Analogue’s 4K remake of the N64 is almost ready, and it’s a big deal

A year after it was first teased, Analogue says it’s nailed its most complicated project yet: rebuilding the Nintendo 64 from scratch. The Analogue 3D will ship in Q1 2025 — it was originally slated for 2024 — and pre-orders start on October 21 at $250.

Like all of the company’s machines, the Analogue 3D has an FPGA (field programmable gate array) chip coded to emulate the original console on a hardware level. Analogue promises support for every official N64 cartridge ever released, across all regions, with no slowdown or inaccuracies. If it achieves that goal, the Analogue 3D will be the first system in the world to perfectly emulate the N64, though other FPGA and software emulators get pretty close.

The company has been selling recreations of retro consoles for over a decade, starting with high-end, bespoke takes on the Neo-Geo and NES. Over time it’s gradually shifted over to more mass-market (though still high-end) productions, with versions of SNES, Genesis and Game Boy all coming in at around the $200 mark. All of the company’s systems support original physical media, rather than ROMs.

Analogue’s original unique selling point was its use of FPGA chips. Rather than using software emulation to play ROMs, Analogue programs FPGA “cores” to emulate original console hardware, and its consoles support original game media and controllers. Compared with software emulation (especially in the early ’10s when Analogue got started), FPGA-based consoles are more accurate, and don’t suffer from as much input lag.

FPGA emulation has come a long way over the past decade. Where Analogue was once the only route into the world of FPGAs for most people, there’s now a rich community of developers and hardware manufacturers involved. The open-source MiSTer project, for example, has accurately emulated almost every video game thing produced up to the mid ’90s. And plenty of smaller manufacturers are now selling FPGA hardware for very reasonable prices. The FPGBC is one good example: It’s a simple DIY kit that lets you build a modern-day Game Boy Color for a much lower price than an Analogue Pocket.

A DE10-Nano board produced by Terasic.
A DE10-Nano board produced by Terasic.
Terasic

Amid all these developments, Analogue occupies a strange spot in the retro gaming community, which has evolved into an open-source, people-powered movement to preserve and play old games. It produces undeniably great hardware that doesn’t require expertise to use, but its prices are high, and its limited-run color variants of consoles like the Pocket have both created FOMO in the community and been a consistent target for scalpers. Analogue is, in many ways, the Apple of the retro gaming hardware space.

With that said, it’s hard to deny that the Pocket has brought more players into the retro gaming world and attracted talent to FPGA development. And if Analogue comes through on its promise here, the Analogue 3D will be another huge moment for video game preservation, and could be the spark for another half-decade of fantastic achievements from the FPGA community at large.

While the FPGA emulation of the first few video game generations is largely a solved problem, there’s a huge leap in complexity between the fourth generation (SNES, Genesis, etc.) and the next. Strides have been made to rebuild the PlayStation, Saturn and N64 in FPGA, but there is no core for any fifth-gen console that has fully solved the puzzle. The current state of the MiSTer N64 core is pretty impressive, with almost every US game counted as playable, but very few games are considered to run flawlessly.

So how did Analogue solve this? The studio does have a talented team, but it importantly has a leg-up when it comes to hardware. The Analogue 3D has the strongest version of the Intel Cyclone 10GX FPGA chip, with 220,000 logic elements. For context, the MiSTer project’s open-source DE-10 board has a Cyclone V FPGA with 110,000 logic elements, while the Analogue Pocket’s main FPGA offers 49,000 elements. There’s a lot more to an FPGA than its logic elements, but the numbers are illustrative: The 3D’s FPGA is undoubtedly the most powerful Analogue has ever used, which clearly gave it more flexibility in designing its core.

While we can’t verify Analogue’s claim of 100 percent compatibility by looking at a spec sheet, the company does have a good track record of programming fantastic FPGA cores, so it’s likely it’ll get incredibly close.

Nintendo 64 with Zelda, Mario Kart 64, Perfect Dark and GoldenEye 007
Kris Naudus for Engadget

Of course, if you just wanted to play N64 games accurately, you could plug an N64 into any TV with a composite or S-Video connector, or use one of many boxes that converts those formats into HDMI signals that modern TVs require.

The problem with running an N64 on a modern TV is that its games run at a wide range of resolutions, typically from 320 x 240 up to (very rarely) 640 x 480, the max output. There are countless oddball resolutions between, and some games run below 320 x 240. This is a nightmare for modern displays. Some will scale to a full screen very nicely — both of the common resolutions I listed multiply neatly to 4K, albeit with pillarboxing. The situation gets more confusing with PAL cartridges, which can run at fun horizontal resolutions like 288 and 576. There’s also the issue that the vast majority of these games were designed with the CRT displays of old in mind, taking advantage of the quirks of scanlines to, say, make a checkerboard pattern look translucent.

This makes playing N64 games on a modern TV a bit of a hassle. There are fantastic retro upscalers like the RetroTINK series, but when plugging in a game for the first time, you wind up deciding between integer and “good enough” scaling, dealing with weird frame rates and tweaking blending options to get the picture just right. Many people enjoy this fine-tuning and customization aspect, and all power to you! But it's undoubtedly a barrier to entry, and much of the hard work done on upscaling has been focused on 2D gaming, rather than 3D.

Analogue says its scaling solution will solve many of these issues. The Analogue 3D supports 4K output, variable refresh rate displays, and PAL and NTSC carts. On top of those basics, it’s building out “Original Display Modes” to emulate the CRT TVs and PVMs of old. Calling ODMs filters feels a little reductive, as they’re a complicated and customizable mix of display tricks, but essentially you pick one and it changes the way the picture looks, so….

