From Star Wars to Blade Runner: BAFTA nominated soundtrack for The Creation of Mass Effect 2 | Games

mThe butt effect is some of the best science fiction ever made. That might sound like an epic comment, but it's true. As a trilogy, original games from 2007 to 2013 are easy to pick the most brain ideas from the sci-fi genre and invested them into memorable military role-playing games that have been the first to the controversial end. I slotted it.

Whether you prefer Asimov's hopeful optimistic outlook, Shelley's dark and reflective commentary, Star Trek's accessible thought experiment, or BattleStar Galactica's arch melodrama, Mass Effect is it I have everything. The trilogy grazes Star Wars West-inspired ratios as happily as Iain M Banks' “hard” sci-fi, bringing all its moods and micro-story into a galaxy that is captivating and believable Melding, walking in one way or another breathtaking optimism, and a choking smile.

Mass effects are special. And, like a successful video game series, franchise achievement rests on the shoulders of the developers' vast assemblies. Bioware project director Casey Hudson and studio co-founders Ray Muzyka and Greg Zeschuk have earned plenty of credits, but much of their souls comes from other creatives at Bioware. Written by Drew Calpisin, Derek Watts's Art Direction, Lead Designer Preston Wattmaniuk's vision, and Jack Wall's rising film music.

Every time you play, you can feel the choking inevitability of closed sacrifices around you. I needed music to match

“I made the Jade Empire soundtrack very successful in BioWare before Mass Effect,” Wall tells me that he asks how he became part of the team working on the original title. “Then they put out an audition process for what the team called SFX, the codename for Mass Effect. It was a blind audition, and Bioware got files back from many composers. The team was , I listened to all these different things and decided who nailed it the most. And I won that audition blind.”

Soon, Casey Hudson began working on giving an overview to the wall. “His mission was, 'I want this to sound like '80s science fiction music'. There is no Star Wars. There's nothing like the Tangerine Dream, Vangelis, or Blade Runner. Those were the main ideas. “Hudson specifically guides vintage analog synth sounds (particularly in films) that defined science fiction of the era, and wants to imagine a multi-layered multi-removal approach from the Tangerine Dream as the perfect accompaniment to a dense, complex mass-effect universe. I was thinking that.

Wall explains that Bioware played music written by another composer called Sam Hulick. Although Hulick was not chosen as a lead composer (as he was considered too junior for his job), Wall gave him equal credibility on the soundtrack.

Up until Mass Effect 2, music really became itself and essential to the whole experience. If Mass Effect has this almost utopian outlook, then the sequel is dark if mid-20th century science fiction optimism was established to establish the universe. The end of everything is nearing. From the off point, the final act is a “suicide mission” and it is said that the problem should be sorted out before reaching the return point. There is extensive pessimism, and with each moment you play, you can feel the choking inevitability of closed sacrifices around you. I needed music to match.

“At the beginning of development, Casey Hudson came in and said, 'I want to write the ending now,'” Wall says. I want it to be the main moment everyone remembers. He gave me some guidance and told me through what he wanted. [players] Feeling – This is always the best way to work with the supervisor. ”

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“The team will decide who nailed it the most”… Jack Wall.

This track may be the aptly named Suicide Mission, which may be the most important part of the entire trilogy. It has an orchestral bias more than anything in the first game and reflects a serious overall tone. It shows how quickly they mature from one game to the next.

“It had to be epic, it had to feel like a movie, it had to feel 'one guy against everything',” Wall says. “You had to feel like you were saving the world and saving the galaxy. I came up with that main theme. [Hudson] I liked it right away. ”

However, before Wall and Hudson began installing the pieces together there was maintenance to do. Bioware and Wall were not impressed by how the music from the first game was patched to the final product. “The transition was awful,” Wall says, asking for an example.

“So, what we decided is that in Mass Effect 2, we'll do all the implementations we've never done before,” he continues. “I had an amazing assistant called Brian Didomenico who worked with me in my studio every day. He sat in my vocal booth with a desk and a PC. I told him I was my track. Sent, he implemented them into the game and did playtests there. And we tweak it until it really gets better… Bioware puts out the game when it's ready Things were delayed a lot because they were known for it, but the fans were very happy when they got it.”

Wall remembers finishing the game. It's noted that the entire ending sequence passed “in a tiny little video spitted out by the game engine.” He took the files and fed them to his Mac's film editor, stitched together the endings and edited the suicide mission. He then wrote various endings on the track, reflecting the player's choices.

