Posts with «video games» label

Overwatch 2's story missions and new PvP mode will land on August 10th

Season five of Overwatch 2 will arrive on Tuesday, bringing with it updates such as a mythic skin for Tracer, a fantasy theme and a fresh limited-time game mode. However, it feels like a bit of a placeholder as Blizzard is already looking forward to the sixth season, which starts on August 10th.

The studio is calling this the biggest update to Overwatch 2 yet. It'll be called Overwatch 2: Invasion and it will include co-op story missions. Long-promised hero missions, which were going to feature long-term progression features for all heroes, are no longer happening.

At the outset, there will be three story missions you can tackle with your friends or other players. You'll be taking on Null Sector, which is destroying cities and abducting innocent Omnics (robots that are living alongside humans following a war). Null Sector has formidable opponents at its disposal, including "the powerful Annihilators and the deadly Stalkers." 

There will be a separate co-op mission in season six, as Blizzard will open up new parts of the Kings Row map that aren't accessible in the competitive modes. You'll "guide the TS-1 push bot on a mission to save Tracer’s friend and the Omnic Underworld from Null Sector forces," according to an Xbox blog post. This time around, the robot will have its own weapons.

Meanwhile, Blizzard has revealed some details about Flashpoint, a new core game mode for player vs. player (PvP) modes such as quick play, competitive and the arcade. At the outset, there will be two maps, which are the largest PvP ones to date. Flashpoint will feature multiple capture points. The aim is to capture three of them before the enemy team does. Once a point is secured, the next one will open up. 

On top of that, Blizzard divulged more about the previously teased Hero Mastery mode. This is a single-player affair that will challenge you to tackle training courses with certain heroes. You'll need to have a solid grasp of a character's weapons and abilities to do well here. You'll be able to see how you measure up against other players on a leaderboard. Hero Mastery courses for some characters will be available in Overwatch 2: Invasion, with more to come in future seasons. 

There will also be another way for you to sharpen your skills without switching to Aim Lab, as the practice range is getting a firing range. You'll be able to practice with any hero and customize the settings.

Last but not least, Blizzard is trying to entice Game Pass Ultimate members to check out Overwatch 2 with a fresh perk. Starting on August 10th, subscribers will be able to instantly unlock the five most recent heroes (Sojourn, Junker Queen, Kiriko, Ramattra and Lifeweaver) as well as the next addition to the lineup without having to shell out for the premium battle pass, complete in-game challenges or pay for the characters in the in-game store. You'll also get a legendary skin and other cosmetics for each of those heroes as part of the New Heroes Starter Pack.

Speaking of the next hero, who will be a support, there was a brief tease of them at the end of the trailer. They have a cape and a large weapon, but we'll need to wait a bit longer to learn more about them, their backstory and their abilities

The Overwatch 2: Invasion trailer is a fresh spark of hope for the game after the disappointing news that Blizzard downsized its player vs. environment ambitions. There'll be a bigger focus on story and lore going forward. In the meantime, as a Mei main, I'm looking forward to her becoming more of a menace in season five thanks to her being able to further slow enemies down.

Catch up on all of the news from Summer Game Fest right here!

This article originally appeared on Engadget at https://www.engadget.com/overwatch-2s-story-missions-and-new-pvp-mode-will-land-on-august-10th-191905129.html?src=rss

Watch the Summer Game Fest PC Gaming Show here at 4PM ET

If you’re not too tuckered out from the Xbox and Starfield showcases and you’re ready for even more gaming news, you may be pleased to hear that Summer Game Fest isn’t done for the day. The PC Gaming Show is coming right up and you’ll be able to watch it here at 4PM ET.

While the stream will feature some games that will pop up on consoles and perhaps even mobile devices, this is one for the mouse clickers and keyboard devotees (unless you prefer to use another peripheral, of course). The PC Gaming Show will shine a spotlight on 55 games, including 20 brand-new ones we haven't heard about before. Baldur's Gate 3, Frostpunk 2 and Dune: Awakening will make appearances, along with a new title from Don't Starve developer Klei.

After the PC Gaming Show, there's still more to come from Summer Game Fest, as Ubisoft and Capcom are set to hold their events on Monday. Engadget is on the ground in Los Angeles to check out the various events from the de facto E3 replacement. We're bringing you news, previews and hands-on impressions of games that are being shown off at Summer Game Fest.