ODMs were used effectively on the Analogue Pocket to emulate various Game Boy displays. Perhaps the most impressive example is a Trinitron ODM that came to the Pocket in 2023 that, when used with the Analogue Dock, does a pretty incredible job of turning a modern TV into a high-end Sony tube TV. We don’t have a ton of information on which ODMs are coming to the 3D, but I will share the very ’90s ad for the feature below:

Analogue 3D ODMs
Analogue

The final piece of the image-quality puzzle is frame rate. The N64’s library is full of some spectacularly slow games. My memory may be scarred from growing up in a PAL region, which meant, while the US and Japan’s NTSC consoles were outputting a blistering 20 fps, I was chugging away at 16.66 fps. But even in the idealized NTSC world, lots of games outright missed their frame rate targets comically often. As an example, the majority of Goldeneye’s single-player campaign plays out between 15-25 fps, while a four-player match would typically see half that number. And let’s not speak of Perfect Dark.

These glacial frame rates are far less noticeable on a CRT than they are on modern displays with crisp rows of pixels updating from top to bottom. While the ODMs go some way to replicating the feel of an old TV, they can’t change the underlying technical differences. The Analogue 3D does support variable refresh rate output, but that won't do much when a game is running at 12 fps, and instead is intended to help the system run like the original N64 did at launch. 

In its initial press push last year, Analogue told Paste magazine that you’ll have the option to overclock the 3D’s virtual chips to run faster — "overclocking, running smoother, eliminating native frame dips" — but the company hasn't mentioned that in its final press release. Instead, Analogue CEO Christopher Taber told Engadget that its solution "isn't overclocking, it's much better and more sophisticated." It revolves around Nintendo's original Rambus RAM set up, which is often the bottleneck for N64 performance. Solving this bottleneck "means that games can run without slowdown and all the classic issues the original N64 had," he explained. 

By default, though, the Analogue 3D is set up to run exactly like original hardware, albeit with the RAM Expansion Pak attached. "Preserving the original hardware is the number one goal," Taber explained. "Even when bandwidth is increased, it’s not about boosting performance beyond the system’s original capabilities — it’s about giving players a clearer window into how the games were designed to run." 

Analogue 3D
Analogue

Analogue has a rich history of making very pretty hardware, and the Analogue 3D is clearly no exception. As with the Super Nt, Mega Sg, and Duo, the 3D calls back to the basic form of the console it’s based on, while smoothing out and modernizing it somewhat. It’s an elegant way to pull on nostalgia while also being legally distinct enough to avoid a lawsuit. (Analogue’s FPGA cores and software also don’t infringe on any Nintendo IP.)

The Analogue 3D has a similar shape to the N64, but the front pillars have been erased, the four controller ports match the housing and the power/reset buttons are slanted inwards to point toward the cartridge slot. Despite the tweaks, it still undoubtedly evokes a Nintendo 64. Around the back, you’ll find a USB-C port for power, two USB ports for accessories like non-standard controllers, an HDMI port and a full-sized SD card slot.

Analogue 3D
Analogue

A new operating system from Analogue, 3DOS, will debut with the system. It looks like a blend of the AnalogueOS that debuted on the Pocket and the Nintendo Switch OS, with the homescreen centered on a large carousel of square cards. The screenshots Analogue provided show options for playing a cartridge, browsing your library or viewing save states and screenshots. Some N64 games have the ability to save data to the cartridge, while others rely on a Controller Pak, but the ability to quickly save progress as a memory, as introduced with the Pocket, will be useful nonetheless. 3DOS can also connect to the internet over the console’s built-in WiFi chip for OS updates, which is a first for Analogue.

While you can browse your library in 3DOS, you won’t actually be able to load any game that isn’t physically inserted into the cartridge slot: The Analogue 3D only plays original media. It’s also worth noting that the Analogue 3D also doesn’t have an “openFPGA” setup like the Analogue Pocket did, which opened the door to playing with a wild array of cores that emulate various consoles, computers and arcades. It doesn’t usually take long for someone to jailbreak Analogue consoles to play ROMs (or other cores) via the system’s SD card slot, but this is not officially supported or sanctioned by Analogue.

The console comes with a power supply (with a US plug), USB cable, an HDMI cable and a 16GB SD card. As per usual, no controller will be packed in — it’s up to you if you want to use original hardware or something more modern. I managed to make at least one reader extremely mad (I’m sorry, Brucealeg) last time I wrote about the Analogue 3D and called the N64 controller a mistake. Personally, though, it feels really rough using one in 2024.

Analogue 8BitDo
Analogue/8BitDo

If you enjoy the three-paddled original controller, the 3D has four ports for you, and the system will also support the myriad Paks that plug into those controllers. For everyone else, there's Bluetooth Classic and LE support along with two USB ports for wired controllers. Accessory maker 8BitDo has created what seems to be a variant of its Ultimate controller specifically for the Analogue 3D. (Analogue's CEO, Taber, is also 8BitDo’s CMO, and the companies have collaborated on controllers for many consoles at this point.) 

The 8BitDo controller looks like a fairly happy middle ground between old and new, with an octagonal gate around the thumbstick, and nicely raised and sized C-buttons. It has a Rumble Pak built in, which works on both the Analogue 3D and Nintendo Switch. It’s available in black or white hues that match the console, and sells separately for $39.99.

Pre-orders for the Analogue 3D open on October 21 at 11AM ET, with an estimated ship date of Q1 2025. It’s unclear how many will be available, but if past launches are any indication, you should be ready to click buy as close to 11AM as possible if you want a hope of being in the first wave of shipments.

