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The Witcher 3 update for PS5 and Xbox Series X may feature fan-made mods


The next generation update to Witcher 3 for PS5 and Xbox Series X / S may be implementing mods made by fans like The Witcher 3 HD Reworked Project when it launches later this year.

As reported by Kotaku, The Witcher 3 HD Reworked Project creator, Halk Hogan, announced that he is in talks with CD Projekt Red about including his mod in the next release.

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"Hello, my dear friends! It's been a long time since the last video," wrote Hogan. "I know I announced a new sample of HDRP in early March, but I was silent all the time. Sorry about that. But in return, I have good news and the reasons why I was quiet and I don't have much to show for it.

"I think the most important news is that I received an official message from CDPR on cooperation. Although it’s still not certain, it’s very likely that HDRP will be included in the next generation’s official update. to thank you for all your support and kind words.

The Witcher 3 HD Reworked Project, which you can download now at NexusMods, has over 4.1 million downloads and "aims to improve graphics by reworking models and textures for better quality."

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Kotaku contacted CDPR on this issue, and he responded by saying, "In addition to our own development efforts on the next next generation version of The Witcher 3: Wild Hunt for Xbox Series X / S, PlayStation 5 and PC, we are also in negotiations with the creators of several mods for the 2015 release of the game. "

CDPR confirmed that there are currently no "binding agreements with any of these parties", but discussions are ongoing.

This would be another example of an AAA developer using the community to improve their games, just like Rockstar Games did when it implemented a fan-made solution to reduce GTA Online's loading screen time by 70%.

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The Witcher 3: The Wild Hunt PS5 and Xbox Series X / S versions are currently scheduled to be released in the second half of 2021.

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Do you have a tip for us? Want to discuss a possible story? Send an email to newstips@ign.com .

Adam Bankhurst is news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

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The untold drama and the story behind the translation of Final Fantasy 5 fans


The most notable RPGs from Japan and other countries in modern games obtain official translations to other territories during or shortly after launch, but this has not always been the case. There is a long line of RPGs whose well-known English translations come from fans, not developers. From the proto-Persona Shin Megami Tensei: if … to the beloved tactical RPG Bahamut Lagoon, many of the most obscure but beloved foreign-language RPGs of the 80s and 90s have been carefully translated into English by hardworking amateurs.

The proliferation of this phenomenon can be traced back to a handful of teenagers whose disagreements and confused ambition paved the way for one of the most notable fan works of the 1990s: an English hack of Final Fantasy V. From the members of RPGe, the group credited as a producer of the hack, none of them better reflects the intoxicating days of translation of the first fans than Derrick "Shadow" Sobodash, a lonely high school student who didn’t let his lack of technical experience or Japanese knowledge stop him from dealing with a such a demanding project. His relationship with other RPGe members, such as Myria and SoM2Freak, would lead to disagreements, drama, split partnerships and more, but his collective work would produce translations from renowned fans that are still frequently reproduced to this day.

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And on that note, it's essential to understand that the final version of the famous 90's English FFV hack that you can download on fan sites today is almost entirely the work of three people, known as "Myria", "Harmony7" and "SoM2Freak. "However, prior to his involvement – which is well explored in a 2017 Kotaku article on the subject – Sobodash and several other individuals in the nascent fan translation community were publicly working on an FFV translation and his project has accumulated thousands of views on the primitive Internet. Sobodash and his countrymen may not have contributed to the hack itself in the same way, but his promotion of the concept of English "fanslations" helped to inspire others to pursue their own projects. There have been some shed tears and broken friendships along the way, but the impact that RPGe has had on the world of fan translations cannot be overstated.

& # 39; 90s Script Kiddies

Sobodash was part of the first generation of children who actually grew up online in the mid-90s. A self-described "kiddie script" that used other people's code to access unauthorized computer systems for fun, Sobodash started using chalkboard systems notices (BBSes) in your teens. Prior to his interest in hacking Super Nintendo games, Sobodash's flirtations with tools and malware that he encountered online occasionally left him in dire straits. At one point, he accidentally e-mailed a copy of the controversial book The Anarchist Cookbook to all e-mail addresses at his school from the administrator's account, after gaining access with a keylogger, a tool that records the keys typed by a user.

