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Resident Evil Village and parity clauses, explained


A few weeks ago, when part of Capcom's contract with Sony for Resident Evil Village circulated on social networks thanks to the ongoing investigation of Capcom's data leak, many people were very upset. For many who do not live off legal documents, a part of these papers seemed to suggest that Sony paid Capcom to make the game worse on other consoles, retaining resources to make the PS5 version look good. Another tweet suggested that Sony paid to postpone the PC version of Monster Hunter World.

It didn't take long for lawyers and other experts in the gaming industry to take action and assure everyone that this was totally absurd.

These charges revolved around something called "parity clauses", a standard inclusion in many games industry contracts between owners of platforms like Sony, Xbox, Nintendo and some of the PC game stores. The parity clauses are so boring that of the three lawyers and two editors who asked for a comment on this article, several were perplexed by what I was asking, with one of them telling me that asking them about parity clauses was the equivalent of asking them if I had copper PVC pipes under the sink or asking about the weather.

But while they are a standard part of everyday life for many in the gaming industry, understanding parity clauses provides interesting insight into one of the ways in which publishers and platform owners try to protect their own businesses and ensure that all players have fun, regardless of the platform.

What are parity clauses?

Generally speaking, parity clauses exist to ensure that the things you buy are practically the same, no matter where you buy them. There are parity clauses in many sectors other than gaming, with Gamma Law managing partner David Hoppe offering the hotel industry as an example: a "rate parity" clause may require a hotel to match the lowest room rate low provided to other online travel agencies.

In the gaming space, Whitethorn Digital's CEO, Dr. Matthew White, offers a retro example:

"In the 90s, games could look dramatically different on two different systems and be sold at the same price with same SKU, "he said. "… I mean, you had dramatic graphic and audio differences between the systems. Sometimes, they lacked entire features and things like that. And I think that's what console makers today can easily look back on. No parity means that , if a developer encounters some kind of frame rate obstacle on the PlayStation for any reason, instead of seeking help from the platform to resolve it, or work with technical support, they just launch it that way. "

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Parity clauses can cover many different aspects of a game. As Stein IP, LLC technology and gaming attorney Marc Whipple said, "First, it will be about player experience parity. Significant resources, unless they are not available on a specific platform for technical reasons, should be comparable across all platforms. Content must match (without leaving out missions or important stories or characters or whatever.) DLC, support / backend if the developer is providing these, etc. come after that. And of course , if versions are made to launch at the same time, this will also be provided. But, most importantly, it is a consistent experience. "

The gaming industry attorney, Angelo Alcid, also mentioned price parity clauses , suggesting that platform owners can request that games be sold at the same price in each store. But he added that the price parity clauses are currently receiving scrutiny from the EU and now from the US governments and "are considered by some to be anti-competitive", which means they may be going out of style.

Who signs the parity clauses? [19659006] Parity clauses are traditionally signed between platform owners and publishers. Thus, the three console manufacturers, in addition to owners of PC stores like Valve and Epic Games, all have parity clauses included in contracts with publishers who want to put games in their stores. They are basically in all contracts in some way, although the specifications are different.

An anonymous publisher I spoke to who was familiar with the parity clauses told me that the publishers of various games often sign a general agreement with a platform owner that covers all of their games for a certain period of time and applies to all of them. Meanwhile, Whipple mentioned that very small independent developers may be less likely to sign them, especially when the developer is fulfilling the same role as the publisher, or where only one game is in question, rather than a portfolio of multiple titles.

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And Whipple had another group of people to add to players interested in parity clauses: license holders.

"If I license a property like Star Wars or Marvel Heroes or whatever, that licensor will have [sic] approval for all licensed games," he said. "And they will have explicit parity clauses or they will insist on approval that if the version of platform A is awesome, but the version of platform B sucks, or the version of platform B doesn't start, * no * version will start until both are approved or can simply withdraw the license altogether. "

It is also worth noting that parity clauses often interact with exclusivity agreements in relevant ways. Alcid suggested that parity clauses may occasionally inadvertently create exclusivity "indirectly".