This article originally appeared on Engadget at https://www.engadget.com/gaming/analogues-4k-remake-of-the-n64-is-almost-ready-and-its-a-big-deal-150033468.html?src=rss

The Plucky Squire expertly transforms old ideas into something new

It feels like The Plucky Squire has been popping up at game events forever. It first came onto my radar during one of publisher Devolver Digital’s bizarre showcases in 2022, and was instantly appealing. Yesterday, Devolver announced it would be coming out in just over a month, on September 17. After playing through a few hours of the game over two sessions, I’m happy to say this is one to keep an eye out for.

The Plucky Squire is the first game from All Possible Futures, a studio founded by Jonathan Biddle and James Turner. Turner is an artist best known for his work on Pokémon at GameFreak — if you know what a Vanillite is, you have Turner to thank for that. Biddle previously created the 2017 ARPG Swords of Ditto, and the pair have brought other developers who worked on Ditto onto the team.

All Possible Future’s debut mixes classic 2D and 3D gameplay styles into a unique whole. You play as Jot, the character in a series of kids’ books who defeats evil and saves the day. When the series’ antagonist figures out that he can change the story, it’s your job to stop him. A large chunk of the game takes place on the 2D plane of the book, from the same classic birds-eye-view as in Ditto. The “cut scenes” are also book pages, and there are a few interstitial side-on platforming segments, à la Mario, thrown in for good measure. There’s a real sense of whimsy weaved through everything, aided by the game’s narrator, who is telling your story with each page turn.

The Plucky Squire 2D gameplay
Devolver Digital

Jot is able to slash, jump, roll and everything else you’d expect, and you will unlock more combat skills as you go, such as a sword throw or Zelda-spinny-sword-attack™. There are twists to the formula, though, with a variety of puzzle mechanics thrown in. The first you’ll come across is word puzzles: With a swipe of his sword Jot can dislodge certain words that you can then move around the page. At its most rudimentary, you might swap the words “closed” and “open” from a pair of sentences to make your way past a gate. There are some playful elements to this that reminded me of Scribblenauts — making something “huge” will never not be fun.

The real unique thing here is Jot’s ability to leap out of the flat plane of the storybook and into a fully 3D world. Whenever you come across a green swirly icon, you’re able to jump out of the book and onto its owner’s desk. Often this is a quick hop-out-hop-in move to solve a puzzle, but you’ll also go on longer desktop adventures.

The Plucky Squire screenshot
Devolver Digital

While they’re not quite as charming as the in-book segments, I loved exploring the desk and seeing the wider world of the game. The 3D gameplay feels like a throwback, somewhere between the classic mascot games of the PlayStation era and the LittleBigPlanet series. On a high-end gaming PC, the environment of the desk was gorgeous, with hyper-detailed textures and realistic lighting that contrasted against the cartoony figure of Jot. There are also 2D elements within the 3D sections, where you can jump onto a surface to progress, similar to the mechanic in The Legend of Zelda: A Link Between Worlds.

The reason for this jump into 3D also plays into the game’s larger story: By breaking the confines of his 2D world, Jot discovers the influence his tales have and will have on the child who owns the storybook. If the game’s antagonist succeeds in changing the story, Jot will no longer inspire the child.

“You’re fighting for your own land, and also fighting for the owner of the book and his future,” Turner explained to me earlier this year at Summer Game Fest.

I’ve played through the first few chapters of the game, as well as a chunk of chapter six, and am starting to get an idea of how its disparate worlds fit together. In one segment, my progress in the book was brought to a halt, and I had to jump out onto the desk and navigate across the clutter to find a single (unbranded) Magic: The Gathering card. This gave me the item I needed to defeat the enemy I was stuck on. Turner said that items later in the game will allow you to modify the book in more ways, which suggested more mechanics and degrees of complexity will be introduces as progresses.

The Plucky Squire Punch-Out minigame
Devolver Digital

Breaking up proceedings further are minigames. These are fairly frequent, and generally pull liberally from well-known properties. My favorites so far were a Punch-Out!-style boxing game and a shoot ‘em up inspired by one of my all-time favorites, Resogun. In a nice accessibility move, these minigames can be skipped if you’re not up for the challenge. I’m sure there are more delightful things to come from the 2D and 3D exploration, but as of right now these minigames are the highpoint of my experience.

None of the individual elements in my playthrough were wild, unique things, but the way they connected and the level of polish to everything made me very excited to play the full game. It felt like, behind each turn of a page, there was a new little surprise just waiting to make me smile. The Plucky Squire was originally slated for a 2023 release, but is now due out on September 17. It's coming to Nintendo Switch, PC, PlayStation 5 and Xbox Series X/S, and will be free on PlayStation Plus’ Extra and Premium tiers.

This article originally appeared on Engadget at https://www.engadget.com/gaming/the-plucky-squire-expertly-transforms-old-ideas-into-something-new-160012926.html?src=rss

Throwback survival-horror game Hollowbody is coming on September 12

Hollowbody was one of the standouts from Steam Next Fest earlier this year, and it’s coming out real soon.

At a time when everyone is extremely nervous about the upcoming Silent Hill 2 remake, Hollowbody feels like a total throwback to that PlayStation era of survival horror. Set in a near-future dystopia, you play as a black market runner who crashes their flying car into a grim UK housing estate full of weird things going on.

The game is presented in a semi-retro style — ’90s vibes on modern tech — and makes smart use of fixed camera angles to build tension. It has its own twists on classic survival-horror gameplay like logic puzzles and sporadic save points. There’s not a ton in the way of combat, and apparently there will be options to dial back the action further to focus on creepy exploration instead.

Hollowbody is a new project from Nathan Hamley, who aimed to create an entire game — story, art, code and even music — solo. He raised over $35,000 on Kickstarter on the strength of his previous game, Chasing Static, and a pretty compelling trailer and pitch. Fom the Next Fest demo I played after reading a very positive writeup on VG247, his singular focus on this project has kinda worked? Hopefully those backers are happy.

