Bethesda Softworks Articles and News 231b Siliconera The secret level in the world of video game news. Wed, 22 Jan 2025 22:22:28 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 https://d3la0uqcqx40x5.cloudfront.net/wp-content/s/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Bethesda Softworks Articles and News 231b Siliconera 32 32 163913089 Preview 3q1cb DOOM: The Dark Ages Aims to Be a Summer Blockbuster https://siliconera.voiranime.info/preview-doom-the-dark-ages-aims-to-be-a-summer-blockbuster/?utm_source=rss&utm_medium=rss&utm_campaign=preview-doom-the-dark-ages-aims-to-be-a-summer-blockbuster https://siliconera.voiranime.info/preview-doom-the-dark-ages-aims-to-be-a-summer-blockbuster/#respond <![CDATA[Cody Perez]]> Thu, 23 Jan 2025 19:00:00 +0000 <![CDATA[Featured]]> <![CDATA[PC]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Doom: The Dark Ages]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Playtests]]> https://siliconera.voiranime.info/?p=1074823 <![CDATA[

t1z4l

Bethesda and id Software gave us the opportunity to have a hands-off preview of DOOM: The Dark Ages ahead of its release date later this year. It, like the Xbox Developer Direct 2025 segment, fully broke down what is likely to be the most unique entry in the series yet. Id Software described DOOM: The Dark Ages as a “summer blockbuster” for 2025, and I can see where the team is coming from after watching the showcase.

The goal of the hands-off video preview seemed to be to provide an overview of DOOM: The Dark Ages ahead of its newly announced release date. Set to come out on May 15, 2025, the third entry in the reboot trilogy is a prequel that follows the Doom Slayer protagonist as he battles it out in a medieval origin story. I feel this fascinating premise is leading to easily the most unique entry in the entire DOOM franchise to date. The world is a fascinating one, seeing the mixes of the realms of heaven and hell as always alongside ancient castles and dragons. There seems to be a huge fantastical element to the FPS experience that may prove to be the most alluring part of this prequel.

Image via Bethesda Softworks

This is even seen in the gear the player uses, based on what's been shown. Alongside the usual selection of wild and ridiculous guns, there are now melee weapons. There are three distinct melee weapons players will be able to use alongside the signature Shield Saw. This particular shield is always in the protagonist’s left hand. At any point, you can throw it at enemies to slice them up a la God of War’s Kratos.

At the same time, though, it seems the Shield Saw is your main line of defense. You can block, parry, and duke it out in close range. This adds an intriguing level of depth to the FPS. Sure, you can fire away from afar, but melee is even more viable than ever. That said, I have some concerns over the way the protagonist will feel.

The developers noted Doom Slayer will be more of a walking tank in this prequel. That is a far cry from the run-and-gun and acrobatic nature of past titles. Sure, he will be more powerful than ever before. But I could see myself missing some of the flashier and faster movement from before.

Image via Bethesda Softworks

Thankfully, footage suggests there will be some other radical additions this time around. This includes a new massive mech vehicle. Players will be able to pilot this Gundam-like mech to take on gigantic demons and monsters. In addition to that, there is the teased dragon players can ride. There were glimpses of both of these in the preview. Honestly, they seem like the most thrilling part of the game.

That said, I am excited by the more open spaces. We only got a short slice of one of the missions at a medieval castle. However, it appears to be the largest open mission space in the franchise’s history. There are plenty of secrets and goodies to find in the area. Players have optional objectives they can explore on the way to the main mission target.

If there are a lot of missions like this in the game, it should be more appealing to a wider audience. What will also help with this is the story. Finally, we are getting full-on story cutscenes and characters. This heavy story approach could turn off some players, but I like the idea. This helps to lend to the “summer blockbuster” path this game is taking.

DOOM The Dark Ages preview
Image via Bethesda Softworks

Overall, DOOM: The Dark Ages is the best chance of me giving this series another shot after DOOM 3 and DOOM 2016. I wish we saw more during the hands-off preview of the castle mission. That said, the story cutscenes, mech vehicle, and dragon all have me wanting to see more. I just hope the slower, more powerful take on the demon-slaying hero works out in the end.

DOOM: The Dark Ages will release for PS5, Xbox Series X/S, and PC on May 15, 2025.

The post Preview: DOOM: The Dark Ages Aims to Be a Summer Blockbuster appeared first on Siliconera.

]]>
<![CDATA[

Bethesda and id Software gave us the opportunity to have a hands-off preview of DOOM: The Dark Ages ahead of its release date later this year. It, like the Xbox Developer Direct 2025 segment, fully broke down what is likely to be the most unique entry in the series yet. Id Software described DOOM: The Dark Ages as a “summer blockbuster” for 2025, and I can see where the team is coming from after watching the showcase.

The goal of the hands-off video preview seemed to be to provide an overview of DOOM: The Dark Ages ahead of its newly announced release date. Set to come out on May 15, 2025, the third entry in the reboot trilogy is a prequel that follows the Doom Slayer protagonist as he battles it out in a medieval origin story. I feel this fascinating premise is leading to easily the most unique entry in the entire DOOM franchise to date. The world is a fascinating one, seeing the mixes of the realms of heaven and hell as always alongside ancient castles and dragons. There seems to be a huge fantastical element to the FPS experience that may prove to be the most alluring part of this prequel.

Image via Bethesda Softworks

This is even seen in the gear the player uses, based on what's been shown. Alongside the usual selection of wild and ridiculous guns, there are now melee weapons. There are three distinct melee weapons players will be able to use alongside the signature Shield Saw. This particular shield is always in the protagonist’s left hand. At any point, you can throw it at enemies to slice them up a la God of War’s Kratos.

At the same time, though, it seems the Shield Saw is your main line of defense. You can block, parry, and duke it out in close range. This adds an intriguing level of depth to the FPS. Sure, you can fire away from afar, but melee is even more viable than ever. That said, I have some concerns over the way the protagonist will feel.

The developers noted Doom Slayer will be more of a walking tank in this prequel. That is a far cry from the run-and-gun and acrobatic nature of past titles. Sure, he will be more powerful than ever before. But I could see myself missing some of the flashier and faster movement from before.

Image via Bethesda Softworks

Thankfully, footage suggests there will be some other radical additions this time around. This includes a new massive mech vehicle. Players will be able to pilot this Gundam-like mech to take on gigantic demons and monsters. In addition to that, there is the teased dragon players can ride. There were glimpses of both of these in the preview. Honestly, they seem like the most thrilling part of the game.

That said, I am excited by the more open spaces. We only got a short slice of one of the missions at a medieval castle. However, it appears to be the largest open mission space in the franchise’s history. There are plenty of secrets and goodies to find in the area. Players have optional objectives they can explore on the way to the main mission target.

If there are a lot of missions like this in the game, it should be more appealing to a wider audience. What will also help with this is the story. Finally, we are getting full-on story cutscenes and characters. This heavy story approach could turn off some players, but I like the idea. This helps to lend to the “summer blockbuster” path this game is taking.

DOOM The Dark Ages preview
Image via Bethesda Softworks

Overall, DOOM: The Dark Ages is the best chance of me giving this series another shot after DOOM 3 and DOOM 2016. I wish we saw more during the hands-off preview of the castle mission. That said, the story cutscenes, mech vehicle, and dragon all have me wanting to see more. I just hope the slower, more powerful take on the demon-slaying hero works out in the end.

DOOM: The Dark Ages will release for PS5, Xbox Series X/S, and PC on May 15, 2025.

The post Preview: DOOM: The Dark Ages Aims to Be a Summer Blockbuster appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/preview-doom-the-dark-ages-aims-to-be-a-summer-blockbuster/feed/ 0 1074823
Review 702e4y Indiana Jones and the Great Circle Belongs in a Museum https://siliconera.voiranime.info/review-indiana-jones-and-the-great-circle-belongs-in-a-museum/?utm_source=rss&utm_medium=rss&utm_campaign=review-indiana-jones-and-the-great-circle-belongs-in-a-museum <![CDATA[Thomas Cunliffe]]> Fri, 06 Dec 2024 00:01:00 +0000 <![CDATA[Xbox Series X]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Indiana Jones and the Great Circle]]> <![CDATA[MachineGames]]> <![CDATA[North America]]> <![CDATA[Reviews]]> https://siliconera.voiranime.info/?p=1067984 <![CDATA[

For years, Indiana Jones fans have yearned for an authentic adaptation that recaptures the charm, comedy, and feel of the beloved 1980s movie trilogy outside of LEGO form. With its expert mixture of exhilarating action, thematic puzzles, and beautifully crafted sound design, I'm delighted to say Indiana Jones and the Great Circle delivers everything an Indy fan could ever want.

Set after the events of Raiders of the Lost Ark, Indiana Jones and the Great Circle places players in the boots —and beneath the iconic fedora— of Indiana Jones in a first-person adventure spanning the globe. Following a masterful recreation of Raiders' intro serving as the tutorial, the story is set into motion when a giant man (played by the late and great Tony Todd) steals a seemingly inconspicuous artifact from Marshall College. With a new mystery to solve, Indy has an excuse to skip teaching and hop on a plane to beat the stuffing out of various Axis powers to unravel a wider conspiracy.

College in Indiana Jones and the Great Circle
Screenshot by Siliconera

Players have free roam around most of the locations Indy winds up in, such as the Vatican and an Egyptian dig site. While Indy's friends in the main story gently nudge you forward, the game encourages venturing off the path to solve optional "Mysteries," take photographs, and find hidden collectibles. These side activities all reward "Adventure Points," a currency used to enhance Indy's abilities. Your level of guidance reflects your "Adventure Experience" settings, which allows you to individually control aspects such as puzzle difficulty, objective text, and location markers to suit your playstyle.

Even at its highest Adventure Experience difficulty, the puzzles in Indiana Jones and the Great Circle are more about immersion and enhancing the adventure than providing head-scratching challenges. While more challenge would've been welcome, the relatively straightforward puzzles allow you to focus on the narrative and exploration without being halted by overly complex riddles.

Image via Bethesda

The areas featured in Indiana Jones and the Great Circle feel authentically rooted in their era and culture and are a treat to explore. The visual fidelity is stunning, with outdoor areas enhanced by impressive lighting effects and dimly lit tombs glowing under the faint flicker of a torch. Indoor environments are especially remarkable, with photorealistic detail in paintings and decor, making it hard not to take a break from the adventure and ire.

Throughout most of the adventure, Indiana is accompanied by Gina Lombardi, portrayed wonderfully by Alessandra Mastronardi. Gina, an Italian journalist, becomes a vital part of the story as she investigates the mysterious disappearance of her sister while ing forces with Indy to achieve their shared goals. Gina often works alongside Jones to solve puzzles, uncover clues, and provide a unique perspective on story elements along the way. She also throws hands alongside you, making combat easier when she's around. During stealth segments, enemies completely ignore her, which works well but results in unintentionally hilarious moments with enemies frantically searching for her while staring at her in the eye. Gina's dynamic with Indy works brilliantly, both in of gameplay and story, and has landed Miss Lombardi as one of my favorite companions in the franchise. Nobody is ever replacing Short Round, though.

Image via Bethesda

In addition to puzzle-solving and exploration, Indiana Jones and the Great Circle puts significant emphasis on hand-to-hand combat and stealth mechanics. As someone who typically winces at the sheer mention of stealth in adventure games, I was genuinely impressed at how well this works. The system is simple yet effective — you can pick up objects lying around, sneak behind an enemy, and knock them out with a satisfying WHACK to the skull and/or a swift kick between the legs.

