Star Wars Jedi: Fallen Order Director Talks Dark Souls, Other Influences

With comparisons being drawn to Dark Souls, Super Metroid, and other iconic gaming franchises, Star Wars Jedi: Fallen Order Director Stig Asmussen said although the game had its fair share of influences, everything the team included had to be justified.

In this month’s episode of IGN Unfiltered (see the full episode below), Ryan McCaffrey sat down with Respawn’s Stig Asmussen to talk about the recently-released Star Wars Jedi: Fallen Order, his time at Sony Santa Monica, the history of blockbuster PlayStation exclusive God of War, and much more.

When asked if the team had any trouble pitching a game as difficult as Star Wars Jedi: Fallen Order, which some describe as “Star Wars Dark Souls,” Asmussen said, “I mean, we’re a lot of different games, I think, and… there are bits and pieces here that, maybe, were inspired by one game or another. I think the thing that we all got aligned on is… the experience isn’t going to be what most people are going to expect from a Star Wars game.”

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Yakuza: Like A Dragon – Edmond Tran’s Most Anticipated Game Of 2020

2020 is almost here, so we’ve asked GameSpot’s staff to share which games they’re looking forward to most in the new year. New consoles are going to dominate the headlines, but at the end of the day it’s all about the games, and there are a ton of exciting ones to look forward to. When you’re done reading this entry, follow along with all of our other end-of-the-year coverage collected in our Best of 2019 hub and our Most Anticipated of 2020 hub.

The end of the decade has been very, very good for the Ryu Ga Gotoku series. Yakuza 0 set Western audiences on fire and brought a whole new generation of fans into this insane series. Yakuza Kiwami gave us a good remake of the first game, and Yakuza Kiwami 2 gave us a great remake of the best game in the series (I will be taking no comments on this matter). Yakuza 3, 4, and 5 have remastered releases on the PS4. Judgment, a spin-off game in the same universe, gave us some great new characters.

But most importantly, we got Yakuza 6, which marked the final chapter in the story of Kazuma Kiryu, the series’ mainstay protagonist for some 15 years. It was an emotional farewell, and if you asked me at the time, I could’ve given you a bunch of ideas about where I thought the series would go next.

I could never have predicted this. No one could have ever predicted this.

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The next game in the Yakuza series will feature new protagonist Ichiban Kasuga–that much we knew for a long while. What completely blindsided us, however, was the fact that Yakuza 7, officially titled Yakuza: Like A Dragon in the West, would completely do away with the series’ real-time action combat mechanics in favour of a team-based, menu-based, and turn-based RPG battle system.

Discreetly revealed as part of a 2019 April Fool’s Joke, the combat system of Yakuza: Like A Dragon partly ties into Ichiban’s love for Japanese role-playing games like Dragon Quest–so much so that the team at RGG Studio got permission from Square Enix to explicitly name-check the series in its own game. Fights will still be initiated by encountering hostile people on the street, but will transition into a screen that will be familiar to any JRPG fan–you’ll find a turn order meter, a command menu, and vital stats like HP and MP for each person in your team. You’ll be able to take advantage of things like elemental and area-of-effect damage, partner attacks, some absolutely wild summons, positioning and environmental factors, and an elaborate job system that gives you access to different fighting styles.

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It’s absolutely wild, but it… kinda works? The Yakuza series has always had its absurdist side, and Like A Dragon seems to be using its new, more carefree protagonist as a license to lean a little more into that. Ichiban’s story is steeped in a melodramatic tale of crime and betrayal of course–we’ve seen glimpses of Chinese Triads, the Korean Mafia, and right-wing nationalist groups–but Ichi seems to have an energetic, boisterous and childlike naivety to him which really puts a different spin on the perspective we’re used to seeing.

It also means that the transition to the wackier side quests and activities of Like A Dragon probably won’t be as jarring as it was with our beautiful serious boy, Kiryu–we’ve already seen things like kart racing, karaoke, hostess clubs, pachinko machines, trash collecting, and a minigame where you try not to fall asleep while watching a movie.

