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  • Freedom Wars Remastered Announced for PlayStation, PC and Switch

    Bandai Namco and Dimps have revealed Freedom Wars Remastered , an updated version of the 2014 PS Vita action RPG from Sony Interactive Entertainment, which includes all previously released downloadable content. The remastered edition is set to launch for PlayStation 5, PlayStation 4, Nintendo Switch, and PC via Steam on January 9, 2025, in Japan, followed by a global release on January 10. In a bleak future where the world is ravaged by pollution and stripped of natural resources, humanity is confined to massive prison cities called Panopticons. Citizens, branded as "Sinners," are sentenced to a million years simply for existing. Players take on the role of these Sinners, fighting in dangerous combat missions to earn their freedom by securing dwindling resources for their Panopticons. In an interview with PlayStation Blog Japan, Takashi Tsukamoto, the director of the original Freedom Wars and development producer for the remastered version, shared some insights into the project. "We’ve wanted to create a sequel ever since the original release, but the opportunity never arose. Now, with Bandai Namco as the publisher and the 10th anniversary approaching, the timing felt right to revisit the game." Tsukamoto also addressed why Bandai Namco is publishing Freedom Wars Remastered  instead of Sony, the original publisher. "We [Dimps] acquired the license from Sony Interactive Entertainment to remaster the game and were searching for a publisher. Bandai Namco stepped in and generously offered to take on that role." With its blend of fast-paced action, deep customization, and strategic multiplayer, Freedom Wars Remastered  promises to deliver an enhanced experience for both new and returning players.

  • Nintendo Officially Sues Palworld

    Nintendo, in collaboration with The Pokémon Company, has officially announced a lawsuit against PocketPair, the developers of Palworld . In a statement posted on the NintendoCoLtd account on X, Nintendo revealed that they filed a patent infringement lawsuit in the Tokyo District Court on September 18, 2024. The lawsuit seeks an injunction to halt further infringements and to secure damages, claiming that Palworld  infringes on multiple Nintendo patents. This development was expected by many, with the only surprise being how long it took to happen. Palworld  launched in January 2024, and later that same month, The Pokémon Company began investigating the game. The controversy stems from the game's "Pals," which bear a striking resemblance to many of Pokémon's iconic creatures, blurring the line between inspiration and theft. Despite this, Palworld  has garnered over 274,000 reviews on Steam and maintains a "Very Positive" rating. In a related issue, Nintendo has previously dealt with PocketPair when users began modding the game to include Pokémon and other Nintendo-themed content. These mods were swiftly removed after Nintendo intervened. The future of Palworld  remains uncertain, as the game could face delisting or become unavailable depending on the court’s decision. Nintendo's statement on the matter was brief but clear: "Nintendo will continue to take necessary actions against any infringement of its intellectual property rights, including the Nintendo brand itself, to protect the intellectual properties it has worked hard to establish over the years." Given Nintendo’s history of aggressively protecting its intellectual property, especially against fan games and similar products, it’s no surprise they are pursuing legal action against PocketPair. Over the years, Nintendo has issued numerous cease-and-desist orders to creators of Nintendo-inspired content, and this case is likely to follow the same assertive path. What surprises many, however, is how long it took for this lawsuit to materialize. Fans have pointed out that several Pals in Palworld  look unmistakably similar to Pokémon like Electabuzz, Wooloo, Yamper, and Eevee. Many of the creature designs seem either directly inspired by or a combination of existing Pokémon from various generations. As the legal battle begins, the controversy surrounding Palworld  continues to unfold on social media. We will update you with any statements from PocketPair regarding the lawsuit.

  • Take-Two Executives Awarded $25M Performance Bonus Despite Laying Off 550 Employees