Although this feat earned him a lifetime ban from the school library, Sobodash quickly found a new obsession: untranslated Super Nintendo games. Having already beaten most of the SNES library by sharing rented games with friends, Sobodash became obsessed with the possibility of playing those lost games, immersing himself in Square's vibrant online fan community in the process.

But his interest and passion developed into a directive after he stumbled upon an incomplete Final Fantasy II fan translation only for Japan by SoM2Freak and another user, "Demi". Even though the buggy fanslation FFII simply ran out of English text for just an hour or two on the JRPG, it changed Sobodash forever at the age of 14.

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Sobodash clung to the realization that hackers could translate these old games by manipulating their files. This may seem obvious now, but in 1996, the idea of ​​hacking ROM was still in its infancy. Although the Dutch group Oasis pioneered the concept of translating fans in the early 90s with hacks of MSX games such as Hideo Kojima's Snatcher and the cult JRPG The Legend of Heroes, the concept had not yet been popularized online. SoM2Freak and Demi never completed the translation of Final Fantasy II, but it inspired Sobodash and other would-be hackers to look to the duo for tools and advice on how to start their own hacks.

Sobodash did not know much about SNES programming and described himself as a "poor" knowledge of the Japanese language, but he was determined to translate Final Fantasy V himself. The abandoned translation of SoM2Freak and Demi from Final Fantasy II actually started as an attempt to translate FFV, but the duo soon decided that this goal was too ambitious for a first project. (In fact, this project came out of another FFV translation effort announced by a group called Kowasu Ku, which never made any significant progress.) However, that did not stop Sobodash from following in his footsteps.

At the time, Final Fantasy VI (initially Final Fantasy III in English) was the latest and greatest game in the series, which meant that FFV was the second best option and the next object of its growing obsession. From his research, Sobodash also knew that an English translation had been released online in 1996 by a fan named Mark Rosa, which would make the process much easier, given his lack of mastery of Japanese.

SoM2Freak eventually sent Sobodash some of the rudimentary fan-developed tools they used to translate FFII – a sprite editor and a text editor – but Sobodash quickly concluded that they were too clumsy to use and decided to find his own. (One of them crashed every time he left.) After getting a top sprite editor from the Dragon Quest I and II hack from another fanslator and a different hex editor, Sobodash sat down and went to work.

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Armed with his 380-page paper translation of Final Fantasy V, its hex editor, and printed copies of the game's Japanese font, Sobodash began creating physical flashcards to learn for himself which hex code corresponded to each Japanese and English character. While this may seem like a waste of time, the hex editor that Sobodash used was so primitive that it didn't have a table to split and sort the hex code for you. Instead, Sobodash was simply looking at unbroken lines of crude hexagon for hours on end, which meant that memorization was important. Needless to say, it was tedious work.

He even carried a giant three-ring binder filled to the brim with hexadecimal tables and writing in English for his school, spending hours during classes and lunch breaks transposing the hexadecimal code for romanji – Japanese characters rendered in English text. His translation project also caused casualties: the large amount of paper involved eventually led to the disappearance of his cheap family printer.

Although Sobodash admits that this low-tech approach was far from ideal, his adolescent enthusiasm took him further. He knew that Square's online fan community was eager to play these games in English, and any translation project would attract a lot of attention. Although he has not yet produced much in the form of a usable hack, Sobodash promoted his project by manipulating FFV images with Photoshop. He removed the Japanese text and replaced it with phrases from the English translation to give the illusion of miraculous progress to others.

And so, some poorly prepared images in Photoshop led to the news of the Sobodash project traveling quickly through the Square fan community. In the following months, several fans approached the teenage translator for help. One of them was a university student who called himself "Hooie". He and Sobodash quickly became friends, chatting about the ICQ instant messaging service several times a week. Unlike many of the other would-be collaborators, Hooie brought substantial technical knowledge as a computer engineering graduate. He was also not shy about occasionally asking his Japanese instructors at his university to help him translate enemy names or items.

