• Stray Is the Adorable Cat Game We Hoped For – Beyond 759

    On this week’s episode of IGN’s PlayStation show, Podcast Beyond!, host Jonathon Dornbush is joined by Jada Griffin, Tom Marks, and Mark Medina to discuss all the latest and greatest in the world of PlayStation, including our thoughts on why Stray is the adorable cat game we hoped for.

    But first, we jump into some of the PlayStation news of the last week, including the announcement of the new PlayStation Stars loyalty program, whether we hope it means the return of PlayStation Home thanks to its assortment of digital collectibles, and how we hope these new features are implemented. Then, we talk a bit about God of War Ragnarok’s new story synopsis (skip ahead if you don’t want to hear any details), as well as PlayStation deepening its investment in the esports space.

    Then, we dive into our thoughts on Stray, the new PlayStation-console exclusive from Annapurna and BlueTwelve Studio. Tom reviewed Stray for IGN, so he offers some thoughts from his review about why he thought Stray was great, Jonathon and Mark offer their experiences having beaten Stray as well, and Jada offers her early impressions from the beginning of Stray…as well as how she played Tokyo Jungle to get another cat gaming experience while she waited.

    We also dig into a lovely Jak & Daxter Memory Card story, read some of your response to Mark’s TLOU question from last week, and help a listener figure out what RPGs to jump into.

    If you’d like to write into the show with questions, Memory Card stories, answers to our questions on PS Plus releases or the best first date games to play, write into [email protected]

    Timecode:
    00:00:00 – Intro
    00:03:50 – PlayStation Stars Announced!
    00:15:54 – God of War: Ragnarok Gets a Story Synopsis
    00:21:18 – Stray is Finally Here!
    00:57:19 – Memory Card & Outro

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    And if you're looking for more places to enjoy this PlayStation podcast show, check out Podcast Beyond! on all available platforms: https://linktr.ee/podcastbeyond.

    Jonathon Dornbush is IGN's Senior Features Editor, PlayStation Lead, and host of Podcast Beyond! He's the proud dog father of a BOY named Loki. Talk to him on Twitter @jmdornbush.

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    Minecraft Will Not Allow NFTs or Blockchain Technologies

    As some developers embrace the controversial use of digital tokens, the folks at Minecraft have put their foot down on NFTs and blockchain technologies.

    Their post comes in response to feedback from their community members asking for “clarification and transparency” on where Mojang Studios and Minecraft stand on the topic.

    “While we are in the process of updating our Minecraft Usage Guidelines to offer more precise guidance on new technologies, we wanted to take the opportunity to share our view that integrations of NFTs with Minecraft are generally not something we will support or allow,” the post says. Just last year, Steam banned blockchain games and those that issued cryptocurrency.

    Some creators use blockchain technology to sell things like skins and worlds, but the folks at Minecraft want their community to be a place “where everyone has access to the same content.” They believe NFTs “can create models of scarcity and exclusion that conflict with our Guidelines and the spirit of Minecraft.”

    They go on to say “to ensure players have a safe and inclusive experience, blockchain technologies are not permitted to be integrated inside our client and server applications, nor may Minecraft in-game content such as worlds, skins, persona items, or other mods, be utilized by blockchain technology to create a scarce digital asset.”

    The decision comes in part, Mojang says, because NFTs and blockchain do not align with “Minecraft’s values of creative inclusion and playing together” and “create a scenario of the haves and the have-nots.”

    In all, the folks at Mojang Studios just want to look out for their community, recognizing that “NFTs may not be reliable and may end up costing players who buy them.”

    Their stance comes at a time where some developers have even signed anti-NFT pledges while others who have embraced the technology have been called out for their money-grabbing schemes. Some, like Team17, have even announced NFT projects only to end them after their outrage from their community.

    Casey is a freelance writer for IGN. You can usually find him talking about JRPGs on Twitter at @caseydavidmt.

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    Farthest Frontier: The Final Preview

    Farthest Frontier is far from the first foray I've fared into the fir-flecked forests of an unforgiving land. But as survival city-builders go, it provides some targeted depth and realism in areas that often get ignored. While I ran out of things to hold my interest in games like Banished fairly quickly, the agriculture and food spoilage system here make running and developing a settlement much more engaging.

    The premise is fairly simple. You get dumped in the woods with a few medieval settlers and have to survive harsh weather, disease, starvation, wolves, bears, and eventually – though I didn't run into any, thankfully – bandit attacks. Providing housing, firewood, fish, and berries is the first priority. But as your population grows, your town center levels up, and the tech tree is slowly unlocked, things get more complicated.

    The most significant wrinkle here is the very detailed food spoilage system. If you were planning to rely on the rations you brought with you to survive the first winter… I have bad news for you. They're mostly going to rot faster than your villagers can eat them. Getting food is only half the battle, because you can make a giant pile of fish and berries in the warm summer months and it will all be inedible mush by the middle of winter. Thus the tech tree is just as much about developing ways to store and preserve food as it is about getting more of it.

    AGRI-CULTURE

    Even for your tiny starting population, survival just by hunting, fishing, and foraging is a harsh life on the razor's edge of starvation. You'll have to develop agriculture to sustain anything much larger or have any wiggle room at all, and that's where one of the most interesting systems in Farthest Frontier kicks in. In addition to having to find a site with fertile soil for your fields, the ground is also rated for its sand and clay content, with certain crops preferring more of one or the other. It's possible to gather both from elsewhere and add them to the field if you need to adjust the composition.