2019’s Judgment showed us that RGG Studio could drop Kiryu completely and still create a compelling story with lovable characters. Now, I’m very keen to see whether it can drop the core mechanics it’s also been leaning on for 15 years and still fly high. With the Japanese release looming, we’re getting a ton of new information that we’re trying our best not to spoil ourselves with, but the hype is too real. Let’s go, Ichiban!

GameSpot’s Best Games Of 2019: Editor’s Spotlight Awards

Hamlet is my favorite of Shakespeare’s plays, specifically because it might be the most messed up. After the titular young Prince of Denmark has a run-in with the ghost of his father, the former king who died under mysterious circumstances, Hamlet becomes convinced his uncle, the new king, is the murderer–and that his mother, the queen, might be in on the plot. Hamlet becomes completely unhinged with the knowledge, and thanks to a bunch of political intrigue, oblique motivations, and uninformed actions, the whole story ends in just about everyone in the court meeting a tragic and grisly end. It’s like watching a 15-car pile-up in iambic pentameter.

Cut to Elsinore, a game that takes the foundations of Hamlet–madness, murder, conspiracies, warring nations, and freakin’ ghosts–and digs into the spaces between the scenes of Shakespeare’s work. You play as Ophelia, Hamlet’s one-time paramour, who is among the victims in the play. But instead of succumbing to her fate, she finds herself imbued with a supernatural power: she’s caught in a time loop, waking up at the start of the story every time she dies at its end. With Ophelia at the helm, Elsinore turns Hamlet into a detective story, where you’re tasked with following around the play’s characters, learning about their inner lives, befriending them, and betraying them, all in the service of trying to save Ophelia’s life and preventing everybody from ending up dead when the dust settles.

Elsinore isn’t just a Shakespeare adaptation, which would be a pretty tall order in and of itself. It’s a game that expands on a literary mainstay in a huge number of smart ways, adding depth to characters who don’t get a lot of time on stage (most notably Ophelia, who in Shakespeare’s play commits suicide rather than becoming a badass immortal sleuth). It’s also a smartly built mystery, using its supernatural conceit to allow you to change Shakespeare’s work through your actions, both subtly and profoundly depending on your choices.

With a deep understanding of the source material and a bunch of great ideas of how to alter it, Elsinore demonstrates a way that video game adaptations can add to even a renowned classic like Hamlet. It’s full of well-executed ideas and great writing, making it a game you shouldn’t pass up–whether you’re a major fan of the Bard or just someone who likes getting lost in intrigue (and time travel stories). | Phil Hornshaw, Editor

Phoenix Point Review – The Life Aquatic

You’ve earned the right to mess with the XCOM formula when you’re the person chiefly responsible for it. Julian Gollop was the co-lead designer on the original XCOM: UFO Defense in 1994, and Phoenix Point, from Gollop’s new studio Snapshot Games, is a self-described spiritual successor to XCOM. At first it feels all too familiar: You play the eponymous private military organisation defending Earth from an alien threat, patching holes in the sinking ship via tactical combat and strategic upgrades. But Phoenix Point reinvents the formula in both big and small ways, sending changes rippling across the strategic map and tinkering with the nuts and bolts of close combat. Not every new idea is equally successful, though many of them are welcome, and in sum deliver a refresh that points the genre in an exciting new direction.

As with the first XCOM sequel, Terror from the Deep, the threat here comes from the ocean. A mysterious mist is creeping at the coast, luring people into the sea and returning them as Lovecraftian fish monsters–all scaly-skinned, newly betentacled, and packing crustaceous heat, an army of soldier crabs. Phoenix Point is joined in defending the planet by three ideologically distinct factions: New Jericho want to destroy the aliens, the Synedrion want to coexist with them, and the Disciples of Anu want to synthesize human and alien life. Many of the missions you undertake will inevitably involve offending at least one of the factions and so, no matter how impartial you to try to remain, eventually you’re going to have to choose sides. It’s a depressing, relevant example of humanity’s failure to come together in the face of existential catastrophe.

