Tuesday, March 31, 2026

New MindsEye Mission Will Reveal 'Evidence' the Game Was 'Sabotaged', Claims CEO

Build a Rocket Boy CEO Mark Gerhard says that the studio is preparing to add a new mission to its game, MindsEye, which will include "evidence" supporting his repeated claims that the game was sabotaged by bad actors.

Speaking to GamesBeat, Gerhard claims that the new mission will be called Blacklist, and will feature a female playable character. “We’re also using that to share some of the evidence of the sabotage with the community." He did not provide further information as to what this would entail, however, he previously told Insider Gaming that the studio was also planning to use the names of people who had committed the alleged sabotage in the new mission.

“And let’s have some fun with it,” he said at the time. “Let’s tell the community the story before it even plays out in court. So, you know, I think this is not us being the victim.

“We’ve taken a couple of punches. We’ve kept turning the other cheek while we got our house in order. And now it’s time to start judoing this right back at them. And, you know, so let’s have some fun with it. At the end of the day, we’re storytellers, we’re game makers.”

The sabotage Gerhard is referring to is his claims over the last year that there was a "concerted effort" to "trash the game and the studio" by both internal and external saboteurs. He claims that the saboteurs paid off influencers or paid for spam bots to denegrate the game on social platforms. Gerhard has yet to provide evidence to back up these claims, and former publisher IO Interactive has denied their merit.

In the same GamesBeat interview, Gerhard said that authorities in both the US and UK were investigating what he believes to be criminal, corporate espionage.

“We’ve got very strong evidence of this and conducted quite thorough investigations over the months since launch," he said. "We’ve identified parties involved, and it’s now with the authorities both UK and US to deal with. I can confirm that they’re assisting us with this investigation, but it’s also in their hands now. We’ll leave them to do what they do, make their arrests or any announcements in due course. I think we’re not saying anything further at this stage on that. We’ll just let the natural course of justice take its path.”

Gerhard does admit that the game launched in a messy state, with numerous bugs and crashes. He tells GamesBeat that these issues are "on us" and that the team is continuing to invest in the game and improve it. “We’re very excited about this next chapter," he said. "We know we had, without doubt, the worst launch in history. And obviously there’s many reasons for that, but we are planning to relaunch our game now that the interference has stopped."

To that end, studio head and former GTA 5 producer Leslie Benzies is back from an extended vacation taken after the game's launch, he says, though he also suggests the studio isn't done with layoffs, even after two rounds of them. Gerhard also alleges that the game is being "very well-reviewed" (its current Metacritic score is 39, and user score is 2.6, it has a "mixed" score on Steam, and we gave it a 4/10) and that "sales are increasing organically, doubling almost weekly." (At the time this piece was written, 11 people were playing MindsEye on Steam).

Earlier this month, it was announced that IO Interactive was handing off all its publishing responsibilities to Build a Rocket Boy, and that its planned Hitman crossover event was being canceled.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

This article was updated post publication to add more context on the mission from a past interview.



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An Olympic Bronze Medalist Kicked My Ass in Mario Tennis Fever and I Lived to Tell the Tale

Let me set the scene. On one side we have Taylor Fritz. Olympic bronze medalist. U.S. Open Finalist. A 6’5” tennis phenom who’s currently the number 8 ranked men’s tennis player in the world. On the other side we have, well, me. A congenial guy who gives off loads of dad energy and is above average at most video games.

It was not an even match.

Throughout my playing four games of Mario Tennis Fever with one of the best tennis players on the planet, I was thoroughly and utterly humiliated. But I had a blast.

In the first two games, Fritz laid it on pretty thick, befuddling me with his use of power serves and Boo slices. To be fair, he did give me a heads-up.

“I'll warn you, the reason why I play Boo is because he's got some nasty spin,” Fritz said right before the match began. Boy, he was not joking.

In the third game, Fritz abandoned Boo (maybe out of pity, who knows) and I found the character that clicked best for me in Luma. I went up 5-0 on Fritz’s Bowser (Tornado racket and all) before he came storming back and tied it 5-5. Thanks to some tricky maneuvering and a well timed body shot (after which I may or may not have yelled “FINISH HIM!”) I was able to save some pride and take one game off of him.

I foolishly decided to switch to Baby Bowser for the next game, in which Fritz promptly destroyed me 7-0. Who would have thought that real-world tennis skills could convert so thoroughly to Switch 2-based competitions?

After our match, I sat down with Fritz to talk about his love of Mario games dating back to the Nintendo 64 and whether or not his skill on the court gave him a leg up when competing on the Switch.

“Maybe a little bit,” Fritz says. “A lot of the game is moving to the ball once you see it and understanding like I do with the boost slices, it catches people off guard because they just want to follow the ball. It's like (real) tennis like that. I'll see it and I'll know where to actually move to, to hit it. And you work at a position, you come to the net. There's definitely some tennis nuances there.”

Still smarting at my epic defeat, I asked Fritz, who says his go-to characters are Boo and Bowser and that his favorite Fever Racket is Bullet Bill, if he gets a lot of challenges from friends and family who want to be able to claim that they beat Taylor Fritz at ANY type of tennis. He assured me that I wasn’t the first person who tried and failed to get the best of him.

