• Former Xbox Developer ‘Doesn’t Think We’re There Yet’ With Cloud Gaming

    Microsoft is pushing hard to make mainstream cloud gaming reality, partnering with Samsung to release a smart TV app while making it a big part of the Xbox Game Pass package. But at least one former Xbox developer thinks there are still plenty of issues to work out.

    Speaking with IGN on the occasion of the launch of his new studio, Jar of Sparks, former Xbox developer Jerry shared his thoughts on whether we're near the end of the line for the traditional console model. Hook, who once helped launch Xbox Live and most recently worked on Halo Infinite, has his doubts.

    "My brain says [this isn't the last console generation], even in my notes for the studio, it's like, okay, [the next console generation] should land about here, so let's at least plan for it," Hook says. "But yeah, I have a hard time saying that it would be the last one just because of the struggle my friends globally have with streaming. And if everything's going to be in the cloud, you can't have millisecond delays, especially for what I consider AAA, like e-sports and competitive games, that just won't work. So you'll need something there."

    Hook himself is taking a decidedly old-school approach with Jar of Sparks, choosing to focus on narrative action-adventure games rather than live service games, which he considers risky for a fledgling studio.

    Games like the ones that Hook wants to make are ostensibly a good fit for the sort of cloud-based tech Xbox is offering, but online games are a different matter. Hook has plenty of experience making online shooters himself, and he thinks top competitive players will balk at any amount of input delay.

    "Yeah, you really have to talk to esports players and you ask them and they'll go, 'Nope,'" Hook says. "They get mad when we have input lag just to the console at times, so it's something that I think again, for the general or the hobbyists where we're just not good enough. I know I'm not good enough to detect some of it, but some of it you can still detect or when there's spikes within the network. It's that kind of thing where the last mile problem of networking that you're always going to have to manage, that you can't predict because everyone's house isn't standard."

    Regardless, Xbox continues to press ahead with cloud gaming while publishers like Square Enix release cloud-based games of their own, such as the widely-panned Kingdom Hearts 1.5+2.5 Remix for Nintendo Switch. It hasn't been all bad though — there are plenty of anecdotes to be found of players enjoying games like The Ascent with a mobile phone and a Backbone controller.

    Either way, we're getting close to a turning point, with Hook himself acknowledging that we're "getting dang close" to a truly high-quality cloud gaming experience. Until then traditional consoles will have to suffice.

    Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

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    As Dusk Falls Review

    At first glance, Two Rock, Arizona is merely a backwater town occupied by little more than tumbleweed and a few rows of houses. But very little is as it first appears, and all it takes to reveal As Dusk Falls’ many layers of storytelling depth is one small, decades-spanning tragedy. And it’s all about the story, since this is a choose-your-own-adventure-style graphic novel that cleverly pulls ideas from games like Telltale’s The Walking Dead series and 13 Sentinels: Aegis Rim. Each member of this voice-acting cast of unique and interesting characters has their own, often conflicting emotional stakes that accelerate the story in seemingly hundreds of logical and intelligently connected directions. Through the powerful and often far-reaching consequences of your own actions, this small town is gradually unveiled as a powder keg full of secrets, vices, and familial bonds that run far deeper than any outsider is initially led to expect.

    This story begins with a heist carried out by a trio of brothers who, while searching for a place to lay low, collide with another family at the auspicious Desert Dream Motel. You initially alternate between the soft-spoken youngest brother, Jay, and Vince, a married father who can either care more about his troubled professional history or his family – depending on how you choose to play him. The voice acting is several steps above competent, featuring familiar names like Deus Ex’s Elias Toufexis and Returnal’s Jane Perry, just to name a few, and each character is played with believable conviction. For a game with this much melodrama, very little of it is played awkwardly, and that’s a huge positive.

    The orange-hued art style certainly harkens back to shows like Breaking Bad, and the painterly finish is reminiscent of Disco Elysium as well. Some might take umbrage with this art style, but arguably, that’s what makes it stand out so well against other story-focused games, where the uncanny valley might make it a little too difficult to take certain scenes seriously. Once I got used to it, my imagination began to fill in the gaps between frames. As a result, I remembered many of the scenes in much richer detail than they actually appeared.

    The moral tug-of-war is constant here, and you may just want to play the six-hour campaign several times.