"If a developer / publisher really wants to release on a specific platform, but may not have the resources to develop multiple versions in parallel, they may end up developing only for the platform they are pushing for release parity," he said. "On the other hand, such a developer / publisher may find this parity clause discouraging enough to decide to become exclusive on another platform, or he may have already launched the game somehow elsewhere and think that it is not worth trying to open one dialogue around a parity clause that would otherwise disqualify. In the latter case, the parity clause inadvertently causes exclusivity for someone else. "

But, while exclusivity deals are a separate thing, platform owners who want the business of certain publishers may be willing to bend their parity rules to get their hands on a really interesting game for their storefronts.

Who enforces this?

One thing that everyone with whom I spoke made it clear is that, although the parity clauses are important, they are not exactly well applied. Alcid recalls that Microsoft was criticized in the early days of its ID @ Xbox program for imposing parity on release dates for its independent partners, but notes that it has since softened its stance.

Part of the lack of application is intentional, and the majority is for the better. One obvious reason why parity may not be applied is that this is impossible. As an example, White suggested that a Nintendo Switch will never be able to match the performance capabilities of an Xbox Series X, and neither will a cell phone. In addition, a game released on all three systems will inevitably have slightly different control schemes in each, as well as possible UI changes or other minor adjustments to account for the inherent differences between platforms. This is normal, and those with whom I spoke said that the industry is doing very well with these differences.

In other ways, the lack of supervision is less motivated by the need and more attributed to an attitude of "everyone is doing this". . Alcid told me that resource parity is very important for everyone involved – cross-saving, language options and so on – but "content" can be a little bit more obscure.

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"Content & # 39; piece in particular can come into play with DLC and other add-ons too, preventing a game from releasing platform-specific content to someone else," he said he. "Like Spider-Man just being on the PS4 version of Avengers – if Microsoft was still particularly concerned about its parity clause, they could have questioned that." For the record, Alcid was not referring to any specific knowledge of Microsoft's contract with Square Enix for Avengers; this was just a hypothetical example.

The anonymous editor I spoke with noted that this is why we sometimes see timed exclusives or different exclusive content on different systems.

"They can do something in the special DLC package that comes as an incentive to the player is exclusive, but only for the first six months," they said. "And then they eventually bring it to the Xbox. And in doing so, they kept their commitment to parity. Or, sometimes, they claim to have given parity by giving something special to the Xbox that the PlayStation 5 doesn't have. But in order to maintain parity with the Xbox, they offer Xbox consumers a special bonus of some kind as well. "

Those I talked to also mentioned that loose application is generally the reason why games that are a little worse on one console or another at launch. In such cases, although the differences may be noticeable in comparison footage or in media outlets and players looking for them, as long as the disparity is not so great that a set of players is clearly going through horrible times, it is not worth the company starting a legal action. Usually, some post-release patches end up cleaning things up anyway. And if you're already running into the comment section to remind me of any game you just thought was significantly worse on a platform, know that there will always be outliers. This is how most games work.

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Despite all this loose application aside, the two editors I spoke with suggested that they themselves and the editors they know will generally do the self-application, and for good reason. It would be terrible PR, White told me, if a game were released on PS4 and Xbox One and it was a horrible and confusing experience on Xbox and a good one on PS4. Not only would Microsoft be crazy and less interested in working with the publisher in the future, but players would also be upset and risk losing a piece of their audience.

"Sometimes it means that you have to intentionally delay a game on one console to match parity on the other console, but that's not because you're trying to ignore players on one system or something," said White. He told me that, from experience, publishers plan spending on marketing and public relations around a simultaneous release. In a scenario where a game is struggling to, say, hit a frame rate bar on the PlayStation 4, Sony is unlikely to be taking a deep breath to delay this as much as an Xbox One version of the game. publisher makes the call to delay both to ensure that the game stays within budget.