You can also throw objects to divert an enemy's attention, though that's as complex as it gets.If stealth is absolutely off the table, the good news is that the game generally doesn't force you into it. In the fashion of the classic movies, I've managed to escape from fights with clever use of the bullwhip to disarm enemies and attach myself onto a ledge they couldn't reach. You will struggle without the use of stealth on higher difficulties, however.

Melee combat in Indiana Jones and the Great Circle is an exhilarating experience, amplified by its fluidity, excellent sound design, and the natural satisfaction that comes with landing hits on Nazis and Fascists. Whether wielding improvised weapons or bare-knuckle brawling, each hit feels impactful and rewarding. Combat mechanics are tied to a stamina gauge, which adds a layer of strategy to each encounter. Every action depletes your stamina, and since it doesn't regenerate while blocking, timing your punches and use of the bullwhip to stun or disarm is essential. You can pick up from enemies for quick and effective kills but at the tradeoff of being loud enough to alert the entire area of your presence.

Like the adventure side of the Great Circle, the "Action Experience" sections feature numerous customizable combat difficulty settings. This includes the number of melee attackers, ranged enemies, enemy damage, awareness indicators, auto-parry, and more. Overall, the level of customizability with difficulty settings is an excellent feature that opens the door for any Indiana Jones or action-adventure gamers to enjoy equally.

Ship cutscene in Indiana Jones and the Great Circle
Screenshot by Siliconera

One of the most standout aspects of Indiana Jones and the Great Circle is its sound design, which perfectly captures the spirit of the original trilogy. Any fan of Indiana Jones—or '80s and '90s classics in general— knows how crucial John Williams' iconic music is, and Gordy Haab has masterfully emulated and utilized that magic here. The soundtrack is dynamic, often adapting the gameplay, such as when enemies start to suspect Indy and the shift in music to heighten intense scenes. Similarly, the score elevates emotional or action-packed moments in cutscenes, crafting an experience that feels cinematic and incredibly true to the films.

The excellence in sound design extends far beyond the music, too, with rich, detailed sounds that make environments feel alive. Every sound is meticulously crafted, from the sharp crack of Indy's whip to the rush of water when ing metal pipes or coins on the floor of an ancient tomb reacting to the speed of your movement.

The performances and motion capture in Indiana Jones and the Great Circle are top-notch, bringing characters new and old to life with remarkable authenticity straight out of the movies. Troy Baker does an excellent job of capturing Indy's distinctive wit and charm in a genuine and respectful way. Equally impressive is Marios Gavrilis, whose portrayal of Emmerich Voss has cemented his place as my all-time favorite villain in the franchise. The high-quality motion capture elevates these performances, capturing subtle changes in expression and movement that truly make the game feel like a genuine movie from the original trilogy's era. The slapstick, humor, charm, and sense of adventure are all present.

Emmerich Voss in Indiana Jones and the Great Circle
Screenshot by Siliconera

I'm not exaggerating when I say Indiana Jones and the Great Circle feels like a movie. The game is packed with cutscenes. So much so that the sheer number might have been frustrating in a less polished game, but the strong performances, authentic feel, and compelling story ensure they never overstay their welcome. The pacing strikes a fine balance between gameplay and storytelling, which kept me engaged throughout the entire adventure. In of length, I expect the average player to complete Indiana Jones and the Great Circle between 13-18 hours, though this will vary between difficulty levels and the number of optional content completed.

You don't need to be an Indiana Jones fan to play Indiana Jones and the Great Circle, though I believe it certainly plays a significant part in the overall enjoyment. At times, the amusement relies on fans recognizing callbacks and references. I it I found myself smiling like an idiot at aspects like the plane map transitions and humming along to the iconic tune. When you find a collectible that references an obscure character from a 1993 Indiana Jones book published only in French, you know MachineGames did their homework.

Despite the intimidating system requirements for the PC version, my experience with Indiana Jones and the Great Circle was silky smooth on Xbox Series X at 4K resolution. I can count the number of frame drops on one hand, and each instance lasted less than a second, typically occurring during cutscenes. As mentioned earlier, the game shines visually, with an unmatched attention to detail in its indoor areas. From sweltering deserts to beautiful ancient architecture, the environments in this game are beautifully rendered, immersive, and crafted with care. Occasionally, character faces and details under specific lighting, particularly in bright areas, seemed lower in quality than the environment. However, this doesn't apply to cutscenes, which have phenomenal detail and likeness to existing characters.

With its stunning visuals, satisfying combat, immersive exploration, and standout character performances, Indiana Jones and the Great Circle delivers on every front, offering an experience as close to a classic Indiana Jones film as an action-adventure game can get. The game successfully combines cinematic storytelling with engaging gameplay and outstanding sound design, bringing players to the heart of the adventure a must-play title for Indiana Jones fans everywhere.

Whether you're a casual gamer with a soft spot for Indiana Jones or a fan of cinematic action-adventure titles, Indiana Jones and the Great Circle has something for everyone. The game's customizable difficulty settings and accessible mechanics ensure players of all skill levels can enjoy the adventure. However, don't expect to spend hours cracking intricate puzzles and riddles — the Great Circle leans more into its action, narrative, and authenticity than brain teasers.

Indiana Jones and the Great Circle is available for PC and Xbox Series X, with a PlayStation 5 version arriving in 2025.

The post Review: Indiana Jones and the Great Circle Belongs in a Museum appeared first on Siliconera.

]]>
<![CDATA[

For years, Indiana Jones fans have yearned for an authentic adaptation that recaptures the charm, comedy, and feel of the beloved 1980s movie trilogy outside of LEGO form. With its expert mixture of exhilarating action, thematic puzzles, and beautifully crafted sound design, I'm delighted to say Indiana Jones and the Great Circle delivers everything an Indy fan could ever want.

Set after the events of Raiders of the Lost Ark, Indiana Jones and the Great Circle places players in the boots —and beneath the iconic fedora— of Indiana Jones in a first-person adventure spanning the globe. Following a masterful recreation of Raiders' intro serving as the tutorial, the story is set into motion when a giant man (played by the late and great Tony Todd) steals a seemingly inconspicuous artifact from Marshall College. With a new mystery to solve, Indy has an excuse to skip teaching and hop on a plane to beat the stuffing out of various Axis powers to unravel a wider conspiracy.

College in Indiana Jones and the Great Circle
Screenshot by Siliconera

Players have free roam around most of the locations Indy winds up in, such as the Vatican and an Egyptian dig site. While Indy's friends in the main story gently nudge you forward, the game encourages venturing off the path to solve optional "Mysteries," take photographs, and find hidden collectibles. These side activities all reward "Adventure Points," a currency used to enhance Indy's abilities. Your level of guidance reflects your "Adventure Experience" settings, which allows you to individually control aspects such as puzzle difficulty, objective text, and location markers to suit your playstyle.

Even at its highest Adventure Experience difficulty, the puzzles in Indiana Jones and the Great Circle are more about immersion and enhancing the adventure than providing head-scratching challenges. While more challenge would've been welcome, the relatively straightforward puzzles allow you to focus on the narrative and exploration without being halted by overly complex riddles.

Image via Bethesda

The areas featured in Indiana Jones and the Great Circle feel authentically rooted in their era and culture and are a treat to explore. The visual fidelity is stunning, with outdoor areas enhanced by impressive lighting effects and dimly lit tombs glowing under the faint flicker of a torch. Indoor environments are especially remarkable, with photorealistic detail in paintings and decor, making it hard not to take a break from the adventure and ire.

Throughout most of the adventure, Indiana is accompanied by Gina Lombardi, portrayed wonderfully by Alessandra Mastronardi. Gina, an Italian journalist, becomes a vital part of the story as she investigates the mysterious disappearance of her sister while ing forces with Indy to achieve their shared goals. Gina often works alongside Jones to solve puzzles, uncover clues, and provide a unique perspective on story elements along the way. She also throws hands alongside you, making combat easier when she's around. During stealth segments, enemies completely ignore her, which works well but results in unintentionally hilarious moments with enemies frantically searching for her while staring at her in the eye. Gina's dynamic with Indy works brilliantly, both in of gameplay and story, and has landed Miss Lombardi as one of my favorite companions in the franchise. Nobody is ever replacing Short Round, though.

Image via Bethesda

In addition to puzzle-solving and exploration, Indiana Jones and the Great Circle puts significant emphasis on hand-to-hand combat and stealth mechanics. As someone who typically winces at the sheer mention of stealth in adventure games, I was genuinely impressed at how well this works. The system is simple yet effective — you can pick up objects lying around, sneak behind an enemy, and knock them out with a satisfying WHACK to the skull and/or a swift kick between the legs.

You can also throw objects to divert an enemy's attention, though that's as complex as it gets.If stealth is absolutely off the table, the good news is that the game generally doesn't force you into it. In the fashion of the classic movies, I've managed to escape from fights with clever use of the bullwhip to disarm enemies and attach myself onto a ledge they couldn't reach. You will struggle without the use of stealth on higher difficulties, however.

Melee combat in Indiana Jones and the Great Circle is an exhilarating experience, amplified by its fluidity, excellent sound design, and the natural satisfaction that comes with landing hits on Nazis and Fascists. Whether wielding improvised weapons or bare-knuckle brawling, each hit feels impactful and rewarding. Combat mechanics are tied to a stamina gauge, which adds a layer of strategy to each encounter. Every action depletes your stamina, and since it doesn't regenerate while blocking, timing your punches and use of the bullwhip to stun or disarm is essential. You can pick up from enemies for quick and effective kills but at the tradeoff of being loud enough to alert the entire area of your presence.

Like the adventure side of the Great Circle, the "Action Experience" sections feature numerous customizable combat difficulty settings. This includes the number of melee attackers, ranged enemies, enemy damage, awareness indicators, auto-parry, and more. Overall, the level of customizability with difficulty settings is an excellent feature that opens the door for any Indiana Jones or action-adventure gamers to enjoy equally.

Ship cutscene in Indiana Jones and the Great Circle
Screenshot by Siliconera

One of the most standout aspects of Indiana Jones and the Great Circle is its sound design, which perfectly captures the spirit of the original trilogy. Any fan of Indiana Jones—or '80s and '90s classics in general— knows how crucial John Williams' iconic music is, and Gordy Haab has masterfully emulated and utilized that magic here. The soundtrack is dynamic, often adapting the gameplay, such as when enemies start to suspect Indy and the shift in music to heighten intense scenes. Similarly, the score elevates emotional or action-packed moments in cutscenes, crafting an experience that feels cinematic and incredibly true to the films.

The excellence in sound design extends far beyond the music, too, with rich, detailed sounds that make environments feel alive. Every sound is meticulously crafted, from the sharp crack of Indy's whip to the rush of water when ing metal pipes or coins on the floor of an ancient tomb reacting to the speed of your movement.

The performances and motion capture in Indiana Jones and the Great Circle are top-notch, bringing characters new and old to life with remarkable authenticity straight out of the movies. Troy Baker does an excellent job of capturing Indy's distinctive wit and charm in a genuine and respectful way. Equally impressive is Marios Gavrilis, whose portrayal of Emmerich Voss has cemented his place as my all-time favorite villain in the franchise. The high-quality motion capture elevates these performances, capturing subtle changes in expression and movement that truly make the game feel like a genuine movie from the original trilogy's era. The slapstick, humor, charm, and sense of adventure are all present.

