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 NeonPrime 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.
Since testers started sharing Deadlock screenshots all over the place, here's ones I can verify, featuring one of the heroes called Grey Talon. pic.twitter.com/KdZSRxObSz
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
Cities: Skylines 2 developer Colossal Order is unlisting and refunding purchases of its controversial Beach Properties asset pack less than a month after its release. It’s also significantly delaying the game's future DLC and console port.
Beach Properties was the first paid DLC for Cities: Skylines 2, and has an “Overwhelmingly Negative” rating on Steam, with just 4 percent of user reviews marked as positive. In a note announcing the reverse of course, Colossal Order CEO Mariina Hallikainen said the company had let its community down.
“We thought we could make up for the shortcomings of the game in a timeframe that was unrealistic, and rushed out a DLC that should not have been published in its current form," Hallikainen said. "For all this, we are truly sorry.”
The asset pack itself worked as advertised, adding a number of zoneable waterfront-style properties to the game, but it was definitely thin for the $9.99 asking price. Most will admit, though, that the content itself wasn’t the problem: The DLC was largely derided because it was released at a time when players were waiting on patches for the base game. Cities: Skylines 2 was released in a poorly optimized state in October 2023, and although it’s in better shape now, many in the community feel there are fundamental issues with the simulation, and there is still work to be done to make the game run better. Mod support — perhaps the reason that the original Cities: Skylines had such a long lifespan — was also slow to arrive, and is still only in beta, with no support for custom assets.
In an FAQ accompanying the announcement, Colossal Order explains how the refund and compensation program will work. Essentially, if you bought the DLC separately, you should be able to get a refund. Those who redeemed a code as part of the game's Deluxe or Ultimate editions will not. Instead, compensation will come in the form of creator asset packs and radio stations which Colossal Order says will "total around $39.99 in added value." The beachfront properties will be added to the base game, free of charge, for all players.
To call Cities: Skylines 2’s launch messy would be kind. Since the game’s release on PC last October, developer Colossal Order has burned through the goodwill it built up over a near-decade of the original game’s lifespan. Things came to a head in late January, when many of the community's loudest and most respected voices broke rank to talk openly about the game's issues.
Another casualty of today's announcement is the game's console release. Cities: Skylines 2 was supposed to launch simultaneously on PC and console, but the PS5 and Xbox versions were pushed back to spring 2024 weeks before release. It has been clear for some time that revised date was not going to happen, and Colossal Order confirmed it's now hoping to have the console ports ready for October.
The final piece of bad news is that Bridges & Ports — the first expansion pack that will go beyond assets — is going to be further delayed to Q1 2025 to allow the developers to "focus on additional free patches and game updates in the coming months." The expansion pack was supposed to be released in Q2 2024, and is included in the game's Ultimate Edition.
This article originally appeared on Engadget at https://www.engadget.com/cities-skylines-2s-embarrassed-developers-are-giving-away-beachfront-property-for-free-170042260.html?src=rss
Cities: Skylines 2 developer Colossal Order is unlisting and refunding purchases of its controversial Beach Properties asset pack less than a month after its release. It’s also significantly delaying the game's future DLC and console port.
Beach Properties was the first paid DLC for Cities: Skylines 2, and has an “Overwhelmingly Negative” rating on Steam, with just 4 percent of user reviews marked as positive. In a note announcing the reverse of course, Colossal Order CEO Mariina Hallikainen said the company had let its community down.
“We thought we could make up for the shortcomings of the game in a timeframe that was unrealistic, and rushed out a DLC that should not have been published in its current form," Hallikainen said. "For all this, we are truly sorry.”
The asset pack itself worked as advertised, adding a number of zoneable waterfront-style properties to the game, but it was definitely thin for the $9.99 asking price. Most will admit, though, that the content itself wasn’t the problem: The DLC was largely derided because it was released at a time when players were waiting on patches for the base game. Cities: Skylines 2 was released in a poorly optimized state in October 2023, and although it’s in better shape now, many in the community feel there are fundamental issues with the simulation, and there is still work to be done to make the game run better. Mod support — perhaps the reason that the original Cities: Skylines had such a long lifespan — was also slow to arrive, and is still only in beta, with no support for custom assets.