"In this scenario, we have [a few] the main motivations that come to mind and the parity clauses are not one of them. One is, we want each person who sees the [our] ad to go to any console they own and have a similar, high-quality experience. We want to avoid what I call the fast food hamburger effect, where the hamburger in the ad looks like a meticulous, beautiful and well-crafted thing. And then you take the hamburger and it's something that someone threw it in a bag, and it's just lettuce and piles of rubbish. That's what we want to avoid. "

How do parity clauses affect us?

The people I spoke to had mixed responses about how the parity clauses really affect consumers. Both White and the anonymous publisher felt that they were largely consumer friendly and that the current dynamics of publishers doing their best and platform owners avoiding rigid application were, for the most part, working well enough to ensure that games discrepancies were not released with horrible parity (although they acknowledged that there were always occasional exceptions.)

"Consumers have had many cases of dealing with a poor transfer of a game to a platform," said the anonymous editor. "And what these [clauses] really are there to prevent is for diluted and scaled down versions of these games – and it’s not perfect, it won’t always prevent all versions of this from happening. But the fact that publishers sign these agreements and take them them semi-seriously and have to commit to providing a comparable experience across all platforms, it means that you will not have a game so often that runs very well on one platform, but then everything is missing and has been cut down to nothing in any another platform.

"It is very likely that, if these clauses did not exist, even more people would try to follow that path, instead of doing all the hard work to actually get a difficult feature to work on Switch or Xbox, they could just cut it and then those consumers would never have that feature. "

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The legal minds with whom I spoke had a different opinion.

" As the exclusivity agreements, I think release parity clauses are something that stabilizes companies want, but consumers generally no (except for people who root for "their" platform at the expense of others), "he said." When strictly applied, they end up limiting the availability of games and keeping them out of the reach of people who may not be able to afford one. of each new console and a viable game PC, and I'm sure there is no lack of stories from (particularly minor) developers who end up launching on just a few platforms as a direct result of the existence of these clauses. "

Hoppe pointed out that parity clauses create some friction for smaller developers, suggesting that such clauses" force them to prioritize one platform over another "and limit their potential revenue sources.

He added that they can also create some friction for players, although he said that a lot of it was due to perception, not real problems. "Parity clauses can block the player base of games for a certain period of time or forever. Most players are now used to games that are indefinitely exclusive to the console, particularly in the case of games developed by the first or second – third party developers (third party developers are owned by third parties).

"However, games that are time-exclusive or have exclusive console content are often seen as" unfair ", despite the fact that there is generally a good reason for the first part and the developer reach that agreement, as the first part provides financial or promotional support. And despite this negative perception, delayed releases may work in favor of the affected player base, as developers have time to remove bugs or add new features to improve the gaming experience during the delay period. "

And then Resident Evil: Village?

To return to Resident Evil: Village and the parity clause highlighted a few weeks ago, all of this is to say that lawyers and businessmen saying there was no cause for alarm were absolutely right. With the caveat that no one I spoke to was willing to comment on any specific parity clause for various legal reasons, all the Sony and Capcom agreement really says is that if Capcom releases the game anywhere else in the coming years seven years, the PlayStation version has to be just as good. Therefore, Capcom cannot make a new version exclusively for the Xbox that has a lot of features that the PlayStation version does not have, and cannot make any exclusive DLC for any other platform. Capcom magically creates a version of the same game a few years later that performs better and wants to put it on the Xbox, but also on the PlayStation. That is all that is happening here.

The parity clauses may sound alarming when considered at face value, but as with any other legal agreement, it is essential to understand the real context and the effects before making a rash judgment about what it means. In reality, parity clauses are a normal aspect of the gaming industry, but the systems around them are critical to ensuring that we all play the same games, regardless of the console we own. So, the next time you buy a game on PS5 and have basically the same experience that your friends are having on the Xbox series systems, thanks to a parity clause.

