Category Archives: Technology

YouTube flags horror video as “for kids,” won’t let creator change rating

Enlarge / YouTube thinks the dark and creepy “Local58TV” series is for kids.

Google’s wonderful content moderation bots are at it again. After previously doing things like including suicide instructions in a children’s video, and the whole Elsagate problem, YouTube is now flagging a horror video as “for kids.” Worst of all, this is against the creator’s wishes. The video was previously flagged as for ages 18 and up, and YouTube decided it was for kids and won’t let the creator restore its content rating.

The video in question is from horror series Local58TV. The creator, Kirs Straub, checked his account over the weekend to find that his not-for-kids content has been spotted by YouTube’s content moderation AI, and automatically marked for kids.

“For kids” in this context means Google has flagged the video for inclusion in the “YouTube Kids” app, which is a separate interface for YouTube that is supposed to only show a “safe” curated slice of YouTube. The “Kids” flag also means the video is forced to comply with US Children’s Online Privacy Protection Act (COPPA), so comments are turned off.

Local58TV has millions of views across its nine videos and is famous enough to have a Wikipedia page. The channel’s about page describes itself as “ANALOG HORROR AT 476 MHz. Unsettling shorts in the found footage/VHS aesthetic from Kris Straub.” The channel’s most popular video, “Contingency,” is a faux public service announcement from the “US Department for the Preservation of American Dignity.” The message, set to an ultra-creepy rendition of The Star-Spangled Banner, declares that America has lost the war and was forced to surrender. Before the occupiers arrive though, you can “take America with you” by murder/suiciding your family. The video continues with instructions. This is obviously not the type of channel that is for kids!

Enlarge / YouTube, this title does not mean what you think it means.

YouTube doesn’t get the Local58TV vibe though. It automatically flagged one episode, titled “Show For Children” as for children. You can see how an AI bot might get its wires crossed from that title, but it immediately says “Not for Children” in the description, and the creator, Straub, originally set the video’s age rating as “18+” when it was uploaded.

The episode is a black-and-white cartoon where a cute cartoon skeleton wanders around a graveyard looking for a cute cartoon girlfriend skeleton, only to find horrifying, more realistic skeletons and other creatures in the open graves. At the end of the video, seemingly from depression, the cute skeleton lays down in a grave and dies, turning into a realistic skeleton. The cartoon is something an AI bot might not understand, but a human could immediately tell the unsettling video is not kid-friendly. YouTube is certainly not hurting for money having done $28.8 billion in revenue last year, but it does not hire a significant number of human moderators.

YouTube not only flagged a video explicitly marked as “inappropriate for kids” as “made for kids” it also won’t let the creator change it back. The video’s content is now labeled “Made for kids (set by YouTube)” and Straub is forced to file an appeal with YouTube to get the video’s age rating corrected.

Even if you’re using robots for moderation, it doesn’t make a ton of sense for YouTube to be in this position. For every single video upload, YouTube asks if a video is kid-friendly or not. Since YouTube already has this data, it’s not clear why it would ever try to automatically categorize videos, especially by lowering an age rating that was explicitly set as “adults only.” For something as delicate and subjective as whether or not certain content should be viewed by a kid, it seems like Google should be erring on the side of caution.

Enlarge / 🎵 One of these things is not like the others! One of these things, doesn’t belong! 🎵

At press time, Straub went public with the issue 20 hours ago and it hasn’t been resolved. The “Team YouTube” Twitter account said it was “looking into” the complaint nine hours ago. You can tell the video is still flagged for children due to the disabled comments section and the “Try YouTube Kids!” ad at the bottom. You also only get suggestions for other “kids” content, which, at a glance, does not appear to feature as much death as the usual Local58TV content.



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How Zelda fans changed the ending to Ocarina of Time on a vanilla N64

Ocarina of Time. Here’s the story of how some fans made it happen anyway—all on a stock N64 with an unmodified Ocarina cartridge.”/>
Enlarge / This… isn’t supposed to happen in Ocarina of Time. Here’s the story of how some fans made it happen anyway—all on a stock N64 with an unmodified Ocarina cartridge.