“The end of everything is near”…Mass Effect 2. Photo: EA

“It was the biggest heart that I've ever done in my life,” he laughs. “And no one walked me around because they were surprised when they were about to finish the game. I handed it over and they had a lot of massages at their end to make it work. It had to, but they did it…and the result is one of the best ending sequences of the game I've ever played. It was worth the effort.”

Wall didn't return to the score for Mass Effect 3, the most popular game in the trilogy. “Casey wasn't particularly pleased with me at the end,” he says. “But I'm very proud of that score. It was nominated for BAFTA and it really worked… [even if] It didn't go as well as Casey had hoped. “Talk to the wall, I feel a near-Fleetwood Mac level creative tension between him and Hudson. The duo have created something amazing that will live forever in the minds of sci-fi and RPG enthusiasts, but at the expense of some relationships.

“That kind of fallout is just part of the transaction,” he says. “It's one of the few things in my career and it was a tough time, but that's it.”

You can survive the final mission in Mass Effect 2. Make all the right choices and execute your plans with absolute clarity and determination, and you can save all your crew as your hero and all your crew stare at a particular death. But, at least for most players, a much more likely outcome is losing at least one member of the team. This bundle of ragtags of heroes splits, gets injured, loses morale and sets foot into the climax of a series that is hopeless. For me, it reflects the brutal reality that good science fiction reveals.

Mass Effect Legendary Edition is currently available on Xbox Series X/S, PS5, and PC, including Mass Effect and Mass Effect 2.

Source: www.theguardian.com

Drawn from the Cantina: The Intriguing Sounds of the Star Wars Underworld | Culture

Have you ever wondered what it would be like to walk into a sweaty, dusty club on a desert planet from Star Wars? What would be played on the radio in a casino on a planet like Las Vegas? What do Tatooine’s merchants and villains listen to when they’re not working on moisture farms or fighting off Tusken Raiders? Cody Matthew Johnson’s life these past few years has been spent pondering such questions. The composer and artist has previously worked in video game music, including Devil May Cry, Resident Evil, Bayonetta, and the cult indie Akira Kurosawa’s sidescroller Trek to Yomi. Surely is credited to. However, in Ubisoft’s Star Wars Outlaws, he was tasked with creating music for a shady criminal organization.

“While the scope of musical expression within the world was limited in the original trilogy, this was an opportunity to legitimately explore the music of the time on a broader scale,” Johnson said. It was offered for his work in The Outlaws. “Creating bar music in the style of the original trilogy has its own set of ‘rules’, and while this game is certainly set in that era, we have was only encouraged. slightly Inspired by the cantina music from the original trilogy.”

We’re all familiar with John Williams’ 1977 Cantina Band music (unfortunately, the genre was commonly known as “jazz”), but it’s mainstream. Matthew Johnson digs deeper, exploring the dirt under the fingernails of Star Wars dunces and getting a real feel for the culture of those forgotten by the Empire and too demoralized to join the Rebellion. There was a need. He had to make different music for a world we were already familiar with.

Cody Matthew Johnson, composer, songwriter, producer of Star Wars Outlaws Photo: Knocking Bird

“The galaxy is vast, typically with thousands (some say millions) of planets, and the last 40 years of in-universe music have only scratched the surface of the possibilities., was not only about the main character Kay Vess and what she listens to, but also the underworld subcultures she exists in, such as Toshara, Akiba, Tatooine, and Kijimi. Not only music, but also music. created By that subculture.”

The result is a full album’s worth of tracks, over an hour long, and more than 10% of all diegetic or “in-universe” Star Wars music ever created. To my ears, Songs from the Underworld has elements of ELO, Bonobo, Snarky Puppy, Kraftwerk, and Ry Cooder. It bounces between genres and utilizes weird and wonderful instrumentation. Matthew Johnson is just as happy to use the didgeridoo as he is the guitar, which is not surprising considering he is a trained ethnomusicologist.

“All kinds of sounds, textures and instruments were on the table: spider monkeys, seals, vintage carbon phone microphones, cimbalom, yair tambour, furushi, shakuhachi, gamelan arranged on a drum set…” he says of this Maxima. Let’s talk about rhythm. “I searched every nook and cranny for inspiration to best represent these worlds, and every once in a while, I heard the sounds of gamelan, trash cans, didgeridoos, and kazoos being smashed together.” Just right For the outlaws of Star Wars.”

