was much better at it. Going into Half-Life: Alyx using the Source 2 engine, this level of discipline independence was a focal point for the studio. “We spent a lot of time on the ‘tools’ side of things in Source 2, relative to Source 1, so Half-Life: Alyx is the first time we’ve had a bunch of audio people with, essentially, a bunch of superpowers they haven’t had in the past.

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“The net result of that has been, they have produced an ungodly amount of sound and they have tied it to the state of the world, and to a greater extent than they’ve ever been able to. There’s… little bits of code, that they write and control, associated with every sound in the game if they want it. They can feed any information from the game into it.”

Here is where it gets crazy, according to Walker. “Some examples of how they’ve used that, that stuck in my head when I heard about it, were things like; we have built a virtual character, essentially, that has a set of clothing… they have simulated how that clothing responds to the player’s movement, and they use that to make sound.

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“So, in the case of teleport, for example, if you’re playing in ‘blink’ or ‘shift’ modes, if you teleport over a ledge or around a corner, they’re going to adjust… the sounds that your clothes make will be affected by you falling some distance. Or, if you move quickly… over a long distance, or short distances, it will affect the amount of noise that your clothes make, and how they move around.”

“If you’re playing ‘continuous’ mode, we feed that same information in as well… It’s not just some looping sound that’s played or anything, it’s fully aware of… is your body standing? Crouching? Movement… all that sort of stuff. The surfaces you’re working on… brushing through plants, all that sort of jazz. It’s been pretty exciting to see all the ways things happen as a result of empowering individual disciplines, as opposed to having some kind of gate in there where they need to get some help from some other discipline, just to be able to deploy their craft.”

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When asked how Source 2 and Half-Life: Alyx propelled each other forward, Walker said another change (which sounds simple but had huge knock-on effects) was improving the ability of multiple people, from different disciplines, to work on the same area of the game at the same time.

Catch up on every single episode of IGN Unfiltered here so you can hear from the best and brightest minds in the video game industry, such as Hugo Martin and Marty Stratton (id), Stig Asmussen (Respawn), Sam Lake (Remedy), Bonnie Ross (343 Industries), Ted Price (Insomniac), and a whole lot more.

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Brian Barnett writes news, features, wiki guides, deals posts, and much more for IGN. You can get your fix of Brian’s antics on Twitter and Instagram (@Ribnax).

How Half-Life: Alyx’s Most Terrifying Chapter Was Made

SPOILER WARNING! This is a deep dive into the design of Chapter 7 of Half-Life: Alyx. It won’t be discussing any details past that point, but make sure you’ve either already made it that far or don’t mind the spoilers before you read on.

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When I first played Chapter 7 of Half-Life: Alyx at Valve’s office last month, it was titled “Silent Partner” – a foreboding and eerie tease of what awaits you in its infected distillery. Playing it again this week, now in its finalized version for launch, the chapter was just called “Jeff”… and that might scare me more.

Chapter 7’s distillery level is one of the best in Alyx, or at the very least one of its scariest. As part of our IGN First this month all about Half-Life: Alyx, I sat down with the team who spent years designing, building, and reworking chapter 7– and its terrifying namesake, Jeff – to discuss how it evolved, how it stayed the same, and how Jeff used to be a Combine robot.

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If you haven’t played Chapter 7 yet or need a refresher, you can watch it above.

Valve tells me Half-Life: Alyx was in development for roughly four years, and programmer/designer Charles Brown says they were working on Chapter 7 off and on for at least three of that. “The germ of the idea came up very early on,” Brown explains, saying they initially stumbled upon the idea of a blind, unkillable enemy you have to avoid while progressing when they were still experimenting with what VR could do generally. And while loads changed as playtesting reactions came in and overall story beats shifted, parts of what make this level so effective were clear from the start.

Level designer Dean Tate tells me the gameplay concept for Jeff – or the “Blind Zombie” as they refer to him internally, as he started off using a standard zombie model – and the level around him came from playing with the idea of having some imposing entity in your personal space, figuring that concept “feels more interesting and heightened in VR versus 2D.” Brown says the biggest positive takeaways from early experiments were “the tension of being in the room and having to get close to this thing that people really didn’t want to be close” – not just it invading your personal space, but you having to enter its space to progress.

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One of the earliest tests around this concept was a prototype version of Chapter 7’s tense elevator scene. The initial versions were just a large empty box that Jeff would wander around in while you avoided him, but it was an immediate hit during a company-wide playtest. “Those early iterations were, in part, aimed at just seeing how players would respond to being locked up with him in a confined space,” Tate explains, “…people were still calling that out as one of their high points in the level, and in the game.”

To amp up that uncomfortable tension, Jeff got much bigger. You can check out the gallery below to see concept art, ranging from a hulking monster to a dude with a big ol’ wrench, but Tate says Jeff eventually settled as a large Combine robot. It had a piece of debris shoved through its face (which you can also see in the gallery below) to make it clear that it was blind – that part, along with being intimidating, was always a constant – and Jeff stayed that way for a long time before the team decided to switch to something more closely tied to Half-Life’s Xen world.