Summer Games Done Quick

Shortly after our guide to Summer Games Done Quick 2022 went live, the event hosted an astounding demonstration of a classic video game—one that has since crowded that Ars article’s replies. If we want to split hairs, this run through the 1998 N64 classic Legend of Zelda: Ocarina of Time is not a “speedrun,” but it’s another example of the “TASBot” concept transforming games in ways we would never have dreamed of 24 years ago.

The team of fans and programmers responsible for this week’s “Triforce-percent” demonstration have since revealed how they achieved the feat with nothing more than a stock N64 and an original Ocarina retail cartridge—though the secret involves controller inputs so fast and precise that they cannot be performed by anything less than a computer.

Nothing stale about this run

An early 2020 video that explains how stale reference manipulation works. You may want to watch this before watching the SGDQ 2022 video, embedded further below.

The 53-minute demonstration (embedded at the end of this article) opens with an exploit previously unearthed in late 2019, which the community dubbed “Stale Reference Manipulation.” This exploit takes advantage of a vulnerability in the game’s original 1.0 version, which allowed players to manipulate numerical values assigned to specific objects in the game’s memory. The breeziest explanation for this complicated technique can be found in a YouTube video from early 2020 (embedded above), as it spells out the various numerical values assigned to each object in the game, such as their X-, Y-, and Z-axes and their rotation.

Savvy players can make values overlap or overwhelm the game’s original code so they can be manipulated as players see fit. The technique we see in this week’s run requires Link to pick up a rock while going through a “loading zone,” a hallway used to disguise loading pauses on N64 hardware, and to do so in a way that the game was not designed to handle.

Initially, this exploit was a speedrunning tool, as it could trick the game into loading the final credits sequence and technically count as a “completion” within only a few minutes. But the Triforce-percent run goes much further.

RAMming new content into a classic game

Star Fox 64 was left in the original Ocarina cartridge, as a reminder that this object was used to test certain animation routines in the early development period.”>
Enlarge / Hey, wait, that doesn’t belong here… but as the TASBot demonstration team points out, an Arwing from Star Fox 64 was left in the original Ocarina cartridge, as a reminder that this object was used to test certain animation routines in the early development period.

Summer Games Done Quick

By picking up and dropping specific items, then making the game’s hero Link move and perform maneuvers in a specific sequence, the TASBot team opens up a Pandora’s box of what’s known as arbitrary code execution—the type of vulnerability used by hackers the world over to make a closed computer system run whatever code they want. What’s more, the TASBot chain of moves and commands begins to tell the N64 to accept button input from all four N64 controllers as if it’s code.

Enlarge / This item-manipulation menu was left in the game as a beta element, easily unearthed for use in the SGDQ 2022 run.

Summer Games Done Quick

At this point, a computer takes over all four N64 controller ports and sends a rapid-fire series of button taps, as if it were a zillion-finger superhero equivalent to The Flash. The glitched-out Ocarina cartridge has instructed the N64 to accept each button tap in a way that corresponds to specific code strings. Once enough of this payload has been sent, the team can return normal control to the “player one” port, so that a real person can play through an entirely new sequence of content—all being dumped into the N64’s random-access memory (RAM) by the other three controllers’ incredibly fast input.

These on-the-fly patches can do many incredible things that, combined, resemble a fully blown patch of a cartridge’s read-only memory (ROM), though the TASBot team restricts itself to changes that specifically apply to the console’s RAM: tiny changes to existing code, total file replacements, or commands to tell the game to ignore content that it would normally load from the ROM. As a result, this exploit can glitch or crash if players go outside the expected path that this exploit is optimized for.

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Diablo Immortal is bringing in over $1 million a day in microtransactions

Use cash to buy orbs.


Despite backlash from some players, Diablo Immortal‘s free-to-play, microtransaction-laden game design seems to be working out just fine for Blizzard’s bottom line. Using data from mobile analysis firm Appmagic, MobileGamer.biz estimates that the iOS and Android versions of the game brought in $49 million in earnings from just over 10 million mobile downloads in the versions’ first 30 days of availability.

