Destroy All Humans! Review

Whether it’s 2005 or 2020, there’s something cathartic about running amok in an idyllic 1950s world as an angry gray alien and slurping up human brains by the gallon. This upgraded remaster of the original Destroy All Humans! recaptures that simple joy, and does a respectable job of updating the look and feel. It was never a masterpiece of open-world third-person action, but it still knows how to have some fun.

All things considered, the completely remade graphics look pretty good – you probably wouldn’t mistake it for the latest and greatest, but it certainly doesn’t look ancient. There’s plenty of detail on the perpetually sneering face of our alien protagonist, Crypto, and the world looks colorful, if a little sparse. Human characters are much more cartoonish than they were originally, which works well enough even though their animations aren’t great. The redone cutscenes are certainly a big improvement.

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All of the voice acting is straight out of the 2005 version, so we get the good with the bad. The main character, Crypto, still seems miscast – he sounds like some kind of weird alien hybrid of Jack Nicholson and Duke Nukem, and his lines usually aren’t very funny. On the other hand, you hear much more chatter from your alien overlord, who’s played by Invader Zim’s Richard Horvitz, and he’s always amusingly over the top as he screams orders at you. (“As I suspected: the humans are just elaborately evolved meat!”) And the main villain, the leader of the Men in Black-style organization Majestic, sounds like a sassier Kylo Ren.

[poilib element=”quoteBox” parameters=”excerpt=Playing%20as%20a%20rampaging%20monster%20definitely%20hasn%E2%80%99t%20gone%20out%20of%20style.”]The moment-to-moment gameplay of Destroy All Humans! holds up reasonably well, which is no surprise since playing as a rampaging monster is a concept that definitely hasn’t gone out of style in the past 15 years. (Just look at this year’s Maneater, for instance.) Almost immediately you wield a wide range of alien powers, like a jetpack, the ability to throw people around with your mind, pop people’s heads so that you can steal their brains, and disguise yourself as any human you see for some very simple stealth. You start out feeling overpowered in fights with small groups of enemies and it only grows from there with new abilities and upgrades, so you have lots of options to mess around with.

Of course, enemy AI is extremely basic and the hordes of easily swatted bad (good?) guys spawn in all around you, so it’s a simple but fun style of action as you bounce around zapping 1950s-era police, soldiers, and G-men, tossing grenades and rockets back at them and blasting tanks. The controls feel snappy and most of the weapons are good fun to use – it’s hard to go wrong with a chain lightning gun, a plasma blaster that reduces victims to skeletons, and a grenade launcher. The anal probe is fairly useless, though – it’s all in service of a joke that’s instantly played out. All of it’s heavy on auto-aim so you basically just have to fire in the general direction of a target, which makes the new target lock feel pretty unnecessary. Success is much more about staying on the move than it is about precision accuracy.

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To keep that type of action from getting too monotonous, every so often you jump into your flying saucer and wreak havoc from above with your death ray. The controls are a little wonky in that you have no control over your altitude and you can’t aim as far ahead as it seems like you should be able to, but it’s quite satisfying to be able to blow up nearly any building even though the explosion effect is kind of weird and blobby. There’s some skill involved in the more intense battles since you have to block incoming missiles with carefully timed shields, but it’s generally an even lighter type of combat than what you see on foot. Because of that it’s easy to forget to pump upgrade points into the saucer as opposed to Crypto’s personal abilities, but you’ll probably need both to get through the final boss.

[poilib element=”quoteBox” parameters=”excerpt=What%20feels%20a%20little%20old%20is%20the%20structure%20of%20the%20levels.”]What feels a little old is the structure of the levels, which are a series of modestly sized, self-contained open worlds, and they’re sparsely populated relative to what we’ve become accustomed to over the past decade. Still, the settings are decently diverse – there’s farmland, a beachside community, a military base, and more, all of which are visually distinctive. And of course there are plenty of civilians strolling around with brains ripe for the picking, and there are some amusing gags when you use your mind-reading powers on them.