In an FAQ accompanying the announcement, Colossal Order explains how the refund and compensation program will work. Essentially, if you bought the DLC separately, you should be able to get a refund. Those who redeemed a code as part of the game's Deluxe or Ultimate editions will not. Instead, compensation will come in the form of creator asset packs and radio stations which Colossal Order says will "total around $39.99 in added value." The beachfront properties will be added to the base game, free of charge, for all players.
To call Cities: Skylines 2’s launch messy would be kind. Since the game’s release on PC last October, developer Colossal Order has burned through the goodwill it built up over a near-decade of the original game’s lifespan. Things came to a head in late January, when many of the community's loudest and most respected voices broke rank to talk openly about the game's issues.
Another casualty of today's announcement is the game's console release. Cities: Skylines 2 was supposed to launch simultaneously on PC and console, but the PS5 and Xbox versions were pushed back to spring 2024 weeks before release. It has been clear for some time that revised date was not going to happen, and Colossal Order confirmed it's now hoping to have the console ports ready for October.
The final piece of bad news is that Bridges & Ports — the first expansion pack that will go beyond assets — is going to be further delayed to Q1 2025 to allow the developers to "focus on additional free patches and game updates in the coming months." The expansion pack was supposed to be released in Q2 2024, and is included in the game's Ultimate Edition.
This article originally appeared on Engadget at https://www.engadget.com/cities-skylines-2s-embarrassed-developers-are-giving-away-beachfront-property-for-free-170042260.html?src=rss
This Saturday, on March 2, 2024, Engadget turns 20. Originally founded by Peter Rojas — you can read more about those early days here — the site has had eight editors-in-chief and, to my count, seven parent organizations to answer to. What started as a truly influential tech blog has morphed into a media organization aiming to break news, give no-BS buying advice and highlight the stories in tech that matter. We have written millions of words, we've won awards and we’ve somehow survived several media apocalypses. It’s been a ride — and if you’ve been with us since the start, we salute you.
To mark the occasion, our team has been thinking about how the tech industry has changed over the past two decades. At the heart of our anniversary package is a collection of over a dozen retrospectives of seminal gadgets and apps that did not exist 20 years ago, illustrated by the brilliant Koren Shadmi.
Engadget, believe it or not, is older than YouTube, the iPhone, Uber, WhatsApp, Android, Tesla EVs and countless other things that are a huge part of our lives today.
We planned to open this month of celebration with a letter from the editor, but last Friday, Engadget’s parent company laid off several people from our small team, including our editor-in-chief, Dana Wollman, and our managing editor, Terrence O’Brien.
Though the site does not yet have an editor-in-chief, we do have a strong leadership team that has collectively been at the site for decades. There is no way for things to be “business as usual,” but we are committed to pushing Engadget forward.
While it’s a bittersweet time to be celebrating an anniversary, the show must go on. Having edited Dana’s letter before it was due to be published, I want to take the opportunity to borrow her main talking points, which are more important to the remaining team than ever before:
People who love tech are still at the heart of this website. Though our masthead is smaller, this is no less true than it was at any point in the last 20 years — you just don’t get into tech journalism without caring about tech.
All of the stories you see on Engadget are written by human beings. Like all humans, we make mistakes sometimes. If you see a typo or even a misstated fact, you can blame the person behind the keyboard, not a robot.
So, happy birthday to us. We’re kicking things off with a look back at how streaming video changed the fabric of the internet. In the coming days and weeks we’ll have many more articles, including a guest post from Tim Stevens, our editor-in-chief from 2011-2013, on the legacy of the Tesla Model S. Stick around through March for plenty more stories and a heavy dose of nostalgia.
This article originally appeared on Engadget at https://www.engadget.com/engadget-is-turning-20-170005642.html?src=rss
This Saturday, on March 2, 2024, Engadget turns 20. Originally founded by Peter Rojas — you can read more about those early days here — the site has had eight editors-in-chief and, to my count, seven parent organizations to answer to. What started as a truly influential tech blog has morphed into a media organization aiming to break news, give no-BS buying advice and highlight the stories in tech that matter. We have written millions of words, we've won awards and we’ve somehow survived several media apocalypses. It’s been a ride — and if you’ve been with us since the start, we salute you.