Those estimates, based on public charts provided by the mobile platforms, don’t include the PC version of the game and, thus, may be underselling the scale of its financial success. With PC players included, Blizzard announced that Diablo Immortal hit 10 million installs after just over a week, well ahead of the mobile download pace estimated by Appmagic.

By comparison, Diablo III took nearly six months to sell 10 million copies after its troubled launch in 2012. But that game sold for $60, making it hard to compare directly to a free-to-play game that has brought in an estimated average of less than $5 in earnings per download, according to Appmagic.

The long tail

While Diablo III‘s earnings were front-loaded on initial sales, though, Diablo Immortal seems well-positioned to bring in additional revenue from its existing player base for a long while. As of Monday, for instance, the game was still the 34th highest-grossing app on the entire iOS App Store, despite having fallen to 134th in terms of new downloads.

Many of those initial Immortal players (and payers) will eventually fall away from the game, of course. But that process might happen slower than you may think. Estimates of Android app retention from analysis firm Quettra suggest an app that launches in the “top 10” on the Google Play Store (as Diablo Immortal did) can expect to keep close to 60 percent of its initial users after three months. And public data from mobile hits like Pokémon Go, Angry Birds, and Candy Crush Saga suggests that roughly 10 to 20 percent of all players who had downloaded those games were still regular players a full year or two after launch.

That suggests Diablo Immortal will have millions of active players well into next year and beyond. And while the vast majority of those players will never spend a single cent on the game, the top-end whales could easily spend enough on the game’s confusing sets of currencies to keep the revenue rolling in for Blizzard for a long time.

Blizzard has promised that the upcoming Diablo IV will limit microtransactions to optional cosmetics. But the early performance for Diablo Immortal helps show why the free-to-play business model can be so appealing for a publisher like Blizzard, even if it can be annoying for many players.



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Why Everyone Is Obsessed With A Game About Toys

Gif: Digital Cybercherries / Kotaku

Over the past week, the gaming world has been obsessed with an indie shooter coming to Xbox, treating it with the fervor (and wildfire social media metrics) of a forthcoming AAA tentpole. But here’s the weird part: This game’s already out. It’s been playable on multiple platforms for years.

You may have heard of Hypercharge: Unboxed, a wave-based shooter that casts you as an action figure pitted against a ton of other action figures—big Toy Story vibes here. Developed and self-published by Digital Cybercherries, Hypercharge does a lot with a little, marrying both first- and third-person shooting with base-building elements in childhood-inspired environments. It’s also multiplayer, sporting both online and, in a sadly rare but much appreciated boon, local co-op.

By most accounts, Hypercharge is pretty damn good, sporting a “very positive” (91%) rating on Steam. Here’s a brief summary via Kotaku’s Zack Zwiezen, who wrote positively about the game two years ago:

The basic gameplay loop has you break out of your toy packaging and then you search around a map for tokens, which you use to buy defenses and upgrades to help protect your energy stations. After a few minutes, a wave of enemies attacks. You fight them back, and then get another few minutes to search for more loot and build more defenses. It’s not a terribly new or fresh spin on this type of gameplay, but what is here is solid. Guns feel good, enemies react when you shoot them, and movement is fast and snappy.

Screenshot: Digital Cybercherries

Though it was first released in early access five years ago, Hypercharge saw a full release for Switch and PC in 2020. But you wouldn’t immediately glean that from the game’s official feeds, which could easily be read by a casual observer to indicate the game isn’t out yet. On Twitter specifically, Hypercharge has picked up the sort of buzz typically reserved for big-budget games, thanks to what appears to be a shrewdly engineered digital marketing strategy.

Right now, Hypercharge’s Twitter page laser-focuses on Xbox to the exclusion of the other platforms it’s playable on. The current banner photo specifically calls out “Xbox players,” urging prospective players to vaguely “sign up” for…something. (Click through, and you’ll learn it’s a newsletter.) The pinned tweet—a post that stays at the top of a Twitter account’s feed, regardless of the chronological order of posts—refers solely to the “Xbox Series S.” The bio is a call to action for “Xbox players” with no mention of other platforms, as is textbook for pretty much every other game with a social media presence; if you want links to Hypercharge’s Steam or Nintendo eShop storefront pages, you’ll have to first click through a Linktree.