Matthew Johnson was “making it hard on himself” to avoid having “funny alien music” playing in every den of scum and villains where the player controls Kay Vess. He seriously considered and thought about the sounds of instruments within the world that the inhabitants of these worlds could physically play. He describes “the tonal elements of different instruments, the emotions and symbolic meanings they evoke, and how they can be combined to create instruments that may have been created or inspired by the world’s natural resources and cultures.” I had to think about whether I could create sound.

“I heard the gamelan, trash can, didgeridoo and kazoo being smashed together.” It’s just right”… Star Wars Outlaws. Photo: Ubisoft

For example, he explains in great detail that the sympathetic, resonant buzz of the sitar, the aggressive attack of the drumsticks of the saz and bouzouki, must be considered in conjunction with the playing style of the nylon-string guitar and charango of flamenco. I’m doing it. All these incredibly special sounds combine to give you a unique melodic instrumental sound that you would get on a desert planet. This is also the case with the track “If These Sands Could Speak.”

To create the collaborative spirit and “all in this together” attitude at the heart of so much alternative underground music, Matthew Johnson needed a band. “The joy of life is being able to collaborate with friends,” he explains. “It was a dream gig for everyone involved in this project, including musicians, engineers and instrument designers.The joy of playing and creating music is something we all share. That’s why we decided to dedicate our lives to this. Projects like Star Wars Outlaws combine my background as a record producer, performing musician, recording artist, and video game composer. , the perfect instrument for making music feel It’s like having a party.”


That’s right. The diegetic music in Star Wars Outlaws complements the equally great original score by Wilbert Roget II, providing some great musical ebbs and flows rarely seen in open-world games. The score is designed to be heard by you, the player. The music on the radio and in the bar is for Kay Vess. I think Outlaws is one of the best examples of how in-game music can add texture and depth, even to a world with as much history and lore as Star Wars.

“‘The Outlaws’ is the perfect vessel to show how music can reveal narrative information without literally conveying it,” says Johnson. “As Kay walks down the hallway and turns a corner, she hears the faint sound of a reverbed subwoofer hitting a kick drum. As she approaches the door at the end of the hallway, more musical elements can be heard. When Kei opens the door, music floods her body, and there’s a band on stage, dancing patrons, dim neon lights, and two stories of fog throughout. An underground nightclub has appeared.

“Even before they arrive at the club, the music, and equally importantly the implementation of music into the game itself, reveals a lot about our setting to the player.”

Songs from the Underworld is one of my favorite albums of the year so far. For me, it gives me a sense of what it’s like to be planetside in Star Wars, what it’s like to actually put yourself in the shoes of characters who live and breathe different atmospheres.

  • Star Wars Outlaws is available now on PS5, Xbox One, and PC. the song of the underworld Available on Spotify.

Source: www.theguardian.com

Review: Star Wars Outlaws – A Nostalgic Tribute to Legends, George Lucas, and Blasters

noOstalgia is a strange thing, it can appear out of nowhere like a TIE fighter and hit you in the gut, leaving you confused and in pain. An hour into Star Wars Outlaws, I never expected to be emotionally overwhelmed by a simple quest to buy spare parts from a group of Jawas. But then I got in my speeder and rode out into the Dune Sea, and I saw their vehicles, black and huge, in the low sun. And I saw those little guys running around repairing droids. And I was transported back to when I was 12 years old, watching Star Wars on VHS in the living room, eating Monster Munchies my mom bought me, repeating lines with Luke. Ubisoft’s epic adventure is full of moments like this, and they saved my life many times.

All Pre-release talk You hear a lot about this not being a typical Ubisoft open world game, but Star Wars Outlaws is a lot like a typical Ubisoft open world game. You play as Kay Vess, a city thief who has been living quietly off her cunning until a lucrative heist goes wrong and she steals a spaceship and crashes it on the remote moon of Tshara. From here, she must survive while working for and at odds with the many criminal organizations in the galaxy, building a reputation as a skilled mercenary and thief. From here, it’s a familiar storyline. You’re soon given the main story quest, dozens of optional minor tasks, and the opportunity to take on various smuggler and rogue side jobs, usually traveling somewhere to get or blow things up. It’s like Assassin’s Creed, Far Cry, or Watch Dogs. It’s Star Wars: Busy Work Strikes Back.

