Nintendo Switch OLED Uses the Same Joy-Cons as Base Model, Nintendo Confirms
The Nintendo Switch OLED is going to have a larger screen with sharper image quality, enhanced audio, an ethernet port in its dock, and many other improvements, but not all aspects of the console are going to be improved with the new model. And no, I'm not referring to its disappointing lack of 4K functionality here. The Joy-Cons, too, are essentially going to be the same as the current Switch model.
A Nintendo representative recently confirmed to GameSpot that the Switch OLED is going to have the same Joy-Cons as the Switch's base model, and won't make any changes or improvements to its functionality. "The Joy-Con controller configuration and functionality did not change with Nintendo Switch system (OLED model)," said the Nintendo rep. "The configuration and functionality is the same as that of the Joy-Con controllers for the Nintendo Switch system."
Given how much of an issue Joy-Con drifting has become with the Switch, and how widespread the problem tends to be, I'd say that's cause for concern.
Meanwhile, Nintendo also recently confirmed that the Switch OLED isn't going to have more RAM or a new CPU as compared to the base model or the Switch lite. Read more on that through here. Additionally, the Switch OLED's new dock can also be purchased separately, but only online, and only via Nintendo's store.
The Nintendo Switch OLED is launching on October 8, and will cost $349.99.
Assassin's Creed Infinity is at Least Three Years Away, Still Has Single-Player – Rumor
Bloomberg's Jason Schreier recently blew the lid off of Ubisoft's next big Assassin's Creed initiative which will be an online live-service title. Ubisoft would then confirm the existence of Assassin's Creed Infinity and offered more details on the development team and leaders in charge. Questions still abound though especially with how far off the release is.
Schreier has taken to answering any queries about the game on Twitter, starting with whether the traditional Assassin's Creed single-player experience was going away. "No, not necessarily. It'll just be part of Assassin's Creed Infinity. Details are still in flux because it's so early in development, but the core idea is that Infinity is an evolving hub for all things Assassin's Creed."
He also noted that the title is "at least three years away" and as such, "Details are still up in the air. But the core idea is that Infinity is a massive online platform containing different settings and games." How multiplayer will fit into all of this is still unknown. When a screen from Assassin's Creed Unity was used to illustrate how multiple games could be fit into the player, Schreier responded, "Yeah maybe! They've definitely talked about the whole platform being Helix/Abstergo related, but again, super early"
Unfortunately, there won't be a new Assassin's Creed title – at least from Ubisoft Quebec – before Infinity's release as per Schreier. It also remains to be seen how the impact of abuse allegations against Ubisoft will impact development, especially since the reorganization of Ubisoft Montreal and Quebec has been causing unrest among employees. Stay tuned for more details in the meantime.
No, not necessarily. It'll just be part of AC Infinite. Details are still in flux because it's so early in development, but the core idea is that Infinite is an evolving hub for all things AC
— Jason Schreier (@jasonschreier) July 7, 2021
It's important to note that we're at least three years away from this thing coming out. Details are still up in the air. But the core idea is that Infinity is a massive online platform containing different settings and games. Dunno if or how multiplayer plays a role https://t.co/6nX9csp1pj
— Jason Schreier (@jasonschreier) July 7, 2021
Yeah maybe! They've definitely talked about the whole platform being Helix/Abstergo related, but again, super early
— Jason Schreier (@jasonschreier) July 7, 2021
Correct
— Jason Schreier (@jasonschreier) July 7, 2021
Xbox Game Pass Business Model "Really Works to Our Advantage" – Avalanche Studios
It's become abundantly clear by now that Xbox Game Pass is not just an excellent deal for players and consumers, it's also something that's proven to be very beneficial for developers and publishers. Time and again, we've heard developers talk about the same, and recently, speaking with GamesIndustry, Just Cause developer Avalanche Studios CEO Pim Holfve chimed in as well.
Holfve says that the Game Pass business model has been a profitable one for Avalanche Studios, especially when it comes to their own self-published game, TheHunter: Call of the Wild. On top of being able to reach wider audiences, Holfve says that being on Game Pass also led to more people seeing the value in the game and, in turn, spending money on it.