With his help, the duo was able to use hexadecimal editing software to replace some of the game's Japanese text with English, and they even released some patches on the Final Fantasy mailing list. It was slow and hard work, and the pair was not connected to the fledgling emulation community, resulting in many bugs in the few patches they released. But its progress has still attracted a substantial amount of attention from other Internet enthusiasts, including rivals in the fan translation scene.

Lives of RPGe

In mid-1997, a notable emulation figure known as "Zophar" accused Sobodash and Hooie of stealing the work of a fellow translator, David Timko, who was also working on his own English patch for the FFV. Sobodash attributed the entire ordeal to a misunderstanding, and Timko and Sobodash eventually buried the hatchet and formed a partnership to produce a patch together. This feeling of unity eventually led the group to coin an official name for itself, RPGe, which would be the label that the complete hack of Myria and Harmony7 would be released in the following year.

Myria first stumbled upon RPG projects while researching her own passion project, a version of Final Fantasy IV that would restore many of the changes that the localizers made to the English version, particularly the dozens of items considered too complicated for the Western audience. Although Myria's interest in FFV was relatively low, the challenge of translating an unknown game intrigued her, so she decided to check out the group's ongoing patches for herself.

Myria quickly concluded that the hexadecimal editing process that RPG hackers like Sobodash were using to modify game files would never be able to produce a complete hack.

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In simple terms, they were modifying the text of the game directly, without modifying the code, she explained. "In FFV, as in many older Japanese games, all Japanese characters were the same size. In English, imagine if the letter I and the letter W were the same width. It looks bad. The Japanese version of the game is limited to 16 characters per line. If you think of Japanese as a language, fine, but it's too low for English … it just wouldn't work. "

Although RPGe had a unified facade on its Web page, as Myria recalls, the group was surrounded by internal factions, even at the best of times. Myria tried to explain the shortcomings of his text-only approach to Sobodash, Timko and their collaborators, but his arguments failed to convince his fellow hackers.

"I basically told them that the approach they were taking was completely wrong and that we needed to modify the game's code to make it work," she said. "Well, they wanted to continue what they were doing, but SoM2Freak agreed with me, so we just started our own version of the project."

After Myria determined that the rest of RPGe did not agree with her approach, she and SoM2Freak restarted the hack from there. In the following months, Myria used a variety of tools to disassemble the FFV's machine-level code in terms she could understand, and ultimately reverse-engineered the parts of the code that displayed the text. She then modified these parts of the game's code to better suit the English language. Their version, of course, would become the famous fan translation that is still fondly remembered today.

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Meanwhile, as RPGe's digital presence continued to grow as the group announced increasingly ambitious translation projects, pressure from electronic celebrities affected Sobodash. By promoting himself as the public face of the fledgling group, he opened himself up to a flood of hate emails and death threats from anonymous Internet people desperate to play these unknown titles. Sobodash believed that RPGe was providing a vital service to the Square fan community by translating these lost games and, as a result, took the hobby very seriously – perhaps very seriously.

The fact that Myria and SOM2Freak essentially took over the FFV project that he helped start up bothered him, but that was not necessarily the only source of his growing distress. Sobodash saw RPGe as an extension of himself, a group in fierce competition with rival organizations to break new ground in the fan translation scene. For Sobodash and many others, it was an endless race to see who could translate the most games into English. It was a lot of pressure, even if a little self-imposed, for a teenager to put up with.

In early 1998, when his fellow hacker Demi published a long parody of Sobodash that painted him as lazy and selfish, Sobodash was absolutely devastated. Although Sobodash disagreed with the characterization, Demi was an influential figure in the community and his views had a lot of influence. He was not only one of the first translating fans on the scene, but he also had one of the most popular rom hacking forums at the time. True or not, Sobodash felt like all of his online friends were laughing at him and, in his own words, he finally "grabbed". He typed one last message for RPGe and then left the scene entirely.