“No one can really beat me in this one either,” Fritz says. “I gravitate more towards (video games) that feel competitive and fun. There's other tennis titles, obviously, but as far as tennis games go for me, it's always been the most enjoyable playing Mario Tennis.”

In fact, the very first video game Fritz remembers playing was the Nintendo 64 version of Mario Tennis.

“I remember just being in the family room and we would have four controllers and we would play doubles, two-versus-two, and it was a lot of fun,” Fritz says. “There’s lots of different tennis titles, but for me, Mario Tennis has always been my favorite one by far. I (also) love just classic Nintendo Wii Sports. (Also) Super Mario Galaxy. It's a bit of a nostalgia thing.”

With Mario Tennis Fever, you can use GameChat to play the game with friends. And although Fritz might struggle to find worthy competitors among his inner circle, he says the game’s online options give him some opportunities for challenging matches.

“There are good competitive settings,” Fritz says. “You can go in and just play an online draw tournament, how a professional tennis bracket would be. I think that's a cool thing you can do.”

So the next time you log on to your Nintendo Switch 2 and fire up Mario Tennis Fever, you might face off against a normal run-of-the-mill gamer. Or, you just may find yourself in the situation that I was in: trying to hold your ground against one of the best tennis players in the world. My advice: hold onto your butt and learn how to parry Boo’s topspin.

Read our Mario Tennis Fever review, in which we said the game “is the most fun when you’re playing with a few friends.”

Michael Peyton is the Senior Editorial Director of Events & Entertainment at IGN, leading entertainment content and coverage of tentpole events including IGN Live, San Diego Comic Con, gamescom, and IGN Fan Fest. He's spent 20 years working in the games and entertainment industry, and his adventures have taken him everywhere from the Oscars to Japan to Buenos Aires, Argentina. Follow him on Bluesky @MichaelPeyton



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Monday, March 30, 2026

Ninja Gaiden Sigma 2 Plus Player Becomes First to Achieve Platinum Trophy

No one has ever truly unlocked the Platinum trophy for Ninja Gaiden Sigma 2 Plus on the PlayStation Vita – until recently.

User Tqvry made PlayStation history when they became the first person to ever earn the Dynamic Duo Gold Trophy for the Ninja Gaiden Sigma 2 port last week. Third-party tracker website PSNProfiles has already recorded the achievement, listing Tqvry as the first and only player ever to earn the Trophy through legitimate means.

Considering Ninja Gaiden Sigma 2 Plus launched for the Vita more than 13 years ago, the obvious question is: What took so long? Dynamic Duo – and by extension the Platinum Trophy – has long been considered by die-hard Trophy hunters to be one of the most difficult Trophies to achieve. Although notorious for its difficulty, unlocking it asks players to team up with another player and “successfully complete all missions on Turbo difficulty.”

Gold Trophies and high-level Achievements have been known to require players to complete similar tasks in the past, so for the uninitiated, Dynamic Duo might not seem all that bad. Unlike the original PlayStation 3 version, though, Ninja Gaiden Sigma 2 Plus doesn’t support proper online co-op. So, instead of a real-world player to help plow through some already demanding missions, you’re stuck with an AI bot companion who can’t fend for themselves and needs to be constantly watched over.

It’s…a lot. So much, in fact, that Ninja Gaiden Sigma 2 Plus went without anyone grabbing its Platinum Trophy until Tqvry proved their accomplishment by capturing it on video March 27, 2026. The 10-hour broadcast covers just one mission, which sees Ryu and his not-so-trusty bot sidekick fighting three bosses simultaneously. Most of the footage shows failed attempt after failed attempt until about the 9:25:00 mark, when one of the enemies unintentionally glitches into the ground.

It’s lucky, to say the least, and gives Tqvry the space they need to win as the fight turns into a 2v1. A boss bugging out to the degree they become immobilized probably isn’t the kind of thing many (if any) players got to benefit from in the 13 years it took for the Trophy to be completed, but Tqvry clearly made the most of it.

"You’re bats**t insane in the best way, and legend," one user commented on YouTube. "Super congrats on the impossible feat and being the world’s first."

"This is easily one of the most insane achievements I’ve ever seen in gaming," another said. "It could end up being the peak of trophy hunting for years to come. Other legit achievers will come, but being the first to conquer something everyone thought was impossible is legendary. Enjoy it, you’ve earned it!"

Elsewhere in the world of Ninja Gaiden, developer Team Ninja released an updated take on a classic action game with Ninja Gaiden 2 Black early last year. October then saw the launch of Ninja Gaiden 4, a game that we gave an 8/10 review.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).



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The Back to the Future Trilogy 40th Anniversary Edition 4K UHD and Blu-ray Set Drops to $29.99

Relive Marty McFly's time traveling adventures in glorious ultra high definition. As part of the Amazon Spring Sale, pick up the Back to the Future Trilogy 40th Anniversary Edition in remastered 4K Ultra HD and Blu-ray for just $29.99 after a 46% off instant discount. If you already have the Blu-ray set, it's still worth the upgrade. The 4K remaster is widely accepted to be a an outstanding upgrade in visual fidelity.

46% Off Back to the Future Trilogy: 40th Anniversary Edition

The 40th Anniversary Edition is an all-encompassing set that includes everything Back to the Future related across eight discs. All three movies are included as both physical 4K Ultra HD and Blu-ray discs with Dolby Vision and Dolby Atmos support, for a total of six discs.