Emmerich Voss in Indiana Jones and the Great Circle
Screenshot by Siliconera

I'm not exaggerating when I say Indiana Jones and the Great Circle feels like a movie. The game is packed with cutscenes. So much so that the sheer number might have been frustrating in a less polished game, but the strong performances, authentic feel, and compelling story ensure they never overstay their welcome. The pacing strikes a fine balance between gameplay and storytelling, which kept me engaged throughout the entire adventure. In of length, I expect the average player to complete Indiana Jones and the Great Circle between 13-18 hours, though this will vary between difficulty levels and the number of optional content completed.

You don't need to be an Indiana Jones fan to play Indiana Jones and the Great Circle, though I believe it certainly plays a significant part in the overall enjoyment. At times, the amusement relies on fans recognizing callbacks and references. I it I found myself smiling like an idiot at aspects like the plane map transitions and humming along to the iconic tune. When you find a collectible that references an obscure character from a 1993 Indiana Jones book published only in French, you know MachineGames did their homework.

Despite the intimidating system requirements for the PC version, my experience with Indiana Jones and the Great Circle was silky smooth on Xbox Series X at 4K resolution. I can count the number of frame drops on one hand, and each instance lasted less than a second, typically occurring during cutscenes. As mentioned earlier, the game shines visually, with an unmatched attention to detail in its indoor areas. From sweltering deserts to beautiful ancient architecture, the environments in this game are beautifully rendered, immersive, and crafted with care. Occasionally, character faces and details under specific lighting, particularly in bright areas, seemed lower in quality than the environment. However, this doesn't apply to cutscenes, which have phenomenal detail and likeness to existing characters.

With its stunning visuals, satisfying combat, immersive exploration, and standout character performances, Indiana Jones and the Great Circle delivers on every front, offering an experience as close to a classic Indiana Jones film as an action-adventure game can get. The game successfully combines cinematic storytelling with engaging gameplay and outstanding sound design, bringing players to the heart of the adventure a must-play title for Indiana Jones fans everywhere.

Whether you're a casual gamer with a soft spot for Indiana Jones or a fan of cinematic action-adventure titles, Indiana Jones and the Great Circle has something for everyone. The game's customizable difficulty settings and accessible mechanics ensure players of all skill levels can enjoy the adventure. However, don't expect to spend hours cracking intricate puzzles and riddles — the Great Circle leans more into its action, narrative, and authenticity than brain teasers.

Indiana Jones and the Great Circle is available for PC and Xbox Series X, with a PlayStation 5 version arriving in 2025.

The post Review: Indiana Jones and the Great Circle Belongs in a Museum appeared first on Siliconera.

]]>
1067984
Preview 3q1cb Indiana Jones and the Great Circle Feels Rightfully Cinematic https://siliconera.voiranime.info/preview-indiana-jones-and-the-great-circle-feels-rightfully-cinematic/?utm_source=rss&utm_medium=rss&utm_campaign=preview-indiana-jones-and-the-great-circle-feels-rightfully-cinematic https://siliconera.voiranime.info/preview-indiana-jones-and-the-great-circle-feels-rightfully-cinematic/#respond <![CDATA[Cody Perez]]> Tue, 20 Aug 2024 20:01:00 +0000 <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Indiana Jones and the Great Circle]]> <![CDATA[Japan]]> <![CDATA[MachineGames]]> <![CDATA[North America]]> <![CDATA[Playtests]]> <![CDATA[Previews]]> https://siliconera.voiranime.info/?p=1048221 <![CDATA[

There is always an intriguing risk when it comes to adapting an existing movie or TV show into video game. Indiana Jones and the Great Circle takes an even greater risk with developer MachineGames introducing its own standalone story in the Lucasfilm saga. It certainly captures the cinematic feel of the movies, but it still has question marks regarding gameplay.

My recent Indiana Jones and the Great Circle preview for Gamescom 2024 was notably strictly hands-off. I had the chance to check out 30 minutes of particularly edited gameplay footage across different areas with narration. Since this was totally hands-off, it is hard to say exactly how this first-person action adventure game will play.

Image via Bethesda

That said, I walked away from the hands-off preview impressed by the visuals and spectacular presentation of the Great Circle, but uncertain about its gameplay. If there is one element I am certain about this game, it is the sheer scale and diversity of the various missions players will experience. In the short time, I saw clips of adventures in Vatican City, the Himalayan’s, and Egypt. Every location looks stunning in-engine and grandiose.

If these sections are anything to go by, these iconic and beautiful locales will also have the adventurous nature of the movies as well. Indiana Jones, played by Troy Baker, encountered plenty of traps and thrilling scripted sequences. These were extremely fun to watch, especially from the fascinating first-person perspective.

However, when it comes to the actual gameplay, especially in movement and combat, I am less thrilled. The movement, at times, seemed clunky and a bit too slow. This could be due to the slower nature of the edited footage, emphasizing the detail of the environments. However, I’m not confident in this, mainly because of the combat.

Fights seem to generally happen in a one-on-one nature, at least from what I saw. There are ranged weaponry and fighting, but I mostly saw up close and personal gameplay. Jones would swap blows with enemies but the animations seemed a bit too slow. I wasn’t particularly excited by the slow pace of the fights. There is a chance the actual end result will be smoother or be faster, but I’m not impressed with that part yet.

Image via Bethesda

Even still, I ire the exploration aspect of Indiana Jones and the Great Circle. This is where the first-person perspective really shines from my short hands-off demo. MachineGames put a lot of thought into recreating these 1930s settings and, fortunately, it shows. Missions often have large open areas to explore, with merchants and even optional side missions to complete. Seeing the hustle, bustle, and many NPCs roaming around a market had me interested in spending time there. In some ways, these locations remind me of the historical adherence and detail of an Assassin’s Creed title.

This extends the player’s time with the gameplay beyond the typical scripted dungeon delving and crypt exploring main missions. Everything about these massive scripted sequences evoke feelings of watching the movies. I especially enjoyed the pit Jones fell into towards the end of the demo. This led to a creepier moment with scorpions and other creatures in the dark, which teased some thrilling sequences in the title. While I do have some concerns about linearity and lack of player input in these moments, Indiana Jones and the Great Circle feels incredibly cinematic.

Image via Bethesda

This movie-like quality and feel comes down to the story and characters. I only have bits and pieces of the story so far, but Troy Baker nails the voice of Indiana Jones as best as one can without getting Harrison Ford himself. In the end, this makes Indiana Jones and the Great Circle seem like a faithful cinematic game adaptation of the beloved movies. While it remains to be seen if it plays as well as it looks, there is some hope for Indiana Jones fans.

Indiana Jones and the Great Circle will release for Xbox Series X/S and PC on December 9, 2024 and in Spring 2025 for PS5.

The post Preview: Indiana Jones and the Great Circle Feels Rightfully Cinematic appeared first on Siliconera.

]]>
<![CDATA[

There is always an intriguing risk when it comes to adapting an existing movie or TV show into video game. Indiana Jones and the Great Circle takes an even greater risk with developer MachineGames introducing its own standalone story in the Lucasfilm saga. It certainly captures the cinematic feel of the movies, but it still has question marks regarding gameplay.

My recent Indiana Jones and the Great Circle preview for Gamescom 2024 was notably strictly hands-off. I had the chance to check out 30 minutes of particularly edited gameplay footage across different areas with narration. Since this was totally hands-off, it is hard to say exactly how this first-person action adventure game will play.

Image via Bethesda

That said, I walked away from the hands-off preview impressed by the visuals and spectacular presentation of the Great Circle, but uncertain about its gameplay. If there is one element I am certain about this game, it is the sheer scale and diversity of the various missions players will experience. In the short time, I saw clips of adventures in Vatican City, the Himalayan’s, and Egypt. Every location looks stunning in-engine and grandiose.

If these sections are anything to go by, these iconic and beautiful locales will also have the adventurous nature of the movies as well. Indiana Jones, played by Troy Baker, encountered plenty of traps and thrilling scripted sequences. These were extremely fun to watch, especially from the fascinating first-person perspective.

However, when it comes to the actual gameplay, especially in movement and combat, I am less thrilled. The movement, at times, seemed clunky and a bit too slow. This could be due to the slower nature of the edited footage, emphasizing the detail of the environments. However, I’m not confident in this, mainly because of the combat.

Fights seem to generally happen in a one-on-one nature, at least from what I saw. There are ranged weaponry and fighting, but I mostly saw up close and personal gameplay. Jones would swap blows with enemies but the animations seemed a bit too slow. I wasn’t particularly excited by the slow pace of the fights. There is a chance the actual end result will be smoother or be faster, but I’m not impressed with that part yet.

Image via Bethesda

Even still, I ire the exploration aspect of Indiana Jones and the Great Circle. This is where the first-person perspective really shines from my short hands-off demo. MachineGames put a lot of thought into recreating these 1930s settings and, fortunately, it shows. Missions often have large open areas to explore, with merchants and even optional side missions to complete. Seeing the hustle, bustle, and many NPCs roaming around a market had me interested in spending time there. In some ways, these locations remind me of the historical adherence and detail of an Assassin’s Creed title.

This extends the player’s time with the gameplay beyond the typical scripted dungeon delving and crypt exploring main missions. Everything about these massive scripted sequences evoke feelings of watching the movies. I especially enjoyed the pit Jones fell into towards the end of the demo. This led to a creepier moment with scorpions and other creatures in the dark, which teased some thrilling sequences in the title. While I do have some concerns about linearity and lack of player input in these moments, Indiana Jones and the Great Circle feels incredibly cinematic.

Image via Bethesda

This movie-like quality and feel comes down to the story and characters. I only have bits and pieces of the story so far, but Troy Baker nails the voice of Indiana Jones as best as one can without getting Harrison Ford himself. In the end, this makes Indiana Jones and the Great Circle seem like a faithful cinematic game adaptation of the beloved movies. While it remains to be seen if it plays as well as it looks, there is some hope for Indiana Jones fans.

Indiana Jones and the Great Circle will release for Xbox Series X/S and PC on December 9, 2024 and in Spring 2025 for PS5.

The post Preview: Indiana Jones and the Great Circle Feels Rightfully Cinematic appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/preview-indiana-jones-and-the-great-circle-feels-rightfully-cinematic/feed/ 0 1048221
The Next Game from Arcane Studios Is Marvel’s Blade 18k6k https://siliconera.voiranime.info/the-next-game-from-arcane-studios-is-marvels-blade/?utm_source=rss&utm_medium=rss&utm_campaign=the-next-game-from-arcane-studios-is-marvels-blade https://siliconera.voiranime.info/the-next-game-from-arcane-studios-is-marvels-blade/#respond <![CDATA[Arielle Haddad]]> Fri, 08 Dec 2023 03:13:00 +0000 <![CDATA[News]]> <![CDATA[Arkane Studios]]> <![CDATA[Bethesda]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Marvel's Blade]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=1001071 <![CDATA[

The Next Game from Arcane Studios is Marvel's Blade

During The Game Awards 2023, Bethesda Softworks and Marvel Games have revealed that Arkane Studios is developing Marvel's Blade. No consoles were announced for the game at this time.

Arkane Lyon, known for developing Deathloop and Dishonored, will be working on a new single-player game based on the comic book character Blade to commemorate the character's 50th anniversary. Marvel's Blade will be set in Paris, , and will have an original story not based on any specific comic book run. In the game's story, players will be greeted with a supernatural emergency where Paris has been quarantined to protect them from vampires that are terrorizing the city in the night. Residents of Paris must survive until sunrise or risk being attacked by their vampire invaders.