    Fields also have ratings for weeds and rockiness, which both reduce your crop yield, and require you to slot in maintenance jobs that reduce the amount of available growing time. Some crops suppress weeds, but don't provide very much food. Some can be stored for longer, but are more susceptible to a late or early frost that could ruin the harvest. And some crops replenish the fertility of the soil, while others reduce it, which makes crop rotation essential. If you plant too much wheat or rye, you'll eventually ruin the land, so you need to swap in a nitrogen fixer like beans every couple of years.

    There are a few different ways to help your food keep longer. Meat and fish can be smoked at a smokehouse, though it has a tendency to catch fire. I didn't get a good clip of that because I was trying to, you know, stop my settlement from burning down, but let's just say there used to be a lot more forest over here. Vegetables can be stored in a root cellar, which also helps. And eventually, you can build a cooper to stock your storage areas with barrels, which slow down the decay even further.

    AGAINST THE GRAIN

    Eventually, though, you'll have to do what most large, agrarian communities have done for the last several thousand years and transition to a grain-based diet. Grains can be stored practically forever in the raw form – as long as you keep it dry and have a rat catcher on duty for pest control. But it also can't be eaten raw, so you need to employ millers and bakers to turn it into flour and, eventually, bread, which adds a lot of complexity and daily labor needs to your settlement. It also does a number on the soil, so good field rotation practices become even more important. Cereal is truly a Devil's bargain.

    This is a really interesting and novel centerpiece for Farthest Frontier's tech progression, where more population requires completely rethinking how you're going to feed everyone, which creates further problems to solve. Having played a lot of similar games where advancement through the tech tree is a lot more predictable, and less driven by actual historical realities and interesting logistical puzzles, I was impressed.

    More population requires completely rethinking how you're going to feed everyone, which creates further problems to solve.

    Along the way, I had to keep an eye out for disease and wild animals as well. If your townsfolk don't have easy access to a well, they'll just gulp down some pond water and probably get dysentery. Eventually I had to employ a soil collector and a grave digger, or else everyone would just dump their poo and dead relatives out on the street, which isn't great for public health, as it turns out. Luckily, building a trading post and selling valuable furs to passing merchants helped me afford all of these new amenities.

    WONDROUS WILDS

    It looks pretty nice, too. The realistic color palette sets it apart from more stylized city-builders, the buildings have a lot of little details to make them feel lived-in, and the changes to the lighting and ground cover during autumn and winter really help the world feel alive. The interface is a little bit busy, but especially the farming and crop rotation screen are very easy to read and work with, given how deep that system goes.

    The changes to the lighting and ground cover during autumn and winter really help the world feel alive.

    There's still a lot more of Farthest Frontier I haven't seen. Bandit raids and dealing with local nobles become important later, with the ability to eventually build roads and walls and train soldiers. There's a whole third tier of tech I haven't even touched yet, and I haven't been able to open my pub because of a heartbreaking lack of beer. I look forward to seeing my little wilderness village grow into a proper medieval settlement when I get my hands on the full version on August 9th.

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    House of the Dragon New Trailer Hones in on its Queenly Conflict

    House of the Dragon’s release approaches like a dragon in the sky, and a new trailer released focuses on the action, drama, and the difficult choice of choosing a heir to the Iron Throne. The Targaryens are in power, at least for now, and the trailer teases the beginning of the end.

    The HBO series is set 200 years before the events of Game of Thrones and will follow House Targaryen before their spectacular fall and the subsequent Targaryen civil war, also known as the Dance of the Dragons.

    House of the Dragon, which is based on Fire & Blood by George R.R. Martin, will not follow Game of Thrones’ more linear structure and will instead jump around in time. This non-linearity means the cast will be portrayed at various ages, which we get a glimpse at in the trailer with its female leads. The trailer, of course, also gives us a glimpse at its dragons, who really just need a good head scratch.

    House of the Dragon will be at San Diego Comic-Con this Saturday at 11:30am in Hall H. The panel will feature much of the cast as well as co-creators George R. R. Martin and Ryan Condal and co-showrunner Miguel Sapochnik.

    Be sure to check out everything you need to know about the prequel so you’re all caught up before it airs on August 20 on HBO. If you’re still pining for more Game of Thrones content, be sure to check out our list of the best Game of Thrones episodes.

    Casey is a freelance writer for IGN. You can usually find him talking about JRPGs on Twitter at @caseydavidmt.

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    Uncharted, The Last of Us Director Opens New Studio, Wildflower Interactive

    Former Uncharted 4 and The Last of Us director Bruce Straley has opened up a new studio called Wildflower Interactive. The studio is made up of developers who’ve worked on games such as Call of Duty, Abzu, Kena: Bridge of Spirits, and Astroneer.

    “In 2017 I left the industry not sure if I wanted to make games anymore,” says Straley. But the longer I was away, I kept thinking about this medium, and everything yet to be done and everything I wanted to do still. And this idea kept following me. So I grabbed some friends and we started prototyping.”

    According to Wildflower Interactive’s website, the studio is aiming to create “small-ish”, creatively charged, and uniquely-stylized games. While the studio didn’t reveal any other information about any projects, it is currently embracing remote work. It looks like Wildfire Interactive is still in early development as they are hiring for roles such as COO, audio designer, character designer, and environmental artist.

    Wildfire Interactive’s current employees include:

    • Almudena Soria Sancho – Animation
    • Wouter Gort, Eyton Zana – Art
    • Doug Holder, Arno Azar, Nicholas Lance, Liz Fiacco – Design
    • Cosmo Fumo, Ole Ciliox – Programming
    • Vivian Alcala – Production
    • Bruce Straley – Director | Studio

    When Straley left Naughty Dog in 2017, he had no announcements about his next steps but wanted to “continue the journey into the creative process.”

    George Yang is a freelance writer for IGN. You can follow him on Twitter @yinyangfooey

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