The two extra discs contain over 90 minutes of bonus features, including:

  • 6-part documentary
  • Deleted scenes
  • Actor interviews
  • Music videos
  • Short film

Shop More From the Amazon Big Spring Sale (Ends 3/31)

Another Trending Blu-ray Deal:

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.



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Marathon Review

From ARC Raiders to Escape From Duckov, extraction shooters seem to be enjoying something of a renaissance right now, to the delight of FPS fans like myself. But of all the newcomers to that space, none have captured my attention more than Marathon since I first played its early alpha over a year ago. Even through some of Bungie’s recent lows, the notion of taking the high-stakes looting deathmatch that is an extraction shooter and combining it with the unparalleled shooting for which the studio is known has always been an awesome idea. Now, having sweated it out for over 65 hours in Marathon’s most unforgiving maps and game modes, that rad concept turned out exactly as well as I was hoping it would, with absolutely stellar gunplay, a shocking amount of compelling lore to dive into, and a loot grind so hard to step away from that I’ve had trouble finding time to finalize my thoughts in between runs. There’s still plenty of room for tweaking – whether it’s balancing some of the playable Runners, adding a map or two, and especially cleaning up the war crime that is the UI – but this is already my favorite extraction shooter, and I have no doubt I’ll be playing it for some time to come.

I’ve always had a difficult time describing exactly what makes a Bungie gun feel so damn good but, whatever it is, Marathon’s got it. Maybe it’s the deliberate musicality to weapons, like that crisp snap from a rifle report, the metallic clink of a trigger, or those amazing hollow thuds when you land a shot. Maybe it’s the way recoil feels rhythmic, with pulse rifles kicking like a heartbeat and handcannons bucking theatrically. Maybe it’s the way the world reacts to your shots, with shields crackling and splintering and enemy NPCs staggering in place as you riddle them full of holes. Maybe it’s invisible qualities, like the almost perfectly tuned bullet magnetism and finessed projectile speeds, all working together to make you feel slightly better than you actually are. An old Bungie dev once told me that the secret to building a great shooter is in making four seconds of gameplay that feel perfect, then repeating those four seconds as many times as you can. I don’t know if this remains a guiding philosophy of the current team but, in any case, they really seem to have nailed just that.

With Bungie’s world-class gunplay making the migration to Marathon, it’s not surprising that some of the same flaws I associate with the studio have also made their way over, the chief of which is bad geometry. From getting caught on parts of the environment that feel like they shouldn’t impede me to the fairly hit-or-miss mantling, I find myself once again screaming during especially tense moments when my character can’t seem to climb up a ledge for the third time in a row, while my teammates suffer through an ambush without me. Movement in general can feel a little frustrating early on, like how you take severe fall damage from fairly moderate heights and constantly have to keep your eye on the “heat” gauge (effectively a stamina meter) or risk overheating and becoming a sluggish blob for a time. This becomes less of an issue once you’ve snagged a few perks from the upgrade tree, but I can also already imagine how bad it’ll feel to go back to not having them every time progress resets at the end of each season. In some ways, these limitations serve as interesting obstacles for you to work around, forcing you to approach vertical environments (especially during fights) with extreme caution, or making you think about how much running you’re doing – both to prevent overheating and also to remain undetected by enemy squads. But they can also be a bit irritating, especially when combined with awkward terrain that can frustrate otherwise smooth looting and gunplay.

As someone who adores PvP, one massively refreshing aspect of Marathon to date is how far it deviates from the group hug energy of ARC Raiders’ PvE-friendly community. Don’t get me wrong, cooperating with other players can be a good time, but one of the major drawbacks is that you don’t get to see the PvP shine when it happens so rarely. In a game like Marathon, with Bungie’s legendary FPS chops on full display, I’d be pretty disappointed if PvP encounters were as uncommon as they’ve become in ARC Raiders, because those gunfights are without question the best part of any match. And by God is Marathon an absolutely disgusting pit of vengeful players mercilessly shooting and stabbing everyone on sight – these are my people. The pressure of two teams squaring off in claustrophobic, dark hallways, as you try to outmaneuver one another makes for some of the most tense encounters I’ve ever had, and the loot reward you get for winning those firefights is worth the stress (after all, the best way to loot is to let someone else do it for you and then take it from their cold, dead hands).

The pressure of two teams squaring off in claustrophobic, dark hallways, as you try to outmaneuver one another makes for some of the most tense encounters I’ve ever had.

The mark of a great extraction shooter is that “one more run” feeling, and a big part of that lies in how fun the long-term loot game and progression is. That relies on both the badass weapons and gadgets you’ll find, as well as the quest items you’re asked to collect if you want to unlock an upgrade or complete a mission you’ve been given. After dozens of hours, I’m still completely glued to my screen. I’m poring over dense menus and trees to figure out which map I’ll need to play to complete this quest or loot that item, then going into battle with a specific set of objectives in mind – only for it to all go to hell when I run into a rival gang and the shrapnel starts flying. Finding a prestige-tier weapon or piece of equipment that completely changes how you play, like a backpack that generates ammo from thin air whenever you score a kill, makes all the pain of defeat you’ll inevitably suffer worth the heartache. But even when you lose it all, you might at least clear a quest or manage to gather a few materials needed to buy an upgrade that makes you just a little less likely to get your ass handed to you in the future. Unlocking a perk that decreases how much heat you generate from running around, or reduces the fall damage you take, can be a pretty big game changer in the long run – so I almost always felt like I was moving the needle forward in some way.