Dinga Bakaba will serve as the game's director. Sebastien Mitton will be the art director and co-creative on the project.

The announcement trailer for Marvel's Blade can be viewed below:

https://www.youtube.com/watch?v=basLDO2bj2k&embeds_referring_euri=https%3A%2F%2Fwww.marvel.com%2F&source_ve_path=MjM4NTE&feature=emb_title

Bill Rosemann, Vice President and Creative Director of Marvel Games, discussed the newly announced game at The Game Awards 2023 with Bakaba where they discussed Blade's history and their goals for the project. Their statements can be viewed below:

https://twitter.com/thegameawards/status/1732957189361516555

Marvel's Blade is currently in development.

The post The Next Game from Arcane Studios Is Marvel’s Blade appeared first on Siliconera.

]]>
<![CDATA[

The Next Game from Arcane Studios is Marvel's Blade

During The Game Awards 2023, Bethesda Softworks and Marvel Games have revealed that Arkane Studios is developing Marvel's Blade. No consoles were announced for the game at this time. Arkane Lyon, known for developing Deathloop and Dishonored, will be working on a new single-player game based on the comic book character Blade to commemorate the character's 50th anniversary. Marvel's Blade will be set in Paris, , and will have an original story not based on any specific comic book run. In the game's story, players will be greeted with a supernatural emergency where Paris has been quarantined to protect them from vampires that are terrorizing the city in the night. Residents of Paris must survive until sunrise or risk being attacked by their vampire invaders. Dinga Bakaba will serve as the game's director. Sebastien Mitton will be the art director and co-creative on the project. The announcement trailer for Marvel's Blade can be viewed below: https://www.youtube.com/watch?v=basLDO2bj2k&embeds_referring_euri=https%3A%2F%2Fwww.marvel.com%2F&source_ve_path=MjM4NTE&feature=emb_title Bill Rosemann, Vice President and Creative Director of Marvel Games, discussed the newly announced game at The Game Awards 2023 with Bakaba where they discussed Blade's history and their goals for the project. Their statements can be viewed below: https://twitter.com/thegameawards/status/1732957189361516555 Marvel's Blade is currently in development.

The post The Next Game from Arcane Studios Is Marvel’s Blade appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/the-next-game-from-arcane-studios-is-marvels-blade/feed/ 0 1001071
Imagine Dragons Made a Starfield Song 5p4q56 https://siliconera.voiranime.info/imagine-dragons-made-a-starfield-song/?utm_source=rss&utm_medium=rss&utm_campaign=imagine-dragons-made-a-starfield-song https://siliconera.voiranime.info/imagine-dragons-made-a-starfield-song/#respond <![CDATA[Jenni Lada]]> Wed, 30 Aug 2023 17:30:51 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Starfield]]> https://siliconera.voiranime.info/?p=981253 <![CDATA[

Imagine Dragons Made a Starfield Song

Microsoft and Bethesda announced Imagine Dragons created a song for Starfield. It is called, appropriately enough, “Children of the Sky (a Starfield song)." There’s also already a music video for it, which features footage from the game. People can find it on multiple services as well, such as Amazon Music, Apple Music, Deezer, and Spotify. It wasn't noted if it will be on the soundtrack included with the and Constellation editions of the game.

Here's the full Imagine Dragons "Children of the Sky (a Starfield Song)" music video.
https://www.youtube.com/watch?v=bv1a-OrikdM&ab_channel=BethesdaSoftworks

There's also an official lyric video for the new song that appeared on the Imagine Dragons YouTube channel.
https://www.youtube.com/watch?v=LvlaxcjtV9U&ab_channel=ImagineDragons

This isn't the only recent case of a mainstream artist recording one of the theme songs for a new release. Diablo IV featured a song from Halsey and BTS' Suga. "Lilith" released alongside the game.

It is also a part of a continuing campaign to the game. Microsoft and Bethesda also sent the influencers Astro Alexandra, Filspixel, LilyPichu, and Myth to Space Camp and recorded the affair to promote the game.

Starfield will come to the Xbox Series X and PC on September 6, 2023. Early access begins on September 1, 2023.

The post Imagine Dragons Made a Starfield Song appeared first on Siliconera.

]]>
<![CDATA[

Imagine Dragons Made a Starfield Song

Microsoft and Bethesda announced Imagine Dragons created a song for Starfield. It is called, appropriately enough, “Children of the Sky (a Starfield song)." There’s also already a music video for it, which features footage from the game. People can find it on multiple services as well, such as Amazon Music, Apple Music, Deezer, and Spotify. It wasn't noted if it will be on the soundtrack included with the and Constellation editions of the game. Here's the full Imagine Dragons "Children of the Sky (a Starfield Song)" music video. https://www.youtube.com/watch?v=bv1a-OrikdM&ab_channel=BethesdaSoftworks There's also an official lyric video for the new song that appeared on the Imagine Dragons YouTube channel. https://www.youtube.com/watch?v=LvlaxcjtV9U&ab_channel=ImagineDragons This isn't the only recent case of a mainstream artist recording one of the theme songs for a new release. Diablo IV featured a song from Halsey and BTS' Suga. "Lilith" released alongside the game. It is also a part of a continuing campaign to the game. Microsoft and Bethesda also sent the influencers Astro Alexandra, Filspixel, LilyPichu, and Myth to Space Camp and recorded the affair to promote the game. Starfield will come to the Xbox Series X and PC on September 6, 2023. Early access begins on September 1, 2023.

The post Imagine Dragons Made a Starfield Song appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/imagine-dragons-made-a-starfield-song/feed/ 0 981253
Starfield Trailer Introduces Three United Colonies Star Systems rb62 https://siliconera.voiranime.info/starfield-trailer-introduces-three-united-colonies-star-systems/?utm_source=rss&utm_medium=rss&utm_campaign=starfield-trailer-introduces-three-united-colonies-star-systems https://siliconera.voiranime.info/starfield-trailer-introduces-three-united-colonies-star-systems/#respond <![CDATA[Jenni Lada]]> Wed, 30 Aug 2023 13:00:44 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Starfield]]> https://siliconera.voiranime.info/?p=981138 <![CDATA[

Starfield Trailer Introduces Three United Colonies Star Systems

There's a new peek at some of the star systems and places players will get to go in Starfield. Microsoft and Bethesda shared a brief teaser trailer showing off three locations. All of these are Starfield United Colonies territories, which was established in 2159 in-game.

Here's a closer look at the Starfield United Colonies star systems. We get to see Alpha Centauri's Jemison, Sol's Mars, and Wolf's Pontem.

This isn’t the only recent Starfield teaser. Bethesda also released a video of the influencers Astro Alexandra, Filspixel, LilyPichu, and Myth at Huntsville, Alabama’s Space Camp to show what it’s like to be a NASA astronaut.
https://www.youtube.com/watch?v=D_7gf8NeBlM&ab_channel=BethesdaSoftworks

As part of its trickling of new information ahead of release, Bethesda also showed what the and Constellation Edition’s art book app opening screen looks like.

Starfield will come to the Xbox Series X and PC on September 6, 2023. Early access begins on September 1, 2023.

The post Starfield Trailer Introduces Three United Colonies Star Systems appeared first on Siliconera.

]]>
<![CDATA[

Starfield Trailer Introduces Three United Colonies Star Systems

There's a new peek at some of the star systems and places players will get to go in Starfield. Microsoft and Bethesda shared a brief teaser trailer showing off three locations. All of these are Starfield United Colonies territories, which was established in 2159 in-game. Here's a closer look at the Starfield United Colonies star systems. We get to see Alpha Centauri's Jemison, Sol's Mars, and Wolf's Pontem. This isn’t the only recent Starfield teaser. Bethesda also released a video of the influencers Astro Alexandra, Filspixel, LilyPichu, and Myth at Huntsville, Alabama’s Space Camp to show what it’s like to be a NASA astronaut. https://www.youtube.com/watch?v=D_7gf8NeBlM&ab_channel=BethesdaSoftworks As part of its trickling of new information ahead of release, Bethesda also showed what the and Constellation Edition’s art book app opening screen looks like. Starfield will come to the Xbox Series X and PC on September 6, 2023. Early access begins on September 1, 2023.

The post Starfield Trailer Introduces Three United Colonies Star Systems appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/starfield-trailer-introduces-three-united-colonies-star-systems/feed/ 0 981138
Starfield Art Book App Highlighted in New Video 3p4e2u https://siliconera.voiranime.info/starfield-art-book-app-highlighted-in-new-video/?utm_source=rss&utm_medium=rss&utm_campaign=starfield-art-book-app-highlighted-in-new-video https://siliconera.voiranime.info/starfield-art-book-app-highlighted-in-new-video/#respond <![CDATA[Jenni Lada]]> Tue, 29 Aug 2023 13:00:57 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Starfield]]> https://siliconera.voiranime.info/?p=980658 <![CDATA[

Starfield Art Book App Highlighted in New Video

When Starfield arrives, the and Constellation collector’s editions bring a The Art of Starfield art book app with it. This is an app people can use to hear music from the game, as well as see Bethesda concept art that helped lead to the final product. To help provide people a better idea of what to expect from it, there’s now a teaser trailer just looking at this supplemental program.

Here’s the full The Art of Starfield art book teaser trailer. Rather than actually showing inside of the app itself and “pages” from the concept art sections, it’s a video of its main menu. However, rather than a static menu, it shows off different areas inside of a ship, highlighting the design and ways in which different areas look. As it does, a song from the game’s soundtrack plays in the background. In addition to workspaces, we also get to see a dining area and a private space someone can use as a bunk to sleep and relax in.


While the Constellation edition is sold out, the one is available. It provides people with a Shattered Space expansion, the art book app, the soundtrack, and a Constellation Skin Pack. You also get early access to the game on September 1, 2023.

Starfield will come to the Xbox Series X and PC on September 6, 2023. Early access begins on September 1, 2023.

The post Starfield Art Book App Highlighted in New Video appeared first on Siliconera.

]]>
<![CDATA[

Starfield Art Book App Highlighted in New Video

When Starfield arrives, the and Constellation collector’s editions bring a The Art of Starfield art book app with it. This is an app people can use to hear music from the game, as well as see Bethesda concept art that helped lead to the final product. To help provide people a better idea of what to expect from it, there’s now a teaser trailer just looking at this supplemental program. Here’s the full The Art of Starfield art book teaser trailer. Rather than actually showing inside of the app itself and “pages” from the concept art sections, it’s a video of its main menu. However, rather than a static menu, it shows off different areas inside of a ship, highlighting the design and ways in which different areas look. As it does, a song from the game’s soundtrack plays in the background. In addition to workspaces, we also get to see a dining area and a private space someone can use as a bunk to sleep and relax in. While the Constellation edition is sold out, the one is available. It provides people with a Shattered Space expansion, the art book app, the soundtrack, and a Constellation Skin Pack. You also get early access to the game on September 1, 2023. Starfield will come to the Xbox Series X and PC on September 6, 2023. Early access begins on September 1, 2023.