To mark the occasion, our team has been thinking about how the tech industry has changed over the past two decades. At the heart of our anniversary package is a collection of over a dozen retrospectives of seminal gadgets and apps that did not exist 20 years ago, illustrated by the brilliant Koren Shadmi.
Engadget, believe it or not, is older than YouTube, the iPhone, Uber, WhatsApp, Android, Tesla EVs and countless other things that are a huge part of our lives today.
We planned to open this month of celebration with a letter from the editor, but last Friday, Engadget’s parent company laid off several people from our small team, including our editor-in-chief, Dana Wollman, and our managing editor, Terrence O’Brien.
Though the site does not yet have an editor-in-chief, we do have a strong leadership team that has collectively been at the site for decades. There is no way for things to be “business as usual,” but we are committed to pushing Engadget forward.
While it’s a bittersweet time to be celebrating an anniversary, the show must go on. Having edited Dana’s letter before it was due to be published, I want to take the opportunity to borrow her main talking points, which are more important to the remaining team than ever before:
People who love tech are still at the heart of this website. Though our masthead is smaller, this is no less true than it was at any point in the last 20 years — you just don’t get into tech journalism without caring about tech.
All of the stories you see on Engadget are written by human beings. Like all humans, we make mistakes sometimes. If you see a typo or even a misstated fact, you can blame the person behind the keyboard, not a robot.
So, happy birthday to us. We’re kicking things off with a look back at how streaming video changed the fabric of the internet. In the coming days and weeks we’ll have many more articles, including a guest post from Tim Stevens, our editor-in-chief from 2011-2013, on the legacy of the Tesla Model S. Stick around through March for plenty more stories and a heavy dose of nostalgia.
This article originally appeared on Engadget at https://www.engadget.com/engadget-is-turning-20-170005642.html?src=rss
After listening to yesterday’s Xbox Podcast, where the company announced it was bringing four older titles to non-Xbox consoles, a question popped into my head: Why does Microsoft, a software and services company, need a console business?
The same question was asked when The Rock announced the original Xbox console in 2001, but the industry has changed a lot in 23 years, and it’s worth asking again. Microsoft, after initially struggling to make an impact with the Xbox, firmly established itself as a top player with the Xbox 360, before settling for second place with the Xbox One and currently finding itself in a distant third with the Xbox Series consoles.
As much as the industry has changed, no company in it has changed more than Microsoft. It is now a mega-publisher of games, with over 30 in-house studios. Many of these development teams are world-renowned, with a rich, multi-platform history. It’s also the operator of one of the largest game subscription services in the world, Game Pass. Microsoft’s plan has been clear for all to see: Sell a console and upsell a subscription service filled with games produced at cost by in-house studios.
There’s just one problem: It doesn’t have the audience.
The pandemic years saw rapid growth of Game Pass, which rose from 10 million subscribers in April 2020 to 25 million in January 2022. Since then, it’s added just 9 million subscribers, with the current total standing at 34 million. The caveat to this statistic is that Microsoft rebranded its Xbox Live Gold service, which had 11.7 million subscribers in 2022, to Game Pass Core. The company told The Vergeand later confirmed to Engadget that Core subscribers were included in the 34 million, which suggests the total number of Xbox subscribers has been flat since 2022, although the mix of Ultimate and Core subscribers may be more favorable.
Any thoughts that Game Pass could emulate Netflix’s decade of growth are long-gone, but there’s a crucial difference between the two services: Netflix doesn’t try to sell its customers $400 boxes to watch Netflix.
Microsoft has struggled with the duality of its gaming strategy: A subscription service requires a constant churn of content to feel worthwhile, but a console requires “system sellers” that attract people to buy it over the competition. Those are very different things, with wildly different budgets and timelines. Game Pass, no matter how attractive, is not a system seller by itself.