"Game Pass has been really great for us, especially if we look at our self-published title," Holfve said. "TheHunter: Call of the Wild helped us prove our service model and Xbox Game Pass was fantastic because we were able to reach so many more players. It's a good way for people to try [the game], and since we have such a massive DLC catalogue for that title — over 20 DLCs — it's a beautiful way of getting people in, getting engaged and showing that it's a stellar game. Then people are really tempted to buy more. So the business model really works to our advantage."
Avalanche Studios-owned Systemic Reaction's Second Extinction is also available via Game Pass. Meanwhile, Avalanche are also developing Contraband in partnership with Microsoft, which, of course, is going to launch for the service on day one as well.
PS5 – All First Party Games Confirmed And Rumored To Be In Development
Though Sony's first party efforts have always been admirable, they really came into their own during the PS4 generation, to the extent that now, the exclusive games put out by PlayStation Studios are without a doubt the biggest reason to own a PlayStation console. It's always exciting to take a look at the Sony first party as a whole and talk about what they've got up their sleeves, and here, that's exactly what we'll be doing, as we round up all the first party PlayStation games that are currently confirmed or rumoured to be in development. Sony apparently currently has over 25 games in development, over half of which are supposed to be new IPs. Clearly, there's plenty to look forward to.
GUERRILLA GAMES
The next big PlayStation exclusive we're going to play is Horizon Forbidden West, and there's no shortage of people who're waiting with bated breath for this one. Guerrilla Games surprised the industry at large with Zero Dawn, a game so completely different from the sort of stuff they'd been known for and yet somehow so confidently spectacular- so of course, a sequel that promises major improvements is an exciting prospect. Beyond that, it's recently come to light that the studio has been working on a secret unannounced project for over three years now as well, being directed by Simon Larouche, who was game director on Rainbow Six Siege, and during a previous stint at Guerrilla years ago, was heavily involved in Killzone 2's multiplayer as well. Given Larouche's history, it might be safe to assume that this new game is going to be multiplayer-focused, while hopeful fans have their fingers crossed for a Killzone revival. Then again, Guerrilla retired the official Killzone website earlier this year, so maybe it's not Killzone after all.
SIE SANTA MONICA STUDIO
SIE Santa Monica is, of course, hard at work on God of War: Ragnarok – or whatever they end up actually calling the game – which is supposedly due out some time in 2022. Rumours have suggested that we'll be seeing gameplay footage soon, so there's definitely plenty for the God of War faithful to look forward to. Interestingly enough, the developer has other irons in the fire as well. God of War as a whole is, of course, their magnum opus, but job listings spotted over the last few months have suggested that SIE Santa Monica is developing a new IP as well. Very little is known about it right now, but it's likely that it's going to have a fantasy setting.
POLYPHONY DIGITAL
Polyphony Digital drew the ire of quite a few fans with the direction they took with Gran Turismo Sport, and even though the racing sim surely recovered from a less than stellar launch to become a genuinely good game over time, it's still a little surprising that it's been nearly a decade since the last traditional mainline GT game came out. Thankfully, the developer is currently working on Gran Turismo 7, which is promising to deliver more of what the series has always been known for. In the works for PS5 and PS4, Gran Turismo 7 is currently slated for a 2022 launch.
NAUGHTY DOG
It wouldn't be an exaggeration to call Naughty Dog Sony's biggest and most valuable studio. The Last of Us Part 2 is barely a year old at this point, and though there's no official word on what the developer is working on next, there's plenty of leaks and speculation. There is, of course, a standalone multiplayer game that is almost definitely The Last of Us: Factions. On top of that, leaks have claimed that a full remake of the original The Last of Us is also in the works for the PS5. Beyond that? Well, that's anyone's best guess. Last year, Neil Druckmann said that Naughty Dog could move on to either a third Last of Us game or a new IP following Part 2's launch, and honestly, either one of those would be an exciting prospect.