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

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How RGG Studio is plotting a new future with lost judgment and Yakuza: like a dragon


For more than a decade, the Yakuza series has quietly thrived. But while it was incredibly popular in its native Japan, it has been something of a niche series in North America.

Yakuza's fan base has continued to grow, however, and over the past four years – starting with the critically acclaimed Yakuza 0 – Ryu Ga Gotoku Studio [RGG Studio] has achieved a kind of breakthrough. Not only was Yakuza 0 mentioned in many Game of the Year conversations, RGG Studio released two updated remasters (Yakuza Kiwami 1 and 2), all Yakuza games on the PC and a new series called Judgment set in the same shared universe as Yakuza.

In 2020, RGG Studio took the Yakuza series in a bold new direction. Yakuza: Like a Dragon introduced a new hero in Ichiban Kasuga, as well as a new turn-based RPG game format. The latter will be the norm for the future of the series says the series creator, Toshihiro Nagoshi.

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"The Yakuza series has been transformed into a turn-based RPG," Nagoshi and producer Kazuki Hosokawa told IGN in a joint written interview.

For fans of classic action gameplay, the style that defined the original games will live on in the Judgment series. "[RGG Studio] has amassed resources and know-how to create flashy and exciting action games that are easy to enjoy. We decided that we should let our exclusive action gameplay live up to Lost Judgment."

Announced earlier today, The Lost Trial is a sequel to the 2017 Trial starring another new hero: the lawyer who became detective Takayuki Yagami. The Lost Trial crosses the legal world of Japan's judicial systems and the crime underworld full of Yakuza. Combat involves switching between different styles of martial arts and street fights, but Judgment also has new mechanics, like climbing and a little bit of light parkour.

"Lost Judgment is different from [Yakuza] in that the protagonist is a detective, so we try to make the investigative elements of the gameplay fun and unique," said the two producers in our interview. "An example is the scene where Yagami can perform athletic actions, as you mentioned."

The developers admitted that these new mechanics could also work in a Yakuza game, saying "it would be interesting to see the protagonist of a Yakuza game take on a mission with a totally different feeling of Lost Judgment with this gameplay element", and that such an idea it is not "so far-fetched".

In fact, Yakuza and Judgment serve as two pillars for RGG Studio, and developers are always thinking about what's next. Be it a sequel to one of your franchises or something new.

"As long as there are fans, they will still wait for the next game [in a series]," said RGG Studio when asked if there are plans for different game series set in the shared world of Yakuza. "So it's a balancing act to meet those expectations and, at the same time, challenge and try new things as creators."

"As creators, we also have a desire to challenge ourselves with completely different titles."

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The worldwide release of Lost Judgment on September 24, 2021, with two audio options for Japanese and English, is part of RGG Studio's expansion beyond its cult status. This exemplifies the growing popularity of the Yakuza series outside of Japan.

For fans of different forms of localization, Lost Judgment will include Sega's "double script" option, where players can choose to pair the English voice track with a 1: 1 English script that matches the dub; or combine the Japanese voice track with an English script located closer to the original Japanese script.

What is clear is that RGG Studio is no longer working on games that are popular only in Japan. And as more players discover the world of Judgment and Yakuza, the transformation of RGG Studio from a supplier of Japanese action games to niche for a well-known global entity will only get stronger.

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

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Official PlayStation Podcast Episode 397: Returning Residents


Send us an email to PSPodcast@sony.com !

Subscribe via Apple Podcasts Spotify Google [1945900158] or [194590158]] RSS or download here

Welcome back! This week, the team delves deeper into their thoughts on Resident Evil Village and Returnal.