    Take-Two Interactive's chairman, Strauss Zelnick, and president, Karl Slatoff, are set to collect $43 million for their management fund, ZMC, even after cutting 5% of the company’s workforce. In a recent letter to shareholders, Zelnick boasted about the "tremendous growth" expected in the coming years, largely thanks to the anticipated release of Grand Theft Auto VI. However, this optimism comes after laying off 550 employees and spending $460 million to acquire Gearbox. Despite these costs, Zelnick and Slatoff also secured a $25 million 'performance-based bonus' for ZMC. This information was disclosed in the same report where Zelnick’s letter appeared. It outlined that for fiscal 2024, ZMC received a $3.3 million annual management fee, along with a chance for an additional $2.8 million performance-based incentive, tied exclusively to company performance metrics. Moreover, ZMC was granted $25 million in performance-based restricted stock units (RSUs) and $12.4 million in time-vested RSUs. While these RSUs will take several years to fully vest, it's notable that had Take-Two’s performance been even stronger, ZMC could have earned up to $79.2 million. Earlier this year, Zelnick told IGN that Take-Two had "no current plans" for mass layoffs and that no firm decisions had been made. Yet, just a month later, the company bought Borderlands studio Gearbox for $460 million, followed by layoffs affecting 550 employees, with the corporation projecting savings of up to $165 million as a result. These layoffs occurred just 10 days after the end of the fiscal year, the same year in which ZMC received $25 million in ‘performance-based’ RSUs—a plan that had been discussed as early as February. Zelnick also noted that Take-Two's largest expense is marketing, which the company aims to "optimize." Shortly after this, the potential closure of Roll7 was hinted at, a move some have described as an “insulting rug pull.” According to the 2022 Management Agreement, Zelnick may not receive more than 60% of the total compensation paid to ZMC, while Slatoff’s share is capped at 40%. Both executives also earn an annual salary of just $1 from Take-Two Interactive, giving them access to “certain and other plan benefits.” ZMC is described as a "leading investor in and operator of media, entertainment, communications, and technology businesses" and is largely responsible for overseeing Take-Two’s executive management. The irony isn't lost on me that some of the best parts of Grand Theft Auto  are its satirical jabs at corporate figures like Zelnick and Slatoff.

  • State of Play Returns Today With Lots of Remasters Expected

    Catch the State of Play today, September 24, on YouTube and Twitch for news and updates on over 20 upcoming PS5 and PS VR2 titles from studios worldwide! The 30+ minute event kicks off at 3 PM PT / 6 PM ET | September 25 at 12 AM CEST / 7 AM JST, and will be streamed in both English and Japanese. Don’t miss it! The broadcast may feature copyrighted content like licensed music, which could impact co-streams or saved videos. If you plan to upload clips or recap videos, we recommend excluding any copyrighted music to avoid issues.

  • Prince of Persia: A Brief Journey Through Time

    The Prince of Persia  franchise began in 1989, captivating gamers with its side-scrolling action. Created by Jordan Mechner, the original game featured fluid animations and innovative gameplay, combining platforming, sword fighting, and time-based challenges. Over the years, the series evolved, with notable entries like Prince of Persia 3D  in 1999 and the critically acclaimed Sands of Time  in 2003, which introduced the iconic rewind mechanic. Ubisoft’s acquisition in 2001 brought new life to the franchise, developing sequels such as Warrior Within  and The Two Thrones , each pushing the boundaries of action-adventure gaming. With intricate combat systems, acrobatic platforming, and a rich narrative, these games established Prince of Persia  as a cornerstone of the genre. The Sands of Time  (2003) follows the story of a prince who, under the manipulation of an evil vizier, unleashes the Sands of Time, which transform people into monsters. The prince must navigate a palace filled with traps and enemies, wielding the Dagger of Time to manipulate time itself. The game’s blend of acrobatic platforming, sword combat, and time-bending powers set it apart, making it a massive success. In Warrior Within  (2004), a darker sequel, the prince faces an incarnation of fate known as the Dahaka. As he seeks to change his destiny, the gameplay emphasizes brutal combat and time travel mechanics. The series reached a thrilling conclusion in The Two Thrones  (2005), where the prince battles his inner demons while trying to save Babylon, blending acrobatics, combat, and a darker narrative with a dual personality mechanic. From humble beginnings to a 3D action-adventure staple, Prince of Persia  has left an indelible mark on gaming history. Each entry in the series brought innovation, from its fluid animations and platforming to its revolutionary time mechanics, solidifying its legacy as one of the greatest franchises of all time.

  • AMD Reportedly Lost Bid to Power Nintendo Switch 2 Due to Efficiency Concerns

    The Nintendo Switch 2 was reportedly close to being powered by AMD, but the company lost its bid to produce the next-generation console, according to rumors circulating online. The decision was allegedly due to concerns over handheld mode performance and power efficiency. According to a video shared by Moore's Law is Dead, AMD's chip was passed over because of its performance and efficiency at 5 watts. AMD reportedly suggested pushing the handheld mode to 15 watts for next-gen performance, but Nintendo was reluctant, as this would require a larger battery, making the console bulkier. In the end, NVIDIA's chip delivered comparable power with better efficiency and at a lower cost, which aligned with Nintendo's need to keep the system affordable. Battery life is expected to be a key feature of the Nintendo Switch 2. Leaks from last week suggest the console will feature a 20Wh battery, slightly larger than the original Switch, while consuming significantly less power in handheld mode, leading to longer battery life compared to its predecessor. With rumors gaining momentum, an official announcement for the Nintendo Switch 2 seems imminent. Stay tuned for the latest updates on the new system.

