Microsoft agrees to keep Call of Duty on PlayStation ahead of Activision buy

Software giant acquiesced after US trade commission expressed concern that Activision Blizzard acquisition would hurt gamers

Microsoft has signed a binding agreement to ensure that the Call of Duty video game franchise remains available on Sony’s PlayStation platform after Microsoft’s $69bn acquisition of Activision Blizzard, the tech company said on Sunday, easing concerns from Sony and the Federal Trade Commission (FTC).

A tweet from Phil Spencer, Microsoft Gaming’s CEO, read: “We are pleased to announce that Microsoft and @PlayStation have signed a binding agreement to keep Call of Duty on PlayStation following the acquisition of Activision Blizzard. We look forward to a future where players globally have more choice to play their favorite games.”

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E3 2023: video game industry’s biggest expo cancelled

The annual event, which faced years of Covid disruption, will not return in 2023

E3, the video game industry’s biggest annual expo, has been cancelled.

The show had been due to make a return after years of Covid-19 disruption this June in Los Angeles, but in a joint statement, the US’s Entertainment Software Association (ESA) and events company Reedpop announced it would no longer be going ahead.

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Microsoft’s Activision plan shows gaming will be at heart of metaverse

Activision Blizzard deal would help Xbox compete against PlayStation – but will regulators play along?

Microsoft’s planned takeover of Activision Blizzard puts the tech company at the centre of two big issues facing the sector: the metaverse and Washington’s determination to rein in big tech.

The metaverse is where the physical and digital worlds come together, although it is very much at the concept stage. The idea is that you will put on a virtual reality headset and a digital representation of yourself – an avatar – will interact with others at work and play in a combination of virtual and augmented reality.

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Deathloop: how Arkane used Frank Lloyd Wright, Tarantino and Twiggy to build a world

It takes special design to keep players exploring, and game developer Arkane, known for its refined aesthetic, has some unexpected sources

This year, there is one game world I have enjoyed exploring more than any other. We’re so spoiled for visually rich open environments these days, it takes something special to keep players immersed, to keep them wandering about looking at stuff, just for the sake of it. Deathloop is a shining example. Developer Arkane is known for its highly refined and individual approach to game art, thanks to the astonishing Dishonored titles, set in a steam-punk dystopia of rats, robotic guards and ornate classical architecture. This time around, the team created a strange Groundhog Day-like adventure set on an island populated by mad scientists and spoiled billionaires, all looking to gain immortality by living the same day over and over again, thanks to a localised space-time phenomenon.

The island of Blackreef, where the whole game takes place, provides a fascinating example of how Arkane works. At first, the team built a timeline to explain the variety of natural and human-made features in each region. The location itself is a remote, wintery outpost, heavily inspired by the Faroe Islands, with craggy cliffs and windswept grasslands. On top of this are the militarised buildings constructed by a group of military researchers who arrived in the 1930s to investigate the strange phenomena. And then, decades later came Aeon, a cabal of rich tech bros, looking for a new playground. “It was kind of like if Elon Musk had said, ‘let’s go to the Bermuda Triangle and study it’!” explains art director Seb Mitton. “They came with all this money and realised they could create these strange events. They said ‘we’re going to start this loop and we’re going to live forever.’”

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Resident Evil Village review – nerve-shredding descent into horror

PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X; Capcom
The action careers superbly through spooky gothic castles and underground complexes where monsters and a bloodsucking femme fatale lie in wait

It has been four years since Resident Evil 7 rescued the series from its action-heavy nadir and returned to the roots of survival horror: jump scares, and elaborate puzzles involving unattractive oil paintings. Now, Village seeks to bring back some of the gunplay introduced in Resident Evil 4 without losing the tension and dread. The result is a delightfully schlocky survival horror adventure that makes constant references to earlier games – and will bring much joy to fans.

Things start on an eerily domestic note, with Resident Evil 7 protagonist Ethan Winters and his wife Mia attempting to recover from their horrific experiences in isolated rural Louisiana by moving to … isolated rural eastern Europe. After a gruesome opening, in which Mia is shot and their baby kidnapped, Ethan must set out to discover what fresh hell he has landed in this time. You start out exploring the village of the title, a squalid, diseased little place, all cackling crones and mad-eyed yokels with shotguns, like some nightmarish Borat remake directed by Eli Roth. Most of the inhabitants have been slaughtered by four monstrous local lords at the behest of a cruel demigod. To save his daughter, Ethan must track these bizarre aristocratic sociopaths down to their lairs and kill them.