Things we talked about

  • Resident Evil Village
  • Returnal
  • Legendary edition of Mass Effect
  • Subnautica: Below Zero
  • Destruction AllStars
  • Hood: Outlaws & Legends

O Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi – Manager, Content Communications, SIE

Kristen Zitani – Senior Content Communications Specialist, SIE

Thanks to Cory Schmitz for our beautiful logo and Dormilón for our radical theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

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Nominations for IGF awards for Genesis Noir, Spiritfarer and Paradise Killer Lead


Nominees for the 23rd annual Independent Games Festival Awards were announced with Genesis Noir, Spiritfarer and Umurangi Generation leading the group.

Nominees for the Seamus McNally Grand Prix include Genesis Noir, Spiritfarer, Umurangi Generation, Paradise Killer, Teardown and Chicory: A Colorful Tale.

Genesis Noir, a noir adventure game set just before the Big Bang, features the largest number of nominations of all, including Excellence in Audio, Narrative and Visual Art. Geração Umurangi, the photography game set in a world inspired by natural disasters in real life (and science fiction), follows with three nominations, including the Nuovo Prize, which focuses on boosting the video game medium.

Blaseball, the absurd sports game with a sensitive peanut god also receives some love in the Nuovo Prize category and some honorable mentions in others.

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IGF Awards are traditionally held just minutes before the annual Developer Choice Awards Game. Winners will be announced on Wednesday, July 21, 2021 at 4:30 pm Pacific time. The awards will be broadcast as part of a virtual event .

You can read the full list of nominees and honorable mentions below.

Seumas McNally Grand Prix

Killer of Paradise (Kaizen Game Works)

Teardown (Tuxedo Labs)

Chicory: A Colorful Tale The Chicory Team)

Genesis Noir (Feral Cat Den)

Umurangi Generation (Digital Origame)

Spiritfarer (Thunder Lotus) [ThunderLotus)

Honorable mentions: Expedition of a monster (through intriguing exhibits) (Draknek and friends), Blaseball (The Game Band), Bugsnax (Young Horses), Carto (Sunhead Games), Disc Room (Kitty Calis, Jan Willem Nijman, Terri Vellmann, Doseone), NUTS (Joon, Pol, Muuutsch, Char & Torfi), OMORI (OMOCAT), Spelunky 2 (Mossmouth, BlitWorks), There Is No Game: Wrong Dimension (Draw Me A Pixel)

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Excellence in audio

Say no! More (Studio Fizbin)

Blind Drive (Lo-Fi People)

Sunlight (Krillbite Studio)

Genesis Noir (Feral Cat Den)

Spiritfarer (Thunder Lotus)

A Monster's Expedition (Through Puzzling Exhibitions) (Draknek & Friends)

Honorable Mentions : Ikenfell (Happy Ray Games), Stilstand (Ida Hartmann & Niila Games), BPM: BULLETS PER MINUTE (Awe Interactive), Creaks (Amanita Design), In Other Waters (Jump Over the Age), Olija (Thomas Olsson / Skeleton Crew Studio, Inc.), Chicory: A Colorful Tale (The Chicory Team), Mixolumia (davemakes)

Best Student Game

Vessels (Local Space Survey Corps, LLC)

Dorfromant ik (Toukanamantik) [19659002] Some old things (Hao Fan, Harry (Weizhong) Chen, Haku (Minyan Cai), Emi Schaufeld)

Rainy season (Inasa Fujio )

SYMPHONIA (Guillaume Roux, Nicolas Derio, Pierre Vrel, Guillaume Gille, Alexis Grand, Simon Larguier, Martin Lepretre, Corentin Pauvrasseau, Kilian Dufour, Alexandre Mansois, Quentin Vernet, Hicham Benrhannou )

] Hadr (Dominik Konečný de Ateliér Duchů)

Honorable mentions: Quest 4 Pope (Rumba Corp), Bots Are Stupid (Lea Edler-Golla), ] FAITH: The Unholy Trinity (Airdorf Games), Liquidators (1986 CL3), Pink Gum (Mad Cream Games), ] Running Souls (Bar Levi, Asaf Kali, Yakir Oz, Michal Shoshan), Flicker of Hope (Studio Whip), Sketchball (Pincun Liu), Bunny Hill (Brendan Roarty)