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What gives Destroy All Humans! a little more depth than meets the eye is that each mission has optional side objectives, such as scoring kills with explosives, reaching a goal undetected, or killing a target in a very specific way, which adds some good replayability. On top of that, all of the maps include gradually unlocked challenges like rampages, races, and abductions (where you have to toss people or things into a beam that sucks them up) and you can duck into those between missions to farm brain-cash for weapon upgrades. Between those side activities and the campaign missions, Destroy All Humans! kept me busy for about 15 hours – including grinding a bit to buff up my UFO to handle the final boss fights.

Nearly all of the missions are effectively identical to the original game, though there’s one new mission chain in the Area 42 map in which you infiltrate and sabotage the Air Force’s attempt to make its own version of a flying saucer. It fits in well, to the point where I wouldn’t have known it was new if it hadn’t been pointed out, which is both good and bad. It’s a lot of very similar light stealth gameplay, which isn’t the strongest part of Destroy All Humans!, but the story contains some of the better moments in the entire campaign and there are some almost Hitman-like assassinations I’d have liked to have seen more of.

Analogue Pocket Features Finalised Ahead of 2021 Launch

The Analogue Pocket – a modern reimagining of classic handheld consoles that can play cartridges from the Game Boy family as well as other cart-based handhelds – has finalised its design and features in preparation for release in 2021.

The design, which still looks like a classic Game Boy as designed by Sony’s PS4 concept artists, has had its start/select/home button cluster moved from the right-hand edge to the bottom centre of the console for ease of reach. The power button on the side of the unit can be used to sleep and wake the console, providing the ability to pause and resume games.

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While the 1600×1440 resolution screen offers 10x the resolution of the original Game Boy and has display rotation and a variable refresh rate, the Pocket also has an Original Display mode that replicates an original Game Boy, Game Boy Colour, or Game Boy Advance screen as it was, “quirks and all”.

The Pocket’s dock – which works akin to a Switch dock for HDMI-out to TV functionality – has had its USB C connector recessed to provide extra stability when the console is attached. It also supports up to 4 controllers via Bluetooth, 2.4g, and USB.

Much like classic Game Boy consoles, multiplayer between Analogue Pockets can be done with the use of link cables, which will be sold separately.

Talking of cables, Analogue has also developed new MIDI and Analog sync cables for use with Nanoloop, the Pocket’s music creation software. Nanoloop is built into the Pocket, and cables can be used to bring your chiptune creations into a Mac, PC, or other music hardware.

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The Pocket isn’t just a music creation tool, though. Analogue has partnered with GB Studio to allow users to create retro-style games for the system. The ‘drag and drop’ interface allows game development with no coding experience, and created games can be played on the Pocket from an SD card. Analogue is launching a FPGA developer program to support this.

Alongside the Pocket, Analogue will launch a series of accessories, including screen protectors, a hard case, and the all-important cartridge adaptors to allow Game Gear, Neo Geo Pocket Colour, and Atari Lynx games to be played on the console.

If you find the idea of a Game Boy for the year 2020 appealing, the Analogue Pocket will be available to pre-order from August 3 at 8am PT. The console will ship in May 2021.

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Matt Purslow is IGN’s UK News and Entertainment Writer. 

Analogue Pocket Release Date Revealed, Pre-Orders Open Soon

Announced last year, the Analogue Pocket has finally gotten a release date. Analogue’s FPGA-based handheld is capable of playing games from several libraries, including the Game Boy, Game Boy Color, and Game Boy Advance. The handheld starts shipping May 2021, while pre-orders open starting August 3 at 8 AM PT / 11 AM ET. The Analogue Pocket is $200 USD and comes in both white and black, while the Analogue Dock is $99.

A number of new details were also revealed. The Analogue Pocket boasts a 4300mAh battery that allows for 6 to 10 hours of play time (or 10+ hours of sleep time). It can be put into sleep mode and awakened by pressing the power button. This allows you to pause your games whenever you like and resume them as such–no GBA Sleep Mode compatibility required.

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The Analogue Pocket also features “Original Display Modes” that make the Pocket’s display look like the original handhelds. This makes it so you can play Game Boy, Game Boy Color, and Game Boy Advance games as if you were playing on the original hardware, with the aspect ratio and green glow intact.