The post Starfield Art Book App Highlighted in New Video appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/starfield-art-book-app-highlighted-in-new-video/feed/ 0 980658
Three Starfield Animated Trailers Appear 382jz https://siliconera.voiranime.info/three-starfield-animated-trailers-appear/?utm_source=rss&utm_medium=rss&utm_campaign=three-starfield-animated-trailers-appear https://siliconera.voiranime.info/three-starfield-animated-trailers-appear/#respond <![CDATA[Daniel Bueno]]> Tue, 25 Jul 2023 17:30:27 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Asia]]> <![CDATA[Bethesda]]> <![CDATA[Bethesda Game Studios]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Starfield]]> https://siliconera.voiranime.info/?p=974432 <![CDATA[

Starfield The Settled Systems animated trailers characters

Bethesda Softworks released three new animated trailers for the studio’s sci-fi RPG Starfield. The new series of Starfield videos is titled The Settled Systems, and it follows several characters from different worlds and their motivations to explore the stars. The trailers include no voiceover, instead only featuring music and sound effects.

“Supra Et Ultra” is the first of the new batch of Starfield animated trailers. It focuses on Kent, a courier pilot that aspires for a better life and to make his way into the elite of the city of New Atlantis, capital of the United Colonies. However, after achieving his goals, Kent realizes that the call for adventure is what he truly yearns for.

https://www.youtube.com/watch?v=8Kj6wulHMsA

 

“Where Hope is Built” follows Vanna, an orphan who lost her fathers in the famous Colony Wars and resides in Akila City. Her only goal is to explore the stars, but a broken ship stands in her way. This trailer shows brief scenes of the Colony Wars and the fate of Vanna’s family.

https://www.youtube.com/watch?v=9trjxvaWP_0

 

Ada and Harper are the characters starring in the “The Hand that Feeds” Starfield trailer. The third and last of the videos showcases the darker corners of the settled systems, as it shows the pair of thieves making a living in the streets of Neon. An unexpected situation leads to Ada finding herself under the employment of the Ryujin Industries, at the cost of her friendship with Harper.

https://www.youtube.com/watch?v=2mX2iDI00FM

 

On June 2023, Bethesda shared new information about their sci-fi adventure in the Starfield Direct showcase.

Starfield is currently in development and it will appear for the Xbox and PC on September 6, 2023.

The post Three Starfield Animated Trailers Appear appeared first on Siliconera.

]]>
<![CDATA[

Starfield The Settled Systems animated trailers characters

Bethesda Softworks released three new animated trailers for the studio’s sci-fi RPG Starfield. The new series of Starfield videos is titled The Settled Systems, and it follows several characters from different worlds and their motivations to explore the stars. The trailers include no voiceover, instead only featuring music and sound effects. “Supra Et Ultra” is the first of the new batch of Starfield animated trailers. It focuses on Kent, a courier pilot that aspires for a better life and to make his way into the elite of the city of New Atlantis, capital of the United Colonies. However, after achieving his goals, Kent realizes that the call for adventure is what he truly yearns for. https://www.youtube.com/watch?v=8Kj6wulHMsA   “Where Hope is Built” follows Vanna, an orphan who lost her fathers in the famous Colony Wars and resides in Akila City. Her only goal is to explore the stars, but a broken ship stands in her way. This trailer shows brief scenes of the Colony Wars and the fate of Vanna’s family. https://www.youtube.com/watch?v=9trjxvaWP_0   Ada and Harper are the characters starring in the “The Hand that Feeds” Starfield trailer. The third and last of the videos showcases the darker corners of the settled systems, as it shows the pair of thieves making a living in the streets of Neon. An unexpected situation leads to Ada finding herself under the employment of the Ryujin Industries, at the cost of her friendship with Harper. https://www.youtube.com/watch?v=2mX2iDI00FM   On June 2023, Bethesda shared new information about their sci-fi adventure in the Starfield Direct showcase. Starfield is currently in development and it will appear for the Xbox and PC on September 6, 2023.

The post Three Starfield Animated Trailers Appear appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/three-starfield-animated-trailers-appear/feed/ 0 974432
Here’s When to Expect the June 2023 Xbox Games Showcase and Starfield Direct l6p51 https://siliconera.voiranime.info/when-is-the-june-2023-xbox-games-showcase-and-starfield-direct/?utm_source=rss&utm_medium=rss&utm_campaign=when-is-the-june-2023-xbox-games-showcase-and-starfield-direct https://siliconera.voiranime.info/when-is-the-june-2023-xbox-games-showcase-and-starfield-direct/#respond <![CDATA[Jenni Lada]]> Wed, 03 May 2023 13:30:28 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox One]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Starfield]]> https://siliconera.voiranime.info/?p=961622 <![CDATA[

When Is the June 2023 Xbox Games Showcase and Starfield Direct?

Microsoft announced what its not-E3 events will look like. On June 11, 2023, we'll get to see both the Xbox Games Showcase and the promised Starfield Direct. This will be a worldwide presentation that will appear at 10am PT/1pm ET/7pm CET. People will be able to tune in on Microsoft's Twitch and YouTube channels, and FanFest will return.

As usual, the Xbox Games Showcase will be focused on new Xbox and PC first and third party games. We could see This could mean a chance to see Forza Motorsport, Age of Empires IV, The Elder Scrolls VI, and Ara: History Untold again. We don't know how long it will last. This means we don't know exactly when the following Starfield Direct will begin. However, that will show more gameplay and what to expect from the September 2023 release.

People will also get to see more about the games and announcements on June 13, 2023. The main presentation will be followed by a Xbox Games Showcase Extended. That will also appear at 10am PT/1pm ET/7pm CET. It will be a longer showcase with more focused looks at titles and developer interviews.

As for FanFest, Microsoft specifically cited in-person events in Los Angeles in the US, Melbourne in Australia, Mexico City in Mexico, São Paulo in Brazil, and Warsaw in Poland. People will need to to win a chance to attend, however. People who also get a 20% off Xbox Gear Shop code and can see virtual events.

Starfield will appear on the Xbox and PC on September 6, 2023. But first, we'll see the Xbox Games Showcase and Starfield Direct on at 10am PT/1pm ET/7pm CET on June 11, 2023.

The post Here’s When to Expect the June 2023 Xbox Games Showcase and Starfield Direct appeared first on Siliconera.

]]>
<![CDATA[

When Is the June 2023 Xbox Games Showcase and Starfield Direct?

Microsoft announced what its not-E3 events will look like. On June 11, 2023, we'll get to see both the Xbox Games Showcase and the promised Starfield Direct. This will be a worldwide presentation that will appear at 10am PT/1pm ET/7pm CET. People will be able to tune in on Microsoft's Twitch and YouTube channels, and FanFest will return. As usual, the Xbox Games Showcase will be focused on new Xbox and PC first and third party games. We could see This could mean a chance to see Forza Motorsport, Age of Empires IV, The Elder Scrolls VI, and Ara: History Untold again. We don't know how long it will last. This means we don't know exactly when the following Starfield Direct will begin. However, that will show more gameplay and what to expect from the September 2023 release. People will also get to see more about the games and announcements on June 13, 2023. The main presentation will be followed by a Xbox Games Showcase Extended. That will also appear at 10am PT/1pm ET/7pm CET. It will be a longer showcase with more focused looks at titles and developer interviews. As for FanFest, Microsoft specifically cited in-person events in Los Angeles in the US, Melbourne in Australia, Mexico City in Mexico, São Paulo in Brazil, and Warsaw in Poland. People will need to to win a chance to attend, however. People who also get a 20% off Xbox Gear Shop code and can see virtual events. Starfield will appear on the Xbox and PC on September 6, 2023. But first, we'll see the Xbox Games Showcase and Starfield Direct on at 10am PT/1pm ET/7pm CET on June 11, 2023.

The post Here’s When to Expect the June 2023 Xbox Games Showcase and Starfield Direct appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/when-is-the-june-2023-xbox-games-showcase-and-starfield-direct/feed/ 0 961622
Ghostwire 5j4vm Tokyo Xbox Series X Version and Spider’s Thread Update Arrive in April https://siliconera.voiranime.info/ghostwire-tokyo-xbox-series-x-version-and-spiders-thread-update-arrive-in-april/?utm_source=rss&utm_medium=rss&utm_campaign=ghostwire-tokyo-xbox-series-x-version-and-spiders-thread-update-arrive-in-april https://siliconera.voiranime.info/ghostwire-tokyo-xbox-series-x-version-and-spiders-thread-update-arrive-in-april/#respond <![CDATA[Jenni Lada]]> Wed, 15 Mar 2023 15:00:45 +0000 <![CDATA[News]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Ghostwire Tokyo]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Tango Gameworks]]> https://siliconera.voiranime.info/?p=955626 <![CDATA[

Ghostwire: Tokyo Xbox Series X Version and Spider’s Thread Update Arrive in April

Ghostwire: Tokyo is coming to another platform. Tango Gameworks announced an Xbox Series X version of the game. Ghostwire: Tokyo will come to the Xbox on April 12, 2023, the same day a free Spider’s Thread update arrives on the PS5 and PC. It will also be a day one Xbox Game release for both the console and PC version.

When Spider’s Thread arrives, it will both add to existing areas and bring in entirely new experiences. The main story’s cutscenes will, in some cases, be longer. People will also see Retribution and Silent Gaze Visitors wandering Tokyo. Akito will learn new skills, with Charge Rush and Counter Attack being the two named in the announcement. People can also explore a Tokyo Middle school to encounter its otherworldly visitors.

As for the name “Spider’s Web,” it applies to the new Ghostwire: Tokyo update mode. Tango Gameworks created 120 levels. When someone enters Spider’s Web, 30 of them will be randomly chosen. They’ll need to survive until the end. As they complete each area, they’ll gradually be able to make Akito stronger.

Ghostwire: Tokyo originally debuted on the PS5 and PC in 2022. It was revealed to be a timed exclusive, with that now apparently set to expire in April. People follow Akito as a fog descends on Tokyo. As Akito is paired up with the spirit KK, the two must stop the person responsible for the sudden supernatural events in Tokyo and deal with Visitors by performing spells and special attacks with Kuji-kiri gestures.

Ghostwire: Tokyo is available on the PS5 and PC now, and the Xbox Series X version and free Spider’s Thread update will arrive on April 12, 2023.

The post Ghostwire: Tokyo Xbox Series X Version and Spider’s Thread Update Arrive in April appeared first on Siliconera.

]]>
<![CDATA[

Ghostwire: Tokyo Xbox Series X Version and Spider’s Thread Update Arrive in April

Ghostwire: Tokyo is coming to another platform. Tango Gameworks announced an Xbox Series X version of the game. Ghostwire: Tokyo will come to the Xbox on April 12, 2023, the same day a free Spider’s Thread update arrives on the PS5 and PC. It will also be a day one Xbox Game release for both the console and PC version. When Spider’s Thread arrives, it will both add to existing areas and bring in entirely new experiences. The main story’s cutscenes will, in some cases, be longer. People will also see Retribution and Silent Gaze Visitors wandering Tokyo. Akito will learn new skills, with Charge Rush and Counter Attack being the two named in the announcement. People can also explore a Tokyo Middle school to encounter its otherworldly visitors. As for the name “Spider’s Web,” it applies to the new Ghostwire: Tokyo update mode. Tango Gameworks created 120 levels. When someone enters Spider’s Web, 30 of them will be randomly chosen. They’ll need to survive until the end. As they complete each area, they’ll gradually be able to make Akito stronger. Ghostwire: Tokyo originally debuted on the PS5 and PC in 2022. It was revealed to be a timed exclusive, with that now apparently set to expire in April. People follow Akito as a fog descends on Tokyo. As Akito is paired up with the spirit KK, the two must stop the person responsible for the sudden supernatural events in Tokyo and deal with Visitors by performing spells and special attacks with Kuji-kiri gestures. Ghostwire: Tokyo is available on the PS5 and PC now, and the Xbox Series X version and free Spider’s Thread update will arrive on April 12, 2023.