  • PlayStation 5 – 30th Anniversary Edition Orders Go Live Today

    On September 19th, Sony unveiled a stunning lineup of new hardware celebrating PlayStation's legacy. The collection includes a PS5 Pro, PS5 Digital Edition, DualSense Edge controller, DualSense controller, and PS Portal, all featuring the iconic grey color from the original PlayStation. Pre-orders for all items in the PlayStation 30th Anniversary Collection open today on September 26th, 2024, coinciding with the launch of standard PS5 Pro pre-orders. Purchases will be available exclusively through PS Direct in the US, UK, France, Germany, Belgium, Netherlands, Luxembourg, Spain, Portugal, Italy, and Austria. The DualSense controller can also be pre-ordered from select retailers starting September 26th, while the PS5 Digital Edition will be available for pre-order at participating retailers starting October 10th. If you're outside these countries, you can pre-order from participating retailers beginning September 26th.

  • Ghost of Tsushima Has Sold Over 13 Million Copies

    In a recent interview, Ghost of Tsushima  creative directors Nate Fox and Jason Connell confirmed that the game has sold over 13 million copies worldwide. They also discussed the newly announced sequel, Ghost of Yotei , and shared how they had envisioned it as a spiritual successor to the original game. Fox explained that when the team began work on the sequel, their primary focus was on defining the "DNA of a Ghost game." For them, this meant immersing players in the romance and beauty of feudal Japan. To capture the right setting for the new game, the team made several trips to northern Japan. After visiting over a dozen locations, they ultimately chose Mount Yotei for its breathtaking scenery. Ghost of Tsushima  has not only earned critical acclaim and a dedicated fanbase but also praise from notable Japanese developers. During a recent radio show appearance, Final Fantasy  creator Hironobu Sakaguchi and Dragon Quest  creator Yuji Horii expressed their admiration for the game. A film adaptation of Ghost of Tsushima  is also in the works, with director Chad Stahelski revealing last year that the script was complete after two years of development. He added that the production team was close to moving forward with the project. Ghost of Tsushima  was initially released for PlayStation 4 on July 17, 2020. An expanded Director’s Cut, including the Iki Island expansion, launched for both PlayStation 4 and PlayStation 5 on August 20, 2021. The Director’s Cut PC version, developed by Nixxes Software, was released on May 16, 2024.

  • Hideo Kojima Sets His Sights on Hollywood

    The visionary behind Death Stranding  and Metal Gear  shared details about his next career moves in a new interview with Variety , revealing a closer connection to the entertainment industry. Kojima has signed with talent agency WME, which Variety describes as his "liaison in the world of TV and film." Kojima also outlined the future of his studio, Kojima Productions, breaking it down into three phases. The first phase, he said, centered on Death Stranding—establishing it across global platforms like Apple, PC, and Sony. "This part is not necessarily difficult," Kojima remarked. Of course, the upcoming Death Stranding  sequel is a key part of that expansion, with its release planned for next year. But Kojima's second phase aims to bring his work into "different forms of media: movies, anime, TV dramas, etc." He emphasized that it’s about "expanding the game IP to other media," and said that his vision for Kojima Productions isn't limited to just video games. He sees the potential for creating new intellectual property across various mediums, whether it’s through games, films, anime, or something entirely new, which leads into his third phase. The third phase, while more open-ended, involves collaborating with global talent to create something innovative, with "digital" being the central concept. "It could be a movie, a game, or something else entirely," Kojima hinted, adding, "I can’t die until then! I’m not trying to do anything too extraordinary!" While there was little update on the previously announced Death Stranding  movie, Kojima did confirm he won’t be directing it himself but will oversee the plot and help shape the project. There's speculation around Jordan Peele potentially being involved, but Kojima emphasized his close connections with other filmmakers like Guillermo del Toro, Nicolas Winding Refn, and George Miller, all of whom he talks to about future collaborations. As for the merging of games and film, Kojima believes that while they are currently distinct, the lines between them will soon blur. "It’s not about making a video game out of Nope or having Jordan adapt Death Stranding," he said. "It’s about creating something new together." Kojima also teased that several Death Stranding  adaptation projects are already in the works, along with an original movie script he's written. However, he clarified that due to his busy schedule, he won’t direct it himself—calling it a "test" for his broader plans. With Kojima pushing boundaries in both video games and film, it’s clear there’s much more to come from his ever-evolving creative vision.