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On the world map, presented here as it was in the original XCOM as the Geoscape, a rotatable globe pockmarked with scouted points of interest, the mist is a red miasma slowing enveloping the planet, a Doomsday Clock ticking closer to midnight one continent at a time. This strategic layer runs in real time as your Phoenix squads fly from one flashpoint to the next, while you work on increasing base capacity, manufacturing new arms, and researching new military solutions. All the while the red mist spreads, escalating the danger as new nests appear and strangling your ability to fight back as faction outposts fall. It’s the perfect visual representation of the odds you’re facing and the seeming inevitability of defeat. Despite the abstraction, it’s genuinely painful to see the mist consume a settlement you had heroically rescued only days earlier.

At a strategic level, Phoenix Point wants to let you pick your own path. The Geoscape is at the start shrouded in the fog of war. Through scanning nearby areas and aerial exploration it soon becomes a sprawling, cluttered morass of multi-coloured icons describing your own bases, factional havens, key quest destinations, potential scavenging sites, neutral colonies, alien nests, and other unidentified locations. You have considerable freedom in navigating your own route across this world. You can basically travel wherever you like and, when you arrive, you can usually decide whether or not to take on the mission you’ve encountered. Want to save this low-threat scavenging mission for some new recruits further down the line? Just hit abort and fly your veteran squad into more dangerous territory.

It’s liberating, at least early on, as you jet around, scouting the map, picking and choosing your next mission. Yet by the time you have multiple squads traversing the globe, and you’re juggling a handful of different flight paths across a Geoscape that has exploded into a galaxy of competing icons, that liberation is swamped by confusion. It’s not that it’s hard to tell what you could do next–important story missions and factional quests are highlighted–it’s more that there are so many things to do that it’s easy to lose yourself in endless distractions or worse, drown under an overwhelming wave of map markers.

Indeed, the chaotic, confounding clutter of the Geoscape is emblematic of some wider interface issues. The research screen throws every possible tech into a long list with scant attention given to how useful it might or where it might lead. There’s a research order function, but you can only send one tech to the front of the queue, not adjust the order further down. Inventory management is a mess when it comes to comparing different weapons to equip and deciding which new gear to manufacture.

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The the freeform structure of the Geoscape guarantees no two campaigns will play out alike. What those campaigns have in common, however, is a mentally exhausted player. You’re pulled in so many directions. Two colonies are under attack in India but an alien nest needs eradicating in Malaysia. New Jericho wants to assist its research in China but the Synedrion wants you to sabotage Jericho’s research lab in Australia. And all the while there are dozens of unexplored spots in Africa that you haven’t even visited yet. But it’s worth battling through the stress and clutter to get to the combat.

What typically awaits at a destination is a bout of small-scale, turn-based combat. Occasionally you will stumble upon a simple narrative event that will give you a decision to make and readjust your resources or factional reputation in response, but for the most part, you will find yourself engaged in a firefight.

At a combat level, Phoenix Point is all about tactical flexibility. There are four primary classes–heavy, assault, sniper, and melee–but perk trees are semi-randomly rolled for each soldier, and you can also allow them to multi-class. This means no two soldiers have to be the same, and you have a lot of room to tailor each six-person squad to suit your preferred style of play. My first heavy was the typical tank character, lots of health and a big cannon, but later adopted a secondary class and would jet pack onto a roof and launch a few grenades to destroy the enemy’s cover before switching to a sniper rifle to finish them off.

Many of the man-made structures on a map can be damaged and destroyed. Grenades and other heavy weapons can remove that pillar you were relying on for cover. Even the humble pistol can shoot through a thin wall, hitting anything that was on the other side and leaving them more exposed for a follow-up shot. My jet-packing heavy nearly bit the dust one time when the roof they’d landed on gave way in an explosion, dumping them into the room below where a nasty crab creature lurked. Fortunately, on the next turn, they were able to jetpack to safety out of the newly renovated ceiling.