"I cannot tolerate the number of people who send me flames and death threats, it is more than I can bear," his final message reads in part. "I'm going out now to work on my own. Maybe I'll schedule it, maybe I'll translate it myself, as I did when it was fun, I don't know, but please wish me luck in everything I do … I'm not sure who will take charge here, gather RPGs and manage our many members. I hope they can keep the spirit of doing all this to have fun alive and well. "

By the time Sobodash left, all four co-founders of RPGe had left the organization, leaving Harmony7 and another hacker named "MagitekKn" to manage it. Meanwhile, the translation of the FFV had its own problems: when the native Japanese speaker Harmony7 took a look at the SoM2Freak script, he made many corrections to it. According to Myria, SoM2Freak resented the fact that Harmony and Myria made changes to the script and ended up getting upset with both as a result.

"I think he was really mad at me," recalled Myria. "I honestly feel bad about how we handle it, but we were kids at the time."

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The official release of the FFV patch – the first complete translation for English fans – did not come until October 1998, but at this point, Myria was not even involved. She was too busy pouring hundreds of hours into Final Fantasy VII, which had been released the previous September.

"It was all Harmony7 in the end," she says, laughing. "All I did was the programming and I was ready at that point."

By the end of 1998, Sobodash had completely left Square's online fan scene and immersed himself in a job he got at a local pizzeria. He quickly realized that playing video games with his new friends was preferable to hearing screams from strangers online. Still, although he got involved with translations in his spare time over the years, he never felt the same passion for it as he did in 1996.

"In 1997, translating games was unfamiliar territory," he said. "There were few tools and few documents. None of us knew what we were doing: it was guesswork, trial and error and adjustments. I was learning and doing something that few people were able to do, and we were all able to teach each other …. In most fields, you have to study and fight for years to be an expert, however, if you invent a new field, no matter how limited your knowledge, you are an expert by default. that this is what I wanted most. I wanted more than anything to be good at something that no one else was. "

Today, it is difficult to draw firm conclusions about the legacy of RPGe. Much of the group's online presence has been lost to increasingly agitated fans of digital progress – the Wayback Machine has captured only a handful of old pages that mention the group. Sobodash himself says he doesn't even have any group work on his own computer. What is clear is that Myria's machine-level reverse engineering pioneered the approach that an entire generation of fan translators would use in notable English hacks, and is still part of the basic procedure that hackers use today.

Still, although early hacker groups like RPGe may have come apart due to changing personal tastes and differences, they promoted a concept that inspired many JRPG fans to recognize the importance of non-localized games like Mother 3, Trials of Mana ( Seiken Densetsu 3) and Ace Attorney Investigations 2. Sobodash may never have lived up to his teenage ambitions, but he and his fellow hackers left a mark in history in the same way.

"Most people have high school sports stories or funny anecdotes about school life and friends," he said. "Instead, I have hundreds of hours hammering on the screen [a] full of hexadecimals. I can't say whether that should fill me with pride or sadness."

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How Epic & # 039; s & # 039; Project Liberty & # 039; Fortnite Fans Armed Against Apple


On August 14 last year, just 24 hours after Fortnite was removed from the App Store due to Epic's diversion from Apple's internal payment system, Epic launched Nineteen Eighty-Fortnite. The video, a parody of an old Apple ad from the title year, positioned Epic as a hero battling the Orwellian Big Brother Apple, destroying the "App Store Monopoly" with a sledgehammer. All of this was accompanied by the hashtag "#FreeFortnite" as a call to action for its player base: Fortnite, the beloved video game player, was in danger. And Epic had arrived to stop the bad guys who wanted to take her away.

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The very organized and professional looking Nineteen Eighty and Fortnite did not appear as a kind of automatic response for Apple doing something completely unexpected. The video was clearly a planned and calculated change from Epic, prepared months in advance, in case Apple made the decision to show the door to Fortnite. In fact, the entirety of #FreeFortnite and its associates video advertising in-game character skins and hat-winning competitions was a move to turn public sentiment against Apple and force multi – one billion dollar corporation to do what the multi billion dollar corporation wanted it to do. With the game removed from mobile showcases and smartphone players unable to play any longer, Epic wanted to make sure the public knew who to blame. Epic, the hero who wields the sledgehammer, was here to defeat the old monopoly.