Video clips about Hypercharge’s gameplay have gone mega-viral a few times over the past few months in the wake of a marketing push, seemingly launched in the spring, to build buzz for a potential Xbox release. Just this weekend, one such clip picked up more than 13 million views, thanks in part to cross-feed shares by popular gaming personalities with large followings, like esports commentator Jake Lucky. (Lucky’s accompanying text could also be read as if Hypercharge is a yet-to-be-released game: “These 5 dudes are trying to make an indie game where you play as an action figure in a toy store…and it’s sick.”)

This strategy—essentially, treating Hypercharge as if it’s a totally new game—makes sense, seeing as the game hasn’t exactly taken off on existing platforms. According to Steam-tracking database Steamcharts, Hypercharge’s all-time max concurrents is less than a thousand players. And while official metrics aren’t publicly available for Nintendo’s storefronts, c’mon.

It’s unclear just how much the studio anticipated the recent buzz. Representatives for Digital Cybercherries did not respond to a request for comment in time for publication.

Screenshot: Digital Cybercherries

But intentional or not, the dividends are apparent. Digital Cybercherries says more than 20,000 people signed up for the newsletter last week. That’s in addition to the videos that pick up millions of views, and the relatively high level of engagement on its social media posts, which regularly garner thousands of likes. Of course, this level of attention regrettably has drawbacks. Last week, the studio released a statement calling out the toxicity it’s received regarding the lack of a specific release date.

Speaking personally, and maybe I’m just a sucker, but the past few weeks of buzz are…totally working on me? Hypercharge is not the sort of game I’d play on Switch (not enough technical horsepower) or PC (no gaming rig for me). But I’d totally play it on Xbox—where I typically play local co-op games, which are, and I’m just reiterating how much of a bummer this is, few and far between these days.

A week ago, I thought Hypercharge was just another shooter. Now, it’s charged to the top of my “gimme gimme gimme” list. Hypercharge is broadly slated for an Xbox release early next year, according to The Verge’s Tom Warren, with the window open for a launch on Xbox Game Pass, Microsoft’s enormously popular games-on-demand service. Let’s see if the buzz can hold ‘til then.

 



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IDC: “All eyes will be on Apple” as Meta’s VR strategy “isn’t sustainable”

Enlarge / The Oculus Quest 2.

A recent media release from market research firm IDC predicts that Meta (the parent company of Facebook) may not be able to compete in the mixed-reality business in the long run if its strategy remains unchanged.

The media release offers a bird’s-eye view of the virtual reality hardware marketplace. In the release, IDC research manager Jitesh Ubrani said that, while “Meta continues to pour dollars into developing the metaverse, [the company’s] strategy of promoting low-cost hardware at the expense of profitability isn’t sustainable in the long run.”

A similar concern was raised by tech industry analyst Ming-Chi Kuo late last month. Kuo predicted that Meta would make moves to scale down investment in virtual reality, creating an opening for Apple and other competitors. He also wrote that Meta’s practice of selling VR headsets at a loss is unsustainable.

Currently, Meta owns 90 percent of the VR headset market, according to the IDC release. In distant second is ByteDance’s Pico, at just 4.5 percent. Overall, VR headset shipments jumped 241.6 percent year over year in the first quarter of 2022. But the industry faced significant supply issues in Q1 2021, contributing to “a favorable comparison” for this year’s Q1.

Like Kuo a couple of weeks ago, IDC research director Ramon Llamas said that “all eyes will be on Apple as it launches its first headset next year.” Apple’s headset is expected to be much more expensive than Meta’s offerings, driving up the average unit price for the product category across the board, and Llamas believes Apple’s offering “will appeal primarily to a small audience of early adopters and Apple fans.”

In other words, don’t expect the first Apple headset to ship vastly more units than Meta’s Oculus Quest 2 right out of the gate. It’s just a first step in a long-term plan to own the mixed-reality market. As several reports over the past couple of years have noted, that plan will ultimately involve low-cost AR glasses and other products that will seek to broaden the user base for mixed-reality hardware.