I’m intrigued to see how the full game pans out — and there’s not too long to wait. It’ll be available on PC (Steam or GOG) on September 12.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/throwback-survival-horror-game-hollowbody-is-coming-on-september-12-140029101.html?src=rss

Metaphor: ReFantazio feels like a JRPG free from restraint and sanity

Metaphor: ReFantazio has been a long time in the making. It was announced in 2017 as Project re Fantasy through a weird long video that said very little. Since then, Atlus has swapped the Project for Metaphor and scoured Google Translate to find a cool way to say ‘fantasy.’ It’s also made a giant fantasy JRPG — and after rolling through a demo at Summer Game Fest last weekend, I’m dying to play it.

ReFantazio is the first original title by Studio Zero, a relatively new Atlus division headed up by Katsura Hashino. As the director of the third, fourth and fifth Persona game, Hashino is responsible for the Persona series’ pivot towards social simulation elements. After finishing up Persona 5, Hashino left P-Studio to work on all-new titles unrelated to Atlus’ Shin Megami Tensei and Persona series.

Atlus and Hashino are both known more for (semi-) grounded urban fantasy than wizards and elves, and ReFantazio in that sense represents a big departure. This is an epic, sprawling story covering a whole nation, the United Kingdom of Euchronia. The Euchronian king has been assassinated, and the people of the land must elect (!?) a new one. 

Euchronia is home to eight “tribes” (fantasy races) and our hero is trying to reunite them. There’s also a cursed prince who everyone thinks is dead, a royal tournament for the throne in six months and monsters everywhere. To make matters worse, Euchronia is being invaded by hideous, Hieronymus Bosch-inspired creatures called humans, which function as the game’s bosses. Humans, huh? Wonder if it’s a… metaphor?

Given Atlus’ storytelling history, the broad strokes of ReFantazio will probably make more sense than the moment-to-moment beats. Best to just let it wash over you.

The game takes place over the course of six months, and you’ll be traveling across Euchronia in a Gauntlet Runner (a cool ship designed by the Evangelion mech guy) trying to rally support for your entry into the royal tournament. Each town in the game has a tavern where you can grab a bite and gather information, a recruitment center where you can accept quests, various shops and an inn where you can rest. Completing quests and making friends along the way will gain you supporters among the various tribes, which is key to both the overarching story and the combat.

Metaphor: ReFantazio
Atlus

Atlus’ Summer Game Fest demo was segmented into three 15-minute chunks. The first was a training sequence of sorts, story-heavy and light on combat. This felt mostly like a showcase for ReFantazio’s cinematics, which were gorgeous, despite the TVs in the demo area being set to interpolate frames. Atlus has a tradition of showcasing top-quality anime in its games, and the demo clips were among the best I’ve seen. What I appreciated more than the quality of the animation was how closely the character designs and vibe of the game matched the cinematics.

Also memorable is the voice acting. For the English-speaking cast, Atlus is taking the “United Kingdom” of Euchronia very seriously, as everyone I ran into had a totally over-the-top British accent. As the owner of an English accent, I found the characters beyond theatrical but nonetheless enjoyable. At one point in the demo I met a hyper-cockney cat girl that could've been auditioning for Oliver.

Metaphor: ReFantazio
Atlus

In another segment, I fought alongside an adorable floppy-eared fellow from fantasy Liverpool who sounded like he was analyzing a soccer game. If none of this excites you, the Japanese voice cast seems to be shooting for a typical fantasy vibe. Personally, I can’t imagine playing this game in anything other than English at this point.

Not everything is voiced — as in a lot of JRPGs, key lines and conversations play out in full, but many interactions will be confined to text, with the voice actors emoting a little along the way for flavor. As a speed reader, this is absolutely fine by me.

Metaphor: ReFantazio
Atlus

Segment two was all about dungeon-crawling combat — time for the Persona comparisons! The setup here will be familiar to fans of Atlus games: It’s a turn-based JRPG, with various types of physical and magical attacks, status effects and ailments. ReFantazio’s version of the classic JRPG class system is Archetypes — there are 14 lineages containing over 40 unique Archetypes, including some familiar roles like Mage, Thief, Knight and Healer. 

There’s also a tactical element to party composition, with a front and back row playing a part in combat, and Synthesis moves that allow you to combine your party’s Archetypes for stronger attacks. Everything has a little Persona and SMT to it — you manage Archetypes in an Akademeia (similar to a Velvet Room), they can evolve through experience, and their proficiency in battle is linked to your bond with your supporters.

Metaphor: ReFantazio
Atlus

A twist on the classic turn-based formula — and one I’m very pleased about — is the Fast battle system. When you come across an enemy, you’ll be able to gauge their strength before initiating combat. The Fast system lets you target a particular enemy and strike them; this can insta-kill underpowered foes, which allows you to avoid turn-based battling entirely when grinding low-level enemies. For stronger foes, you can use Fast to butter them up and start a squad battle with advantage, but if you mess up this engagement you could start the turn-based combat on your ass. Other Atlus games have a similar risk-reward system to allow players to gain an advantage, but this is more nuanced and satisfying.

The interface for all of this is a typically gorgeous menu system and UI that feels more refined than ever. Simple actions are assigned a face button on the controller, which means less time spent in menus. It’s all pretty intuitive, and towards the end of my short demo I was already speeding through the turn-based combat without wondering what button did what. Taken as a whole, the combat system feels like a natural evolution to the classic formula Atlus is known for.