Star Wars Outlaws cleverly weaves in Star Wars culture. Photo: Ubisoft

But there’s also an important difference: here, you’ll be aided by your beloved pet Nix, who you can dispatch to distract guards, fetch useful objects, or crawl through tight spaces to unlock doors. Nix is adorable, and adds emotional depth and danger to Cay’s lonely life. But more importantly, the game expertly weaves Star Wars lore into the mix, with the buildings you invade being beautifully recreated Imperial research facilities, destroyed Republic starships, and vile Hutt fortresses, all filled with intricate visual and narrative details drawn from the original film trilogy. Everywhere you go, fans will find a treat: familiar droids, bits of history, and beloved spaceships. The streets of Mos Eisley are patrolled by Stormtroopers in their monstrous vehicles. Dewback.

The planets you visit aren’t huge explorable territories. Most have big cities and a few square miles of open terrain. But that’s ok. There’s plenty to discover, from Hutt treasure vaults in the valleys of Tatooine to pirate camps in the swampy forests of Akiva. Sadly, the speeder bikes handle badly and are like trying to traverse an alien planet on a beat-up old Honda 125. Equally unwieldy are the space flight sections, which are reminiscent of No Man’s Sky. The planets’ orbits are densely populated with abandoned spaceships, TIEs and pirate fighters that you can loot. You can rescue ships in distress or perform cargo pickup missions, but the flight simulation never quite matches up to the classic LucasArts space combat titles.

So much to discover…Star Wars Outlaws. Photo: Ubisoft

Most of the aboveground quests involve a combination of parkour (climbing pipes and cliffs painted yellow, although you can turn off the paint) and stealth, sneaking through steel corridors, passing walls of flashing buttons and beeping computer displays, destroying alarm panels, and silently taking down enemies. It’s basic, and at times it comes closer to Spider-Man’s Mary Jane missions, which can be frustratingly slow compared to Dishonored’s systemic complexity. As you progress, however, you’ll encounter different experts who can unlock new skills that allow you to move more quietly or use cool stealth toys like smoke grenades, making infiltration much more fun. You also have a very configurable laser gun with different modes that can be unlocked. You can temporarily pick up other weapons, but I like that Kay sticks to a Han Solo-style pistol. You can’t beat a good blaster by your side.

At its core, it’s a cheesy story that’s grown from a myth of street kids making it big into something a bit more interesting. As Kay recruits a raiding party that includes the laser-scarred battle droid ND-5, he forges friendships that both elevate and contrast the heist plan. Clashes with the Rebels also call into question the ethics of their war and their methods. There are great moments where it’s clear the designers took inspiration not only from Star Wars itself, but also from directors George Lucas reveres, John Ford and Akira Kurosawa.

Some may be nostalgic for the legends of the Jedi or EA’s Fallen Order and Jedi Survivor titles. Outlaws is definitely for Solo fans, not Skywalker fans, but it does feature some really compelling new characters. It gives most fans of the movies what they want, and they’ll get to geek out with things like the EG-6 power droid and the X-34 landspeeder. Chadra Fan Sitting at the bar in the cantina 😅 I’ve been wandering around for hours looking for this item and have rarely been disappointed.

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If this Was Compared to Assassin’s Creed or Far Cry titles, this one falls into the so-so category: reasonably fun, a little frustrating at times, and chock-full of overused tropes of the open-world genre, but the Star Wars license grabs the game by the Corellian trousers time and time again, dragging it into thrilling territory. For the better part of the 40 or so hours I played, I felt like a 12-year-old again, feeling a little confused and giddy, but also blissfully familiar, enjoying every moment.

Star Wars Outlaws will be released on August 30 for PC, PS5 (tested version) and Xbox Series X/S.

Source: www.theguardian.com

Ubisoft’s Galactic Adventure: A Sneak Peek at Star Wars Outlaws | Games

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About 10 minutes into the latest preview build of Ubisoft’s upcoming open-world adventure Star Wars Outlaws, protagonist Kay Vess enters Milogana, a densely populated, dilapidated city on the desolate moon of Tshara. It’s surrounded by a mix of sandstone shacks and metallic sci-fi buildings, packed with flickering computer panels, neon signs, and holographic advertisements. Exotic aliens lurk in quiet corners, and an R2 droid passes by, muttering to itself. Nearby, a cantina features a suspicious patron peeking out from a smoky doorway, and a darkened gambling hall stands nearby.