If there’s one thing holding this awesome progression climb back, it’s the fact that onboarding is quite tough, as very little is explained to you. I certainly benefitted from having played loads of extraction shooters before, as well as the crash courses Bungie gave me during previous preview sessions – but even with all that, there are still lots of moments where you just have to puzzle through some of the more complex systems. With a whole bunch of confusing mod slots to fill and upgrade menus that demand quite a bit of your time to fully understand, it takes quite a few hours of playing to get the hang of some pretty basic stuff. Worst of all are the extremely poorly explained mission objectives while out in the world that are sometimes represented by a single floating icon. This is by no means at the same level of obtuseness as something like Escape From Tarkov, and some of this friction seems like it’s just part of the extraction shooter DNA, but I could definitely see some folks bouncing off Marathon because of stuff like this, and that’s not ideal.

There’s also an impressive amount of diversity in the small handful of maps currently available. Perimeter, the starting map, is a spread out series of structures that isn’t the most interesting map and has a lot of empty space, but is perfectly tuned for newer squads as they rotate from each of the miniature hubs and start to dip their toes into the kill-or-be-killed nature of Tau Ceti IV. Dire Marsh is a massive, sprawling swamp that’s a sniper’s dream, and ups the ante both in terms of the loot to be claimed and the caliber of the players it draws. Outpost is perhaps the best extraction shooter map ever made, with tons of loot and secrets crammed into its tiny, highly vertical design. It corrals players into near constant conflict as they race to acquire keycards and break into the vault-like facility where all the best goodies are kept. Extracting from each of these maps requires you to significantly level up your skills and understanding of Marathon’s challenging gameplay and mechanics, providing yet another ladder to climb as part of its already stellar progression systems. That said, I can’t help but feel a bit disappointed at having only four maps to explore at launch, even though those four are pretty great across the board. Here’s hoping Bungie can stick the landing with the live-service model by providing a steady stream of new places to battle it out over time.

Marathon makes use of the hero shooter model, with different character classes that have pre-loaded abilities that compliment one another and appeal to different kinds of players. However, this is one area in which this shooter falls a bit short. Sure, you can turn invisible or hide yourself in clouds of smoke as the slippery Assassin, or heal and revive others as the support character Triage, but these archetypes are mostly generic shapes of characters that we’ve seen a bunch already– and are done a bit better in plenty of other games. They’re certainly not bad, and I’ve actually had a great time giving each a try to figure out which I jive with the most. But compared even to Bungie’s own Destiny, where each class has an extremely unique identity and a suite of interesting skills, Marathon just feels a little underwhelming in this regard. It’s also only been a couple weeks since Marathon came out and I already feel like certain Runners lag behind their peers, like how weak Recon’s ability to ping enemy locations is relative to Destroyer’s defensive shields and devastating shoulder-mounted rockets.

Managing your inventory, which quickly becomes a convoluted jumble of hard-to-identify items, can be quite frustrating.

After the server slam a few weeks back, one of my main complaints was that the UI and menus were an incoherent mess that I still felt like I was wrestling with after 20 hours. Now, having gotten quite far into the weeds with the final product, that frustration has only deepened with understanding. While certainly as stylish as just about everything in Marathon, the menus are a painful jumble of squares and rectangles that feel like they were designed with vagueness in mind. For example, it’s baffling to me that mods are represented by identical, nondescript icons, so you have to physically hover your cursor over them to even understand what they are. Managing your inventory, which quickly becomes a convoluted jumble of hard-to-identify items, can be quite frustrating for this reason – especially when you’re in the heat of combat and need to make a swap of some kind, but first have to figure out which absurdly generic item is the one you’re looking for. There are other small things, like how the controls handle swapping held items for ones you find, or moving things like mods from your weapon to your backpack that are just way more cumbersome than they need to be. This is the area I think needs to most immediately improve – it’s quite messy as of now.

While bad UI isn’t the most surprising issue in an extraction shooter – where that’s practically the industry standard – one area in which Marathon unexpectedly excels is through its lore and drip-fed story. After almost every mission I’ve had factions to meet or chat with, a few quick lines of dialogue thrown my way, or some lore unlock for me to read. I’ve found myself really interested in learning more about this creepy world and its bizarre inhabitants, like the bioscience AI Nona, who talks to you as a weird silk worm and asks you to unlock the hidden potential of your Runner shells. Once you reach level 25 and start getting pulled into the Cryo Archives and the endgame content, these loose threads and hints at the mysteries of this unsettling universe start to feel like they’re coming together. I won’t spoil the particulars, but longtime fans of the Marathon universe should be pretty pleased with what’s in store, and I’m really curious as to where they’ll go next.

I’ve spent a fair amount of time now diving into Marathon’s most harrowing mode yet, the Cryo Archive, and am happy to report that it’s one of the most intense and badass things Bungie has created in a long while.