Metaphor: ReFantazio
Atlus

The final demo section starts inside the Gauntlet Runner. It’s a claustrophobic space, more submarine than super yacht, but filled with things to do. There are people to talk to, activities to partake in, and routes to choose. Similar to Persona, the game occuring over a fixed period means you likely won’t be able to do everything you want to, and instead need to decide how best to spend your time each day. You might try to level up one of the main character’s five traits — courage, wisdom, tolerance, eloquence and imagination — or perhaps focus on fighting monsters or earning cash. I played to type and read a book, which was sadly not enough to raise my courage from “craven.”

My cozy book session led immediately into the main show: a face-off against a giant human. This began with an anime sequence, which gave way to classic four-on-one combat. The human designs in this game are buckwild. This one was called, “Sea Horror Homo Sabara” and here are the Cliff’s Notes:

  • Long violet beard and eyebrows.

  • One yellow eye, one white eye, both glowing.

  • 12 ears arranged in two rows? Edgy piercings.

  • Crown of thorns. Actually, make that two crowns of thorns.

  • Top half of head has been scalped. There seems to be a human heart sticking out.

  • Also, eight giant bejeweled tentacles as weapons.

It’s not like I haven’t seen crazy bosses in a JRPG before, but this octodad was a lot of fun to fight. There was no major challenge: Take out the tentacles, wail on the body, tentacles regenerate, repeat. But he hit hard, and the demo clearly set me up for success. It’s easy to see this guy wiping your team if you don’t come properly prepared.

Of all the things Atlus squeezed into the short Summer Game Fest, the human battle was the most memorable. From the lore being drip-fed to fans, it seems like the humans are actually from our world, and are being Isekai’d into Euchronia as these messed-up monsters. Here’s hoping a lot of them made it over.

Metaphor: ReFantazio
Atlus

At first blush ReFantazio feels like a real auteur moment for Hashino — as if, after the worldwide success of Persona 5, he’s basically been given a blank check. Hashino’s Persona titles bend over backwards to show you how cool and edgy they are, but the only concern for ReFantazio is how loud, confident and unique it can be.

Yes, there are elements borrowed from almost every Atlus RPG you can think of, but it's all been remixed and refined. I left my brief time with ReFantazio filled with this wonderful milieu of nostalgia and surprise, a warm familiarity from something unlike anything I’d played before.

Metaphor: ReFantazio comes to PC, PlayStation 4 and 5, and Xbox Series consoles on October 11.


Catch up on all of the news from Summer Game Fest 2024 right here!

This article originally appeared on Engadget at https://www.engadget.com/metaphor-refantazio-feels-like-a-jrpg-free-from-restraint-and-sanity-185129361.html?src=rss

Lego Horizon Adventures might be Sony’s most important game of the year

Sony takes games seriously. That’s reflected in its tentpole releases, which are overwhelmingly gritty, adult affairs like Horizon, God of War and The Last of Us. It’s surprising, then, that its Summer Game Fest demo area replaced Sad Dads and apocalypses with cutesy Astro Bot figurines and Lego. Lots of Lego.

Lego Horizon Adventures might not have generated the Summer Game Fest headlines that the new Doom and Assassin’s Creed games did, but in many ways its legacy may be more interesting. Co-developed by Guerilla Games (known for the Horizon and Killzone series) and the AAA support team Studio Gobo, it aims to bring the world of the Horizon games to a new generation — and a new platform, the Nintendo Switch.

Horizon Adventures isn’t the first Sony game on Switch. MLB: The Show routinely comes to both Nintendo’s console and Xbox, but that’s a licensed sports game, and Horizon is a key PlayStation franchise. It has a VR spin-off, a live-action adaptation confirmed for Netflix and an MMO heavily rumored in its future. Bringing the latest iteration of the series day one to Switch, then, is unusual.

“We’re trying to bring in as broad an audience as possible,” Guerilla Games narrative director James Windeler told Engadget. “The collaboration with Switch, that’s an incredibly unique opportunity … it will really help bring in a family-friendly audience.”

It’s also just a plain bigger audience. Nintendo’s console has been around since 2017, and the market for Switch games is over 140 million. (For context, there are around 58 million PlayStation 5s in the wild.) Lego titles are also in a tiny minority of non-Nintendo games to top the Switch retail sales charts.

The game itself, from the 30-minute demo I played, seems delightful. The world of Horizon translates well to Lego, with the robodinos in particular being a highlight. There is already a Forbidden West Tallneck Lego set and it would be extremely surprising if we don’t see Thunderjaws and Scrappers showing up in Lego stores soon. Combat is surprisingly faithful to the original games, with Aloy sneaking around tall grass to get a good angle on an enemy and using her Focus to spot weak points. Also faithful to the original games is that stealth can very quickly fall by the wayside in favor of frenetic dodging. Less faithful: I got through one tricky fight by repeatedly summoning a hot dog vendor to throw exploding franks all over the place. It is a Lego game, I guess.

Tone-wise, Guerilla is shooting for the Lego Movie-like cross-generational irreverent humor, which isn’t really my jam but I appreciate it. Windeler said Guerilla is trying to hit key elements of the first game without directly remaking it: “It's definitely not a one-to-one retelling, but neither is it a parody in the sense that you don't need to be a Horizon aficionado to really kind of respond to the humor. It's broader in that way.” The voice cast from the original games, including Ashly Burch as Aloy and JB Blanc as Rost, is back for Horizon Adventures and seemingly having a lot of fun. Burch’s delivery in particular is ultra wide-eyed and excited, more like her work as Tiny Tina in the Borderlands series or one of her many animated characters. It’s a fun spin on a traditionally stoic character.

Lego Horizon Adventures -- co-op play
Sony

Co-op is a big feature for Horizon Adventures. Local co-op is a drop-in, drop-out affair, which, as with most Lego games, enables an adult to easily help a kid get past a tricky area. But Lego games are also a lot of fun to play among consenting adults if you’re both into the particular franchise — I know plenty of grown-ups who live for Lego Star Wars. Away from the couch, there is online multiplayer, which is obviously more targeted at adults.