As you explore, a robotic voice reads Imperial propaganda over a loudspeaker, and stormtroopers patrol the city checking IDs. To this lifelong Star Wars fan, at least, these scenes perfectly capture the aesthetic and atmosphere of the original trilogy. Like A New Hope itself, this is a promising beginning.

“We did our homework,” says voiceover director Navid Cavalli. “We looked to the original films as well as George Lucas’s own inspirations: Akira Kurosawa, World War II films like The Dam Busters, and spaghetti westerns. Great care was taken to maintain tonal consistency in the original trilogy. We needed this to feel like it had high stakes, light-hearted humor, emotional tension, character development and a hero’s journey.”




Promising beginnings…Star Wars Outlaws. Photo: Ubisoft

Outlaws, due to launch on August 30th, has been in development at Massive Entertainment for about five years. In 2018, the studio held an event to announce The Division 2, and at some point that night, then-CEO David Polfeldt stepped outside to talk quietly with a senior Disney official. Over cocktails, the two discussed a possible collaboration. “The first presentation was in February 2020, after we released The Division 2,” says creative director Julian Gerighty. “We had a small team of people – concept artists and game designers – and we went to San Francisco with a very short pitch deck based on three concepts: Star Wars, an open world, and a baddie story.”

Set in the years between The Empire Strikes Back and Return of the Jedi, The Outlaws follows ambitious city thief Kay as he rallies a crew to pull off the biggest heist of his life in order to pay off the huge bounty on his head. [the appeal of Star Wars] “He wasn’t a Jedi farm boy or a cranky old space wizard,” says Gerrity, “he was a cool guy surfing the galaxy with his best friend and the most iconic spaceship. I really focused on these archetypal characters and what they could do in terms of gameplay.”

In Outlaws, players are free to explore and roam at least five major worlds, from Tatooine to stormy Akiva to glitzy Kantonica, home to the casino city of Kanto Bight featured in The Last Jedi. Throughout Cay’s journey, she encounters crime organizations from across the Star Wars canon, including the brutal Pikes, the Hutts, the shady Crimson Dawn, and the samurai-esque Asiga. Completing missions for organizations earns credits and reputation points, unlocking more lucrative jobs and new areas of the map. Joining one gang means alienating another, but there’s an opportunity to set crime bosses at odds or even betray one another.

So perhaps the emphasis on space villains tempted the team to make a Han Solo game? Gerrity shakes his head. “We always wanted a character that wasn’t Han Solo,” he says. “Han is the coolest guy in the galaxy. Cay is a city thief who gets caught up in a bad deal and gets catapulted from place to place like a pinball, and suddenly he’s negotiating with Jabba the Hutt… We did a lot of casting, but Hanberly Gonzalez’s character was the final piece of the puzzle. Her voice, her acting, her approach to the character on the page was such a huge influence.”

The focus on gangster intrigue is what inspired the game to be situated within the Star Wars timeline, an idea that came from Lucasfilm. “We were looking for the right moment to define the gameplay and to be able to go to cool, interesting places and meet interesting characters,” says Steve Blank, director of franchise content and strategy at Lucasfilm. “So we found a place that had a lot of opportunity to tell an underworld story. Organized crime is rampant as the Empire turns its attention to the Rebel Alliance. Jabba the Hutt is at the height of his power.”

At a press event in Los Angeles earlier this month, I played the story’s main quest, set on Tshara, where Kay must steal top-secret information from a computer in the sprawling mansion of Pyke crime lord Gorak. It’s a large, multi-floor environment riddled with guards. You can either charge straight in with blaster fire, or hack doors as you work your way through a network of ventilation ducts, backrooms, and sneaky passageways. I also visited Kimiji, an ice planet ruled by the Ashigas, a blind swordsman-like alien race. My mission is to meet with a safecracker, but I’m being pursued by an assassin. It’s an atmospheric place to explore, with temple-like towers towering above frozen cobblestone streets, snow flurries in the sky, and a small group of shady thugs huddling around a pale orange noodle shop.