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Cyberpunk 2077 review – could it ever live up to the hype?

PC (version tested), Xbox One, Xbox Series S/X, PS5, PS4; CD Projekt
Blade Runner meets Grand Theft Auto in this sprawling hellscape of a role-playing game, which is extraordinarily immersive but let down by misogyny and xenophobia

So here we finally are, in Night City. Almost a decade after it was first announced, CD Projekt’s massively ambitious role-playing game has launched into a swirling maelstrom of hype and controversy that befits its salacious, histrionic setting. Like the technological MacGuffin at the centre of the plot, Cyberpunk 2077 is highly advanced and ingenious, but also bug-ridden and irresponsible.

You play as V, a cybernetically enhanced street hustler looking to make their name on these squalid, vicious streets, taking infiltration and assassination jobs for the gangs who’ve carved up the criminal underworld. While attempting to steal a cutting-edge biochip from a powerful corporation, you implant it in your own head, unknowingly infecting yourself with the digital ghost of dead rocker and anarchist Johnny Silverhand (Keanu Reeves, essentially playing Theodore “Ted” Logan’s asshole brother). If you don’t get him out of your brain, you’ll both die.

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Assassin’s Creed Valhalla review: cloudy with a chance of mead halls

PS4 and PS5, Xbox One, Xbox Series, PC; Ubisoft
The weather’s as bad as ever, but this smart, inventive and witty open-world game is a veritable Viking feast of adventure

It’s been a wild ride this year, but you can always rely on Assassin’s Creed to lighten the mood. Let’s see what those zany historians at Ubisoft have cooked up for us in the excitingly named Assassin’s Creed Valhalla … Peterborough, is it? Norwich in the dark ages?

I have nothing against our beautiful cathedral cities, rolling plains and park-and-ride services, but after 12 months of Brexit, Covid-19 and forest fires, plus the cancellation of the Eurovision song contest, I was hoping for something a little less Tough Mudder from this giddy, quasi-historical, action-adventure series, which previously had us gallivanting around Atlantis.

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PlayStation 5 review – Sony’s new console makes a splashy entrance

This enormous spaceship of a console comes with enough flagship features – from fast SSD and frame rate to 4K resolution – that you might overlook the hefty price tag

With more than 110m PlayStation 4s sold, Sony is coming into the next console generation with nothing to prove. But the company has squandered goodwill before: it followed up the beloved PlayStation 2 with an awkward-looking, difficult-to-develop-for console that cost the equivalent of £600 in today’s money. It took PlayStation 3 almost a decade and several remodels to make up the ground it had lost. The PlayStation 5 certainly looks wild next to the modernist oblong that is PS4, but this is no conceptual experiment in hardware design. It is a console that wants to make you feel good, to celebrate the time, money and passion we expend on video games.

The console itself is a statement object. Standing vertically, its white casing tapers to a V around the shiny black body of the machine. It is enormous and looks like a futuristic spaceship. The new DualSense controller is white with black accents, a slightly different shape from the PS4 pad that feels equally comfortable in the hands. The texturing on the grips comes in the form of tiny circle-square-triangle-cross symbols that you can see only if you zoom in on a high-res photo – a cool hidden design secret indicative of the thought that has gone into the PS5’s appearance.

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PlayStation 5 specifications revealed – but design is still a mystery

Sony confirms custom AMD RDNA 2 graphic processor, solid state drive and innovative 3D audio – without showing the new console

Sony has revealed the full technical specifications of its PlayStation 5 console.

In a blogpost, followed by a lengthy online technical briefing by lead system architect Mark Cerny, the company confirmed that the machine will feature custom versions of AMD’s Zen 2 central processor and RDNA 2 graphics unit, the latter operating at 10.28 Tflops. System memory will be 16GB. The machine will support advanced visual effects such as real-time ray tracing and will have a solid state drive (SSD).

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