Speaking of the endgame, I’ve spent a fair amount of time now diving into Marathon’s most harrowing mode yet, the Cryo Archive, and am happy to report that it’s one of the most intense and badass things Bungie has created in a long while. The special map requires that you bring some of your best loot into battle (a minimum ante of 5,000 credits worth of gear), and transports you to the first floor of the UESC Marathon ship from the original game. What starts out as a straightforward process of taking down beefed up NPC enemies and unlocking higher levels of security clearance to access other wings of the ship devolves into absolute mayhem when you inevitably encounter enemy players armed to the teeth and fighting for their lives. With the best loot currently available up for grabs, and a fairly high barrier of entry just to get into the map, this place is guaranteed to be packed almost exclusively with tryhards leaning all the way forward in their Secret Lab chairs with your demise occupying their every thought. Not only are you expected to outplay them all while surviving a constant stream of robot foes, but you’ll have to learn one of the most labyrinthine maps I’ve ever seen and figure out various puzzles to open up vaults or even extract out of the level. You’ll also need to contend with the possibility of eventually reaching the final boss in the center of it all, while also keeping your eye on the timer that ticks down from 30 minutes and will kill you if you don’t find a way out in that time. My runs in Cryo have been filled with devastating losses and overwhelming victories that made me feel like an absolute badass (and rewarded me for my sweatiness accordingly), and it’s been incredibly hard to step away from these past two weekends.

There’s also a ranked playlist that requires you to bring in a certain level of valuable gear (similar to Cryo Archive), and pits you against some of the most skilled players Marathon has to offer as you try to acquire a certain threshold of loot before successfully extracting. It’s an awesome addition, since it turns every map into the same cesspool of no-lifers that you find in Cryo, and offers some unique cosmetics and other incentives for risking it all in the name of glory. I’m not nearly good enough to seriously compete in this mode just yet, but could absolutely see myself practicing and grinding my gear to the level where I could compete here. The prospect of that climb lends a near limitless level of replayability for an aspiring cold-blooded killer like myself.

I should also mention just how good Marathon looks and performs, as even playing on my regular, ol’ Xbox Series X I almost never encountered connection problems, dropped frames, or technical issues. Really the only issue I’ve encountered were two or three crashes that happened while I was in the middle of a match, but I was able to load these matches back up and rejoin the action anyway. Not only are the frames rock solid, but environments are stylish as hell, with spooky and offputting loading screens that show weird metaphors for transhumanism and immortality – and gorgeous levels that have an odd, artificial feel to them. I will say that after playing more than a dozen hours in a single day I left feeling like I was losing my mind from prolonged exposure to that incredibly unsettling aesthetic, but hey, maybe that’s how I should feel about my life.



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Sunday, March 29, 2026

Crimson Desert Hits New Steam Concurrent Player Peak as Latest Game-Changing Update Kicks In

Crimson Desert has hit a new Steam concurrent player peak during its second weekend, after another game-changing update brought a raft of improvements to the open world action adventure.

Developer Pearl Abyss released update 1.01.00 (patch notes, courtesy of Steam, are below) this morning, sparking excitement within the Crimson Desert community as a number of significant changes kicked into gear. For example, the patch added five summonable mounts (the lack of summonable mounts was a big criticism in the wake of the game’s release), decreased loading times for fast travel and revival, and improved the controls further. But these are just a few examples of the positive changes — the patch includes a long list of pretty meaningful tweaks that combine to make a big impact on the overall Crimson Desert experience.

Pearl Abyss has pumped out these big updates remarkably quickly. Crimson Desert hasn’t even hit the two weeks on-sale mark, and already a series of patches have helped turn what was a ‘mixed’ Steam user review rating into a ‘very positive’ rating. Now, Crimson Desert has actually increased its peak concurrent player count on Steam, hitting 276,261 on Sunday. At the time of this article’s publication, Crimson Desert was the third most-played game on Steam, behind Valve’s own Dota 2 and Counter-Strike 2.

Of course, none of this takes into account how Crimson Desert is doing on consoles, so the game’s overall player count will be much higher (neither Sony nor Microsoft make player numbers public).

This week, Pearl Abyss CEO Heo Jin-young responded to questions on Crimson Desert at a Q&A session following a shareholders' meeting, and, according to reports from the South Korean media, the game is on its way to 5 million sold having hit the 3 million mark just this week. According to the Korean business press, Pearl Abyss reportedly spent seven years making Crimson Desert, with development costs coming in at 200 billion won (approx. $133 million).

As part of the Q&A, Heo Jin-young acknowledged criticism of Crimson Desert’s story. "I sympathize to some extent with the disappointment users feel regarding the story,” Heo Jin-young said, as reported by Yonhap News Agency. “I think it would have been nice if we could have done a better job with it. The production team tried to make up for the shortcomings in the remaining time, but ultimately, we focused on strengthening the gameplay, which is what we do best."

Meanwhile, there are no solid plans on any DLC, and don’t expect official mod support any time soon, but a Nintendo Switch 2 version is apparently being explored.

Crimson Desert update makes game-changing improvements

So, let’s have a look at this patch then. Yes, the five summonable mounts are welcome, but there are a number of other highlights for me. Here’s a big one:

  • Improved locked doors so that an interaction button is displayed, allowing players to choose whether to use a key to open the door.

Thank goodness! Finally, I won’t have to roll the dice on whether a door is locked or not. Those keys are safe! And there’s this:

  • As part of ongoing visual improvements, replaced select 2D visual assets to better align with the game's art direction.

That’s clearly a reference to the AI-generated art that made its way into Crimson Desert for launch, and for which Pearl Abyss had apologized. And how about this?