The Analogue Pocket is also capable of being docked into a separate device that allows you to play your portable games on a TV. The Dock supports up to four controllers via Bluetooth, 2.4GHz wireless, and USB. The Pocket is also capable of link-cable multiplayer, similar to the original handhelds, though you will need a cable that’s sold separately.

Analogue also revealed some new accessories, including a transparent hard case, a tempered glass screen protector, a USB-C power supply, and cartridge adapters for Game Gear, Neo Geo Pocket Color, and Atari Lynx. While you can buy a screen protector, the Analogue Pocket’s display is made of Gorilla Glass, which produces a screen that’s about three times the thickness of most smartphones.

Since its reveal, both the Analogue Pocket and Dock have received a small design change. On the Pocket itself, the start, select, and home buttons have been moved to the low-center of the handheld. The Dock’s USB-C connection port has also been recessed to increase the Pocket’s stability.

The Analogue Pocket is only the latest system to make playing the games of our past easier–check out our guide to retro gaming for the best consoles and accessories for playing classic games.

Destroy All Humans Review – A Close Encounter Of The Fun Kind

I love two types of sci-fi stories: the ones that are very dark and heavy with themes about humanity’s failures, and the ones that are corny and feel like the product of someone who thinks space is a playground for fun. Destroy All Humans is firmly in the second category, embracing its cheesy story and dialogue, creating an entertaining sandbox for destruction that’s still satisfying 15 years after its first release, even if it’s bogged down by poor audio quality and shallow stealth mechanics.

The story plays out as a B-grade sci-fi movie set in the late ’50s/early ’60s. Over the six hours of campaign missions you’ll laugh (or groan) at the majority of jokes and bad one-liners, making for an overall enjoyable experience. The premise of two aliens completely taking over America because humans are wildly incompetent is too ridiculous to take seriously, and the game embraces the absurdity well.

The voice work from the original release helps up the camp level, but the reused dialogue raises a few issues. The audio quality is flat-out bad by modern standards; its low-fidelity really sticks out when paired with the updated graphics. The characters don’t have very many lines, either, resulting in annoying repetition very early on. Be prepared to hear about communists hundreds of times before you’re done.

Most of the cutscenes and dialogue are between alien protagonists Crypto and Orthopox, both of whom give strong performances, even if they feel at odds with each other. Crypto is played as a C-tier action hero, with bad one-liners that feel delivered by an uninterested actor, which is probably intentional. That clashes with the over-the-top Invader Zim-style performance given for Orthopox, which feels like he didn’t get the direction for campiness that everyone else did. The clashing performances play out comedically for the most part but create some tonal whiplash whenever only one of them has a more serious moment and the other continues trying to riff.

The game’s main campaign is split into missions across six maps, although one of them, Turnipseed Farms, is only used for the tutorial. Campaign missions consist of two types of gameplay: stealth and action. The stealth sections are fairly one-note, with you taking on a human disguise that needs to be occasionally refueled by brain zapping more humans. Additional obstacles, like EMP devices and Majestic Agents, force you to avoid staying in their range for too long, but don’t provide much more challenge beyond zig-zagging to your objective.

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The rest of the main missions involve going loud and, well, destroying all humans. Crypto is armed with four weapons and Psychokinesis, which allows you to zap, disintegrate, probe, and throw people and vehicles. A satisfying traversal ability called SKATE lets you glide around the world, and it feels very fluid. It allows you to go into a skateboard-type movement after dashing, letting you move quickly around the environment with precise steering. You can easily make quick turns and jump over objects while continuing to glide. The third-person shooting automatically locks on to enemies, allowing you to dynamically move and fire, smoothly dodging into cover or out of the way of missiles between each shot. All of the weapons have varying ammo capacities and damage levels and the weapon wheel allows for easy switching, so utilizing all of your tools during a firefight feels natural.

As more powerful enemies are introduced, you also begin to unlock more abilities and upgrades, which ensure you remain more powerful than the humans, but not to the point of being overpowered. The enemies shout silly lines about being burned or attacked and vehicles always explode when defeated, embracing the power fantasy. As you cause more destruction, your notoriety increases, leading to larger and more powerful responses from the humans. Causing mayhem and destruction is incredibly fun and when the game is at its best.