I am not a huge Horizon fan. Of all the open-world collect-a-thons, it’s one of my favorites, but it is very much not my genre. My partner is a fan, though, and we’re always on the lookout for middle-ground co-op games that can bridge the gap in our tastes. Maybe Horizon Adventures could be that, and I’ll become a real Horizon head because of it?

Finding new audiences is something Sony and Microsoft have been grappling with over the past couple of years. This Xbox-PlayStation generation has not seen as explosive growth as the last, and the kind of AAA experiences they typically shoot for are expensive to produce.

Microsoft seems to be committed to multiplatform releases for several established franchises it’s acquired, like Call of Duty, Diablo and Doom. It also ported four formerly exclusive titles — Hi-Fi Rush, Grounded, Pentiment and Sea of Thieves — to rivals’ machines earlier this year.

Sony’s approach has, until recently, been to court PC players with ports of older titles such as Horizon Zero Dawn and God of War. This year it also released Helldivers 2 on PC day one, which went very well until it didn’t. Company president Hiroki Totoki told investors in February that he “would like to go aggressive on improving our margin performance” (what a gamer!) by focusing more on multi-platform releases. The assumption at the time was that he was solely referring to PCs, but the Switch release of Horizon Adventures seemingly opens this effort up to more platforms.

It’s unlikely that Sony will bring its giant AAA games to a rival console at launch. But it could be that Sony begins to treat the Switch much like Nintendo used to treat mobile devices. The mid '10s saw an influx of Nintendo games on iPhone and Android, including Super Mario Run, Fire Emblem Heroes, Animal Crossing Pocket Camp and Mario Kart Tour. The strategy was pretty clear: Introduce Nintendo characters to a more casual audience, and convert a number of them over to the “full” experience. If Horizon Adventures goes well — and why would it not? — it’s easy to see Sony opening the floodgates and sending a bunch of its franchises to Nintendo’s mass-market console.

Lego Horizon Adventures launches 'Holiday 2024' on PlayStation 5, PC and Nintendo Switch.


Catch up on all of the news from Summer Game Fest 2024 right here!

This article originally appeared on Engadget at https://www.engadget.com/lego-horizon-adventures-might-be-sonys-most-important-game-of-the-year-160026354.html?src=rss

Microsoft’s Xbox refresh can’t compete with its leaked roadmap

Microsoft showed off three new Xbox models yesterday at Summer Game Fest 2024, but anyone following the mass of leaks last year may have been surprised at how little changed for this mid-cycle refresh.

In case you didn’t follow the FTC-Microsoft trial last year, things went pretty well for Microsoft, ending in the company acquiring Activision Blizzard. One thing that didn’t go so well was redaction. Nestled among the court filings was a trove of internal documents, including one on the future of Xbox — or at least, one potential future, considered by Microsoft in May 2022.

Xbox head Phil Spencer told the FTC in October 2022 that the Roadmap to 2030 document was “a presentation from our devices organization to the gaming leadership team,” and said he disagreed with some of its projections. The slide deck outlined the team’s plan for its mid-cycle console refresh, codenamed Fairhaven, and its next-gen console. Essentially a pitch deck, then, comprising some things that were definitely happening and others that needed funding to become reality.

Let’s look at what was (un)announced:

Chronologically, May 2024 was to be a debut month for Sebile, the codename for an all-new controller. Sebile would ship with new wireless tech, which the document referred to as “Xbox Wireless 2." More exciting for gamers, it would also have advanced haptics like the Switch and PS5 controllers, and a Stadia-like direct-cloud connection for reducing input latency on Xbox Cloud Gaming.

A proposed new Xbox controller from a May 2022 slide deck that leaked last year.
Sebile, a proposed new Xbox controller from a May 2022 slide deck that leaked last year.
Microsoft

Then, Xbox’s big summer ’24 show (which in the real world happened yesterday) would bring a pair of new Xbox consoles. First, a cylindrical Xbox Series X redesign codenamed Brooklin, which was set to be a $500 2TB all-digital device with WiFi 6E, Bluetooth 5.2 and a Sebile controller packed in. Second, Ellewood, a $300 Series S refresh with 1TB of storage, with the same improved wireless connectivity and the Sebile controller, but no big redesign.

A proposed new Xbox Series X SKU from a May 2022 slide deck that leaked last year.
Brooklin, a proposed new Xbox Series X SKU from a May 2022 slide deck that leaked last year.
Microsoft

The document noted that all three of these devices were “funded” but also gave two eventualities: one that would “limit Fairhaven investment” and another that would deliver the “full Fairhaven vision.” The former would pare down the new controller’s features and cloud connections, but would supposedly include a new industrial design.

A proposed new Xbox Series S SKU from a May 2022 slide deck that leaked last year.
Ellewood, a proposed new Xbox Series S SKU from a May 2022 slide deck that leaked last year.
Microsoft

Fast forward to Summer Game Fest 2024, where we appeared to get neither of these futures. We already figured that the Series S wouldn’t be refreshed, given Microsoft has been selling a $350 1TB version since last fall. But Microsoft’s vision for the Series X was unclear, and what we ended up with was a pretty weird pair of configurations: a 1TB all-digital Series X console priced at $450 and a 2TB special edition Series X with a disc drive, priced at $600. If there’s improved wireless connectivity Microsoft hasn’t mentioned it, and we’ve currently heard nothing of Sebile; the new consoles were announced with standard Xbox controllers.

Taken alone, these are fine refreshes. But Microsoft was in the unenviable position of competing with not only Sony and Nintendo, but also itself, in the form of those leaked plans.