Catch up on all of the news from Summer Game Fest right here!

This article originally appeared on Engadget at https://www.engadget.com/watch-the-summer-game-fest-pc-gaming-show-here-at-4pm-et-190052167.html?src=rss

Roguelike ‘33 Immortals’ has 33-player co-op

Indie studio Thunder Lotus announced a game today that invites you to “Face the Wrath of God.” 33 Immortals is the Spiritfarer developer’s new co-op action / roguelike that supports up to 33 players.

“Pick-up and raid, cooperate to survive hordes of monsters and rise above the Almighty,” the title’s description reads. The game’s trailer shows 33-player co-op rendered with an art style that reminds me of old Space Ghost cartoons (meant as a compliment). However, the somewhat retro appearance may have made it easier for Thunder Lotus to render 33 simultaneous co-op players along with enemies and its dungeon-crawling environment.

Thunder Lotus says 33 Immortals will be available on Game Pass (Xbox Series X / S) and the Epic Games Store in 2024. You can check out the reveal trailer below.

Catch up on all of the news from Summer Game Fest right here!

This article originally appeared on Engadget at https://www.engadget.com/roguelike-33-immortals-has-33-player-co-op-173652402.html?src=rss

'South of Midnight' is a Southern Gothic monster adventure from Compulsion Games

Compulsion Games is back with a new project called South of Midnight, a third-person action adventure set in an original world of magic, monsters and giant, blues-playing skeletons. The game's debut trailer is a cinematic snippet introducing the protagonist, a young woman named Hazel, as she attempts to reason with an immortal specter on a dark dock. Hazel is hunting a monster — or, it's hunting her, as the trailer goes on to show — and she can wield bright threads of magic. 

South of Midnight is in development for Xbox Series X/S and PC, including a Steam release, and it'll come to Game Pass on launch day — whenever that may be.

South of Midnight is set in a fictional town in the southern United States and the game is infused with magical realism. It's a Southern Gothic love letter of sorts, creative director David Sears said on Xbox Wire.

This is a developing story. Please check back for updates.

Catch up on all of the news from Summer Game Fest right here!

This article originally appeared on Engadget at https://www.engadget.com/south-of-midnight-is-a-southern-gothic-monster-adventure-from-compulsion-games-173100633.html?src=rss

Ubisoft's open-world Star Wars game is 'Outlaws', coming to Xbox Series X/S, PS5 and PC in 2024

Ubisoft's long-awaited open world Star Wars game will arrive in 2024. The publisher announced Star Wars Outlaws on Sunday during Microsoft's Xbox and Starfield Direct showcase with a cinematic trailer that introduces fans to the game's Han Solo-like protagonist, Key Vess. Ubisoft is billing Outlaws as the first-ever open world Star Wars game — though it's worth noting many past games in the franchise, including the recently released Jedi: Survivor, feature open world elements. Ubisoft first teased Outlaws in 2021, noting at the time that Massive Entertainment, the studio behind The Division 2, was creating the game inside of its in-house Snowdrop engine. The publisher promised to share gameplay footage from Outlaws during its Ubisoft Forward showcase on June 12th. Ubisoft will release Star Wars: Outlaws on Xbox Series X/S, PlayStation 5 and PC.   

Meet cunning scoundrel Kay Vess, in Star Wars Outlaws, the first-ever open-world Star Wars game. pic.twitter.com/4BdFGJ6w60

— Star Wars (@starwars) June 11, 2023

Catch up on all of the news from Summer Game Fest right here!

This article originally appeared on Engadget at https://www.engadget.com/ubisofts-open-world-star-wars-game-is-outlaws-coming-to-xbox-series-xs-ps5-and-pc-in-2024-172738697.html?src=rss

Take a peek at Xbox's Fable reboot in action

It's been three years since we learned that a Fable reboot was in the works and we got our first glimpse at the game in action during the Xbox Games Showcase at Summer Game Fest. The clip opened with the unmistakable face and voice of Richard Ayoade. His character Dave (a vegetable enthusiast) complains about so-called heroes who take out bandits and slay legendary beasts. 

As Dave rambles on, he gets up to investigate something and we learn that he's a giant. He comes nose to face with one of those heroes before they get into a fight.