INSOMNIAC GAMES
Insomniac Games is Sony's workhorse studio, and a rare example of a developer excelling with both quality and quantity in terms of output. With Marvel's Spider-Man, Marvel's Spider-Man: Miles Morales, Marvel's Spider-Man Remastered, and Ratchet and Clank: Rift Apart, they've put out four excellent products in the space of less than three years- and it's unlikely that they're going to slow down any time soon. They are, of course, working on the unannounced but inevitable Marvel's Spider-Man 2, while recent job ads have suggested that they also have a a multiplayer projects in the works. Meanwhile, there are many who're hoping for a Sunset Overdrive revival, and with game director Drew Murray recently having rejoined Insomniac and creative director Marcus Smith saying that he would love to go back to the IP, perhaps there's hope for a new Sunset Overdrive game down the line after all.
SUCKER PUNCH
Much like Guerrilla Games did with Horizon Zero Dawn, Sucker Punch hit the big time with last year's Ghost of Tsushima, a game that enjoyed far greater critical and commercial success than even Sony could have imagined. With a Ghost of Tsushima film adaptation in the works, Sony obviously wants to keep investing in the IP, and it's pretty much guaranteed that a sequel is being made. Before that, however, in less than two months, Ghost of Tsushima Director's Cut is also releasing for PS5 and PS4, which, on top of all the technical enhancements you'd expect, will also be adding a full-fledged Iki Island expansion to the game to bridge the gap between the first game and its sequel.
SIE BEND STUDIO
SIE Bend Studio's inner workings have been fascinating to see these last few months. A pitch for Days Gone 2 was apparently rejected by Sony, following which they were tasked with developing a new Uncharted game under Naughty Dog's own supervision. At Bend's own behest, however, that project was shut down as well, and as Sony recently confirmed, the studio recently started working on a new open world IP. Very little is known about the game right now, and it's probably in early development, but job ads do suggest that it's going to have some sort of a multiplayer component. Regardless, it's probably going to be a while before we hear much about it.
SIE LONDON STUDIO
SIE London Studio may not have the sort of pedigree that the likes of Naughty Dog or Guerrilla Games do, but if their VR-exclusive shooter Blood and Truth was any indication, they're definitely worth keeping an eye on. While not much is known about their next game right now, some details have still emerged over the last few months. Apparently, the PS5 game is going to be a brand new IP, and it's going to have some sort of a multiplayer component. Given the fact that the studio has previously said it wants to keep investing in VR, it might be safe to assume that they're working on a game for the upcoming PSVR 2, or whatever that new headset will be called. Meanwhile, SIE London Studio itself seems to be very excited about the game's potential, saying that it's going to "show the exciting potential" of the PS5.
SIE SAN DIEGO STUDIO
Well, this one is sort of obvious. SIE San Diego Studio has been focused exclusively on yearly MLB The Show games for a long, long time (barring a few non-baseball releases here and there), so it wouldn't exactly take a genius to figure out what they're working on next. It's MLB. They're working on MLB The Show 22. It won't be announced for a few months, but it obviously is being developed right now. This year's game was a major landmark for series, being the first multiplatform title in the series (and a PlayStation game that was not only published on Xbox, but was also available on Game Pass at launch), so it should be interesting to see how they improve things even further with next year's game.
PIXELOPUS
PixelOpus is one of PlayStation's smaller, less high profile studios, but as anyone who's played Concrete Genie will tell you, they definitely deserve your attention. So what are they working on next? Well, there's been no official announcement so far, but job ads have confirmed that a new PS5 game is currently in the works at PixelOpus, and that they're working on it in collaboration with Sony Pictures Animation- which might tell us something about what kind of a game to expect. Additionally, it's also been confirmed that this new game, whatever it ends up being, is going to be built on Unreal Engine 5.
HOUSEMARQUE
The newest addition to the PlayStation Studios family, Housemarque has always been an excellent developer, having put out beloved games such as Resogun, Super Stardust HD, and Nex Machina, but with Returnal, they announced themselves to the world as a major AAA force to be reckoned with. Given the fact that Returnal only just launched, we obviously don't know much about what the studio has planned for the future. They have, however, said that they want to keep making AAA games, while recently, they also said that their next game is probably going to be even bigger than Returnal was- which makes sense, of course. Returnal was an excellent first foray into AAA development, so we're excited to see what Housemarque does with whatever it's working on next.