In the gaming industry, especially, which thrives on cycles of exaggeration, it is often easy for the public to ignore the motivators behind the pushes for player support. Companies often make statements about their desire to listen to fans, expressing gratitude for the passion and enthusiasm of their players and encouraging them to come together around the company. At best, these support calls are as harmless as asking for patience and understanding after a game delay – fine. At worst, support calls may or may not end publicly as a fan base weapon in some pretty scary ways.

The public relations play Epic made last year was obvious enough at the time for anyone looking at the media. But when the Epic v. Trial Apple started this week Epic's specific strategy has been exposed. Among the many documents sent as evidence were several fascinating slide shows entitled "Project Freedom Update", one dated May 13 last year another dated 1 July and a third of July 27 . These multi-slide documents detailed Epic's strategy for what would happen once it pulled the trigger for direct payments in Fortnite on mobile, with Epic itself telling the board of directors on July 27 that "significant planning has been done for the Project Liberty, Epic's war against cellphone platform fees. "He even traced the time, hoping that abandoning Project Liberty just before Marvel's season" would increase the pressure "for both Apple and Google.

A slide presentation of the Epic Project Liberty update of July 1, 2020.

Although other documents revealed through the case acknowledge the possibility of acceptance or willingness by Apple and Google to negotiate with Epic, the Project Liberty update "assumes that Apple / Google does not accept the proposal", and dives straight into its legal, business, partnership and public relations plans for what would happen when Fortnite was removed from both mobile showcases. This includes all the ways Epic planned to work with its audience, partners and the media to get a favorable response from the audience, and who, in turn, would use it to pressure Apple to reduce platform fees and allow applications to use their own payment platforms or allow third-party app stores on the App Store.

In the slide show of May 13, Epic outlines his expectations for the launch of the campaign, hoping that sentiment is largely on his side and that both players and the press would likely "highlight a 20% savings" by use of Epic's payment system. But Epic also knew that the negative sentiment would increase if the game was blocked. He addresses his talking points: epic struggles by players and developers in a "battle" against the store's monopolies, resulting in "greater savings and greater rewards". He suggests responses to "anti-epic messages" as well, presenting talking points such as emphasizing the economy, potential free incentives, avoiding the "nuclear" option to accept refund requests and trying to redirect the narrative to Apple and Google "deny [ing] "economy of the players.

A later slide begins outlining the goal of getting "players, media and industry on the" Epic side ", suggesting a focus on" savings benefits "for players using Epic's payment system instead of the platform. there is a line about giving the media Epic discussion points for "so that they can have an informed opinion in the discussions" and another line about providing interviews with "the main friendly media vehicles in technology and business".

In the document of July 1, There is talk of using the press to "apply pressure and generate support" and influence groups that may have an impact on Apple and Google. Next, there is a section on paid media efforts, including a petition, which Epic has determined to be the "most effective way to demonstrate consumer support on an issue", with Epic potentially projecting millions of supporters to participate, depending on how much has been spent on such an effort. Epic at some point plans to start an organization ization 501 (c) 4 to defend its policy concerns, which it ended up doing . There is a lot of language in all of these Epic slides waging a war, fighting a battle and generally being like a hero who defends the boy.

If you are relatively media savvy, most of that language and battle plan is not really shocking. Companies are constantly trying to garner goodwill from their audience. Happy audiences spend money on whatever companies are selling, and companies – regardless of what their mission statements are – exist widely for the purpose of making money. Without the context of a court case, this could probably be any marketing document for any type of media campaign.

  A slide presentation of the Epic Project Liberty update of May 13, 2020.
A slide of the Project of May 13, 2020 from Epic Presentation of Liberty Update.