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When you take a shot, you aren’t given a percentage chance to hit while some dice are rolled to see if you did any damage. Instead, bullet trajectories are said to be physically simulated, meaning if you can see something, you can hit it. There are two ways to take a shot. The default has you aiming generally at the centre of the target’s mass. Take an aimed shot, though, and you’re given a first-person view where what you point at is what you’ll shoot. You can target an enemy’s limbs or their weapon or even another object in the environment, and for the most part you’re likely to hit it. There is a degree of fuzziness here–you’ll see the crosshair surrounded by two rings, the inner one indicating where most of the shot(s) will hit and the outer accounting for any remainder–and the accuracy and damage of any particular shot is still affected by the weapon’s range and other stats. But it’s very satisfying to destroy an enemy’s shield with one well-aimed sniper shot, then follow it up with an assault rifle round to the now-exposed head.

The ability to target specific limbs becomes vitally important as more diverse enemy types start populating the battlefield–you’ll very quickly need to worry about more than those wielding shields. The sheer variety of enemy types and behaviours issues an interesting challenge every turn and have you constantly thinking about cover, height, range, support, supplies, teamwork and priorities. In addition, every enemy is susceptible to a well-aimed shot that cripples a specific limb, thus slowing its movement, nullifying its special ability, destroying its weapon or inhibiting its mode of attack. As a result there’s so much more to think about in combat than just methodically moving your squad forward and shooting the enemy when they appear.

The flexibility is heightened by the action point system that provides more options than just moving and shooting. Every soldier has 4 APs, but different weapons and abilities use different amounts, and the ground a soldier can cover in 1 AP is affected by their speed stat. Two of my assault troops worked in perfect tandem: one was a shotgun expert with the speed to close quickly on their target and use a debuff that reduced the APs of nearby hostiles, the other hung back a bit, offering support with their longer-range rifle, entering overwatch every turn thanks to its cheaper cost, and running in with a medkit if the other took damage. Both characters started out the same, but the wildly different level-up choices I made for them, coupled with the capacity to spend their APs every turn on a mostly unique suite of options, meant they felt distinct–like characters whose behaviour I had authored and who I was personally responsible for. I’d invested in their stats, tweaking them in parallel to become complementary, and as a result, had become emotionally invested in them.

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When you lose a soldier it hits hard, of course. Any soldier that goes down in a fight is permanently dead, and you have to recruit a novice to replace them. Yet while your emotional investment can never be fully recovered, the stat investment can be at least partially reclaimed. This is because experience points earned from completing missions is awarded to each individual soldier who participated and to a common pool. You’re free to dip into this pool whenever you wish–maybe you just need a few more points to unlock that next tier perk you’ve had your eye on–but my strategy was to save the pool for new recruits. Every time I hired a new soldier I was able to level them up several times before they had pulled a trigger. It’s a clever, flexible system that means veteran troop losses are a setback, but never a debilitating or irredeemable one.

The tactical combat doesn’t suffer from the clumsy interface design that plagues the strategic layer. There are convenient overlays informing you of movement ranges, AP consumption, and targeting possibilities, it’s easy to scroll between different terrain heights, and everything requires deliberate selection so you don’t end up performing an action you didn’t intend. However I did very, very occasionally run into a problem where the overlay would tell me I had line of sight from a certain tile if I moved there, only to move there and discover I couldn’t actually see the enemy. And after dozens of hours of play, I still have no idea why my soldiers would sometimes start a new mission with their weapons needing reloading, nor indeed how to reload them when not in a mission. But these feel like trivial concerns in the grander scheme of what is an overall robust combat engine.

Phoenix Point has plenty of bold new ideas for the XCOM genre, but not all of them have the same level of shine. It can feel a bit unwieldy at times, a bit less user-friendly than you’d hope. But it’s a game that feels more concerned with experimentation than perfection, that’s more interested in discovering new paths to take than walking one that’s already well-trodden. As a hybrid tactical/strategy game, it’s dynamic and deep with the occasionally disorientating misfire along the way. As a contribution to the genre XCOM first defined, it’s a well-aimed shot.