MEDIA MOLECULE
Media Molecule really just loves down its own thing- while PlayStation's other first party studios love their sad dad games and cinematic story-focused adventure, Media Molecule is all about stuffing its experiences full of charm, creativity, and ingenuity. Dreams is the perfect example of that- but what else have they got going on? Well, it's hard to be sure at this point. There's been no indication that they've got something new in the works, while obviously, they intend to keep supporting Dreams for a long time to come. Does that mean that's all they're going to be focused on for the foreseeable future? Who knows. Let's hope not- a new Media Molecule game is always cause for celebration.
TEAM ASOBI
The death of SIE Japan Studio definitely hurts- from Gravity Rush to Shadow of the Colossus to collaborative efforts like Demon's Souls and BloodBorne, they made some of the best and most memorable games from across PlayStation history. But PlayStation Japan isn't completely gone- there's Team Asobi now, the studio that made Astro Bot Rescue Mission and Astro's Playroom, both of which were absolutely excellent games. Clearly, Sony plans to keep investing in the Astro Bot IP, and the studio itself has talked about the future of Astro in the past as well. Recently, it was confirmed that they're working on a game for audiences of all ages, which definitely sounds like more Astro– and more Astro is always a good thing.
EXTERNAL
Sony has got plenty of deals in place with external non-PlayStation studios for first party published PlayStation-exclusive games as well. For starters, there's Death Stranding Director's Cut for the PS5, which we don't know much about, but could prove to be an interesting expansion of the game. Beyond that, there's whatever's being developed by Haven Studios, a team formed by former Ubisoft veteran Jade Raymond. That game is going to have multiplayer and live service elements, apparently, but not much else is know about it. Then there's Firewalk Studios, a new indie team comprised of developers who've previously worked on the likes of Mass Effect, Halo, Destiny, Call of Duty, and Apex Legends, who're also working on a new original IP for PlayStation. Looking at that list of games, it might be safe to assume that it's going to be a shooter of some sort, but it's too early to say anything right now. Finally, there's Deviation Games, formed by former Treyarch and Call of Duty veterans, who are working on a brand new AAA IP, which allegedly has "innovation" at its heart. That's pretty much the only thing we know about it right now, but we're definitely curious to learn more.
Trifox Interview – Classes, Abilities, Length, and More
"Variety is the spice of life," the old saying goes, and Glowfish Interactive's colourful action-adventure title Trifox seems to be taking that to heart. Different classes and various abilities across each of them, combined with what's looking like a flexible progression system, are promising an adventure full of variety, and so far, what we've seen of Trifox so far has certainly grabbed attention. Curious to learn more about the game, we recently reached out to its developers to learn more about it. You can read our conversation with Glowfish Interactive co-founder Emiel De Paepe below.
"We draw heavy inspiration from games like Crash Bandicoot, Ratchet and Clank, Jak and Daxter, Mario, and even Zelda. Our aim is to create a game that gives players a similar fun, joyful but quirky experience that brings them back to the games they loved growing up as a kid."
Trifox is billing itself as a game designed to evoke the spirit of classic 3D platformers. Can you speak more about that, and how that has influenced the game's development?
We draw heavy inspiration from games like Crash Bandicoot, Ratchet and Clank, Jak and Daxter, Mario, and even Zelda. Our aim is to create a game that gives players a similar fun, joyful but quirky experience that brings them back to the games they loved growing up as a kid. At the same time, for younger players, Trifox offers a game that gives them a chance to experience this for the first time. In terms of gameplay Trifox of course is quite different, but it still draws quite a few small elements from these titles ranging from puzzles and interactions in the levels to ideas for abilities and enemies.
Can you talk to us about the three classes available in the game and how much they differ from each other?
The 3 classes in Trifox are: Mage, Warrior and Engineer. Each offers quite a different playstyle, giving the player opportunities to experience the game in a very different way.
The warrior as one might expect focuses on close combat and is quite mobile, offering gameplay much akin to a brawler game.