But in the case of Epic, the media campaign around #FreeFortnite was something entirely new. Video game companies are constantly engaged in legal battles – Take-Two Interactive was involved in at least eight in 2019, and another four in 2020, according to public records. But never has a gaming company gotten to the point that Epic has to influence public opinion in its favor with the aim of putting pressure on a legal opponent while heading into a massive and potentially shaking legal battle in the industry.

Through Project Liberty, Epic successfully transformed a court case that should only be interesting for business and technology journalists into a hashtag, a social event being broadcast on Twitch and YouTube and a event worthy of tweeting live like someone would do an E3 conference. Their in-game events, contests and gifts, while having fun, were for the benefit of Epic, not ours. While it is impossible to say whether Epic feels different or not now that it is in the midst of testimony, Epic clearly had careful marketing plans to unleash a wave of public pressure on Apple and Google to get what they wanted. How this happens in conjunction with the courts is unknown.

None of this means whether Epic is wrong or right about this particular battle. If Epic wins that victory could mean massive changes not only for the games industry, but for applications and technology in general. Some of these changes are probably good. Epic is not the first to criticize Apple's walled garden verbally or legally and Epic's process could genuinely bring about positive change for consumers and developers. It can also have other unintended or unknown consequences, whether for the functioning of Apple or other platforms. It is all very confusing and depends a lot on the rules of Judge Yvonne Gonzalez Rogers. and how a long and inevitable appeals process is going.

But regardless, it is a reality that the vast majority of the millions of people who play Fortnite every month are probably not connected to what the majority of this trial means. Why would they be? Digital monopolies and App Store terms and wealthy CEOs fighting in court are trivial for the vast majority of our daily lives. But with Epic bringing game marketing tactics to the courts, it is becoming increasingly critical for the public to be aware of the ways in which advertising campaign marketing like this is being used to create narratives that can result in real impact of shake the industry. It is unlikely that Epic has finished using the player's feeling as a sledgehammer, or that other companies don't follow suit – for better or worse or any shades of gray that generate money between the two.

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Rebekah Valentine is a reporter for IGN. You can find her on Twitter @duckvalentine .

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This week on Xbox: May 7, 2021


We know you're busy and you might miss out on all the interesting things we're talking about on Xbox Wire every week. If you have a few minutes, we can help remedy that. We've narrowed down the news from last week into an easy-to-digest article for all things Xbox related! Or, if you prefer to watch reading, you can enjoy our weekly video program above. Come back every Friday to find out what's going on this week on Xbox!

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Resident Evil Village now available for Xbox One and Xbox Series X | S
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Xbox celebrates Asian America and Pacific Islands Heritage Month
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Xbox Spotlight: Mental Health Awareness Month
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Adventure game The wardrobe comes to Xbox One
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FIFA 21 will be added to the list of games on May 6
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NASCAR Fan Pack Speeds in Rocket League
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  Watch Dogs: Legion

Watch Dogs: Legion New DLC and Title Update 4.0 Now available
Watch Dogs: Legion players can pick up a new DLC character and single-player mission starting today on Xbox Series X | S and Xbox One, as well as a huge number of free additions to the campaign and Online mode with Title Update 4.0. Available through the season pass or as a separate… Read more

Join Bill Overbeck from Left 4 Dead in Tome VII of the Dead by Daylight Archives
Hello, People of the Fog. Check your calendars – a new tome is being opened in the Archives Dead by Daylight . Get ready for compelling new stories, a challenging new Rift and more exclusive outfits and charms than you can imagine with an assault rifle while a Left 4 Dead icon takes … Read more

<img loading = "lazy" width = "1920" height = "1080" src = "https://news.xbox.com/en-us/wp-content/uploads/sites/2/2021/05/NWOX.jpg?w = 940 & resize = 1920% 2C1080 "alt =" Next week on Xbox – Hero Image [19659076] Next week on Xbox: May 10th to 14th
Welcome to the next week on Xbox! Here, we cover all the new games that will be released soon for the Xbox Series X | S, Xbox One and Windows 10 PC, as well as the upcoming Xbox Game Pass and ID @ Xbox titles to be released soon! Get more details about the games below and click on your profiles… Read more

This week on Xbox: April 30, 2021
This week on Xbox: April 23, 2021
This Week on Xbox: April 9, 2021 [19659082]

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The Days Gone PC Won & # 039; t Supports DLSS or Ray Tracing


Days Gone is the latest PlayStation exclusive for the PC. Today, developer Bend Studio shared some details about what settings players can expect to find in the PC version. Unfortunately, Days Gone on the PC does not support DLSS or radius tracking.