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Excellence in Design

Disassembly (Tuxedo Labs)

Room record (Kitty Calis, Jan Willem Nijman, Terri Vellmann, Doseone)

Dark part of me (Douze Dixièmes)

There is no game: wrong dimension (Draw a pixel )

Signs of Sojourner (Echodog Games)

Expedition of a monster (through intriguing exhibits) (Draknek and friends)

Honorable mentions: Boomerang X (DANG!), Former enemy (Gray Alien Games & Jim Rossignol), Biped (NExT Studios), Ynglet (Nifflas & Triple Topping), Chicory: A Colorful Tale (The Chicory Team), Moncage (Optillusion), Airborne Kingdom (The Wande ring Band), The Last Cube (Improx Games)

Excellence in Narrative [19659039] Lost Words: Beyond the Page (Sketchbook Games)

Across the Grooves (Nova-box)

Genesis Noir (Feral Cat Den)

Umurangi Generation (Digital Origame)

Haven (The Game Bakers)

In Other Waters (Jump Over the Age)

Honorable Mentions: Spiritfarer (Thunder Lotus), NUTS (Joon, Pol, Muuutsch, Char & Torfi), Blaseball (The Game Band), Inkslinger (Gateway: Jacob Hvid Amstrup and Lucas AV Møller), Paradise Killer (Kaizen Game Works), South of the Circle (State of Play), Stilstand (Ida Hartmann & Niila Games), Blind Drive (Lo-Fi People) [19659002] [ignvideo url=”https://www.ign.com/videos/2020/12/08/call-of-the-sea-review”]

Excellence in Visual Art

Genesis Noir (Feral Cat Den) [19659002] Arrog (Hermanos M agia and Leap Game Studios)

In Other Waters (Jump Over the Age)

Shady Part of Me (Douze Dixièmes)

Call of the Sea (Out of the Blue)

Card (Sunhead Games)

Honorable mention: Stilstand (Ida Hartmann & Niila Games), Bloodroots (Paper Cult), OMORI (OMOCAT), Chicory: A Colorful Tale (The Chicory Team), Going Under (Aggro Crab), Umurangi Generation (Digital Origami)

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] Nuovo Award

Blaseball (The Game Band)

Nightmare Temptation Academy Cost (Lena Ncgream Cost of the Academy)


Airplane mode (Baccronym)

Welcome to the Elk )

Hum Urangi Generation (Origame Digital)

Chasing Light (Vittgen Inc.)

Kristallijn (Gaël Bourhis)

Honorable mentions Falls: Balloon (LookUp Games at DADIU 2020), Genesis Noir (Feral Cat Den), Gnosia (Petit Depotto), Liquidators (1986 CL3), Night Dreams (Salem Hughes), Rainy season (Inasa Fujio), Stilstand (Ida Hartmann & Niila Games), There is no game: wrong Dimension (Draw Me A Pixel)

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Joseph Knoop is an indie writer / producer / indie lover for IGN.

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Podcast beyond! Details of episode 700 live



IGN weekly PlayStation program, Podcast Beyond! will be 700 next week and we would like to celebrate with the Beyond! listeners and viewers with a day of festivities broadcast live. Then join us on Wednesday, May 12th at 10:30 am PT for a Live Podcast beyond! Episode 700. Join Jonathon Dornbush, Brian Altano, Lucy O & # 39; Brien and Max Scoville for a summary of the latest PlayStation news and impressions, a chance to send questions that the cast will answer live and probably , a reference Bloodborne.

How to watch the podcast beyond! Episode 700

You can watch the episode right here on IGN.com, as well as on two of our YouTube channels: IGN's main page on YouTube as well as the IGN Games page.