    These characters and their motivations can vary wildly depending on the order of actions you choose, such as confronting a mugger with a shotgun or attempting to reason with him. Everybody has their own view on Two Rock and its history, and if the story begins to paint one non-player character as a villain, things rarely stay that way for long. The moral tug-of-war is constant here, and you may just want to play the six-hour campaign several times; not because you need to, but because taking different paths and exploring these wildly different stories is so satisfying.

    It’s great that As Dusk Falls points out which decisions are the big ones with a giant sign overhead, but don’t just assume the most obvious choice will always have the desired outcome. These cascading events are a constant source of twists and turns, meaning things can spin out of control in ways you usually didn’t intend, and practically none of the core cast is safe. It’s also easy to jump back to a decision that didn’t go your way if you’re picky about how you want a playthrough to go.

    The likelihood you’ll manage to see everything meaningful on the first run is slim to zero, and the availability of an up to eight-player mode where everyone gets to vote on decisions make As Dusk Falls much more of a party game than any other visual novel to date. People can even vote using their phones. In the right circumstances and with the right group of people, it could be one of the most replayable visual novels to date.

    It’s the storyline that’s intense here, not gameplay.

    Fans of TV crime dramas would feel right at home in Two Rock, and the pace is so leisurely that even if your friends and family members aren’t typically into video games, this could be a great starting point for them. It’s the storyline that’s intense here, not gameplay; interaction is largely dominated by quick-time events and dialogue choices with a countdown timer that’s usually pretty generous. The meat of this story campaign is in exploring the plethora of story choices and then watching their often clever and sometimes tragic outcomes woven together with a story so well-written that it might as well be on AMC.

    Since no time is wasted making you search for puzzle clues or awkwardly stumble around in a 3D environment, As Dusk Falls leaves space for a noticeably wider number of meaningful decisions than in any Telltale game, and they don’t just feel like they’re giving the mere illusion of choice. Some actions, such as talking to a dog versus throwing a stick to ward the dog away, resulted in two vastly different outcomes that temporarily changed the shape of the story. In another instance, a series of events led to one character’s death early on, whereas making a totally different array of choices led to a completely different outcome near the end of the story. Many of these decisions seem innocent or meaningless at first, but they do tend to coalesce and influence the overall direction of events. Something you did four hours ago might pop up again, or not. As a result, when I saw a chain of earlier decisions come together to form larger consequences it felt ethereal.

    The self-awareness across As Dusk Falls’ several layers of cascading events is impeccably consistent, but this is still just sleight of hand on the writers’ part, and like in any other story game with branching storylines, the skeleton of the plot remains pretty consistent throughout. Certain events will happen no matter what, though the silver lining here is that you may get a chance to see those events from a totally different angle if you make different choices. For example, a character who died early in my first playthrough lived long enough to disclose a secret later on in the second, and that revelation completely redefined how I viewed the story and some of the other characters. This led me to believe As Dusk Falls isn’t playing anything close to its full hand in the first six hours.

    Tying these still images together is excellent sound design that accurately depicts everything with cinema-like fidelity. The original soundtrack by Forest Swords is rich, deep, and tense – coming in at ideal intervals, for example, to create drama with bassy tones.

    The quick-time events could be done a little bit more imaginatively, however, since they only ever really come down to the basic “move a cursor or quickly tap a button” prompts, and they tend to show up in some very strange places, such as scenes where your character is doing something as basic as packing boxes. At least it gives you something to do during quieter moments. But overall, As Dusk Falls feels conventional in this area, and after having played Disco Elysium and 13 Sentinels, both of which took the whole concept of interactive fiction and turned it on its head in unique ways, it’s safe to say that Interior/Night wasn’t exactly willing to go skydiving without a parachute during the getaway scene. Yes, that was a reference to Point Break. But anyway, it isn’t reinventing the wheel, and its quick-time events would be downright boring if the story wasn’t so compelling.

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    Rogue State: Black Mask Studios Reveals a Politically Charged Follow-up to 2017’s Calexit

    2017's Calexit certainly made waves in the comic book industry, given that its premise was very directly inspired by the events surrounding the 2016 presidential election. Now writer and Black Mask publisher Matteo Pizzolo is following up that story with an equally topical speculative fiction series called Rogue State.