While Microsoft has balanced its dual goals of Game Pass growth and console sales, its competitors have stolen its audience. Nintendo and Sony are laser-focused on exclusive experiences for their customers, which they both see as key to selling consoles. Microsoft has once again found its hardware outsold 2:1 by Sony, and the Switch has likely outsold the Xbox One and Xbox Series consoles combined. While Sony is increasingly understanding the power of the PC market, and Nintendo is still maintaining at least a couple of its money-spinning mobile games, there is little chance of either company’s overall console strategy changing.
Microsoft’s pledge to bring four unnamed titles to “other consoles,” then, is intriguing. I subscribe to Game Pass, but I’m not sure I would’ve paid $30 for Hi-Fi Rush or $40 for Grounded, no matter how much I enjoy either of those games. From the way Xbox chief Phil Spencer described the company's cross-platform quartet, there seems a reasonable chance that those games, together with Pentiment and Sea of Thieves, are the subject of this experiment:
“We looked at games that are over a year old … A couple of the games are community-driven games, new games, kind of first iterations of a franchise that have reached their full potential, let's say, on Xbox and PC … Two of the other games are smaller games that were never really meant to be built as kind of platform exclusives and all the fanfare that goes around that, but games that our teams really wanted to go build that we love supporting creative endeavors across our studios regardless of size.”
Porting these four titles to other platforms is not going to do much to change Microsoft’s fortunes. Yes, I’m pleased that more people will get a chance to play Hi-Fi Rush and Pentiment, and I’m sure Microsoft will make some money from Switch and PlayStation owners. But from Microsoft’s perspective, why give your potential audience four fewer reasons to buy an Xbox?
Cloud streaming, and the ability to turn any screen into an Xbox, is clearly the long-term plan for Microsoft. There has been some progress in getting its app on more platforms, but few TVs or streaming boxes support Microsoft’s Game Pass app for cloud streaming, and Xbox Cloud still isn’t close enough to local play to be a viable option for many games. More expensive options like GeForce Now show some promise, but it’s clear that cloud gaming is not going to be a viable primary gaming platform for the masses for many years.
In the meantime, what does Microsoft do? We’re likely approaching the midway point of this console generation, and its current systems have a comparatively tiny audience. Game Pass subscriptions are slowing, and there isn’t a viable way for PlayStation or Switch players who don’t own a gaming PC to play Xbox games. It’s a lot like the Xbox One generation, except Microsoft now owns roughly $76 billion more game studios. In this landscape, it’s easy to understand the rumors of top-tier Xbox games being released on other consoles after a brief exclusivity window.
The economics of making big games for small audiences are tough. 2024 looks set to be a better year for Microsoft, with first-party titles like Hellblade II, Indiana Jones and the Great Circle and Avowed on the way. But even combined, it seems unlikely that these titles will grow Xbox sales or Game Pass subscriptions significantly. Few gamers are willing to commit to a second console, let alone a third.
As a third-tier player in the console market, there’s no easy road to success. To release AAA titles on PlayStation would increase the sales of Microsoft games massively, but it could also erase the point of owning an Xbox. Microsoft could probably afford to go multiplatform while maintaining a console business if it had some true AAA franchises to hold back, but despite spending $69 billion on Activision Blizzard, it agreed to not make its new-found system seller, Call of Duty, exclusive to Xbox until 2034. Halo and Forza are not enough in 2024.
So, maybe it’s time for Microsoft to stop making consoles, and just focus on becoming the biggest company in gaming. I’d almost suggest that was the plan, were it not for Phil Spencer confirming future hardware was on the way. It’s obviously not viable to abandon this console generation, but it’s definitely viable to begin planning for a graceful exit from hardware by developing for rival platforms.
If Microsoft believes in the transition to cloud gaming, it should not be planning to release a next-generation console. Why keep losing a console war you believe is about to end? Stepping back from its competition with Sony and focusing on making the best games for the largest audience would put the Xbox division in the strongest position to capitalize on the post-console future. Publishers like Ubisoft and EA already sell subscriptions on the PlayStation store, and Microsoft could, too — a subscription with every Call of Duty and Bethesda game would probably go down well with PlayStation gamers.
While Microsoft waits for cloud gaming to become viable for the billions of active players around the world, the best place for its games, and Game Pass, might be PlayStation, Switch and PC.