In other missions, you’re instead in Crypto’s saucer. Its weapons lack the variety of Crypto’s own arsenal, but wrecking a town’s worth of buildings still feels great. Not only do some of the weapons produce fiery leftovers, but the buildings explode into tons of pieces, which is satisfying every time. There’s a lack of variety in the human enemies though, who are limited to police officers, soldiers, Majestic agents, and mutated Majestic agents. The vehicles run into a similar issue, with the only offensive vehicles being tanks and robot mechs, which, like the human enemies, rely primarily on guns. There are a fairly limited number of character models in the game and as a result, it makes the otherwise enjoyable combat encounters feel repetitive.

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The campaign missions also feel disconnected. Most of them abruptly end when the objective is met, even if you’re in the middle of a firefight. Not every mission ends in a cutscene either, so you may simply get kicked back to the mission select, which is jarring. Each campaign mission has anywhere from one to four optional objectives, which can involve not getting detected, killing enemies in a certain way, or destroying specific vehicles. These optional objectives add an extra twist to the combat encounters and, if missed, can easily be replayed. However, most campaign missions aren’t unique enough from the rest of the game to warrant a second runthrough.

The game has three boss fights, two of which are back-to-back at the end of the campaign. These bosses go against the game’s ethos of overpowered carnage seen in the rest of the game–each boss has a large health bar that needs to be drained three times to be defeated, and they take a while to get through. None of the fights are particularly challenging either–each boss only has a handful of attacks, all of which are heavily telegraphed and easily dodgeable–which makes these encounters tedious more than anything.

After playing through all of the missions available in each area, you unlock the ability to free-roam through the maps, letting you return to complete some challenges. There are four types of challenges: Armageddon, Race, Abduction, and Rampage, with one of each challenge in every map. All four of the challenges are enjoyable in their own ways, with Rampage and Armageddon tasking you with bringing destruction either on the ground or in the area using Crypto’s saucer. Abduction tasks you with throwing specific objects or people into an abduction beam, which results in frantic action. Lastly, the Race challenges involve using the SKATE ability and your jetpack to quickly traverse the terrain, which shows off how well the overhauled movement system works by having you jump, jetpack, and glide behind a drone, all of which feels precise.

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None of the challenges are particularly difficult, especially when you have the majority of the upgrades unlocked, which feeds into the game’s power fantasy of superior beings annihilating the human race. With only 24 challenges total, the game offers just enough to experience the mayhem without feeling like a slog to finish.

Destroy All Humans certainly shows its age in places. The stealth missions are rudimentary, the boss fights are tedious, and some poor audio work won’t let you forget that this is a game from 15 years ago. However, its core loop of causing destruction and mayhem, laying waste to humans and cities, still feels satisfying. Destroy All Humans often feels like the PS2 game it is, but a fresh coat of paint and updated controls definitely make this remake enjoyable to play through today.

World of Warcraft Rated for Xbox Series X in Brazil

World of Warcraft: Shadowlands has been rated for Xbox Series X in Brazil.

As spotted by Gematsu, the Brazilian ratings board has classified the upcoming World of Warcraft expansion Shadowlands for both PC and Xbox Series X. This would suggest that the game could come to Microsoft’s next-gen console in the future.

If that rating is accurate, this would be the first time World of Warcraft would be playable on a console. Since its launch in 2004, the game has only ever been available on PC and Mac. IGN has reached out to Blizzard for comment about the listing.

In other Shadowlands news, we learned earlier this month that the upcoming expansion will drop the fee necessary to change your gender in-game, which used to cost players $15. World of Warcraft director Ion Hazzikostas also told IGN recently that Shadowlands is the perfect expansion for returning players.

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

Full The Medium System Requirements And Recommended PC Specs Released

The Medium, the next game from Layers of Fear and Blair Witch studio Bloober Team, was shown off in new detail during last week’s Xbox Series X showcase. Skipping the current Xbox generation entirely, The Medium will make use of the next-generation increase in power to render two worlds simultaneously, a feature that Bloober refers to as “Dual-reality” gameplay. On Xbox Series X, The Medium will run at 4K and 30fps which the studio says will provide a more cinematic approach on console.