  • Changed criminal acts to not decrease Contribution before an NPC witnesses the act.

Well that just makes stealing a lot more fun, doesn’t it? Then there’s all the improvements to flight, stamina use, and the user interface. The list goes on.

While you wait for the next Crimson Desert patch, we’ve got plenty more on the game to check out, including an article on how Crimson Desert players are building a cat army — and some are even honoring the memory of their IRL cats who passed away.

If you’re jumping into Crimson Desert’s huge open world, we recommend you take a look at our guide to Things to Do First in Crimson Desert, plus Things Crimson Desert Doesn’t Tell You (we’ve got 28 and counting!). We’ve also got a guide to the Best Early Weapons we recommend picking up, the Best Skills to Get First (including a handy explainer of the skills system), and 34 Essential Tips and Tricks to help you succeed in Pywel.

Crimson Desert update 1.01.00 patch notes:

Content

  • Added 5 new mounts that can be obtained and summoned after completing certain conditions.
    • Mounts:
      • Legendary Animals: White Bear, Silver Fang, Snowwhite Deer
      • Boss' Mounts: Rock Tusk Warthog, Icicle Edge Alpine Ibex
      • The people of Pywel are not afraid of tamed animals, so feel free to travel through towns with these mounts.
      • If you had already caught any of the Legendary Animals before this patch, you will retroactively receive the corresponding reward in the "Extra Rewards List" when you get into the game.
  • Added chests containing various materials throughout Pywel.
  • Added the "Refinement Token" item. With this item, equipment can be tempered up to Stage 4 without consuming any additional materials. Refinement Tokens can be obtained from certain main and faction quests.
  • Added a "Make Now" function which allows food and items to be cooked/crafted immediately in the Cooking/Crafting menu once a recipe is selected, without having to separately select ingredients.
  • Added a "Store all selected items" function to move all items from the inventory to your private storage. (Keyboard: Shift+RMB/ PS5: □ / Xbox: X)
  • Moved the the private storage chest in Howling Hill Camp, previously located behind Karl, to inside Kliff’s tent.
  • Added wholesale grocer shop NPCs to regional farms in Pywel, and accordingly adjusted the quantity of certain Knowledge entries.
  • Improved shop item knowledge acquisition so that knowledge for all items sold in shops can now be learned at once, with the learning time set to 3 seconds.
  • Improved locked doors so that an interaction button is displayed, allowing players to choose whether to use a key to open the door.
  • Improved pets so that they do not stray excessively far away during combat.
  • Fixed an issue where pets in certain situations were unable to loot during combat.
  • Improved wells so that 5 units of water can be obtained at a time.
  • Improved the Mining Knuckledrill so that items obtained from drilling can be collected immediately.
  • Improved the Demenissian Chainsaw item so that lumber from felled trees can be collected immediately.
  • Changed the crafting materials for the Kuku Watcher Pack.
  • Improved Abyss Cells dropped from destroying disappearing rocks so that they can now be placed into the Kuku Pot.
  • Improved the Knowledge Helm so that all obtainable knowledge visible on the screen can be acquired at once.
  • Slightly increased the treasure detection range of the Pirate King Hat.
  • Additional inventory expansion items obtained after reaching the maximum inventory expansion limit (240 slots) will now be granted as boxes containing crafting materials and other items.
  • Made the Abyss more convenient to play.
  • Reduced the chance of pickpockets running into houses while fleeing.
  • Increased the maximum camera distance in Photo Mode, added a field of view adjustment feature, and a camera shutter sound effect.
  • As part of ongoing visual improvements, replaced select 2D visual assets to better align with the game's art direction.
  • Fixed an issue where resting or waiting at beds, campfires, and similar objects were unavailable.
  • Fixed an issue where Damiane and Oongka would become invisible under certain circumstances.
  • Fixed an issue where money deposited in the bank could disappear when interest was refreshed under certain circumstances.
  • Changed sealable items so that when they become lost, sealable items will become sealed and items that cannot be sealed are registered as lost items.
  • Improved the system so that leaving out a sealable item and then saving and reloading the game triggers either a sealed or lost item notification.
  • Changed criminal acts to not decrease Contribution before an NPC witnesses the act.
  • Changed the functionality of an item. (To prevent spoilers, the changes are listed in the dropdown menu below.):
    • Changed the functionality of the 'Master Du's Circlet' item.
    • Once equipped, pressing the item use prompt keys will immediately fire projectiles.