Apple and Meta are not the only companies working on mass-market mixed-reality hardware products. We reported in April that Amazon posted several job listings soliciting candidates who can help the company build an “advanced” AR/VR product. And in December, we learned from job listings that Google plans to build a new augmented-reality device and operating system.

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Rockstar Pauses Red Dead Redemption, GTA IV Remasters

Screenshot: Rockstar Games

Following recent rumors, Kotaku can confirm via its sources that Rockstar Games is currently focused on developing Grand Theft Auto 6, and has shelved all remakes following the poor reception of Grand Theft Auto: The Trilogy – The Definitive Edition.

Yesterday, a tweet from Tez, an often reliable and trusted GTA insider, caught the attention of many Rockstar fans. According to the tweet, Red Dead Redemption and GTA IV remasters were no longer “on the table,” possibly due to the horrible mess that was last year’s GTA Trilogy remakes. While some questioned if this was true, I can confirm that Tez’s tweet is accurate and lines up with what I’ve been told.

According to sources with knowledge of Rockstar’s plans and future projects, the publisher is hoping that folks will forget all about the critically panned and botched classic GTA remasters released last year while it focuses most of its resources and energy on its next big game, Grand Theft Auto 6, which Rockstar earlier this year confirmed was in development.

However, while the current plan is to get Grand Theft Auto 6 finished and out the door, I’m told a Red Dead Redemption and GTA IV remaster aren’t entirely “out of scope” and could still happen in the future, after GTA 6 ships.

Kotaku has contacted Rockstar Games for comment.

Last year, in our report confirming the existence of the then-rumored GTA Trilogy remasters, we also explained that at the time Rockstar had plans to remaster Red Dead Redemption. At the time of the report, the idea of remastering RDR had been on the table for the publisher for a few years already, but now, in the wake of last year’s remasters flopping and demand for GTA 6 growing, the publisher has shifted plans again and is moving forward to the next big thing and not looking back, at least for the time being.

At the time of that report, I was told by sources that the reception and sales of the remasters would play a big factor in future remastering projects.

For those who don’t remember, 2021’s GTA Trilogy was released in a broken state, filled with graphical bugs and other problems that made the games hard to enjoy on any platform you played. While updates fixed many of these issues, the remastered art and menus still left many players unhappy. It also didn’t help that, in the lead-up to announcing the remastered trilogy, Rockstar and Take-Two went after old fan mods and projects, angering a community who could have stepped in to help fix the botched release.

As for when to expect Grand Theft Auto 6, none of my sources could share any specific details, but it seems that for now, at least, it seems that the plan is to move forward and hope people forget about the past.

 



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Xbox Game Pass Adds Yakuza Games For July 2022

Screenshot: Sega

If you didn’t beat them the first time around (fair, they’re huge), you now have a second chance. Three of the best Yakuza entries are coming back to Microsoft’s games-on-demand service, alongside a handful of more family-friendly games. Here’s everything coming to Xbox Game Pass over the coming weeks.

July 5

  • Last Call BBS (PC)
  • Yakuza 0 (Cloud, Console, PC)
  • Yakuza Kiwami (Cloud, Console, PC)
  • Yakuza Kiwami 2 (Cloud, Console, PC)

July 7

  • DJMax Respect V (Cloud, Console, PC)
  • Matchpoint: Tennis Championships (Cloud, Console, PC)
  • Road 96 (Cloud, Console, PC)

July 14

  • Escape Academy (Console, PC)
  • My Friend Peppa Pig (Cloud, Console, PC)
  • PAW Patrol The Movie: Adventure City Calls (Cloud, Console, PC)
  • PowerWash Simulator (Cloud, Console, PC)

And the following will become unavailable as of July 15:

  • Atomicrops (Cloud, Console, PC)
  • Carrion (Cloud, Console, PC)
  • Children of Morta (Cloud, Console, PC)
  • Cris Tales (Cloud, Console, PC)
  • Lethal League Blaze (Cloud, Console, PC)

Are they gone for good? Who knows! At this point, Game Pass has become a true revolving door, with popular games like Cities: Skylines and Outer Wilds getting added to the library, leaving, and then coming back.