And speaking of Bloodborne, the show doesn't stop when the episode ends. Continue after episode 700 because around 11:25 am PT the Beyond! the team will be filming episode 2 of their series Let's play Bloodborne live! Jonathon hasn't played Bloodborne in over a year, so see how he adjusts as he returns to Yharnam as Brian, Max and Lucy guide him, cheer him on and mourn his (probably) many, many deaths.

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Podcast beyond the start date and time of episode 700

Can't watch it live? Well, don't worry, episode 700 will be available on VOD everywhere you normally expect the show, both in audio and video formats, and Bloodborne Let & # 39; s play will be available as VOD after the day also.

The complete schedule:

  • 10h30 PT: Podcast Beyond! Episode 700 begins
  • 11:15 am PT: The episode ends and the break begins
  • 11h25 PT : Bloodborne Let & # 39; s Play begins

For more Podcast Beyond !, make sure to check out our latest episode covering Ratchet and Clank: Rift Apart State of Play and more or find all the platforms you can watch or listen to Beyond! below:

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Podcast beyond! it is live every Wednesday. We hope you will join us to celebrate episode 700. Of all the cast, this show is a joy to record every week, and a highlight of what we have to do at IGN. We appreciate all of your support for the program, whether you've heard it since episode 1 (like me), before any of us even joined the program, or if you just started listening to our antics last week. We are at the beginning of a new generation for PlayStation and we can't wait to celebrate the show, our love for PlayStation and, again, Bloodborne, on Wednesday, May 10th.

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Jonathon Dornbush is senior news editor at IGN, host of the Beyond! And leader of the PlayStation.

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Titanfall 2 Speedrunning Champ regains his record a week after losing it


A Titanfall 2 speedrunner regained his throne after having his previous record broken last week. Cash Mayo managed to speedrun the Titanfall 2 tutorial level, a somewhat infamous intricate wallrunning and speed boost, in 11.1 seconds, breaking Whatevershoe's record of 11.2 seconds.

First reported by PC Gamer, Cash Mayo set a new record last weekend, narrowly breaking Whatevershoe's recent record. Whatevershoe was originally aiming to beat the previous Cash Mayo record of 11.7 seconds of 2019, so the margin of error became exponentially smaller and smaller as the record was revised.

The tutorial level for Titanfall 2, Gauntlet, has become something of a trophy within the universe for Titanfall and Apex Legends fans. Developer Respawn made it part of the backstory of the daring maniac Octane by establishing that Octane set the original record using a classic grenade jumping trick, which explains the prosthetic legs.

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Titanfall 2 is undergoing a kind of second (third?) Rebirth last month. The game had a free weekend on Steam, and that was after experienced a 500% increase in players thanks to the Titan-centered theme of the 9th season of the Apex. Titanfall and Titanfall 2 also recently received the frame rate increase treatment on Xbox Series X and S, along with many other EA games.

If you prefer your Respawn snipers firmly in the Battle Royale genre, check out all the details in the new Apex season 9 legend, new modes and more .

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Joseph Knoop is a writer / producer / pilot at IGN.

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Xbox analyzes The Last of Us – Part 2


Welcome back to IGN Game Scoop !, a weekly video game podcast from IGN! This week, his Omega Cops – Daemon Hatfield, Tina Amini, Sam Claiborn and Justin Davis – are discussing topics like Returnal, Xbox thoughts on The Last of Us Part 2 and Breath of the Wild 2, the best-selling Star Wars games , Flashback and more. And, of course, they play Video Game 20 Questions. The music for this episode is from Flashback on Sega Genesis.

Watch the video above or access the link below for your favorite podcast service.


Apple Podcasts




Find previous episodes here!

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Part of the week: full edition of Horizon Zero Dawn


Last week, we asked you to revisit the beginning of Aloy's journey in the full edition Horizon Zero Dawn. While tweaking Aloy & # 39; s Focus and battling fierce machines, you shared your best moments using #PSshare #PSBlog. Here are the highlights of this week:

AscensionDawn shares a warm portrait of Aloy.