The trailer includes some gameplay snippets and it suggests there'll be an offbeat tone to Fable, which is being made by Playground Games. There's no release date as yet, but the action RPG will be available on Xbox Series X/S and PC. Of course, it'll be on Game Pass.

Catch up on all of the news from Summer Game Fest right here!

This article originally appeared on Engadget at https://www.engadget.com/take-a-peek-at-xboxs-fable-reboot-in-action-172438277.html?src=rss

‘Lysfanga’ is what happens when hack-and-slash meets tactical time travel

Lysfanga’s isometric views may conjure up memories of Hades, but this is a different kind of game. While you’ll still be slicing and dicing monsters and enemies, protagonist Imë combines her spells and weapon combos with the ability to revert time and do it all over again, differently. The second time around, her shadow from the previous timeline will continue to rush into the enemies. If you remember the faded-out ghosts in racing games like Mario Kart and Gran Turismo, it’s a little like those, but in a collaborative, not competitive, way.

The aim is to complete separated combat levels within a single ‘run’, with only a finite number of ghost-Imës to get the job done. Naturally, things are further complicated by enemies that can’t be defeated from the front, or paired monsters that have to be killed almost simultaneously or they’ll respawn each other. Another Engadget editor said it reminded them of Transistor – the game rewards careful planning of your moves. While I was able to rush some of the early encounters without too much thinking, later levels demanded careful route planning, with doors that would lock and unlock when my character (or her ghosts) rushed through them, exploding enemies that could be punted into other enemies and a constant countdown that meant, sometimes, there wasn’t enough time to think.

Fortunately, Lysfanga's short levels – most can be completed in under two minutes – can be restarted. (Sometimes I knew I messed up, seconds into a level.) Imë also has an array of spells and special attacks with cooldown timers, to add further fight options. Controls are relatively simple, with two melee attack buttons that can be comboed together, a button to launch spells, a dash button that works for avoiding attacks and jumping across gaps, a rewind trigger for your time-twisting powers and a button for your ultimate attack.

According to the trailer, there will be a variety of weapon loadouts to suit different approaches, like long-reaching spears and speedy chakram blades. You’ll also be able to unleash a super attack that not only does heavy damage to enemies nearby but is also echoed in your doppelgangers.

While some action-game prowess helps, you’ll only beat most levels by thinking them through before you act. The controls and play style aren’t remotely similar, but Lysfanga reminded me of old Fire Emblem games, where careful planning decided a fight before it even begins. Even in this early demo, the game offers some incredibly satisfying moments when all your attacking clones come together to wipe out all the enemies in mere seconds. Each level can be replayed at markers across the game, and includes a more challenging time limit to beat, if you thought it was too easy first time around.

Along with Under The Waves, the game is one of the first titles from Quantic Dreams' new Spotlight publishing arm. Lysfanga will launch later this year on PC, through both Steam and Epic Games.

Catch up on all of the news from Summer Game Fest right here!

This article originally appeared on Engadget at https://www.engadget.com/lysfanga-hands-on-impressions-sgf-2023-130004741.html?src=rss

Watch Summer Game Fest's Tribeca Games Spotlight here at 3PM ET

The Summer Game Fest party keeps rolling today with the Tribeca Games Spotlight. Unlike many of the other Summer Game Fest showcases, Tribeca has already announced which games it will feature. As in previous years, the festival is highlighting games with a focus on artistic storytelling. You can watch the stream below at 3PM ET.

Arguably the most prominent game of the bunch is The Expanse: A Telltale Series. This is a prequel to the Amazon Prime show of the same name. You'll play as Camina Drummer (Cara Gee). Players will have to make tough choices that impact the future of a crew of space scavengers. There should be more exploration than in previous Telltale titles as well. Telltale will release the game in chapters every two weeks starting on July 27th.

There will be fresh looks at Stray Gods, a "roleplaying musical" that features much of the cast of The Last of Us, and Goodbye Volcano High, a narrative adventure game that first emerged during a PlayStation presentation three years ago. A Highland Song has been on my radar for a while, and we'll find out more details about the so-called rhythm survival platformer during Tribeca's event.

The stream will highlight a few other games, including Despelote, a story-driven soccer game with an eye-catching art style from publisher Panic. Nightscape is a 2.5D "atmospheric adventure game" from a studio in Qatar, while the Focus-published Chants of Sennaar is an adventure title based on the myth of Babel.