Update, February 16, 12:30PM ET: This story was updated twice after publish. The first update added detail about Game Pass Core subscribers being included in Xbox's 34 million figure, and a later addition included Microsoft's confirmation of this detail.
Jessica Conditt contributed to this report.
This article originally appeared on Engadget at https://www.engadget.com/microsoft-should-exit-the-console-business-160023834.html?src=rss
After listening to yesterday’s Xbox Podcast, where the company announced it was bringing four older titles to non-Xbox consoles, a question popped into my head: Why does Microsoft, a software and services company, need a console business?
The same question was asked when The Rock announced the original Xbox console in 2001, but the industry has changed a lot in 23 years, and it’s worth asking again. Microsoft, after initially struggling to make an impact with the Xbox, firmly established itself as a top player with the Xbox 360, before settling for second place with the Xbox One and currently finding itself in a distant third with the Xbox Series consoles.
As much as the industry has changed, no company in it has changed more than Microsoft. It is now a mega-publisher of games, with over 30 in-house studios. Many of these development teams are world-renowned, with a rich, multi-platform history. It’s also the operator of one of the largest game subscription services in the world, Game Pass. Microsoft’s plan has been clear for all to see: Sell a console and upsell a subscription service filled with games produced at cost by in-house studios.
There’s just one problem: It doesn’t have the audience.
The pandemic years saw rapid growth of Game Pass, which rose from 10 million subscribers in April 2020 to 25 million in January 2022. Since then, it’s added just 9 million subscribers, with the current total standing at 34 million. The caveat to this statistic is that Microsoft rebranded its Xbox Live Gold service, which had 11.7 million subscribers in 2022, to Game Pass Core. The company told The Vergeand later confirmed to Engadget that Core subscribers were included in the 34 million, which suggests the total number of Xbox subscribers has been flat since 2022, although the mix of Ultimate and Core subscribers may be more favorable.
Any thoughts that Game Pass could emulate Netflix’s decade of growth are long-gone, but there’s a crucial difference between the two services: Netflix doesn’t try to sell its customers $400 boxes to watch Netflix.
Microsoft has struggled with the duality of its gaming strategy: A subscription service requires a constant churn of content to feel worthwhile, but a console requires “system sellers” that attract people to buy it over the competition. Those are very different things, with wildly different budgets and timelines. Game Pass, no matter how attractive, is not a system seller by itself.
While Microsoft has balanced its dual goals of Game Pass growth and console sales, its competitors have stolen its audience. Nintendo and Sony are laser-focused on exclusive experiences for their customers, which they both see as key to selling consoles. Microsoft has once again found its hardware outsold 2:1 by Sony, and the Switch has likely outsold the Xbox One and Xbox Series consoles combined. While Sony is increasingly understanding the power of the PC market, and Nintendo is still maintaining at least a couple of its money-spinning mobile games, there is little chance of either company’s overall console strategy changing.
Microsoft’s pledge to bring four unnamed titles to “other consoles,” then, is intriguing. I subscribe to Game Pass, but I’m not sure I would’ve paid $30 for Hi-Fi Rush or $40 for Grounded, no matter how much I enjoy either of those games. From the way Xbox chief Phil Spencer described the company's cross-platform quartet, there seems a reasonable chance that those games, together with Pentiment and Sea of Thieves, are the subject of this experiment:
“We looked at games that are over a year old … A couple of the games are community-driven games, new games, kind of first iterations of a franchise that have reached their full potential, let's say, on Xbox and PC … Two of the other games are smaller games that were never really meant to be built as kind of platform exclusives and all the fanfare that goes around that, but games that our teams really wanted to go build that we love supporting creative endeavors across our studios regardless of size.”
Porting these four titles to other platforms is not going to do much to change Microsoft’s fortunes. Yes, I’m pleased that more people will get a chance to play Hi-Fi Rush and Pentiment, and I’m sure Microsoft will make some money from Switch and PlayStation owners. But from Microsoft’s perspective, why give your potential audience four fewer reasons to buy an Xbox?