Controls & Combat

  • Improved movement controls for both the player character and horse.
    • Movement speed increases by holding down the running key.
    • Movement speed increases by tapping the running key once.
    • Movement speed for the player character and horse will no longer decrease even if the running key is not held continuously.
    • (Please note that maintaining the full sprint state still requires periodic input of the sprint button.)
  • Improved the usability of Flight.
    • Reduced Flight's stamina consumption.
    • Fixed the issue where the character briefly stops for a moment before moving with Flight.
    • Improved Flight so that equipped equipment can be used while flying.
    • Improved an issue where Flight would not activate in certain situations.
  • Changed the mechanics of Aerial Stab. Because there was an unintended issue that allowed the skill to be used repeatedly in midair, Aerial Stab was adjusted so that it can still be used as a fun movement mechanic without disrupting overall game balance.
    • Improved the animation for Aerial Stab.
    • Changed Aerial Stab so that the stamina required for the skill increases with each consecutive use.
    • Fixed an issue where Aerial Stab would not activate when Kliff had a different main weapon other than a one-handed sword equipped.
  • The stamina requirements for Aerial Maneuver and Aerial Swing have been reduced.
  • Improved the interaction range to make interacting with NPCs more convenient.
  • Improved the player character's turning responsiveness during short-distance movements.
  • [Keyboard/Mouse] Fixed an issue where the Blinding Flash and Spinning Slash skills would be interrupted when continuously being inputted under certain conditions.
  • [Keyboard/Mouse] Improved so that items can be sold by double-clicking them in shops.
  • Added weak point indicator effects for each element.
  • Adjusted certain bosses and enemies so they do not attack immediately after the player character dies and revives.
  • Fixed an issue where Meteor Kick could be cast in midair even when there was no reachable ground.
  • Added an aim key guide for tool-type items.
  • Changed weapons so that they can now be drawn using the unsheathe weapon key, and improved the UI so that this key guide is displayed during combat.
  • Fixed an issue where the stun gauge would sometimes reset instantly when a boss using a mount fell off it.
  • Changed Small and Medium Stoneback Crabs to fall backwards when hit by the Force Palm ability.
  • [Keyboard/Mouse] Improved inventory usability as follows:
    • Changed selecting and using items from mouse hover to mouse click.
    • Left-click to select items in the inventory.
    • Right-click or double-click to use items.
  • Reduced Stamina consumption while sprinting and using Crow Wings.
  • Fixed an issue where the knockback range of Focused Repulsion was abnormally large.
  • Made an adjustment so that the wheels of Desert Marauder Rusten can no longer be destroyed from beyond a certain distance.
  • Fixed an issue where Roll and Evade could not be performed while using focus skills.
  • [Keyboard/Mouse] Added a "Precise Control" feature for Axiom Force. Holding Q or the mouse back button while moving the mouse now allows objects to be moved more precisely.
  • Improved objects so that they are easier to interact with.
  • Improved the UI to display a guide message when attempting to draw a weapon in locations or states where weapons cannot be drawn.

Quests

  • Improved the transition into the liberation sequence so it feels less abrupt while liberating a location.
  • Fixed an issue in the Prologue quest “New Journey” where progression could be blocked if the player throws an object at Sebastian to attack him.
  • Fixed an issue in the Chapter 2 quest "Missing Companion" where the delivery target sometimes disappeared during the quest.
  • Fixed an issue in the Chapter 3 quest "Dance with the Devil" where destroying the totems would occasionally not reduce the totem count.
  • Added additional guide prompts where guidance was previously lacking.

UI Fixes & Improvements

  • Added a feature that allows the minimap to be fixed with North (N) at the top.
  • Added information in the Skills menu showing stat increases for the next skill level.
  • Added icons on the minimap to indicate the locations of keys and anvils.
  • Improved the Notifications menu to allow checking quest/challenges progress (accepted, completed, updated), reward information, and time details. The maximum number of stored notifications has also been increased to 2,000.
  • Added an icon to the Journal menu to indicate new quests.
  • Improved the minimap so that faction facilities are displayed when that particular faction's liberation gauge is shown.
  • Improved the overall main screen notifications, including how long they are displayed and when they disappear.
  • Improved the Cooking/Crafting menu so that recipes of the same type (Filling, Satisfying, Hearty) are displayed as a single group.
  • Improved the Duo game so that a key guide for peeking is displayed during gameplay.
  • Removed the whiteout effect during the retry loading sequence after death.
  • Improved the Knowledge menu UI so that both main categories and subcategories can be viewed at once.
  • Changed the key guide UI image for PlayStation controller's L3/R3 buttons and Xbox controller's LS/RS buttons.
  • Changed the Inventory UI so that when using Pouch-type items, "Use All" is the option selected by default.
  • Improved the text color of UI descriptions to appear brighter.

Graphics & Settings

  • Improved rendering stability and visual quality in low-resolution environments or when upscaling is enabled.
  • Improved the rendering of translucent materials such as hair, fur, and clothing when FSR-RR / DLSS-RR is enabled.
  • [PlayStation 5] Added a “Fixed 4K Output” option to provide a sharper gameplay experience.
    • When this option is enabled, the game will output at 4K resolution regardless of whether the display natively supports 4K, allowing for a sharper image.
    • On the base PlayStation 5 in Performance Mode, enabling this option will allow you to upscale with FSR.
    • This option is enabled by default and can be disabled.
    • When disabled, the game will output according to the maximum resolution supported by the monitor.
  • Fixed an issue where screen noise would increase during long gameplay sessions.
  • Fixed an issue where displacement mapping was not applied correctly when DLSS-RR was enabled. In addition, the DLSS-RR preset has been changed from D to E, improving overall visual quality and fixing an issue where texture animations, such as waterfalls, could stop playing.

Performance, Stability, Gameplay

  • Loading times have been reduced when traveling via Abyss Traces and when respawning after death.
  • Fixed several stability, performance optimization, and crash issues across PC, console, and Mac.
  • Fixed an issue where frame drops occurred during the battle against Crowcaller.

Localization

  • Fixed a UI issue where the current quest objective could incorrectly display certain item descriptions instead.
  • Fixed various localization errors and improved localization quality (game advice, etc.) across all languages.