If you're in New York City, you can be among the first to try playable demos of these games at the festival's Spring Studios hub. Tribeca runs until June 18th. On the film side, the festival is hosting the world premiere of Hideo Kojima: Connecting Worlds, a documentary about the creative mind behind Death Stranding and the Metal Gear series. Kojima will be in attendance for a Q&A.

Meanwhile, Engadget is on the ground in Los Angeles for all things Summer Game Fest. We've got previews and hands-on impressions of many of the games being featured coming your way.

Catch up on all of the news from Summer Game Fest right here!

This article originally appeared on Engadget at https://www.engadget.com/watch-summer-game-fests-tribeca-games-spotlight-here-at-3pm-et-180013866.html?src=rss

Generative AI can help bring tomorrow's gaming NPCs to life

Elves and Argonians clipping through walls and stepping through tables, blacksmiths who won’t acknowledge your existence until you take single step to the left, Draugers that drop into rag-doll seizures the moment you put an arrow through their eye — Bethesda’s Elder Scrolls long-running RPG series is beloved for many reasons, the realism of their non-playable characters (NPCs) is not among them. But the days of hearing the same rote quotes and watching the same half-hearted search patterns perpetually repeated from NPCs are quickly coming to an end. It’s all thanks to the emergence of generative chatbots that are helping game developers craft more lifelike, realistic characters and in-game action.

“Game AI is seldom about any deep intelligence but rather about the illusion of intelligence,” Steve Rabin, Principal Software Engineer at Electronic Arts , wrote in the 2017 essay, The Illusion of Intelligence. “Often we are trying to create believable human behavior, but the actual intelligence that we are able to program is fairly constrained and painfully brittle.”

Just as with other forms of media, video games require the player to suspend their disbelief for the illusions to work. That’s not a particularly big ask given the fundamentally interactive nature of gaming, “Players are incredibly forgiving as long as the virtual humans do not make any glaring mistakes,” Rabin continued. “Players simply need the right clues and suggestions for them to share and fully participate in the deception.”

Early days

Take Space Invaders and Pac-Mac, for example. In Space Invaders, the falling enemies remained steadfast on their zig-zag path towards Earth’s annihilation, regardless of the player’s actions, with the only change coming as a speed increase when they got close enough to the ground. There was no enemy intelligence to speak of, only the player’s skill in leading targets would carry the day. Pac-Man, on the other hand, used enemy interactions as a tentpost of gameplay.

Under normal circumstances, the Ghost Gang will coordinate to track and trap The Pac — unless the player gobbled up a Power Pellet before vengefully hunting down Blinky, Pinky, Inky and Clyde. That simple, two-state behavior, essentially a fancy if-then statement in C, proved revolutionary for the nascent gaming industry and became a de facto method of programming NPC reactions for years to come using finite-state machines (FSMs).

Finite-state machines

A finite-state machine is a mathematical model that abstracts a theoretical “machine” capable of existing in any number of states — ally/enemy, alive/dead, red/green/blue/yellow/black — but occupying exclusively one state at a time. It consists, “of a set of states and a set of transitions making it possible to go from one state to another one,” Viktor Lundstrom wrote in 2016’s Human-like decision making for bots in mobile gaming. “A transition connects two states but only one way so that if the FSM is in a state that can transit to another state, it will do so if the transition requirements are met. Those requirements can be internal like how much health a character has, or it can be external like how big of a threat it is facing.”

Like light switches in Half-Life and Fallout, or the electric generators in Dead Island: FSM’s are either on or they’re off or they’re in a rigidly defined alternative state (real world examples would include a traffic light or your kitchen microwave). These machines can transition back and forth between states given the player’s actions but half measures like dimmer switches and low power modes do not exist in these universes. There are few limits on the number of states that an FSM can exist in beyond the logistical challenges of programming and maintaining them all, as you can see with the Ghost Gang’s behavioral flowcharts on Jared Mitchell’s blog post, AI Programming Examples. Lundstrom points out that FSM, “offers lots of flexibility but has the downside of producing a lot of method calls” which tie up additional system resources.