The latest to do so are three entries in Sega’s popular Yakuza series of bazillion-hour action-RPGs: Yakuza 0, which is a prequel, and Yakuza Kiwami and Kiwami 2, respectively remakes of the series’ first and second games. All three were previously part of Game Pass before getting kicked off the service last December.

It’s a bit of a curious strategy, Microsoft shifting expectations like this. If a game leaves Game Pass before you’re done with it, you can buy it at a 20 percent markdown and keep playing. (Xbox save data is automatically stored in the cloud.) But if Microsoft conditions players to assume those games could come back, such a move could have a chilling effect on the Game Pass sales pipeline.

Some of the new library additions are worth checking out as well. Road 96, a procedurally generated adventure game about escaping a dystopian nation with a political landscape that’s frighteningly reminiscent of America’s, is entertaining, if not as biting as it thinks it is. The Peppa Pig and PAW Patrol games are terrific for those with younger children. And, after a year and change in early access, PowerWash Simulator—which is exactly what it sounds like—finally sees its full release. But no, sorry, that internet-winning idea you’ve just had? Everyone already beat you to it.

Anyway, play Yakuza 0. With enough dedication, you could hit the halfway point before it leaves the service again.

 

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Made in Abyss: Binary Star Falling into Darkness details ‘Deep in Abyss’ mode

Get the details below.

The Story Begins

The main character joins Belchero Orphanage as a fledgling “Bell” CAVE Interactive [52 articles]” href=”https://www.gematsu.com/companies/cave-interactive”>Cave Raider. For classes and training, the main character joins the three other students, Raul, a boy who’s always full of energy, the quiet and inconspicuous Tiare, and Dorothea, who’s a bit of an airhead, A few months later, the four finally see the day of their first exploration as “Red Whistles,” but there they are already confronted with the harsh reality of the Abyss…

The Game Cycle

In “Deep in Abyss” mode, players will challenge the Abyss as a new Cave Raider. While enjoying an original story advance through the main quests, collect relics, and complete various quests to earn rewards such as money and experience to develop your character. As you accumulate experience, the Cave Raider’s level will increase, and the player will be able to challenge deeper levels of the Abyss.

Prepare for Raiding / The Town of Orth

In the town of Orth, the base for Cave Raiders, prepare to challenge the Abyss by taking on quests and buying the necessities for your raid. As an apprentice “Red Whistle,” you will mainly receive your assignments from Jiruo at Belchero Orphanage, but as your Whistle level increases, the number of assignments you can receive will also increase. The town of Orth has the following facilities.

  1. Guild HQ – This is the headquarters of the organization that provides work to Cave Raiders. Various quests can be accepted.
  2. Supply Shop – A store that sells cave raiding essentials. Besides pickaxes, clothes and consumables are sold here.
  3. Relic Appraisal – A store that appraises and buys relics brought back from The Abyss. Obtain money and experience here.
  4. Laffi’s Store – A spice store run by Hablog’s wife Laffi. Purchase food and spices here.

Raiding the Abyss

The main objectives within the Abyss are main quests where an original story unfolds, guild quests accepted at the Guild HQ, and the collection of relics. The main character has three attributes: “physical strength”, “fullness”, and “stamina”. Both fullness and stamina are reduced when taking Action [489 articles]” href=”https://www.gematsu.com/genres/action”>action. Stamina recovers automatically, but to recover fullness you’ll need to eat. It is important to eat regularly to maintain fullness, as stamina cannot be restored while fullness is at zero.

—Raiding the Abyss involves avoiding hazards such as ferocious creatures and unstable terrain. When defeated by a large creature, they give a devastating “game-over” performance.

In addition to the three statuses, the player must consider numerous other factors when raiding the Abyss, including the surrounding environment, the health of the main character, the amount of remaining food, the durability of tools, and the weight of supplies. The player must pay attention to these factors and act appropriately, whether deciding to proceed with the raid, return to the surface, and sometimes even what to bring back.

—Carrying too much will greatly reduce speed of movement, and cost the ability to mine or attack.