Cloud streaming, and the ability to turn any screen into an Xbox, is clearly the long-term plan for Microsoft. There has been some progress in getting its app on more platforms, but few TVs or streaming boxes support Microsoft’s Game Pass app for cloud streaming, and Xbox Cloud still isn’t close enough to local play to be a viable option for many games. More expensive options like GeForce Now show some promise, but it’s clear that cloud gaming is not going to be a viable primary gaming platform for the masses for many years.
In the meantime, what does Microsoft do? We’re likely approaching the midway point of this console generation, and its current systems have a comparatively tiny audience. Game Pass subscriptions are slowing, and there isn’t a viable way for PlayStation or Switch players who don’t own a gaming PC to play Xbox games. It’s a lot like the Xbox One generation, except Microsoft now owns roughly $76 billion more game studios. In this landscape, it’s easy to understand the rumors of top-tier Xbox games being released on other consoles after a brief exclusivity window.
The economics of making big games for small audiences are tough. 2024 looks set to be a better year for Microsoft, with first-party titles like Hellblade II, Indiana Jones and the Great Circle and Avowed on the way. But even combined, it seems unlikely that these titles will grow Xbox sales or Game Pass subscriptions significantly. Few gamers are willing to commit to a second console, let alone a third.
As a third-tier player in the console market, there’s no easy road to success. To release AAA titles on PlayStation would increase the sales of Microsoft games massively, but it could also erase the point of owning an Xbox. Microsoft could probably afford to go multiplatform while maintaining a console business if it had some true AAA franchises to hold back, but despite spending $69 billion on Activision Blizzard, it agreed to not make its new-found system seller, Call of Duty, exclusive to Xbox until 2034. Halo and Forza are not enough in 2024.
So, maybe it’s time for Microsoft to stop making consoles, and just focus on becoming the biggest company in gaming. I’d almost suggest that was the plan, were it not for Phil Spencer confirming future hardware was on the way. It’s obviously not viable to abandon this console generation, but it’s definitely viable to begin planning for a graceful exit from hardware by developing for rival platforms.
If Microsoft believes in the transition to cloud gaming, it should not be planning to release a next-generation console. Why keep losing a console war you believe is about to end? Stepping back from its competition with Sony and focusing on making the best games for the largest audience would put the Xbox division in the strongest position to capitalize on the post-console future. Publishers like Ubisoft and EA already sell subscriptions on the PlayStation store, and Microsoft could, too — a subscription with every Call of Duty and Bethesda game would probably go down well with PlayStation gamers.
While Microsoft waits for cloud gaming to become viable for the billions of active players around the world, the best place for its games, and Game Pass, might be PlayStation, Switch and PC.
Update, February 16, 12:30PM ET: This story was updated twice after publish. The first update added detail about Game Pass Core subscribers being included in Xbox's 34 million figure, and a later addition included Microsoft's confirmation of this detail.
Jessica Conditt contributed to this report.
This article originally appeared on Engadget at https://www.engadget.com/microsoft-should-exit-the-console-business-160023834.html?src=rss
We finally have a release date for Ninja Theory's Hellblade sequel: May 21, 2024. It's been over four years since Senua's Saga was announced at the 2019 Game Awards alongside Microsoft's (then next-gen) Xbox Series X console.
The first game in the series, Senua's Sacrifice, focused on the main character's journey to the realm of the dead, and her battle with mental health issues. Saga will focus on Senua traveling through Iceland to track down the Vikings who have been raiding her home town. According to Ninja Theory you should expect "perception puzzles led by her experiences of psychosis," which were a high point of the first game. There'll also be some pretty standard video game combat, but this time, in Iceland!
As you'd expect for a first-party title, Senua's Saga will arrive on Microsoft's Game Pass service for Xbox consoles and PC on day one. For those without Game Pass, it'll be a digital-only release priced at $50. PC users will be able to buy it on either the Xbox store or Steam.
Update, January 18, 3:50PM ET: This story was updated after publish to include more details on the game and a link to the release date announcement video on YouTube.