In a FAQ for the PC version of Days Gone, Bend revealed that the next PC release will not support Nvidia's Deep Learning Super Sampling (DLSS) technology, which uses deep learning to enhance low-resolution images In real time. It's a really cool technology that has increased the frame rate substantially depending on the game.

Likewise, ray tracing will not be supported on the PC, which means that powerful light rendering techniques on next generation systems will be absent on the PC for Days Gone.

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However, Days Gone will have several customizable options for PC. Everything, from a higher level of detail, foliage drawing distance, shadow quality, renderings, textures, field of view and more, will be scalable to varying degrees. Days Gone also supports 60 FPS or unlocked frame rate, as well as ultra-wide monitor support.

The latest version of the PlayStation for the PC, Horizon Zero Dawn also had no ray tracing and DLSS support, which was notable because the Horizon ran on the Decima engine. The same Kojima Productions engine used for Death Stranding that supported DLSS on PCs.

Still, despite some framerate issues that have been fixed, Horizon Zero Dawn's visuals on the PC have been applauded and the added power is likely to help Days Gone when it arrives at the PC later this month.

The Days Gone series was reportedly put on the back burner after reports surfaced saying that a sequence was archived . The director of Days Gone said that if players want a sequel, they should buy the games for the full price .

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Matt T.M. Kim is the news editor at IGN.

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How long does it take to win each Resident Evil (numbered)?


Resident Evil Village is officially available and, according to the first players, it takes about 10 hours to beat it. How does this compare to the other original numbered entries in the Resident Evil franchise?

According to the conclusion of the main story in howlongtobeat.com Resident Evil Village is the fourth longest Resident Evil game behind Resident Evil 6's 21,5 hours, Resident Evil 4 & # 39; s 16 hours and Resident Evil 5 & # 39; s 12 hours.

This makes it longer than Resident Evil 7: Biohazard's 9 hours, Resident Evil and Resident Evil 3: Nemesis & # 39; 6 , 5 hours, and Resident Evil 2's 6 hours. Here is the full review.


In our review of Resident Evil Village, we said that "it's like visiting a deadly Disneyland, where each attraction is a house of horrors".

For more information, check out our best tips and tricks to get started in Resident Evil Village and the first 15 minutes of the game if you want to see if it's too scary for you.

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IGN's parent company Ziff Davis owns howlongtobeat.com

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Do you have a tip for us? Want to discuss a possible story? Send an email to newstips@ign.com .

Adam Bankhurst is news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

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Open Country arrives on Xbox One on June 3


Today we reveal a brand new game trailer for Open Country an outdoor adventure and survival game that will be released on Xbox One on June 3, with all the new information and entirely new revelations. Keep reading to learn more!


Open country covers three huge maps of wild areas at launch. Mellow Hills, Tumnus Valley and Snowridge. Each map represents a different season with its own climate, animals and survival challenges. You will need to equip the right equipment and maintain your camp to reach the next day.

Survival / Tracking / Hunting

Everyone needs to eat and there is no supermarket in Open Country . Tracking and hunting local animals, such as moose or rabbits, is how you will get your next meal. Look for recent clues that will take you to great games that have recently passed and take your shot. Be careful! Any lost noise or the smell of a hunter moving against the wind can be enough to scare them and you will be hungry. Explore the map and find the best hunting spots. You may even decide to build a nearby camp to make return visits and food storage easier.