A restaurant with delicious noodles…Star Wars Outlaws. Photo: Ubisoft

Although this is a Massive Entertainment game, it feels unmistakably Ubisoft. The stealth, the combat, the balance between story and side quests all contain elements borrowed from Assassin’s Creed, Far Cry, and Watch Dogs. You watch enemy patrols, take down targets one by one using a variety of special abilities, and then escape. There are further borrowings from other action-adventures, such as Kay’s ability to slow down time to target multiple enemies before firing multiple volleys with a blaster, a clear homage to Max Payne and Red Dead Redemption.

It’s fun to think about exactly how to use all the toys available to you in such a large, densely designed location. But the big question is: what’s new and what’s different? Apart from the Star Wars license, there are three elements that distinguish Outlaws from other Ubisoft adventures. First, there’s Nix, Kay’s constant companion. This is a cute little creature that follows you everywhere and gives you access to parts of the environment that you can’t. You can also command him to attack or distract guards, or pick up items or dropped ammo. This is especially useful during gunfights. “Nix was inspired by our pet,” says Navid Khavari. “My wife and I don’t know how we would have survived COVID without cats, so I think it feels very natural. He acts like a dog.

Outlaws also does away with Ubisoft’s typical skill trees and points in favor of a more natural alternative: Expert Missions have you quest for powerful specialists, granting you new abilities and upgrading your weapons and speeder bikes.




A masterpiece… “Star Wars Outlaws.” Photo: Ubisoft

And then, of course, there’s space travel; you can hop off-planet at any time, and the transition happens in one seamless sequence. You’re then free to fly around your current system, fighting TIE fighters or scavenging space debris before making a hyperspace jump to a new planet. Flying is simple, and dogfights rely heavily on the lock-on feature to automatically track down your enemies. It’s a lot more arcadey than the great X-Wing and Tie-Fighter games of yore. Still, it’s a unique thrill to get an enemy ship in your sights and blast it to smithereens accompanied by the legendary Ben Burtt-esque sound effects.

I’ve only seen a few hours of the game so far, but there’s still so much to discover. I’m hoping that the missions and side quests will delve deeper into Star Wars lore and move further away from the typical Assassin’s Creed or Far Cry fare. I’m curious to see how populated and detailed the planets are away from the major hubs. I’d love to encounter Jawa transports, secret Imperial bases, and terrifying monsters that will spend a thousand years trying to devour me. This element of stumble-through discovery in the Star Wars universe is something the team has clearly thought about.

“We knew we needed to allow the player freedom, which is very much part of how Star Wars works,” says Cavalli. “We created a tonal blueprint that drew from both The Empire Strikes Back and Return of the Jedi, and blended that with all of the characters and vendors in the story so that they all felt like they were part of the same journey. It took us a while to realize this, but Star Wars is particularly well-suited for an open-world game, which is why fans, myself included, have been clamoring for it for so long.”

Source: www.theguardian.com

An action-filled weekend of gaming reveals, featuring a fresh Call of Duty and Star Wars Outlaws

debtFor nearly 15 years, I used to fly to Los Angeles every June to cover E3, the massive video game conference where major games and consoles were unveiled for the first time, from PlayStation to Wii U, from Fallout 4 to Final Fantasy VII Remake. However, due to the pandemic, E3 was canceled this year and replaced by a series of loosely connected events: Summer Game Fest, organized by The Game Awards’ Jeff Keighley, the Xbox Game Showcase, and the indie-led event Day of the Devs. It all kicks off tomorrow, June 6th.

Publishers like Ubisoft and Devolver are hosting their own broadcasts, while other E3 regulars like EA and Square-Enix are absent. Live Show From leading games and entertainment website IGN – I worked there during the height of E3 in the early 2010s, when companies would rent studios and broadcast basically all of their announcements over four consecutive days. What’s basically happened is that it seems like we still get as much gaming news as we get at E3, but now it’s much more spread out and crammed into one weekend instead of a week-long conference.

In short, it’s all a bit chaotic right now, but I’m on a plane to Los Angeles just like the old days, so I’ll do my best to play and cover as many interesting games as I can. If you’re looking to follow events other than E3 over the weekend, here are five things to keep an eye on (and where to watch them).

Summer Game Fest Live Stream – Friday, June 72pm PST / 10pm BST

It’s a two-hour live showcase hosted by Keighley from LA’s YouTube Theatre. Based on my previous experience with both SGF and the Game Awards, it’s going to be a series of blockbuster trailers interspersed with very tepid, very rehearsed conversations with developers. It’ll be an endurance test, but with all the big names in the video game industry in attendance, including Capcom, 2K Games, and PlayStation, there should be at least two major game announcements and it should be worth watching. Straight afterwards, for those staying up late in the UK, the Day of the Devs indie showcase (4pm PST/midnight BST) and Devolver Direct broadcast (5pm PST/1am BST) will showcase the satire and independent spirit of the games industry, dispelling any corporate chic.