The mage is the complete opposite and offers the player ways to combine abilities for big bursts of damage from afar. On top of that the mage has a lot of different crowd control options. This class plays the most like a traditional twin-stick shooter from the three classes.
Finally, the Engineer is more built around defence and has a lot of structures that can be deployed like turrets, walls, and mines. Using the abilities offers an almost mini-tower defence experience.
In terms of being able to mix and match abilities across classes, how much freedom and variety can players expect?
The player is very free in how they approach character progression. They will choose which class to start with, this will give them a few starting abilities but from there they are completely free to go in any direction they would like. They can choose to specialise straight away in that one class and go very deep in the pool of abilities, which are divided in a few tiers. Or if they choose to, they can unlock one or even both classes they had not picked at the start early on and develop a more hybrid build. All this progression is paid for using the coins collected in the levels by defeating enemies or smashing objects in the environment.
"The player is very free in how they approach character progression. They will choose which class to start with, this will give them a few starting abilities but from there they are completely free to go in any direction they would like."
Specifically where the Engineer class is concerned, what can players expect from gadgets in terms of quantity and variety?
Each class offers 10 abilities (1 movement ability and 9 combat abilities), the engineer is no exception of course. The movement ability is a helicopter that is deployed from their backpack allowing the player to briefly fly around to avoid enemies and obstacles. The combat abilities are divided in two categories: deployable structures like turrets, walls, mines, tesla coils that zap enemies with lightning and a few abilities where the player has direct control like a gatling gun or a guided missile.
Will the class one chooses and the abilities they've unlocked also have an impact on exploration, puzzle solving, or traversal?
As the player will be able to unlock anything in any order they like, we make sure that each level can be completed with any set of abilities. The way players will be able to tackle the different fights and puzzles will be quite different, for example if a fight requires you to defend a specific point, the engineer will go about this quite differently than the warrior. The former can deploy structures and stay close to the objective while the latter will have to engage enemies head on to keep them away from the objective.
On top of that some secret collectables are much easier to reach with a certain skill or ability.
With several abilities to unlock across three classes, does Trifox place quite a bit of emphasis on things such as progression and build variety?
Since there is quite a bit of variety in abilities, we do encourage players to try different builds. To achieve this, we make sure players will have plenty of opportunities to advance their character and never feel locked into a choice they made at the start of the game. The character progression is of course not the end all be all however but mainly a tool to allow the player to explore the game.
How much variation in design and aesthetic can players expect from each of the worlds in the game?
The worlds are vastly different in look, there are 3 main worlds: a tropical island, a Grand Canyon like desert wasteland and a cold ice mountain. But even within these worlds there is quite a bit of variety, players will explore temples, factories, caves and much more. Each level also provides different environmental obstacles to avoid and puzzles to solve.
"Since there is quite a bit of variety in abilities, we do encourage players to try different builds. To achieve this, we make sure players will have plenty of opportunities to advance their character and never feel locked into a choice they made at the start of the game."
Roughly how long will an average playthrough of Trifox be?
An average playthrough should take 4-5 hours. For extra replay value there are several secrets scattered throughout the levels which the completionists among us can try to find.
Since the reveal of the PS5 and Xbox Series X's specs, a lot of comparisons have been made between the GPU speeds of the two consoles, with the PS5 at 10.28 TFLOPS and the Xbox Series X at 12 TFLOPS – but how much of an impact on development do you think that difference will have?
We do not expect any relevant differences, we started building the game a while ago and initially targeted the previous generation of consoles. So slight differences in hardware on the current generation of consoles should not matter too much.
The Xbox Series S features lesser hardware compared to Xbox Series and Microsoft is pushing it as a 1440p/60fps console. Do you think it will be able to hold up for the graphically intensive next-gen games?
We are not far enough in development to give an informed opinion on this. In general, I think it is always the case that at the initial launch of a generation of consoles games can struggle to hit target framerates, but this improves over time as developers get more experienced with the hardware.
Super Resolution is coming to PS5 and Xbox Series X/S. How do you think this will help game developers?
We think it is great, this should increase performance without sacrificing image quality.