    IGN can exclusively reveal the first details about Rogue State ahead of the book's official unveiling at SDCC this weekend. This ongoing series reunites Pizzolo with Calexit: San Diego artist Carlos Granda. It explores an alternate version of the US that has splintered into a series of paramilitary militia groups, and where a new freedom fighter named Vya of Brightstars emerges to rally a terrified nation.

    Black Mask will be teasing the new series through a free preview ashcan booklet being released exclusively at Comic-Con. Check out the slideshow gallery below to see some of the unlettered artwork featured in that ashcan:

    Here's Black Mask's official plot description for the new series:

    In ROGUE STATE, a crew of young vigilantes will rise against an authoritarian state robbing Americans of their rights. The ongoing series tells the story of Vya Of Brightstars, a mysterious freedom fighter rising from the unrest, and Clara Santos (she/her), a young professional who becomes activated in Vya’s movement when her fiancée Taylor Sanchez (they/them) is disappeared as militias take over their Mission District neighborhood. As a nationwide police state takes shape following a contested Presidential election and The Supreme Court’s Second Amendment ruling to deputize paramilitary groups, Vya and Clara’s rogue state will blaze a path across America, inspiring others to raise their own armies… some in solidarity, others in opposition. Each issue of ROGUE STATE will also include non-fiction material about building local support networks and grassroots campaigning for coming elections.

    “This is an amazing and crucial moment in the history of comics. It’s a real renaissance for socially relevant and politically challenging comic books and graphic novels, but at the same time these books are facing more attacks, lawsuits, and bans than they have in a generation,” said Pizzolo in a press release. “Researchers are pointing out the explosion in book banning has been disproportionately impacting graphic novels–and whether it’s Maia Kobabe’s powerful GENDER QUEER, Art Spiegelman’s incredible MAUS, Alison Bechdel’s moving FUN HOME, or Alan Moore and David Lloyd’s piercing V FOR VENDETTA, it’s clear that deeply personal and fearlessly political comics and graphic novels are capturing imaginations across our polarized world. There’s never been a more robust range of comics and graphic novels speaking to the demand for social and political change than right now.”

    The Rogue State preview ashcan will be distributed at Black Mask's Comic-Con booth and during the Rogue State panel being held on Saturday, July 23 at 5pm PT. Additionally, the publisher will be offering the following exclusive comics at the con:

    • Calexit: Our Last Night In America [Uncut]
    • Godkiller: For Those I Love I Will Sacrifice #1 advanced issue
    • Godkiller: Tomorrow’s Ashes Collected Edition Hardcover & Softcover
    • Rogue State ashcan
    • Destiny, NY Chapter 1

    Rogue State #1 will be released in October 2022.

    For more on San Diego Comic-Con, find out how to watch this year's event and what to expect.

    Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

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    Westworld: Season 4 Episode 4 Review – “Generation Loss”

    Warning: The following contains full spoilers for the Westworld Season 4 episode "Generation Loss," which aired on July 17 on HBO.

    To read our review of last week's Westworld episode, "Annees Folles," click here.

    Westworld hurled us headlong into a horrific future in "Generation Loss," a wickedly exciting chapter filled with answers about Season 4's diabolical machinations, acting as a tableau that portrays a truly grim depiction of humanity as the scrappy remnants of our species fight to end global enslavement at the cruel hands of A.I. overlord Charlotte “Dolores” Hale.

    So. Much. Happened.

    We were given answers about Caleb and Maeve's past (that flashback from the premiere was allowed to play out more fully), learned that Maeve loved Caleb and went into hiding to save him/give him a life, witnessed host William finally become the Terminator-style stalker bot that Yul Brynner's Man in Black was in original Westworld movie, and then reveled in a nice, light two-episode twist involving Caleb's daughter Frankie actually being the rebel who picked up Bernard and Stubbs last week — as, yes, that story’s taking place 23 years after the Caleb/Maeve Golden Age adventure (after our two heroes blew it big time). Phew! There was a ton going on here but it never piled up into anything overly convoluted.