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In fact, Chapter 7 as a whole used to have a much larger Combine presence. While now you can essentially leave your gun in its holster the whole time, players previously had to juggle firefights alongside avoiding Jeff. These moments were meant to give him opportunities to demonstrate how powerful he is on something that wasn’t you – but that combat was ultimately removed (the display of power replaced with how he mutilates headcrabs) because it killed the otherwise scary tension for many people.

Tate says observing playtesters helped them figure out how to proceed with Chapter 7 “more so than is typical.” Sound designer Roland Shaw tells me people were responding positively to the horror vibe of the level rather than Jeff’s robotic elements, so they pushed more in that direction. Animator Christine Phelan also explains that they really wanted to “pull him away from feeling like another Combine entity,” providing room for the player to form a different relationship with Jeff that wasn’t simply “shoot on sight.” The strange nature of Jeff’s final design was partly to make it like nothing else in Alyx, Phelan says, signaling to the player that they have to go about completing Chapter 7 in a very different manner than they may be used to.

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Early puzzle tests even had you interacting directly with Jeff more, Brown tells me, forcing players to get in close to do things like hanging objects on him or pulling a keycard out of his pocket. Instead, just being near him was enough, and Brown says some of their favorite moments revolved around forcing players to do things they really didn’t want to do but knew they had to, and finding ways to keep that feeling enjoyable. The best example: the freezer puzzle.

“It’s almost without fail that playtesters either curse our names or get very upset when they realize that they have to let him back out,” Brown says with a devious smile. He explains that the freezer puzzle – having to lock Jeff away, only to realize later you need to let him back out as you follow a wire in the wall – has been in the level since the very beginning. It was so effective, in fact, that they essentially used it as the example they needed to replicate as they made more areas.

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But while that tension was exciting and fun for playtesters, there was a catch: too much of it and players would burn out on Jeff altogether. “We iterated a ton on the minute details of the interactions between the player and the Blind Zombie at the point where you screw up and you’re going to die,” Tate says. Too many deaths or too much constant threat and players would get fatigued with the whole idea of Jeff. Tate explains that players would “become a little bit numb to the blind zombie – a little bit frustrated, just tired of having him around – if the majority of their close calls did just result in death.”

What testers did like, however, was almost dying. As with most great horror, the close calls were more exciting than the actual catches, so the team iterated extensively on making sure things always felt scary, but with a hope of getting away. A simple example of this was the crank puzzle in the latter half of Chapter 7. “That puzzle for the longest time was a source of frustration for players,” Tate recalls, “because if they screwed up putting the crank onto the wall, they would die because the Blind Zombie would just come in and just crush them like a trash compactor.” It wasn’t until very late in development that they added a tiny offshoot next to the gate to let you escape, suddenly offering players a terrifyingly up-close interaction with Jeff instead of a loading screen.

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Another surprisingly late addition to Chapter 7 were the spores that make Alyx cough, which were only added within the last year of development and didn’t initially involve covering your mouth to stop it. While the spores were supposed to force players to think more carefully about the environment instead of only focusing on Jeff, Phelan and Shaw both remember playtesters instinctively covering their mouth to try and stop it. So, striving to make as many natural VR interactions work as testers expected, the team made covering your mouth an actual thing as a quick experiment, almost intended to be an Easter egg.

The results were surprising. “I didn’t expect that when we playtested that concept people would treat it as a core mechanic,” Tate explains. Shaw says some testers would even play the whole level with their hand over their mouth, which had another interesting implication on game balance. Brown describes bottles as essentially being your “ammunition” in the distillery, and playtesters would frequently carry them around everywhere they went, saying they “were constantly holding on to them like security blankets.” Now you might need a hand ready to cover your mouth, and suddenly an interesting resource trade-off was introduced.

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Strangely enough, the overabundance of bottles actually came before Chapter 7’s distillery theme. Initially the team just needed a bunch of physics objects for players to throw as distractions, and only joked about how it was probably just a winery or something to explain it. Early versions of the chapter were simply set in a warehouse or tenement building, with Tate saying Alyx as a whole was generally more restricted in how each of its chapters were themed. It wasn’t until Valve decided areas needed to have more unique personalities that the distillery went from a joke to a reality.

And just to put into perspective how many bottles this distillery has in it, Valve designer Robin Walker told me there are more physics objects in Chapter 7 alone than all of Half-Life 2 combined. When I asked the team behind it to confirm, Tate upped the ante by saying it’s probably somewhere around three times as many. I’m still having trouble wrapping my head around that one.

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Valve’s one hope now that Jeff is out in the wild is that people show him some mercy. “I just hope more people out there that play it than we expect decide to not kill the Blind Zombie,” Tate says with a laugh. Apparently you can lock him in the trash compactor and just let him stay trapped without needing to press “the death button,” as Tate calls it – a merciful choice I tell the team I literally didn’t even think of as an option.

“If it makes you feel any better,” Brown reassures me, “you are all the people.”

For more behind-the-scenes looks at Half-Life: Alyx, check out our conversation with Valve about the design of Alyx’s Gravity Gloves, and you can find all of our IGN First coverage here. Also be sure to check out our full review to see why we gave Alyx a 10.

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Tom Marks is IGN’s Deputy Reviews Editor and resident pie maker. You can follow him on Twitter.