Wholesome Direct – Saturday, June 89am PST / 5pm BST

If you’re looking for a cozy gaming vibe, this is the place. Farming simulators, dating games, anything with cats and frogs. I get a lot of emails from Pushing Buttons readers asking where to find non-violent, approachable games, and this is the place. In past years, this showcase has proven to be long-lasting enough to get cloyingly cute, and with over 70 games on display, it’s quite possible that will be the case in 2024 as well, but the wholesome intention behind it makes up for it for me.

Looks promising… Star Wars Outlaws. Photo: Ubisoft

Xbox Games Showcase – Sunday, June 9th9am PST / 5pm BST

I’m very interested to see how the rather embattled Xbox division will fare this year, having pushed through the Activision/Blizzard/King mega-merger last year and then made the very unpopular decision to close down some of their studios. With a new version of Xbox on the horizon, the Game Pass strategy seems to be shifting, and Microsoft now owning a lot of developers, should There’s no shortage of games to premiere, with the sequel to the Call of Duty Black Ops series (above), due to launch this year, also premiering shortly thereafter.

PC Game Show – Sunday, June 9th1pm PST / 9pm BST

PC releases tend not to get as much attention in the games media as console releases, so this will be a most exciting showcase for a readership that loves real-time strategy, 4x, Moba, team-based FPS games, CRPGs, and other genre acronyms that accompany PC-exclusive games. Organized by venerable magazine PC Gamer, the event is celebrating its 10th anniversary this year.

Ubisoft Forward – Monday, June 1012pm PST / 8pm BST

Ubisoft’s lineup this year is promising, with the new Assassin’s Creed game set in feudal Japan and the promising Star Wars Outlaws alone being enough to keep me entertained for an hour, but I Mario vs Rabbids Kingdom Battle 2017 Edition Shigeru Miyamoto made an appearance, Rabbids creative director Davide Soliani got emotional, and it wouldn’t be E3 without a slightly embarrassing “Just Dance” performance.

What to Play

One of the best… Elden Ring: Shadow of the Erdtree. Photo: FromSoftware

I have two long-distance flights coming up, so it’s time to get serious. Elden Ring On Steam – Fortunately, the best game of 2022 (and in fact one of the best fantasy games of all time) runs great on a portable PC console. Shadow of the Elder TreeThe expansion is out on June 20th and is small enough to be considered a mini-sequel. The good news for those of you who haven’t finished Elden Ring yet, like me, is that you don’t have to finish the game to the end before the expansion comes out, but you’ll still get to enjoy the brutal yet exhilarating rhythm of the combat (and Substantial We’ll be looking back at the game’s history before taking on a new challenge later this month.

Available on: PC, PlayStation 4/5, Xbox
Estimated play time:
60+ hours (expansion will take at least another 15-20 hours)

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What to Read

Now on TV… Like a Dragon: Infinite Wealth. Photo: SEGA
  • Amazon Prime Unexpectedly Live-action television series It’s based on the fantastic cult-favorite crime drama game, Like a Dragon (pictured above).

  • Sony’s State of Play showcase last week technically kicked off a summer of gaming-related announcements. Gamesradar There is an overview Highlights from the trailer Astro Botstarring an adorable little white robot who serves as PlayStation’s best mascot, is a playful mix of platforming, puzzles, and action that’s great fun.

  • In news that’s too depressing for me to even think about, IKEA plans to pay its employees the minimum wage. Virtual Roblox Store You wanted the metaverse? Here’s the metaverse. Working at IKEA for minimum wage. But now. Not real.

  • Actor and developer Abubakar Salim recently released his debut game, Tales of Kenzera: Zau, with his studio Surgent. made a statement He talks about the targeted racist harassment he and his team suffered, part of a resurgence of the anti-woke culture wars that have resurfaced this year in the games industry and beyond. “There’s always going to be a reason why diverse stories can’t exist. These exclusionary rules keep piling up, and the goalposts keep shifting, until I, my studio, and people like us just sit back, shut up, and accept the fact that we’re outsiders. And I won’t,” he says.

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