The post Ghostwire: Tokyo Xbox Series X Version and Spider’s Thread Update Arrive in April appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/ghostwire-tokyo-xbox-series-x-version-and-spiders-thread-update-arrive-in-april/feed/ 0 955626
Starfield Release Date Falls in September 4r5z59 Direct Coming in June https://siliconera.voiranime.info/starfield-release-date-falls-in-september-direct-coming-in-june/?utm_source=rss&utm_medium=rss&utm_campaign=starfield-release-date-falls-in-september-direct-coming-in-june https://siliconera.voiranime.info/starfield-release-date-falls-in-september-direct-coming-in-june/#respond <![CDATA[Jenni Lada]]> Wed, 08 Mar 2023 15:21:16 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Starfield]]> https://siliconera.voiranime.info/?p=954370 <![CDATA[

Starfield Release Date Falls in September, Direct Coming in June

Microsoft and Bethesda announced the Starfield release date. Following a delay that pushed it into 2023, it will finally appear worldwide on September 6, 2023. There's a trailer to go over everything today. However, one of the next big information blasts about it could be the Starfield Direct on June 11, 2023 that will follow Microsoft's Xbox Games Showcase.

Here’s the latest Starfield release date trailer. It shows both the insides of a space ship and plants with space stations and ruins on them. The narration also mentions that “The Eye’s showing signs over another one of those big anomalies. Maybe you catch a smile and uncover the source of it all.” This hints at one of the motives players will have for exploring the universe in the game. The new footage is followed by a message from Director Todd Howard expressing the team’s excitement.


As a reminder, the game originally had a November 11, 2022 release date before the delay.

It's been quite a while since Microsoft and Bethesda showed off Starfield. It last appeared at the previous Xbox Games Showcase in June 2022. Back then, the focus was on giving people a better idea of what to expect from its gameplay.

The Starfield release date is September 6, 2023. It will come to the Xbox Series X and PC.

The post Starfield Release Date Falls in September, Direct Coming in June appeared first on Siliconera.

]]>
<![CDATA[

Starfield Release Date Falls in September, Direct Coming in June

Microsoft and Bethesda announced the Starfield release date. Following a delay that pushed it into 2023, it will finally appear worldwide on September 6, 2023. There's a trailer to go over everything today. However, one of the next big information blasts about it could be the Starfield Direct on June 11, 2023 that will follow Microsoft's Xbox Games Showcase. Here’s the latest Starfield release date trailer. It shows both the insides of a space ship and plants with space stations and ruins on them. The narration also mentions that “The Eye’s showing signs over another one of those big anomalies. Maybe you catch a smile and uncover the source of it all.” This hints at one of the motives players will have for exploring the universe in the game. The new footage is followed by a message from Director Todd Howard expressing the team’s excitement. As a reminder, the game originally had a November 11, 2022 release date before the delay. It's been quite a while since Microsoft and Bethesda showed off Starfield. It last appeared at the previous Xbox Games Showcase in June 2022. Back then, the focus was on giving people a better idea of what to expect from its gameplay. The Starfield release date is September 6, 2023. It will come to the Xbox Series X and PC.

The post Starfield Release Date Falls in September, Direct Coming in June appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/starfield-release-date-falls-in-september-direct-coming-in-june/feed/ 0 954370
Interview 374z17 Ghostwire: Tokyo Director Talks Yokai, Urban Legends https://siliconera.voiranime.info/interview-ghostwire-tokyo-director-talks-yokai-urban-legends/?utm_source=rss&utm_medium=rss&utm_campaign=interview-ghostwire-tokyo-director-talks-yokai-urban-legends https://siliconera.voiranime.info/interview-ghostwire-tokyo-director-talks-yokai-urban-legends/#respond <![CDATA[Annette Polis]]> Thu, 14 Apr 2022 19:00:55 +0000 <![CDATA[Featured]]> <![CDATA[PC]]> <![CDATA[PlayStation 5]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Ghostwire Tokyo]]> <![CDATA[Interviews]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Tango Gameworks]]> https://siliconera.voiranime.info/?p=922983 <![CDATA[

Ghostwire Tokyo interview Visitors

My interest in Japanese yokai and urban legends began long ago when I first discovered GeGeGe no Kitaro. Anytime I come across a piece of media focusing on the subject, I have to consume it. Which is why Ghostwire: Tokyo was so intriguing for me and struck all the right chords. After 50-something hours exploring every nook and cranny, tracking down every collectible and supernatural entity, there were still things I needed to know. Thankfully, Director Kenji Kimura took the time to answer a few of my burning questions about Ghostwire: Tokyo's otherworldly yokai inhabitants, accessibility, and making use of the DualSense controller.

Annette Polis: Due to the nature of Akito and K.K.'s partnership, players only get enough of each character's backstory to drive this unusual team through the plot. Were there ever plans to expand on their pasts in more detail?

Kenji Kimura: Urban legends in Japan allow for the listener to have their own understandings, their own interpretation of the characters involved, and we wanted to make Ghostwire similar in that way. We intentionally made the game so that it could be enjoyed as it is, without giving a ton of background information for Akito and KK. That said, we are seeing and receiving a lot of from fans who want to know more about Akito and KK, and it would be great if we could find a way to address that in the future.

With so many unique creatures in Japanese folklore and urban legends, was there a particular reason why most of the Visitors encountered during exploration were humanoid characters, while yokai were reserved for other types of interaction?

Kimura: In general, the Visitors are inspired by Japanese urban legends and folklore. Urban legends in Japan tend to not be about monsters that jump out to attack you. They are more about something moving subtly in the darkness, and you approach it to find out that there is something there, something familiar, but with a kind of unnaturalness, a spookiness, about them because they are unordinary but lurking within an ordinary setting or scenery. We wanted the game to give players a similar feeling and so we opted to make the visitors generally more humanoid in form. On the other hand, yokais are something we grew up with in Japan, seeing and learning about them in manga, anime and books, or hearing about them in stories to explain natural phenomena. So we wanted to respect their image but at the same time, update their image a bit to fit the world of Ghostwire.

Ghostwire: Tokyo tanuki

Which yokai did you prioritize including in Ghostwire: Tokyo as characters? How did you work and write around them to ensure they’d be a good fit?

Kimura: We started off by picking up the more famous ones. The first one we started with was the Kappa, because we felt it was the most famous. There’s even a novel by Ryunosuke Akutagawa titled “Kappa,” and the content of that novel was close to what we had in mind for Akito’s experience. In the book, a man chases after a Kappa and ends up wandering into another world where values are quite different from the human world. Players will also be able to find that novel in the game’s archive menu.

The way Ghostwire: Tokyo takes advantage of the DualSense controller is just amazing. From the variations in rumble and the ways in which the audio coming from the speaker immerses you, making it really feel as though KK is an entity surrounding you. Was utilizing everything with the DualSense controller part of the original design process or something added into the game later in development?

Kimura: It was added during the development of the game, towards the middle of development. We had already been working on creating KK, the combat with ethereal weaving shots and core grabbing mechanics before the game became a PS5 exclusive. After we started experimenting with the dev kits and the early version of the DualSense controller, we were amazed by how great of a fit the DualSense controller functionality was for the game experience we were trying to make. From there, we really focused on making it a great, immersive experience with the DualSense controller.

Ghostwire Tokyo Tango office Visitor

I noticed that Ghostwire: Tokyo offers accessibility options to change fonts, color balance for color blindness, and adjust motion blur. How important was it to the team to incorporate these accessibility functions?

Kimura: We wanted to make the game enjoyable by a wide audience, as wide of an audience as we could, so that more and more gamers could have fun in the paranormal Tokyo that we created. But it was just as important and high of a priority to make other parts of the game accessible. We also had of the team who were slightly color blind and others who were prone to feel camera dizziness/sickness. With the help and from the team and the folks at Microsoft, we were able to find a way to implement those key functions.

Part of the design process means things are inevitably cut either because they just don't seem to fit or there isn't enough time to implement them. Was there anything the team really wanted to see in the game that didn't make the final cut? And is there any chance we could see future DLC bring that into Ghostwire: Tokyo?

Kimura: During development, one must take into consideration the quality of experience that is desired along with the amount of time available to create that experience. There’s times where pivoting or changing direction are necessary, but for release of this game, as a developer, I am very pleased with what we were able to create. I feel like we did the best we could, and there isn’t anything I can think of right now that I would consider as something I regret not making in the final cut. I do hear voices from the community though saying that we want to know more about the characters. I think it would be great if we could do something that would give a deeper view into the characters’ backgrounds in the future.

Ghostwire: Tokyo is available now for the PlayStation 5 and PC.

The post Interview: Ghostwire: Tokyo Director Talks Yokai, Urban Legends appeared first on Siliconera.

]]>
<![CDATA[

Ghostwire Tokyo interview Visitors

My interest in Japanese yokai and urban legends began long ago when I first discovered GeGeGe no Kitaro. Anytime I come across a piece of media focusing on the subject, I have to consume it. Which is why Ghostwire: Tokyo was so intriguing for me and struck all the right chords. After 50-something hours exploring every nook and cranny, tracking down every collectible and supernatural entity, there were still things I needed to know. Thankfully, Director Kenji Kimura took the time to answer a few of my burning questions about Ghostwire: Tokyo's otherworldly yokai inhabitants, accessibility, and making use of the DualSense controller. Annette Polis: Due to the nature of Akito and K.K.'s partnership, players only get enough of each character's backstory to drive this unusual team through the plot. Were there ever plans to expand on their pasts in more detail? Kenji Kimura: Urban legends in Japan allow for the listener to have their own understandings, their own interpretation of the characters involved, and we wanted to make Ghostwire similar in that way. We intentionally made the game so that it could be enjoyed as it is, without giving a ton of background information for Akito and KK. That said, we are seeing and receiving a lot of from fans who want to know more about Akito and KK, and it would be great if we could find a way to address that in the future. With so many unique creatures in Japanese folklore and urban legends, was there a particular reason why most of the Visitors encountered during exploration were humanoid characters, while yokai were reserved for other types of interaction? Kimura: In general, the Visitors are inspired by Japanese urban legends and folklore. Urban legends in Japan tend to not be about monsters that jump out to attack you. They are more about something moving subtly in the darkness, and you approach it to find out that there is something there, something familiar, but with a kind of unnaturalness, a spookiness, about them because they are unordinary but lurking within an ordinary setting or scenery. We wanted the game to give players a similar feeling and so we opted to make the visitors generally more humanoid in form. On the other hand, yokais are something we grew up with in Japan, seeing and learning about them in manga, anime and books, or hearing about them in stories to explain natural phenomena. So we wanted to respect their image but at the same time, update their image a bit to fit the world of Ghostwire. Ghostwire: Tokyo tanuki Which yokai did you prioritize including in Ghostwire: Tokyo as characters? How did you work and write around them to ensure they’d be a good fit? Kimura: We started off by picking up the more famous ones. The first one we started with was the Kappa, because we felt it was the most famous. There’s even a novel by Ryunosuke Akutagawa titled “Kappa,” and the content of that novel was close to what we had in mind for Akito’s experience. In the book, a man chases after a Kappa and ends up wandering into another world where values are quite different from the human world. Players will also be able to find that novel in the game’s archive menu. The way Ghostwire: Tokyo takes advantage of the DualSense controller is just amazing. From the variations in rumble and the ways in which the audio coming from the speaker immerses you, making it really feel as though KK is an entity surrounding you. Was utilizing everything with the DualSense controller part of the original design process or something added into the game later in development? Kimura: It was added during the development of the game, towards the middle of development. We had already been working on creating KK, the combat with ethereal weaving shots and core grabbing mechanics before the game became a PS5 exclusive. After we started experimenting with the dev kits and the early version of the DualSense controller, we were amazed by how great of a fit the DualSense controller functionality was for the game experience we were trying to make. From there, we really focused on making it a great, immersive experience with the DualSense controller. Ghostwire Tokyo Tango office Visitor I noticed that Ghostwire: Tokyo offers accessibility options to change fonts, color balance for color blindness, and adjust motion blur. How important was it to the team to incorporate these accessibility functions? Kimura: We wanted to make the game enjoyable by a wide audience, as wide of an audience as we could, so that more and more gamers could have fun in the paranormal Tokyo that we created. But it was just as important and high of a priority to make other parts of the game accessible. We also had of the team who were slightly color blind and others who were prone to feel camera dizziness/sickness. With the help and from the team and the folks at Microsoft, we were able to find a way to implement those key functions. Part of the design process means things are inevitably cut either because they just don't seem to fit or there isn't enough time to implement them. Was there anything the team really wanted to see in the game that didn't make the final cut? And is there any chance we could see future DLC bring that into Ghostwire: Tokyo? Kimura: During development, one must take into consideration the quality of experience that is desired along with the amount of time available to create that experience. There’s times where pivoting or changing direction are necessary, but for release of this game, as a developer, I am very pleased with what we were able to create. I feel like we did the best we could, and there isn’t anything I can think of right now that I would consider as something I regret not making in the final cut. I do hear voices from the community though saying that we want to know more about the characters. I think it would be great if we could do something that would give a deeper view into the characters’ backgrounds in the future. Ghostwire: Tokyo is available now for the PlayStation 5 and PC.