Curiously, the list below makes no mention of a solid-state drive, technology which Bloober said was essential for realising their game on the Xbox Series X. “For the immersion that is crucial in our games, it was the best feature and it was delivered by Microsoft,” lead game designer Wojciech Piejko said back in May after The Medium made its debut.

“And of course the raw house power is great. So we are now able to deliver our vision of The Medium for the first time just how we imagined it.” The Medium is currently scheduled for a Holiday 2020 release.

Can your PC run a game that bridges the divide between the world of the living and the dead? The minimum and recommended requirements for the game are now live on Steam so that you can see if your hardware is ready to cross over to the other side.

The Medium PC Specs

Minimum settings

  • Requires a 64-bit processor and operating system
  • OS: Windows 10 (64bit version only)
  • Processor: Intel® Core™ i5-6600 / AMD Ryzen™ 5 2500X
  • Memory: 8 GB RAM
  • Graphics: @1080p NVIDIA GeForce® GTX 1060 6GB / AMD Radeon™ R9 390X (or equivalent with 4 GB VRAM)
  • DirectX: Version 11
  • Storage: 30 GB available space
  • Sound Card: DirectX compatible, headphones recommended

Recommended settings

  • Requires a 64-bit processor and operating system
  • OS: Windows 10 (64bit version only)
  • Processor: Intel® Core™ i5-9600 / AMD Ryzen™ 7 3700X
  • Memory: 16 GB RAM
  • Graphics: @1080p NVIDIA GeForce® GTX 1660 Ti / Radeon™ RX Vega 56 | @4K NVIDIA GeForce® RTX 2070 / Radeon™ RX 5700 XT
  • DirectX: Version 12
  • Storage: 30 GB available space
  • Sound Card: DirectX compatible, headphones recommended
  • Additional Notes: NVIDIA GeForce® RTX 2080 for 4K with ray tracing on

Now Playing: The Medium Cinematic Trailer And Gameplay Reveal | Inside Xbox

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Joy-Cons Are Back in Stock at These Retailers

Got Joy-Con drift? It seems like every Switch owner has been vexed with the problem just as the pandemic caused Nintendo to shut down its US repair centers. If you’re in the market for a new set of Joy-Con, for drift-related reasons or not, you might have noticed these fancy Nintendo controllers have become hard to find in stock. Thankfully stock is coming back, so you can now get certain colors for the MSRP of $79.99 at various retailers.

Note that Joy-Con stock remains in flux, so if they’re sold out or back-ordered at one retailer, try the others.

Here’s Where You Can Buy Joy-Con

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It’s worth noting that if you’re experiencing drift, Nintendo will repair your Joy-Con for free. The repair centers are starting to open back up, so you can fill out a repair ticket at Nintendo’s customer support page. There’s a note at the top of the page hinting that it may take longer than usual, as “our repair centers are now able to gradually restart services.”

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Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

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Fable on Xbox Series X Will ‘Balance’ Old and New Ideas

Playground Games’ Fable will balance the original series’ ideas with brand new ones, according to an Xbox executive.

Speaking to The Guardian, head of Xbox Game Studios Matt Booty explained that Playground is very much looking to Fable’s past, while thinking about what fresh mechanics it could add:

“With any kind of franchise like that, where you’ve had existing versions, there’s always that balance between what you’re going to bring forward, what still stands up, and what you want to add that’s new,” he said. “It’s like the challenge of making a new Star Wars movie – there’s stuff that everyone wants you to bring along, but then you’ve got a responsibility to that, to new places and I trust Playground has a good vision for that.”

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As for why Playground was chosen to take on the project, Booty pointed to the studio’s past work on Forza Horizon’s open worlds, and its passion for Fable as a whole:

“I just look at what Playground has done with the Horizon series – that attention to detail, the ability to represent these naturalistic landscapes. They also have a real passion for the IP and a unique point of view on what’s core to Fable. Everything I’ve seen as the game progresses tells me this is going to be a very high-quality release.”