  • Silent Hill: A Date With Horror

    The Silent Hill series, first released by Konami in 1999, forever changed the horror gaming genre. The original PlayStation game followed Harry Mason as he searched for his missing daughter in a fog-shrouded town filled with grotesque creatures and disturbing imagery. Known for its psychological depth, Silent Hill became an unsettling experience that blurred the lines between reality and nightmares. Subsequent games, like Silent Hill 2  and Silent Hill 3 , pushed narrative boundaries, introducing deeply personal stories tied to the characters' traumas. In Silent Hill 2 , James Sunderland returns to the cursed town after receiving a letter from his deceased wife, uncovering dark secrets along the way. Silent Hill 3  reintroduced Heather, the adopted daughter of the first game's protagonist, delving into her haunted past. In 2004, Silent Hill 4: The Room  deviated from its predecessors, focusing on Henry Townsend's bizarre imprisonment in his apartment, which could only be escaped through a mysterious hole in his bathroom. Though it wasn't initially conceived as a Silent Hill game, it maintained the franchise’s signature psychological horror. Unlike many video game series, Silent Hill didn't rely on recurring characters. Instead, the haunted town itself became the central figure, drawing in individuals with unresolved pasts, offering players a deeply atmospheric, terrifying journey through existential dread. As the series gained a cult following, Silent Hill transitioned to the big screen with a 2006 film adaptation that aimed to capture the same eerie tone and atmosphere that had made the games so beloved.

  • Metaphor: ReFantazio's Disappointing Launch on Xbox

    Metaphor: ReFantazio  generated significant buzz online thanks to its classic Atlus style and the strategic release of an extensive free demo prior to launch. The game also benefited from a marketing partnership with Xbox, which ensured that all general trailers and various out-of-home advertisements prominently featured Xbox branding. While this deal aimed to boost visibility and appeal, the key question was whether it would translate into strong sales. On PC, the game has performed well, showing robust sales figures and high engagement, particularly impressive for a new IP. However, the console market has presented a different story. Despite topping the Japanese Top Paid charts, Metaphor: ReFantazio has struggled to gain traction in the US, ranking only 15th, lagging behind other new releases such as Undisputed , DRAGON BALL: Sparking! ZERO , New World: Aeternum , and Starship Troopers: Extermination . In the UK, the situation is even more pronounced, with the game placed 24th, trailing behind budget releases like Squirrel with a Gun  and Heavy Cargo: Truck Simulator . Although Metaphor: ReFantazio has been slowly climbing the UK chart, it's unlikely to achieve the dominance that pre-release hype might have suggested. Comparing its performance on PlayStation, the game sits at 6th in Japan, 15th in the US, and 16th in the UK for digital sales—indicating a softer reception overall. Given that 91% of Xbox games are now sold digitally (compared to 78% on PlayStation), the Xbox version was expected to lead the charge, but that has yet to materialize. Regardless of these numbers, Atlus maintained its reputation for exceptional music, which has been one of the highlights of Metaphor: ReFantazio.

  • Microsoft CEO Shuts Down Negative Xbox Rumours

    The ongoing speculation about Xbox's plans to release some of its games on rival platforms shows no signs of slowing down. Following some questionable rumors online, Microsoft CEO Satya Nadella seems to have inadvertently dismissed suggestions that this strategy is losing momentum. A leaker known as eXtas1s recently claimed that "Project Latitude" — Xbox's initiative to bring first-party titles to Nintendo and Sony platforms — has been "paused" or is "slowing down." According to them, this is due to negative reactions to the announcement that Indiana Jones and the Great Circle  would be coming to PS5 shortly after its Xbox launch. However, in a broader report on Microsoft's fiscal year 2024, Nadella appeared to indicate that the company's strategy remains unchanged. "We brought four of our fan-favorite titles to Nintendo Switch and Sony PlayStation for the first time, as we continue to extend our content to new platforms," he stated, emphasizing Microsoft's goal of bringing "great games to more people on more devices." While the rumor claimed that Project Latitude hasn’t been entirely shelved, it suggested a slower pace of releases, with series like Gears of War  and Halo  remaining "red lines" — implying they will stay exclusive to Xbox. Ultimately, it seems there is no "pause" on Project Latitude, though the timeline for more Xbox titles appearing on PS5 remains unclear. If, as Nadella suggests, the strategy is still in place, we may learn more in the new year following the release of Indiana Jones .

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