The post Interview: Ghostwire: Tokyo Director Talks Yokai, Urban Legends appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/interview-ghostwire-tokyo-director-talks-yokai-urban-legends/feed/ 0 922983
Review 702e4y Ghostwire: Tokyo is Delightfully Teru-Teru-fying https://siliconera.voiranime.info/review-ghostwire-tokyo-is-delightfully-teru-teru-fying/?utm_source=rss&utm_medium=rss&utm_campaign=review-ghostwire-tokyo-is-delightfully-teru-teru-fying https://siliconera.voiranime.info/review-ghostwire-tokyo-is-delightfully-teru-teru-fying/#respond <![CDATA[Annette Polis]]> Mon, 21 Mar 2022 13:01:42 +0000 <![CDATA[Featured]]> <![CDATA[PC]]> <![CDATA[PlayStation 5]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Ghostwire Tokyo]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Playtests]]> <![CDATA[Reviews]]> <![CDATA[Tango Gameworks]]> https://siliconera.voiranime.info/?p=920065 <![CDATA[

Ghostwire Tokyo review

Odds are Ikumi Nakamura's infectious introduction of Ghostwire: Tokyo is what got you first interested in the title. From there, it was the promise of an action-filled adventure through the streets of Tokyo. Toss in a healthy dose of Japanese folklore, letting players pet every animal in the game, and climbing to the tippy top of 109. All of this sure sounds like a winner for Tango Gameworks. And if my addiction to hunting down every darn hidden item in this game means anything, get the trophies ready.

Please note that this review contains minor Ghostwire Tokyo story spoilers. 6v5g4h

Ghostwire Tokyo review

When we meet Akito and K.K., it's on the heels of an immense fog rolling through Tokyo. Shibuya Crossing, normally bustling with activity, is devoid of life. Everyone touched by the fog vanished. In the wreckage of a car crash, an entity looks for a body it can inhabit. There aren't many, and time is of the essence. Which is how the spirit of a former detective comes to possess a young man named Akito. K.K. explains that he is the only thing keeping Akito here. If they work together, they can find the culprit and put an end to his nefarious scheme to merge the worlds of the living and the dead.

They aren't completely alone. Some of K.K.'s old companions still linger. Ed's telephone network collects the souls Akito saves in the hopes of reuniting them with their corporeal forms. Rinko aids them by analyzing data and tracking potential activity. Ed is only ever a voice on the wire, but knowing that he's watching over all of the souls you send his way is reassuring somehow. Rinko's carrying some baggage which keeps her tethered to this world. Helping Akito and K.K. bring down the man in the Hannya mask drives her now.

As the world of the dead seeps in, so do a variety of spirits and otherworldly creatures. Most prevalent of these are the Visitors roaming the streets. These are malicious souls hellbent on staying here. Mixed in with the angry high schoolers and office workers are more dangerous enemies. Kuchisake (the split faced woman) moves and strikes quickly with her giant scissors. If you spot an Amefurikozo, tread lightly. He may look like an innocent child splashing about in his raincoat. When he senses you, be ready to fight. Danger lurks around every corner. Tread lightly and use every trick in Akito's pocket to make it to safety.

Ghostwire Tokyo review

I absolutely love the battle mechanics in Ghostwire: Tokyo. It's a combination of three types of elemental damage, alongside melee strikes and archery. Gust attacks are Akito's primary source of magic. Eventually, he finds water and flame attacks, but wind will always be his most plentiful magic type. You must Attack your opponent until its core is fully exposed. At this point, K.K. will prompt you to grab hold of it and yank it out. Removing the core is the only way to make sure the enemy can't respawn the next time you are in the neighborhood. You can deal damage until the enemy poofs away too, leaving only ether behind. You just run the risk of them showing up in the future.

Some battles take place in a sort of pocket dimension. These are not quite in one world or the other. The space is warped, with items shifting to block your path. This is typically the case for larger story or side quest missions. Breakable items to refill ether respawn here, so Akito is never without access to spell weaving. There was only ever one or two of these battles where it took me more than a couple of attempts to figure out the pattern and defeat the enemy.

If you're playing on PlayStation 5 like I am, you are in for a real treat with its DualSense functionality. The first thing you will notice is that K.K.'s voice comes through both your TV and controller. This really pushes the whole "attached spirit" vibe. Other audio cues from the speaker will let you know if you're in range of special items or if Visitors are close. Haptic is so diverse too. Whether it's the heavier vibration during a battle or the softer, smaller, almost imperceptible tapping when raindrops fall on your shoulders, Ghostwire: Tokyo may just make the best use of the controller yet. Oh! And you can use the touchpad to make sealing symbols instead of the right stick. (Which works so much better, in my opinion.)

Ghostwire Tokyo review

As you cleanse torii gates and push back the fog, Akito will come across lingering souls to collect. He can absorb them into katashiro, a simple paper doll, and then transmit them via public telephones to Ed, who will watch over them. Transmitting souls is one of the best ways to earn experience and cash. They always show up at a newly cleansed gate, upon completing side quests, after cleansing corruption spots, or just tucked away in alleys or on rooftops. Spectral vision is a great way to spot them. Akito can hold up to fifty katashiro, which is a lot of souls to have in your back pocket. You can also save souls from containment cubes and by letting yourself get consumed by the Hyakki Yako when it marches down the street.

Leveling up and discovering K.K.'s investigation notes grant skill points. You can upgrade your elemental weaving techniques and melee skills, as well as carrying capacity for arrows and consumables. Sometimes, progression is locked behind magatama. You can collect magatama by finding special yokai on your map. Some, like the kappa, require a bit of trickery. Kodama and oni appear once any Visitors threatening them have been removed. Yokai have their own special map markers and usually show up as soon as you cleanse a gate. You can tag them with a marker, and K.K. will shift your attention to them as soon as they are within sight.

Ghostwire Tokyo review

Another way to improve Akito's abilities requires hunting down Jizo statues and prayer beads. Jizo statues are some of the toughest things for me to find. Sure, you can make offerings at a few shrines that will highlight ones in the area you haven't prayed to. But not all shrines have offering boxes. After using the PlayStation help cards and scouring the streets and alleys by spamming my spectral vision, I just have a few more to locate. As for prayer beads, there are a few ways to find them. Some of the smaller shrines you can cleanse contain beads. You can also earn beads as rewards for turning in relics at the special Nekomata stalls. You'll find all kinds of beads as you explore and turn in requests. Just don't forget to equip them.

Scaling buildings in search of items or following story trails is a huge part of Ghostwire: Tokyo. When you hear the heavy flapping of wings, check for a tengu. These yokai are friendly and don't get upset when Akito grabs them to reach new heights. You can even unlock a skill to summon a tengu (space allowing), which comes in very handy.

Ghostwire Tokyo review

One of the cool things in Ghostwire: Tokyo was that not only did consumables heal Akito, every single time I ate one, it also increased his health bar a tiny bit. Pair that with health increases from leveling up, I felt invincible. Sure, a decent mob could pose a problem. But when K.K. and Akito's sync gauge is maxed, I am grabbing multiple cores at once and smashing them to smithereens. Then I chow down on some onigiri or kakigori, lick my fingers, and get right back in there.

After watching the credits roll on Akito and K.K.'s journey, I still find myself itching to finish up every single thing in Ghostwire: Tokyo. Pray at those last few Jizo statues. Find the remaining tanuki. Figure out how to get inside of the 24th floor of the shopping complex so I can take out its pesky corruption spot. I'm forty hours in and counting and one hundred percent willing to do it all over again. It's been a while since I've had this much fun playing a video game, and I don't want it to end.

Ghostwire: Tokyo will be available on March 25, 2022 for the PC and PlayStation 5.

The post Review: Ghostwire: Tokyo is Delightfully Teru-Teru-fying appeared first on Siliconera.

]]>
<![CDATA[

Ghostwire Tokyo review

Odds are Ikumi Nakamura's infectious introduction of Ghostwire: Tokyo is what got you first interested in the title. From there, it was the promise of an action-filled adventure through the streets of Tokyo. Toss in a healthy dose of Japanese folklore, letting players pet every animal in the game, and climbing to the tippy top of 109. All of this sure sounds like a winner for Tango Gameworks. And if my addiction to hunting down every darn hidden item in this game means anything, get the trophies ready.