Returning

After reaching their objective in the Abyss, the Raider must return to the surface. However, the further the Raider descends, the effects of “The Curse of the Abyss,” physical and mental burdens, become more intense as they return to the surface. The Raider may vomit, experience a significant decrease in fullness, or have blood gush from their body resulting in a decrease in fullness and stamina. In addition to “The Curse of the Abyss”, they may be attacked by creatures, the terrain may have changed or features that were present on the way down may not be available on the way back, forcing them to find a different route back.

Made in Abyss: Binary Star Falling into Darkness is due out for PS4 [23,470 articles]” href=”https://www.gematsu.com/platforms/playstation/ps4″>PlayStation 4, Switch [11,790 articles]” href=”https://www.gematsu.com/platforms/nintendo/switch”>Switch, and PC [15,412 articles]” href=”https://www.gematsu.com/platforms/pc”>PC via Steam on September 1 in Japan and September 2 in North America and Europe.

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Valkyrie Elysium’s release date has possibly been leaked via the PlayStation Network

Square Enix fans today uncovered a new trailer and details that indicated that Valkyrie Elysium’s release date is closer than we think. The trailer was posted on the Japanese PlayStation Store, and contained never before seen gameplay footage of main characters and story beats.

Related: Is Valkyrie Elysium coming to Xbox?

The now-deleted trailer showed stunning new gameplay and had a date at the end, which is believed to be the release date for Valkyrie Elysium: September 29, 2022. This means there are only a couple of months to wait until the game is in our hands. However, checking the Japanese PlayStation Store page now doesn’t list a release date. Eagled-eye fans who saw the trailer took many screenshots and shared them wherever they could. Find these soon because, based on the trailer takedown, they too likely won’t be around forever.

At the time of writing, the trailer that fans found in the depths of the Japanese PlayStation Store has been taken down. This only adds credence to the details that have now been shared all over social media. Square Enix has not spoken out to debunk these details, meaning they’re more than likely accurate.

Valkyrie Elysium is the latest entry in the beloved Valkyrie series, and is set around the time of Ragnarok and stars a Valkyrie, a warrior who died in battle and has risen to fight once more. The title will feature inventive combat and mechanics, as the series is known for, and stunning visuals that blend Norse mythology with cel-shaded graphics in a realistically rendered world. Players become the tool of Odin, the All-Father, and must save the world from doom as Ragnarok threatens to tear it apart. 

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Lollipop Chainsaw Remake Announced for 2023

After a tease last month, we have confirmation: Lollipop Chainsaw will receive a full remake in 2023.

Announced by publisher Dragami Games – which is led by the original game’s producer, Yoshimi Yasuda – the game will arrive worldwide next year, although a formal title or platforms have not yet been announced. It will be developed by “a combination of development staff from the original version, including Yasuda as producer, and new development staff from Dragami Games.”

The game will aim to recreate the original, but Yasuda explained that the remake will feature a couple of key differences. Due to the power of new-gen hardware, the new game will feature “a more realistic approach to graphics.” Less welcome for fans will be the news that music licensing issues means that, as opposed to the first game’s 16 licensed tracks, in the remake, “aside from a few licensed tracks, the soundtrack will consist of new music.”

Juliet Starling in action in Lollipop Chainsaw. (Image: Dragami Games)

Yasuda teased that the game would make some kind of return last month, to celebrate its 10th anniversary. The cult action game was released in 2012, and saw game director Suda51, movie director James Gunn and Yasuda collaborate to present the story of Juliet Starling – a high school cheerleader caught amid an outbreak of zombies.

Writing about the original game’s creation and its new return, Yasuda explained: “Unfortunately, various factors resulted in things making it so that fans can no longer easily play Lollipop Chainsaw, and it has been some time since players have not been able to access the game on current consoles.

“We, the original development staff on Lollipop Chainsaw, think of the game as very precious to us, and did not want to leave it in limbo, where players who want to play it cannot. As such, we purchased the Lollipop Chainsaw intellectual property from Kadokawa Games, and decided to develop a remake. We have already contacted Warner Bros. about development, and are being supported by them in this endeavor.”

The game picked up a cult following but in our 5/10 review, IGN said: “Lollipop Chainsaw doesn’t even attempt to differentiate itself from the genre, and most of what it does try new in the realm of its characters and writing ultimately ends up taking away from an incredible-on-paper action game.”

Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.



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