Microsoft's 2024 Xbox refresh lineup.
Microsoft's actual 2024 Xbox refresh.
Microsoft

A $450 all-digital 1TB console and $600 2TB special edition are disappointing in comparison to Brooklin, the 2TB $500 all-digital console with a shiny new controller the leaked deck was pitching. The $450 console is almost a price increase, given Microsoft and third-party retailers regularly sell the original 1TB Series X for that price. (It should be mentioned that Sony has actually increased the price of the PlayStation 5, with the discless model priced at $450 vs. the $400 it cost at launch.) The $350 1TB Series S is essentially the same console we got last fall, but that too represents bad value compared to the leaked $300 refresh.

Plans change, especially plans dated May 2022. But how they change can give an idea of how Microsoft is thinking about Xbox right now. Back in 2022, Series X and S sales were broadly keeping pace with Xbox One. That is no longer the case. Estimates put the total number of Xbox Series consoles sold since the November 2020 launch between 28 and 29 million. Even in the US — Microsoft’s strongest market by far — retail analysts Circana say the Xbox Series consoles are trailing Xbox One by 13 percent.

One particularly telling slide in the May 2022 document predicted 25-29 million of the mid-cycle consoles could be sold in three years. As of today, that would mean more-than doubling the lifetime sales of the platform. At the time, Microsoft’s hardware team was probably not expecting sales to be as dismal as they currently are. Microsoft ended the last console generation with around 58 million Xbox One consoles sold, which was a marked decline from the 85-plus million Xbox 360s it moved.

A slide suggesting sales volume will depend on the amount of investment Microsoft makes on its mid-gen Xbox refresh.
A leaked slide from May 2022 suggested sales volume would depend on the amount of investment Microsoft makes on its mid-gen Xbox refresh.
Microsoft

Microsoft doesn't talk console sales figures unless it has something positive to say, but third-party analysis suggests a typical week for Xbox in 2024 involves moving 60-80K consoles, with Nintendo doubling that figure and Sony often tripling it. Put in plain words: Xbox falls further and further behind every week. It’s unlikely we’ll find out what Microsoft’s expectations for the refreshed consoles are, but it’s probably not 25-29 million.

The tough thing for team Xbox is Sony and Nintendo are broadly walking their own road and doing pretty well at it. Sony has sold 58 million PlayStation 5s and is preparing to launch a pro variant that will be significantly more powerful than the Xbox Series X. It’s also opening up to publishing on PC and just announced a game that’s coming to Nintendo Switch. Nintendo has sold over 140 million Switches, regularly outsells Xbox and has pre-announced a sequel console that will assumedly be able to handle current-gen games (including Call of Duty!) with fewer cutbacks. Meanwhile, Microsoft is struggling to sell its existing consoles, faltering in its plan to grow Game Pass subscriptions and seemingly squashed its hardware team’s dream of a bold mid-cycle refresh.

One thing it does have is game developers making games. Outside of the underwhelming new console SKUs, Microsoft’s big Summer Game Fest was a reminder of just how much of the industry it now owns, and how many games it currently has in development. We got updates on Fable, Perfect Dark and the future of Gears of War. We got a new Call of Duty and a new Doom. There are still countless developers under its wing that don’t have an “announced” project, and big games previously announced that didn’t make an appearance, like Marvel’s Blade from Arkane Lyon, The Outer Worlds 2 from Obsidian, Everwild from Rare and Hideo Kojima’s OD. Microsoft’s game studios have a lot going for them, but with all of their titles coming to PC (and several to PlayStation and Switch) great games might not turn into great console sales.

Phil Spencer has spoken on last year’s leaks a couple of times. He nearly-immediately took to Twitter to say that “so much has changed” — which was clearly true, though maybe not for the better. Separately, he told a court something pretty wild about Microsoft potentially leaving the gaming business if Game Pass didn’t get a better mix of players by 2026 or 2027. Game Pass growth, as of February this year, has been seriously tapering off, so… uh-oh?

I don’t for a second think Microsoft would spend the best part of $100 billion on developers to exit gaming, but I do sincerely believe that its console business is on life support, and it doesn’t need shiny new hardware to make a ton of money on gaming. The gaming leadership team that was pitched Sebile, Ellewood and Brooklin in May 2022 clearly agrees.


Catch up on all of the news from Summer Game Fest 2024 right here!

This article originally appeared on Engadget at https://www.engadget.com/microsofts-xbox-refresh-cant-compete-with-its-leaked-roadmap-121301282.html?src=rss

Call of Duty: Black Ops 6 kicks it back to the ’90s on October 25

It’s Treyarch’s turn at bat for a big ol’ Call of Duty game, which means it’s time for a new Black Ops. Today we learned that Black Ops 6 will have a full campaign set in the 1990s that picks up (broadly) where the ‘80s-infused Cold War left off. Raven Software is actually handling the campaign, and is promising “globetrotting missions along with stealth gameplay mixed with blockbuster action. ” Sure sounds a lot like Black Ops!

Locations for the storyline include the Middle East, southern Europe, Russia and the US. For those deeply entwined in Blops' gripping storyline, Frank Woods and Russel Adler will return for 6, and the story will be tied to the 1980s flashbacks in Black Ops 2. The campaign will branch out from an “expanded campaign hub” set in a safehouse where you’ll be able to “learn about allies, explore and solve puzzles, gather lore and upgrades” and, of course, select missions.

Multiplayer is the main event for most Call of Duty players, and is also the area where Treyarch typically excels. This year, the developers are talking up “omnimovement,” which will seemingly deemphasize linear strafing and movement in favor of a more fluid chained system. We didn't see this in action — check the livestream above for that — but here’s a description from Activision:

“Omnimovement lets players sprint, slide, and dive in any direction, along with the new Supine Prone, the ability to rotate while prone, granting Black Ops 6 players more freedom of movement and tactical flexibility.”