Fortnite Winterfest Presents – How to Get Free Daily Gifts

The Fortnite Winterfest event has officially kicked off, and it’s offering players 14 days worth of free gifts along with a handful of challenges. Figuring out how to unlock the Fortnite Winterfest presents is pretty simple, but we are going to go over it just in case.

All of the Fortnite Winterfest presents are free to everyone, and it won’t cost players anything. To get the free daily gifts, you’ll need to visit the Lodge — a new location that can be found on the home screen.Fortnite Winterfest presents

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The Mandalorian Episode 7: 7 Star Wars Easter Eggs And References You May Have Missed

It’s Not Too Late to Grab an Xbox One X on Sale, But Time Is Running Out

Now’s the best time in the history of Xbox One to buy a new console. Yes, the Xbox Series X is coming next year, but that doesn’t mean you can’t grab a great deal on an Xbox One X right now. In fact, with All-Access, you can bring home an Xbox One X and secure an Xbox Series X next year when it releases. It’s the closest thing we have to a preorder for Xbox Series X right now, and it’s a solid deal even without the upgrade option.

The Best Xbox One X Bundle Deals

One of the best Xbox One X deals right now is the Gears 5 bundle. Not only do you get the Xbox One X console for $349, you also get Gears 5 and all 4 of the original Gears games, too. These discounts are coming to a close, so if you’ve been waiting to buy, I’d act now rather than later. It’s also going to be tough if you decided to get someone an Xbox One X as a last-minute Christmas gift, but you might be able to squeak in ahead of the holiday if you choose an expedited shipping method.

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Save on PC Gaming Accessories at Amazon – Today Only

If your gaming PC could use a new accessory or two, you’re in luck. Amazon’s deal of the day is all about PC gaming accessories. You’ll find big discounts on items like keyboards, mice, speakers, headsets, and microphones. We’ve picked some of the highlights below, but you can find the full list of deals here. Don’t wait too long if you see something you want — these deals disappear at midnight.

Razer BlackWidow Elite Gaming Keyboard is 47% Off

Exclusive Photos of Geralt and Ciri from Netflix’s The Witcher

We’re rolling out sneak peeks for Netflix’s The Witcher all month long as part of our IGN First exclusive set visit. Keep it locked right here for never-before-seen interviews and behind the scenes footage of the White Wolf, Ciri, and Yennefer. And be sure to check out The Witcher when it premieres on Netflix on Friday, December 20, 2019. For more, check out Henry Cavill discussing the common misconceptions about GeraltAnya Chalotra breaking down Yennefer’s incredible transformation, Freya Allan on how Ciri fits into the Season 1 storyline, and our chat with David J. Peterson on how he created the “Elder Speech” language for the series.  

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Nintendo Switch Year-In-Review Shows Your Most Played Games And More

2019 is coming to a close and it’s time to reflect on the year that was. Nintendo has come up with a customizable way to go down memory lane, with a personalized Year in Review that compiles a ton of your play stats in a nice little package.

The Switch Year in Review starts by going over when you began playing Switch, which isn’t necessarily 2019. Then it transitions into statistics like your most played games this year, total hours and number of games played, your most heavily played days and months, and even the number of Gold Points you earned throughout the year. At the bottom it lets you download PDFs of different sets of stats, and then recommends a few games based on your play history.

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It’s a nifty tool for remembering the games that stood out to you over the year. Of course, it’s also littered with advertisements for other games or hardware, like the Switch Lite and Ring Fit Adventure. Those ads don’t seem based on your play history, as it displays ads for games that are already owned.

For more on the last year in Nintendo Switch, check out our picks for the Best Switch Games of 2019. And be sure to read up on all of our Best of 2019 coverage, including our Game of the Year award winner, Sekiro: Shadows Die Twice.

Now Playing: Nintendo Switch’s 5 Best Games Of 2019