SP_Al3xis01 found a well-shaped place to rest.

FloPop10 shares a bombastic encounter. [19659008] coalabr14 shared a mesmerizing portrait.

Gamingbyframe presents the beautiful scenery.

ameeba37 shares this fierce image of a storm bird about to take flight. #PSshare #PSBlog on Twitter or Instagram to see more entries for this week's theme. Want to be featured in the next Share of the Week?

SUBJECT: Monsters

SEND BY: Wednesday, 9 am Pacific Time, May 12

Next week, we are feeling dangerous. Share fierce creatures and monsters from the game of your choice using #PSshare #PSBlog for a chance to appear.

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Adventure game, the wardrobe arrives on Xbox One


Our passion for adventure games precedes everything. When we decided to develop The Wardrobe we had the goal of making a video game that could be inspired by masterpieces of the genre, such as Monkey Island Day of the Tentacle Sam & Max: Hit the Road and so on, but making it modern, putting on a little bit of black humor. That was how The Wardrobe was born talking about two friends that not even death can keep away.

Our protagonist is Skinny, a boy who was mistakenly killed by his best friend, Ronald. After the accident, Skinny's body was brought back to life by some mysterious entity, forced to live forever in Ronald's wardrobe. Like a skeleton in the closet. To save his best friend's soul from eternal damnation, Skinny will be forced to reveal himself to Ronald and convince him to face his guilt.

It is easy to understand, in short, that we wanted to create something very in particular, with a story that allows us to work a lot with the black humor mentioned above. But above all, we wanted to make The Wardrobe a game that made quotes its strongest part: there are many references to pop culture and geeks, in order to make the generations of the 80s and 90s happy . [19659004WearereachingtheXboxconsolesfouryearsafterthefirst release of The Wardrobe that took place on Steam and Switch. Initially, our development focused on the PC and the Nintendo Switch, which was ported the following year, as the adventure game genre has always been connected to the computer. In the past few years, we have realized that these categorizations no longer exist and players want to try everything everywhere. The same adventure games hit the Xbox in recent years and with great success, so we said to ourselves, "Why not?"

  The wardrobe

Now we are committed to our next game, which we have been developing since 2019 and we would like to complete it in the coming months, so that we can enter the gold phase for the fall of this year. This will also be an adventure game, but with the addition of some competitive elements, which will allow us to create a completely new type of sport, composed of power-ups, skills, special abilities and characters to customize. It's called Extra Coin and this time we are going to make sure that it gets to the consoles as soon as possible after the first release on Steam.

This time black humor will be put aside a little, because the goal is to focus on a more emotional story, centered on abandonment and virtual worlds, balanced between a second life and alienation from the real world.

  Xbox Live

Wardrobe: Even better edition


☆ [19659021] 3

$ 19.99

The Wardrobe: Even Better Edition is a tribute to the incredible geekery that was born in the last four decades and the classic 2D point-and-click adventures of the 90s.
Each dialogue, scene, background or item in the game is a tribute to the nerd and pop culture you grew up with; from the most obvious reference to the most hidden.

The game is a 2D point-and-click adventure inspired by pillars of the genre like "Monkey Island", "Day of the Tentacle" and "Sam & Max: Hit the Road".
It is filled with dozens of funny characters and places, a crazy atmosphere, a hint of black humor and many puzzles to solve.
If you loved Guybrush or Manuel Calavera, then you'll be happy to meet Skinny, the main character who overflows his adventures with sarcasm, cynicism and advances from the fourth wall.

Skinny is a boy who was accidentally killed by his best friend, Ronald.
After the murder, Skinny's body is brought back to life by mystical forces, who forced him to live forever in Ronald's wardrobe – now, this is what I call a skeleton in the closet!

To save his best friend's soul from eternal damnation, Skinny will need to reveal himself and convince Ronald to face his guilt.

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