Others

  • Added sound effects when certain animals eat meat.

Other Fixes

  • Fixed an issue where certain interactions would not function when enhancing some tools.
  • Fixed an issue in the Twisted Thicketway Abyss where the Skybridge Gate could be opened without restoring the adjacent Abyss.
  • Improved cows not properly following during herding.
  • Fixed an issue where greeting others while having a low bounty could trigger a crime.
  • Fixed an issue where using Nature's Snare affected nearby NPCs.
  • Fixed an issue where housing mode would close when pressing the drag button outdoors.
  • Fixed an issue where falling onto shallow water could occasionally cause the character to dive to an abnormal location.
  • Fixed an issue where the effect of the Energy Drain Abyss gear would not activate.
  • Fixed an issue where unintended functionality was applied to the Constellation Helm.
  • Fixed an issue where movement speed would briefly decrease before initiating gliding.
  • Fixed an issue where items would be put away when changing equipment via quick slot while equipment was already drawn.
  • Fixed an issue where bow aiming was not possible in certain situations.
  • Fixed an issue where using Blinding Flash Finisher at the edge of a cliff would launch the character far away.
  • Fixed an issue where some UI elements would overlap when displayed at the same time under certain circumstances.
  • Fixed an issue where attacking NPCs with trees was not considered a crime.
  • Fixed various other in-game issues.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.



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The Best Deals Today: Death Stranding 2, Switch 2 Games, Chainsaw Man Blu-ray, and More

A new weekend has arrived, and today, you can save big on Death Stranding 2: On The Beach, Code Vein II, My Hero Academia: All's Justice, Trails in the Sky 1st Chapter, LEGO R2-D2, and more. Check out our top picks for Sunday, March 29, below.

Amazon's Big Spring Sale is also live this weekend, so check out our full roundup for even more deals.

Death Stranding 2: On The Beach for $29.99

Death Stranding 2: On the Beach for the PlayStation 5 just dropped to $29.99 as part of the Amazon Spring Sale. Previously, the lowest we've seen physical PS5 copies was $49.99, so this marks a new low price. DS2 has hundreds of hours of content with an incredible narrative, extensive gameplay mechanics, and much more. Enter Australia as Sam Porter Bridges and connect the world once more.

My Hero Academia: All's Justice for $39.99

My Hero Academia: All's Justice covers the epic conclusion of MHA, featuring the climactic final battle of Deku and Class 1-A versus Shigaraki and All for One. This weekend, you can score a copy of All's Justice for $39.99. One of the best new features of this game is the Hero's Diary mode, bringing brand-new original interactions and scenes between MHA's cast.Trails in the Sky 1st Chapter for $49.99

Trails in the Sky 1st Chapter for $49.99

Trails in the Sky 1st Chapter is the very first entry in the beloved Trails series, and this remake from last year brought new life into the original game. Considering 2nd Chapter is set to release later this year, this is a great time to pick up 1st Chapter if you've never had a chance to check it out.

Switch 2 Games on Sale

Amazon has numerous Nintendo Switch 2 games on sale, including Final Fantasy VII Remake Intergrade, which is a tremendous port on the platform. There are major RPGs, platformers, and action games on sale, so now is a great time to grow your library.

Chainsaw Man Season 1 Limited Edition Blu-ray for $50.99

Chainsaw Man's first season only officially released on Blu-ray as of late last year, so while this release is pretty recent, you can save $30 off today at Amazon. The Limited Edition packs in all twelve episodes of Season 1, featuring both Japanese and English audio. Plus, you'll also get a lenticular slipcase, a 72-page booklet of production material, and on-disc art galleries.

LEGO Star Wars R2-D2 Set for $79.99

LEGO Star Wars fans - here's a deal for you! Amazon has the amazing R2-D2 set priced at $79.99, saving you $20. This set features 1050 pieces, plus Darth Malak and R2-D2 minifigures in addition to the major R2-D2 droid. Speaking of, you can rotate R2-D2's head 360 degrees, use its detachable third leg, and more.

Dragon Quest VII Reimagined for $49.99

Dragon Quest VII Reimagined is one of the biggest RPG releases of the year so far, and this weekend, you can score a copy of the game on any platform for $49.99! This is a great entry to start with if you've never played a Dragon Quest adventure before, or if you're keen on exploring more of the series after the HD-2D Erdrick Trilogy Remakes!

Code Vein II for $49.99

Code Vein II is on sale for the first time since launch, and you can save $20 off a PS5 or Xbox Series X|S copy. This soulslike action RPG features an open world and multiple other evolutions from the first game. If you're someone looking for your next RPG, this could be a great option, especially for $49.99.

Jurassic 4K Blu-ray 7 Movie Set for $69.99

If you're of Jurassic Park, this 4K Blu-ray set is the best way to take home the experience for your home theater. For $69.99, you're getting the Jurassic Park trilogy, the Jurassic World trilogy, and the latest film, Jurassic World Rebirth. This package includes hours of bonus features, too, like cast interviews, deleted scenes, making-of documentaries, visual effects, and more.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.



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New MindsEye Mission Will Reveal 'Evidence' the Game Was 'Sabotaged', Claims CEO

Build a Rocket Boy CEO Mark Gerhard says that the studio is preparing to add a new mission to its game, MindsEye , which will include ...