It may go some way toward assuaging fears that the new Fable will be an MMO rather than a single-player RPG, which became a widespread rumour after the announcement of the game (and a conspicuous lack of gameplay footage). While other anonymous sources have refuted those rumours, this is as close as we’ve heard to Microsoft explaining what the new Fable could be, other than a “new beginning” for the series.

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Booty’s comments, at least to me, point more towards a version of Fable that takes in modern approaches to open world games, rather than one that wildly changes the series’ format. On a personal level, I’d be very interested to see the game draw on Playground’s own history in the genre – a single-player Fable where you can stumble across AI versions of your friends’ heroes fighting in the wider world, like some weird mix of Forza’s Drivatars and Dragon’s Dogma’s Pawns, would be pretty cool in my eyes.

After years of rumours, Fable was finally announced for Xbox Series X last week – but there’s no word on when we’ll actually see more of the game.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

 

Hearthstone Scholomance Academy Card Reveal: Keymaster Alabaster

Hearthstone‘s new Scholomance Academy expansion is coming on August 6, with a theme that takes you to a magical school. In the lore, the Kirin Tor mage Kel’Thuzad is doing dark experiments in the basement. But some at Scholomance stood up to the mage, like the character behind GameSpot’s card reveal: Keymaster Alabaster.

Keymaster Alabaster - Neutral Legendary for Hearthstone: Scholomance Academy
Keymaster Alabaster – Neutral Legendary for Hearthstone: Scholomance Academy

Keymaster Alabaster is a late-game Neutral Legendary that can generate enormous amounts of value if your opponent can’t remove him. Simply giving you a copy of your opponent’s draws is already a big advantage by feeding you information about their hand, but it goes one step further by making your version of the card potentially cheaper. Simply playing Alabaster and passing to your opponent’s turn will get you at least one cheap card from their deck, and if they can’t remove it, you can make it two. If they have to dig for a solution to remove him, he’ll just keep generating value.

The Neutral designation means Alabaster could appear in any deck, but he’ll be especially potent in late-game Control decks that look to out-value your opponent, and ones that benefit from low-cost cards. That includes Rogue, which is always looking for more low-cost cards to act as triggers for its Combo effects. Drawing 1-cost spells can be especially effective for Priests and Mages, and synergizes well with the new Spellburst keyword.

Spellburst is one of the new mechanics in Scholomance Academy. It triggers a Battlecry-like effect upon the first use of a spell, so you can determine when is best to activate it. Scholomance will also introduce new Dual-Class Cards, and “Studies” spells that let you discover a card while reducing the future cost of its type.

Scholomance Academy is now available for pre-order as two bundles. A Pre-Purchase bundle ($50) gets you 55 packs, one random Golden Legendary, and a Kel’Thuzad card back. The Mega bundle ($80) gives you 80 packs, five Scholomance Golden packs, a random Gold Legendary, Kel’Thuzad Mage Hero and card back, and a Tavern Pass with four Arena tickets.

For more on Scholomance Academy, read our interview with game designers Chadd Nervig and Liv Breeden.

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Persona 5 Scramble Officially Confirmed for Western Release

A Western release for Persona 5 Scramble: The Phantom Strikers has been confirmed, but no release date’s been set.

The news arrives thanks to Persona Central, who translated the information in Koei Tecmo’s first-quarter financial statement, revealing that the game has a planned release region of Europe and America.

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This is the first time a Western release for the game has been acknowledged, following its Japanese launch on February 20th, 2020. The Phantom Strikers was revealed back in April of 2019, and it is a hack and slash Musou crossover, bringing Dynasty Warriors-style gameplay to the Persona franchise for the first time.

According to the financial report, the planned platforms for the game are PlayStation 4 and Nintendo Switch. What all of this means is that we can expect a full official announcement of ATLUS’s plans for Persona 5 Scramble’s western release in the near future.  While there is no approximate release date to speak of, those of you hoping for a Western release can rest assured knowing it’s on the way.

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In other Persona news, ATLUS recently revealed that it doesn’t want fans to “give up on hope” for a Persona 5 Switch port. Earlier in the month, we also learned that the Super Smash Bros. Ultimate amiibo of Persona 5’s protagonist, Joker, will launch in October of this year.

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