This article originally appeared on Engadget at https://www.engadget.com/senuas-saga-hellblade-ii-finally-arrives-on-may-21-203751802.html?src=rss
We finally have a release date for Ninja Theory's Hellblade sequel: May 21, 2024. It's been over four years since Senua's Saga was announced at the 2019 Game Awards alongside Microsoft's (then next-gen) Xbox Series X console.
The first game in the series, Senua's Sacrifice, focused on the main character's journey to the realm of the dead, and her battle with mental health issues. Saga will focus on Senua traveling through Iceland to track down the Vikings who have been raiding her home town. According to Ninja Theory you should expect "perception puzzles led by her experiences of psychosis," which were a high point of the first game. There'll also be some pretty standard video game combat, but this time, in Iceland!
As you'd expect for a first-party title, Senua's Saga will arrive on Microsoft's Game Pass service for Xbox consoles and PC on day one. For those without Game Pass, it'll be a digital-only release priced at $50. PC users will be able to buy it on either the Xbox store or Steam.
Update, January 18, 3:50PM ET: This story was updated after publish to include more details on the game and a link to the release date announcement video on YouTube.
This article originally appeared on Engadget at https://www.engadget.com/senuas-saga-hellblade-ii-finally-arrives-on-may-21-203751802.html?src=rss
Sega promised a new era at The Game Awards, and it gave us five games to look forward to. Well, "new" is doing a lot of heavy lifting: The storied developer announced that fresh titles are coming based on Crazy Taxi, Jet Set Radio, Shinobi, Golden Axe and Streets of Rage.
Depending on your age, those titles may mean various things to you. Golden Axe and Shinobi have their roots in the arcades of the '80s, while Streets of Rage is a Genesis classic. Crazy Taxi and Jet Set Radio were both released in the Dreamcast era (with Crazy Taxi making its debut in arcades first).
Several prominent fighting game creators received physical invites from Sega to tune into The Game Awards, fueling speculation that a Virtua Fighter revival was part of the company's plans for the event. Unless Sega is holding another trailer back, it looks like those folks will be leaving a little disappointed.
Sega’s parent company SegaSammy has been awkwardly talking about a "Super Game" project since 2021. The term was only really defined as a game capable of making hundreds of millions of dollars for Sega. Super! In the same investor presentation, the company openly contemplated reviving “dormant” properties like Virtua Fighter, Jet Set Radio and Crazy Taxi by way of remasters, remakes and reboots.
Other game series listed for revival, such as Space Channel 5, Panzer Dragoon and Streets of Rage, have seen some action. Space Channel 5 got a remastered VR port, Panzer Dragoon got a remake and Streets of Rage got an excellent new numbered release, Streets of Rage 4, developed and published by third parties under license from Sega.
Four of the new titles appear from the tiny glimpses in Sega's trailer to be high-budget 3D affairs. The Crazy Taxi and Jet Set Radio revivals seem to be glossy HD takes on the games they're based on, while the Golden Axe reboot in particular is unrecognizable from the 2D scroller it's based on. Streets of Rage also appears to be going all-3D. Only Shinobi looks somewhat familiar, using a 2D style close to Dotemu's Windjammers 2 and Streets of Rage 4.
The Sega of today is very different to the one that made the originals. The turn of the century saw Sega battle through a multi-stage midlife crisis in search of a new identity; The Dreamcast was in the process of being thoroughly outsold by Sony’s PlayStation 2, leading Sega to exit the console business in 2001. At the same time, the ‘90s arcade revival that saw Sega become a technology leader was fading fast.
After some missteps in the early days of third-party publishing, and an acquisition by pachinko manufacturer Sammy, Sega began to find its feet. The mid ‘00s saw the debut of the Yakuza series, and the company has made several key acquisitions since, such as Sports Interactive (Football Manager), Creative Assembly (Total War), Relic Entertainment (Warhammer), Atlus, (Megami Tensei/Persona) and, most recently, Angry Birds maker Rovio. It’s also seen success in cinemas with its Sonic the Hedgehog movies.
And here I am just waiting on a new Seaman game.
This article originally appeared on Engadget at https://www.engadget.com/sega-is-resurrecting-its-classics-including-jet-set-radio-crazy-taxi-and-golden-axe-022041470.html?src=rss