And a screenshot called BO6_Multiplayer_Omnimovement.jpg that Activision sent over:

BO6_Multiplayer_Omnimovement.jpg
Activision

Rad! In terms of multiplayer modes, there’ll be 16 basic maps — 12 for six-on-six battles, and four Strike levels that support two-on-two and six-on-six matches. As pre-launch rumors suggested, Black Ops 6 marks the return of the classic Prestige gameplay for the most advanced players. Round-Based Zombies will also be in the game at launch with two all-new maps, Liberty Falls and Terminus. Activision promises more maps and modes post-launch.

Expect to hear a ton more about Call of Duty: Black Ops 6 as we get closer to its launch date — October 25, 2024. There’ll be a free Open Beta, with pre-orders granting early access as usual. It’s coming to PC (Battle.net, Microsoft Store and Steam), Playstation 4 and 5, Xbox One and Series consoles. No Nintendo Switch this time around — I guess Microsoft’s deal with Nintendo is predicated on the Japanese company having a console more powerful than a mid ‘10s smartphone.


Catch up on all of the news from Summer Game Fest 2024 right here!

This article originally appeared on Engadget at https://www.engadget.com/call-of-duty-black-ops-6-kicks-it-back-to-the-90s-on-october-25-182038777.html?src=rss

‘Thirst-person shooter’ The Crush House hits PC on August 9

The Crush House, the latest game from Reigns developer ​​Nerial, will debut on August 9. 

Described as a "thirst-person shooter," The Crush House has you playing as a camera person tasked with filming a 1999 reality show. You’ll cast four out of 12 potential characters for the show, and then film them at a secluded Malibu mansion for a week to create your season. The aim is to find the perfect reality-show balance of drama, romance and near-violence to keep audiences hooked. Similar to the Reigns games, you’ll have to play to different audiences’ desires to keep the show ratings up, and pleasing everyone is a near-impossible task.

There seems to be a lot more to The Crush House than just a run-of-the-mill reality show. From the trailer, there’s clearly some dark horror going on behind the scenes, and you’ll be able to explore the mansion after-hours, talk to the cast and live out your dream of being a Bravo producer. Because everyone dreams of that, right? Right?

The Crush House hits PC on August 9, published by Devolver Digital, and there’s a demo set to hit Steam imminently.


Catch up on all of the news from Summer Game Fest 2024 right here!

This article originally appeared on Engadget at https://www.engadget.com/thirst-person-shooter-the-crush-house-hits-pc-on-august-9-002222406.html?src=rss

Slapstick platformer Thank Goodness You’re Here! arrives August 1

Thank Goodness You're Here! was perhaps the highlight of Untitled Goose Game publisher Panic's first-ever game show last year. It's described as a "slapformer" or slapstick platformer, and it's set in a fictional Northern English town called Barnsworth. With a Cartoon Network aesthetic and a very English sense of humor, it captured a lot of peoples' hearts.

Today, developer Coal Supper announced the game's voice cast, with Matt Berry (What We Do in the Shadows) headlining and a lot of UK talent that will be familiar to those in the know, including Chris Cantrill of Icklewick FM. Expect a lot of accents that would be subtitled on US TV. 

Also new is a release date of August 1, which Coal Supper says is also Yorkshire Day. My somewhat northern colleague Mat Smith informs me this is a real thing. Either way, this all looks like a lot of fun — it's coming to PC, Switch and PlayStation, and you can catch a bunch of cute GIFs on the game's official site.


Catch up on all of the news from Summer Game Fest 2024 right here!

This article originally appeared on Engadget at https://www.engadget.com/slapstick-platformer-thank-goodness-youre-here-arrives-august-1-205215490.html?src=rss

Valve’s next game appears to be Deadlock, a MOBA hero shooter

According to a pair of content creators, the wait for a new Valve game is almost over: A third-person hero shooter called Deadlock is in closed alpha and an announcement seems imminent.

The game has apparently been in the works since 2018, with IceFrog, a developer synonymous with the original DotA mod, in charge. It’s reportedly what became of the Neon Prime project that has been rumored for a couple of years. Tyler McVicker, a veteran Valve reporter, and the content creator Gabe Follower, have this week both independently confirmed the game is in an advanced state of development.

“In terms of scope,” McVicker says, “this is meant to be Valve's next major competitive game. The next Counter-Strike. The next Dota.” He describes it as Valve’s attempt to bring the company’s various game communities together, with precise gunplay and the laning objectives of a MOBA. McVicker describes it as looking “like Valorant, Overwatch, Dota 2 and Team Fortress 2 had a baby.”

The new title is apparently based in a “fantasy setting mixed with steampunk,” a marked shift from prior reports on the project that described Neon Prime as sci-fi inspired. Gabe Follower posted four screenshots on X which show something a little more subdued than the Overwatch and Valorant comparisons might imply.

The images show six vs. six gameplay across four lanes — suggesting a mix of solo lanes and two vs. two action across the map. It also shows ‘transit lines’ that can get players back to lane faster, like League of Legends’ hex gates. McVicker says these transit lines are inspired by BioShock: Infinite’s Sky-Hook system.

Outside of Counter-Strike 2 and Half-Life: Alyx, it’s been a hell of a long time since Valve released an all-new, big-scope title, and it’s been even longer since the company launched an all-new IP. McVicker says Deadlock is currently in a closed alpha, with “hundreds” of people playing. Of course, this is Valve, so it’s never too late for the project to be killed. But with June traditionally being a big month for video game news, it's not impossible we'll hear something official soon.

This article originally appeared on Engadget at https://www.engadget.com/valves-next-game-appears-to-be-deadlock-a-moba-hero-shooter-185418880.html?src=rss