    So then… the weapon buried in the desert is Maeve, Caleb's now stuck in a horrific cycle of fidelity checks to see if his future copy is a faithful replication of his old self, and the "tower" that was spoken of (and drawn) in Christina's story turns out to be the giant controlling beacon that lords over all society. That means her storyline is also a part of this gruesome dystopia and the NPC arcs that she writes are, as many guessed, controlling actual people. Humans are now puppets, and signs also point to them being used over and over again in the same story (given that Christina found out the guy who jumped off the building had already died years ago).

    No, the "hosts" in The Golden Age park weren't actual humans, as pondered last week, but the humans of the future certainly are. And the guests of The Golden Age were filled with flies as part of Hale's bid to have the park be the "super-spreader event of the century." We'd learn later also that children would absorb the flies more easily, making full control over humanity take a generation to firmly grab hold, and that, as with every virus, some people were naturally resistant or immune (like Caleb's bloodline, apparently).

    "Generation Loss" was sinister in all the right ways. Sure, some of the twists were spottable but satisfying will beat shocking any day of the week. The main goal is to give us a story that flows well, honors the characters, and gets our dander up. This was an infuriating episode, meant in the best way possible. With this being the Infinity War of the season — or series, even — the scope of Bernard's quest falls into place.

    Bullets flew and explosions erupted in the strongest episode of the season (so far).

    Westworld has expanded significantly, giving us a super-dark A.I. apocalypse that feels worse than, say, something like Skynet wanting to kill everyone. Being puppeted by robots, for their macabre amusement, in these sort of Sisyphean loops is worse, narratively, than pure annihilation. And on top of this, you get to feel sad and deflated watching Caleb try so hard to prevent his daughter from growing up in this world, only to realize you'd already started watching her exist in it last week.

    There was intense action, particularly during Caleb and Maeve's escape from the park (when Hale sicced the controllable guests on them) and then between Maeve and William, whose battle raged from the park's lab all the way to that dig site. Bullets flew and explosions erupted in the strongest episode of the season (so far), which was able to unspool much-needed explanations in a fun way that played into the show's twisty strengths.

    Christina's world is still mostly a mystery though. It's connected to the world host Caleb found himself in at the end, which was controlled by the tower, but it also remains at arm's length. The people in Christina's realm don't know about this tower, and those who do sound like conspiracy loons. Are most humans shielded from the truth in the future? If so, then Hale must feel satisfied knowing that her dreams of revenge are only known to her (which doesn't sound much like the Hale who gloated over the real William two weeks ago). Is Cristina's arc even further in the future than what was shown to us this week? Is she allowed to exist in a different place, uncontrolled but unaware she's manipulating others?

    And why does James Marsden's new Teddy, who Christina had a very sweet date with, seem like he does know what's going on behind the veil? He claims to have been a "bounty hunter with a heart of gold," and says it in a knowing way, as if he half-expected Christina to know what he's talking about. Still, we got so many answers this week that any big revelations about this story can hold off for a while. Especially since, despite the nefarious underbelly, there's a sugariness to "Teddy" and Christina's burgeoning love affair that offsets the ghoulishness of the other side of the season.

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    PlayStation Plus Premium and Extra Now Offer a 7-Day Free Trial in the UK

    The all-new PlayStation Plus has introduced seven-day trials for both the Extra and Premium tiers of the subscription service in the UK.

    Both the PS Plus Extra (£10.99/month) and Premium options (£13.49/month) will now also give you the option to try the new service before having to pay anything.

    At the time of writing, seemingly only the UK has access to the trial, but this doesn't rule out the possibility of it coming to other regions as well in the future.

    The trial is only available for those who are currently not PS Plus members (even on the Essential tier), and there aren't separate trials for Extra and Premium available.

    Essentially, you are signing up for PS Plus Extra/ Premium, and can then continue to pay for 1, 3 or 12 months of the service at your discretion, or cancel if you so chose to.

    The T&Cs show you can cancel the free trial before you are charged at the end of the seven days. But, if you don't stop the renewal, you will be automatically charged a recurring subscription fee until you cancel.

    PS Plus additions for July include the sci-fi cat adventure Stray, alongside PS5 games like Final Fantasy 7 Remake Intergrade and Marvel's Avengers.

    Check out our updated lists of all PS Plus Premium Catalog Games and PlayStation Plus Classic Games Catalog on IGN Playlist. You can use these lists to plan what to play next, create custom ranked lists of your favorites, and track your backlog.

    Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

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