A Tale of Paper Interview – PS5 Performance, New Content, and More
Open House Games' puzzle platformer A Tale of Paper launched last year for PS4, but soon, the game is going to pave the way for a much larger audience, with a launched slated for PS5, Xbox Series X/S, Xbox One, Nintendo Switch, and PC later this year. When it arrives for those platform, it will also be releasing with some completely new content, and to learn more about the game's new versions and this additional content, as well as what they have in store for A Tale of Paper in the future, we reached out to its developers with a few of our questions. You can read the interview below.
"On PS5 we'll see upgraded visuals such as FX and textures being of higher resolution."
With A Tale of Paper coming to the PS5, what are some of the biggest ways the game is going to leverage the console's more powerful hardware?
On PS5 we'll see upgraded visuals such as FX and textures being of higher resolution. Also the game will benefit from running at a stable 60fps.
You've confirmed that A Tale of Paper is going to receive new content in DLC as well, which will be releasing for PS4 also. Can you tell us a little bit more about what players can expect from this DLC?
In this DLC players will explore a brand new story that serves as a prequel for the main game playing as a new character that we have never seen before.
Roughly how much content is being added with the new DLC?
3 new chapters with 2 new transformations.
Do you have plans for further post-launch content after the upcoming DLC?
We've got various projects in mind, all of them very different from each other. We're excited to make something new and original.
"We've got various projects in mind, all of them very different from each other. We're excited to make something new and original."
Do you have any updates on when the game's PC version will be launching?
We cannot give any specific date right now, but you can expect it very soon.
What resolution and frame rate does the game target on PS5?
The game will run at 1080p 60fps.
Dark Souls 3 Now Runs at 60 FPS on Xbox Series X/S
FromSoftware's Dark Souls 3 is the latest title to benefit from FPS Boost on Xbox Series X/S, enabling it to run at 60 frames per second on the console. This now puts the Xbox version in the same league as the PS5 version, the latter supporting 60 FPS since both consoles launched last November.
According to Jason Ronald, partner director of program management for the Xbox team, implementing FPS Boost "required a brand new technique, unique to Dark Souls 3, to enable 60 FPS on Xbox Series X|S." He then thanked FromSoftware and Bandai Namco for their support. Unfortunately, the resolution still appears to be 900p like the Xbox One version.
Dark Souls 3 released in March 2016 for PS4, PC and Xbox One, and received critical acclaim for its combat, visuals and overall world design. It's sold over 10 million units as of May 2020 with the series as a whole selling 27 million thus far. FromSoftware is currently working on Elden Ring, whose gameplay has been described as being heavily based on the Souls series. It's slated to release on January 21st 2022 for Xbox Series X/S, PS4, Xbox One, PS5 and PC.
Praise the sun! ☀
We've updated Dark Souls III with FPS Boost on the Xbox Series X|S: https://t.co/KTcFk7PBGe pic.twitter.com/ExqlzC3Fp4
— Xbox (@Xbox) July 8, 2021
We heard you! The team is thrilled to bring FPS Boost to Dark Souls 3. This required a brand new technique, unique to Dark Souls 3, to enable 60 FPS on Xbox Series X|S.
Huge thank you to our partners at FROM Software and Bandai Namco for their partnership and support. https://t.co/uI9J8Hv8hK
— Jason Ronald (@jronald) July 8, 2021
Resident Evil Village Crosses 4.5 Million Shipments and Digital Sales
A little over a month since it hit four million in digital sales and shipments worldwide, Capcom's Resident Evil Village has hit a new milestone. It's now over 4.5 million digital sales and total shipments. Considering it released on May 7th for Xbox Series X/S, PS5, PS4, PC, Xbox One and Google Stadia, these are some pretty good figures.
The announcement comes after Capcom's E3 2021 presentation where the company announced the development of DLC. Of course, the process has only just started at that point so it may be a while before it actually releases. Head here for our thoughts on possible directions that the DLC could take.
Taking place after the events of Resident Evil 7: biohazard, Resident Evil Village sees Ethan Winters traveling to a quaint village in Europe to save his daughter. Along with battling Lycans, Winters has to deal with the Four Lords led by Mother Miranda. The title has received acclaim for its visuals and art direction along with the fast-paced action. For more details, check out our review here.