ATV – Snowmobile

Navigating the huge maps of Open Country can take a while if you are traveling on foot. Fortunately, we’ve added some other ways to get around. Take an ATV or snowmobile and you will significantly reduce your travel time. However, there is a cost. Driving a motorized vehicle through nature will scare most of the game. If you need a big game, you will need to make the final part of your journey on foot.

  Open field


Today's video reveals an important part of the game that we've been looking forward to showing off… fishing! Go to the edge of a nearby lake or river or get on a fishing boat and cast your line in the water. You will choose from a variety of fishing rods and lures to best suit your location. There is a wide variety of fish to catch, and each can complement your meal choices.

Character creation and cooperation

Any adventure is better when you share it with a friend. Open Country is released with cooperative modes for two players online. In cooperative mode, two players work together to survive the jungle and complete a hunt for the big game. In versus mode, two players will compete to be the first to win the trophy.

  Open Country


While playing with a friend is fun, you will be pleased to know that Open Country allows you to play with your best friend … a dog! Your faithful companion will join your adventure to help you track the game or search for smaller animals that you pack.

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Returnal launching patch tomorrow that won


After the previous big Returnal update resulted in players with their saved files corrupted the developer Housemarque announced that the May 8 patch will solve the problem.

Housemarque made the announcement on Friday on Twitter. The Returnal 1.3.6 patch will go live on May 8 at 11am GMT / 4 AM PDT, but has warned players to still disable the automatic update feature on their PlayStation 5 in the meantime.

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Although Returnal received generally positive reviews for his mixture of bullet-hell action and roguelike progression, including IGN a common criticism was that Returnal's single-life executions could take more than two hours. This problem is compounded by the fact that you cannot save your game in the middle of the race. The only way to theoretically "save" your progress is to put your PS5 to sleep, but any automatic updates applied to Returnal would result in your current run being deleted.

Housemarque released the 1.3.3 patch for Returnal on Wednesday, which contained a series of standard bug fixes, but unexpectedly resulted in players with their saved files corrupted. At the time, the only way to fix the problem was to download Returnal again. Housemarque quickly released a patch that reverted the game back to its 1.3.1 state.

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Returnal 1.3.6 patch will now also address a number of bugs and problems, including stability fixes, pre-ordered cosmetics blocking progress, incorrect healing behavior, custom controller mapping issues and more.

In the era of excellent roguelikes like Hades, Returnal has generated many discussions about what makes a great roguelike adventure. IGN's senior news editor Kat Bailey says that Returnal is not too difficult, it is too long for your own good . If you're wondering how to perform better on Returnal, check out our wiki guide where we answer what to do first in Returnal 23 things Returnal doesn't tell you and ] how to unlock the secret ending .

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Joseph Knoop is a writer / producer / patch note for IGN.

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Resident Evil Village is breaking series records on Steam


Resident Evil Village is setting new records for the series on the PC. According to the Steam Database it currently has 101,376 simultaneous players, which is a new high point for Resident Evil on Steam.

It is enough to beat Resident Evil 2, the previous record, for about 25,000 simultaneous users. Resident Evil 2 reached the top with 74,227 simultaneous players while Resident Evil 3 was able to attract just over 60,000 players .

It is a far cry from 2017, when Resident Evil was considered a series of fighting in some quarters, along with the rest of Capcom. It was in 2017 that Capcom released Resident Evil 7, and although peaked at just about 20,000 users it still set the stage for its comeback after the troubled launch of Resident Evil 6 .

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Advancing to 2021, Resident Evil Village is a major next-generation release that is receiving strong reviews. We gave it an 8/10 calling it "disruptive and deadly Disneyland" which can, however, disappoint due to its relative lack of psychological horror.

If you are one of the 100,000 people who happen to be playing Resident Evil Village now, you can find our guide on how to avoid using Lady Dimitrescu as well as some of our essential tips . We also investigated how the parity clauses relate to games like Resident Evil Village .

Resident Evil Village was released on PS5, PS5, Xbox One, Xbox Series X, Google Stadia and PC this morning.

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Kat Bailey is senior news editor at IGN.

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