Please note that this review contains minor Ghostwire Tokyo story spoilers. 6v5g4h

Ghostwire Tokyo review When we meet Akito and K.K., it's on the heels of an immense fog rolling through Tokyo. Shibuya Crossing, normally bustling with activity, is devoid of life. Everyone touched by the fog vanished. In the wreckage of a car crash, an entity looks for a body it can inhabit. There aren't many, and time is of the essence. Which is how the spirit of a former detective comes to possess a young man named Akito. K.K. explains that he is the only thing keeping Akito here. If they work together, they can find the culprit and put an end to his nefarious scheme to merge the worlds of the living and the dead. They aren't completely alone. Some of K.K.'s old companions still linger. Ed's telephone network collects the souls Akito saves in the hopes of reuniting them with their corporeal forms. Rinko aids them by analyzing data and tracking potential activity. Ed is only ever a voice on the wire, but knowing that he's watching over all of the souls you send his way is reassuring somehow. Rinko's carrying some baggage which keeps her tethered to this world. Helping Akito and K.K. bring down the man in the Hannya mask drives her now. As the world of the dead seeps in, so do a variety of spirits and otherworldly creatures. Most prevalent of these are the Visitors roaming the streets. These are malicious souls hellbent on staying here. Mixed in with the angry high schoolers and office workers are more dangerous enemies. Kuchisake (the split faced woman) moves and strikes quickly with her giant scissors. If you spot an Amefurikozo, tread lightly. He may look like an innocent child splashing about in his raincoat. When he senses you, be ready to fight. Danger lurks around every corner. Tread lightly and use every trick in Akito's pocket to make it to safety. Ghostwire Tokyo review I absolutely love the battle mechanics in Ghostwire: Tokyo. It's a combination of three types of elemental damage, alongside melee strikes and archery. Gust attacks are Akito's primary source of magic. Eventually, he finds water and flame attacks, but wind will always be his most plentiful magic type. You must Attack your opponent until its core is fully exposed. At this point, K.K. will prompt you to grab hold of it and yank it out. Removing the core is the only way to make sure the enemy can't respawn the next time you are in the neighborhood. You can deal damage until the enemy poofs away too, leaving only ether behind. You just run the risk of them showing up in the future. Some battles take place in a sort of pocket dimension. These are not quite in one world or the other. The space is warped, with items shifting to block your path. This is typically the case for larger story or side quest missions. Breakable items to refill ether respawn here, so Akito is never without access to spell weaving. There was only ever one or two of these battles where it took me more than a couple of attempts to figure out the pattern and defeat the enemy. If you're playing on PlayStation 5 like I am, you are in for a real treat with its DualSense functionality. The first thing you will notice is that K.K.'s voice comes through both your TV and controller. This really pushes the whole "attached spirit" vibe. Other audio cues from the speaker will let you know if you're in range of special items or if Visitors are close. Haptic is so diverse too. Whether it's the heavier vibration during a battle or the softer, smaller, almost imperceptible tapping when raindrops fall on your shoulders, Ghostwire: Tokyo may just make the best use of the controller yet. Oh! And you can use the touchpad to make sealing symbols instead of the right stick. (Which works so much better, in my opinion.) Ghostwire Tokyo review As you cleanse torii gates and push back the fog, Akito will come across lingering souls to collect. He can absorb them into katashiro, a simple paper doll, and then transmit them via public telephones to Ed, who will watch over them. Transmitting souls is one of the best ways to earn experience and cash. They always show up at a newly cleansed gate, upon completing side quests, after cleansing corruption spots, or just tucked away in alleys or on rooftops. Spectral vision is a great way to spot them. Akito can hold up to fifty katashiro, which is a lot of souls to have in your back pocket. You can also save souls from containment cubes and by letting yourself get consumed by the Hyakki Yako when it marches down the street. Leveling up and discovering K.K.'s investigation notes grant skill points. You can upgrade your elemental weaving techniques and melee skills, as well as carrying capacity for arrows and consumables. Sometimes, progression is locked behind magatama. You can collect magatama by finding special yokai on your map. Some, like the kappa, require a bit of trickery. Kodama and oni appear once any Visitors threatening them have been removed. Yokai have their own special map markers and usually show up as soon as you cleanse a gate. You can tag them with a marker, and K.K. will shift your attention to them as soon as they are within sight. Ghostwire Tokyo review Another way to improve Akito's abilities requires hunting down Jizo statues and prayer beads. Jizo statues are some of the toughest things for me to find. Sure, you can make offerings at a few shrines that will highlight ones in the area you haven't prayed to. But not all shrines have offering boxes. After using the PlayStation help cards and scouring the streets and alleys by spamming my spectral vision, I just have a few more to locate. As for prayer beads, there are a few ways to find them. Some of the smaller shrines you can cleanse contain beads. You can also earn beads as rewards for turning in relics at the special Nekomata stalls. You'll find all kinds of beads as you explore and turn in requests. Just don't forget to equip them. Scaling buildings in search of items or following story trails is a huge part of Ghostwire: Tokyo. When you hear the heavy flapping of wings, check for a tengu. These yokai are friendly and don't get upset when Akito grabs them to reach new heights. You can even unlock a skill to summon a tengu (space allowing), which comes in very handy. Ghostwire Tokyo review One of the cool things in Ghostwire: Tokyo was that not only did consumables heal Akito, every single time I ate one, it also increased his health bar a tiny bit. Pair that with health increases from leveling up, I felt invincible. Sure, a decent mob could pose a problem. But when K.K. and Akito's sync gauge is maxed, I am grabbing multiple cores at once and smashing them to smithereens. Then I chow down on some onigiri or kakigori, lick my fingers, and get right back in there. After watching the credits roll on Akito and K.K.'s journey, I still find myself itching to finish up every single thing in Ghostwire: Tokyo. Pray at those last few Jizo statues. Find the remaining tanuki. Figure out how to get inside of the 24th floor of the shopping complex so I can take out its pesky corruption spot. I'm forty hours in and counting and one hundred percent willing to do it all over again. It's been a while since I've had this much fun playing a video game, and I don't want it to end. Ghostwire: Tokyo will be available on March 25, 2022 for the PC and PlayStation 5.

The post Review: Ghostwire: Tokyo is Delightfully Teru-Teru-fying appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/review-ghostwire-tokyo-is-delightfully-teru-teru-fying/feed/ 0 920065
Deathloop Release Date Delayed Again Until September 621f25 https://siliconera.voiranime.info/deathloop-release-date-delayed-again-until-september/?utm_source=rss&utm_medium=rss&utm_campaign=deathloop-release-date-delayed-again-until-september https://siliconera.voiranime.info/deathloop-release-date-delayed-again-until-september/#respond <![CDATA[Jenni Lada]]> Thu, 08 Apr 2021 15:00:14 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[PlayStation 5]]> <![CDATA[Arkane Studios]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Deathloop]]> <![CDATA[Europe]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=879050 <![CDATA[

deathloop delayed release date

People will have to wait even longer to play Arkane Lyon’s Deathloop, as it is delayed again. The official Twitter confirmed the latest launch date. The new Deathloop release date is September 14, 2021, rather than May 21, 2021.

Here’s the official statement from Game Director Dinga Bakaba and Art Director Sebastien Mitton regarding the latest delay. A desire to ensure the welfare of the staff at Arkane Lyon and quality concerns were listed as the two reasons behind the decision.

We’ve made the decision to delay the launch of Deathloop to September 14, 2021.

We’re committed to quality and preserving our team’s ambitions for Deathloop while ensuring the health and safety of everyone at Arkane. We’ll be using this extra time to accomplish our goal: create a fun, stylish, and mind-bending player experience.

We apologize for the extended wait and thank you all for your ion and excitement. It is the fuel that powers our creativity and hard work. We can’t wait to show you more Deathloop soon!

This is one of multiple delays. Originally, it had a tentative Q4 2020 release window. It didn’t make that though, and Deathloop was delayed into Q2 2021. This latest delay adds an additional four month wait.

Now that Deathloop is delayed again, it will come to the PlayStation 5 and PC on September 14, 2021. It is a timed console exclusive.

The post Deathloop Release Date Delayed Again Until September appeared first on Siliconera.

]]>
<![CDATA[

deathloop delayed release date

People will have to wait even longer to play Arkane Lyon’s Deathloop, as it is delayed again. The official Twitter confirmed the latest launch date. The new Deathloop release date is September 14, 2021, rather than May 21, 2021.

Here’s the official statement from Game Director Dinga Bakaba and Art Director Sebastien Mitton regarding the latest delay. A desire to ensure the welfare of the staff at Arkane Lyon and quality concerns were listed as the two reasons behind the decision.

We’ve made the decision to delay the launch of Deathloop to September 14, 2021.

We’re committed to quality and preserving our team’s ambitions for Deathloop while ensuring the health and safety of everyone at Arkane. We’ll be using this extra time to accomplish our goal: create a fun, stylish, and mind-bending player experience.

We apologize for the extended wait and thank you all for your ion and excitement. It is the fuel that powers our creativity and hard work. We can’t wait to show you more Deathloop soon!

This is one of multiple delays. Originally, it had a tentative Q4 2020 release window. It didn’t make that though, and Deathloop was delayed into Q2 2021. This latest delay adds an additional four month wait.

Now that Deathloop is delayed again, it will come to the PlayStation 5 and PC on September 14, 2021. It is a timed console exclusive.

The post Deathloop Release Date Delayed Again Until September appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/deathloop-release-date-delayed-again-until-september/feed/ 0 879050
Some Bethesda Games ‘Will Be Exclusive to Xbox and PC players’ h4z1f https://siliconera.voiranime.info/some-bethesda-games-will-be-exclusive-to-xbox-and-pc-players/?utm_source=rss&utm_medium=rss&utm_campaign=some-bethesda-games-will-be-exclusive-to-xbox-and-pc-players https://siliconera.voiranime.info/some-bethesda-games-will-be-exclusive-to-xbox-and-pc-players/#respond <![CDATA[Jenni Lada]]> Tue, 09 Mar 2021 15:30:44 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox One]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda Softworks]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[ZeniMax Media]]> https://siliconera.voiranime.info/?p=875247 <![CDATA[

bethesda games xbox exclusive

Now that Microsoft’s ZeniMax acquisition is over, it confirmed the news people might have expected. That is, as part of the announcement, Head of Xbox Phil Spencer said this Bethesda partnership's games will also result in “some new titles in the future that will be exclusive to Xbox and PC players.” However, no project announcements came up.

Most of Spencer’s message went over what this will mean going forward. As a reminder, the arrangement means that all ZeniMax Media studios fall under the Xbox Game Studios umbrella. Alpha Dog, Arkane Studios, Bethesda, id Software, MachineGames, Roundhouse Studios, Tango Gameworks, and ZeniMax Online Studios other developers like Double Fine, Mojang, and Obsidian Entertainment. It also confirmed that there will be Bethesda games on Xbox Game going forward. The next round of those will show up by March 13, 2021.

There’s also a new video on Bethesda’s official YouTube channel talking about the developers. It shows past games from many ZeniMax Media studios. However, it doesn’t tease any possible Xbox or PC exclusive Bethesda games.

Microsoft now officially owns ZeniMax Media studios like Bethesda and id Software. We’ll see more Bethesda games on Xbox Game in March 2021, and eventually Xbox and PC exclusive titles.

The post Some Bethesda Games ‘Will Be Exclusive to Xbox and PC players’ appeared first on Siliconera.

]]>
<![CDATA[

bethesda games xbox exclusive

Now that Microsoft’s ZeniMax acquisition is over, it confirmed the news people might have expected. That is, as part of the announcement, Head of Xbox Phil Spencer said this Bethesda partnership's games will also result in “some new titles in the future that will be exclusive to Xbox and PC players.” However, no project announcements came up.

Most of Spencer’s message went over what this will mean going forward. As a reminder, the arrangement means that all ZeniMax Media studios fall under the Xbox Game Studios umbrella. Alpha Dog, Arkane Studios, Bethesda, id Software, MachineGames, Roundhouse Studios, Tango Gameworks, and ZeniMax Online Studios other developers like Double Fine, Mojang, and Obsidian Entertainment. It also confirmed that there will be Bethesda games on Xbox Game going forward. The next round of those will show up by March 13, 2021.

There’s also a new video on Bethesda’s official YouTube channel talking about the developers. It shows past games from many ZeniMax Media studios. However, it doesn’t tease any possible Xbox or PC exclusive Bethesda games.

Microsoft now officially owns ZeniMax Media studios like Bethesda and id Software. We’ll see more Bethesda games on Xbox Game in March 2021, and eventually Xbox and PC exclusive titles.

The post Some Bethesda Games ‘Will Be Exclusive to Xbox and PC players’ appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/some-bethesda-games-will-be-exclusive-to-xbox-and-pc-players/feed/ 0 875247