『バイオハザード ヴィレッジ』の全世界での累計販売本数が450万本を突破いたしました!
奪われた娘を取り戻すため、再び死地へと向かうイーサンの物語を引き続きお楽しみください。
そしてまだ未体験の方はバイオ村でお待ちしております!https://t.co/LtTEARa1xQ#バイオ #バイオヴィレッジ pic.twitter.com/nyVjwpA9RR— バイオハザード(カプコン) (@BIO_OFFICIAL) July 8, 2021
Final Fantasy 7 Remake Co-director Explains Why Yuffie Was Chosen For Episode INTERmission
By now, it's common knowledge that Final Fantasy 7 Remake was not quite what it seemed. While the game recreated a large part of the opening Midgar section of the original 1997 classic, it ultimately takes the story in what could be a radically different direction. Many eyes are on the second part of this new Remake series, and where it will go from here. We did get something of a sneak peek of what post-Midgar content could look like with this year's enhanced re-release of the game, Final Fantasy 7 Remake Intergrade and its DLC Episode INTERmission that featured Yuffie, a character that was one of two optional party characters in the original Final Fantasy 7. Why was she chosen over the other optional character, the vampiric Vincent? Well, interestingly, it comes down to the foot being somewhat in both the old and new canon of this saga.
Speaking with TheGamer, Co-director Motomu Toriyama spoke after Yuffie's role in INTERmission. He states that Yuffie's previous status as an optional character gave them a bigger chance to expand on her character at an earlier stage of the game's plot. Those who played INTERmission know that Yuffie's backstory has seemingly been slightly altered, meaning it was also an opportunity to introduce older fans to a new take on the character. When talking about why they chose her as opposed to Vincent, interestingly, Toriyama gives the simple answer that Vincent is sleeping canonically and gave them less wiggle room to insert him into the Midgar section, showing that despite Remake's universe being a different take on the story of FF7, there are still certain beats that are planned to be preserved.
"Yuffie, the heroine of Episode INTERmission was not guaranteed to join your party in the original game, but that actually made her a character that we had more freedom to expand on the backstory for. Compared to Vincent, who was canonically sleeping in a coffin under the Shinra Mansion and so could not be moved around, Yuffie was journeying around the world as a materia hunter. By inserting the events in Midgar from FF7R Episode INTERmission into that journey, we can show the feelings that she had towards that incident that are usually hidden behind her cheery personality, and that will tie into her story further down the line."
Final Fantasy 7 Remake Intergrade and Episode INTERmission are available now on PlayStation 5 with the base Final Fantasy Remake also available on PlayStation 4.
Fallout 76 Design Director Hopes People Will Give The Game A Second Chance After Its Many Updates
Fallout 76 has been quite the story. On paper, a live service multiplayer-based title in the popular Fallout franchise seemed like a slam dunk, but it had one of the most troubled technical launches of any game of that nature in recent memory. For a good while, it seemed that the problems just never ended with the title, and that fans maybe didn't want exactly what Bethesda had offered. However, over the years since that launch, a lot of work has been put into the game, transforming it into an entirely different beast and something that is akin to a more traditional Fallout title with a barrage of updates, with even more planned. Now, the team wants you to give it a second chance.
Speaking with Newsweek, Design Director Mark Tucker went into detail about the game's continued evolution. He details how fan feedback and beta testing helped to shape the game into what it is today, and outlines how the game now closely mimics what many disappointed fans probably wanted from the beginning. He implores those players to once again give the game a chance if they dropped off.
"We listened to the feedback of 'this doesn't feel like a Fallout game' [and] since launch, we have made significant changes. This is now a very story-driven game. You're gonna have some great interactions with NPCs and some interesting choices. There's a lot of deep storytelling going on. If you are a story fan, or a traditional RPG fan like I am myself, there is a lot [now] for you to come and explore. So please jump in and give us a shot."
Fallout 76 is available now on PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One and PC. The game's next expansion, Steel Reign, released today across all platforms.