Decision and behavior trees

Alternately, game AIs can be modeled using decision trees. “There are usually no logical checks such as AND or OR because they are implicitly defined by the tree itself,” Lundstrom wrote, noting that the trees “can be built in a non-binary fashion making each decision have more than two possible outcomes.”

Behavior trees are a logical step above that and offer players contextual actions to take by chaining multiple smaller decision actions together. For example, if the character is faced with the task of passing through a closed door, they can either perform the action to turn the handle to open it or, upon finding the door locked, take the “composite action” of pulling a crowbar from inventory and breaking the locking mechanism.

“Behavior trees use what is called a reactive design where the AI tends to try things and makes its decisions from things it has gotten signals from,” Lundstrom explained. “This is good for fast phasing games where situations change quite often. On the other hand, this is bad in more strategic games where many moves should be planned into the future without real feedback.”

GOAPs and RadiantAI

From behavior trees grew GOAPs (Goal-Oriented Action Planners), which we first saw in 2005’s F.E.A.R. An AI agent empowered with GOAP will use the actions available to choose from any number of goals to work towards, which have been prioritized based on environmental factors. “This prioritization can in real-time be changed if as an example the goal of being healthy increases in priority when the health goes down,” Lundstrom wrote. He asserts that they are “a step in the right direction” but suffers the drawback that “it is harder to understand conceptually and implement, especially when bot behaviors come from emergent properties.”

Radiant AI, which Bethesda developed first for Elder Scrolls IV: Oblivion and then adapted to Skyrim, Fallout 3, Fallout 4 and Fallout: New Vegas, operates on a similar principle to GOAP. Whereas NPCs in Oblivion were only programmed with five or six set actions, resulting in highly predictable behaviors, by Skyrim, those behaviors had expanded to location-specific sets, so that NPCs working in mines and lumber yards wouldn’t mirror the movements of folks in town. What’s more, the character’s moral and social standing with the NPC’s faction in Skyrim began to influence the AI’s reactions to the player’s actions. “Your friend would let you eat the apple in his house,” Bethesda Studios creative director Todd Howard told Game Informer in 2011, rather than reporting you to the town guard like they would if the relationship were strained.

Modern AIs

Naughty Dog’s The Last of Us series offers some of today’s most advanced NPC behaviors for enemies and allies alike. “Characters give the illusion of intelligence when they are placed in well thought-out setups, are responsive to the player, play convincing animations and sounds, and behave in interesting ways,” Mark Botta, Senior Software Engineer at Ripple Effect Studios, wrote in Infected AI in The Last of Us. “Yet all of this is easily undermined when they mindlessly run into walls or do any of the endless variety of things that plague AI characters.”

“Not only does eliminating these glitches provide a more polished experience,” he continued, “but it is amazing how much intelligence is attributed to characters that simply don’t do stupid things.”

You can see this in both the actions of enemies, whether they’re human Hunters or infected Clickers, or allies like Joel’s ward, Ellie. The game’s two primary flavors of enemy combatant are built on the same base AI system but “feel fundamentally different” from one another thanks to a “modular AI architecture that allows us to easily add, remove, or change decision-making logic,” Botta wrote.

The key to this architecture was never referring to the enemy character types in the code but rather, “[specifying] sets of characteristics that define each type of character,” Botta said. “For example, the code refers to the vision type of the character instead of testing if the character is a Runner or a Clicker … Rather than spreading the character definitions as conditional checks throughout the code, it centralizes them in tunable data.” Doing so empowers the designers to adjust character variations directly instead of having to ask for help from the AI team.

The AI system is divided into high-level logic (aka “skills”) that dictate the character’s strategy and the low-level “behaviors” that they use to achieve the goal. Botta points to a character’s “move-to behavior” as one such example. So when Joel and Ellie come across a crowd of enemy characters, their approach either by stealth or by force is determined by that character’s skills.

“Skills decide what to do based on the motivations and capabilities of the character, as well as the current state of the environment,” he wrote. “They answer questions like ‘Do I want to attack, hide, or flee?’ and ‘What is the best place for me to be?’” And then once the character/player makes that decision, the lower level behaviors trigger to perform the action. This could be Joel automatically ducking into cover and drawing a weapon or Ellie scampering off to a separate nearby hiding spot, avoiding obstacles and enemy sight lines along the way (at least for the Hunters — Clickers can hear you breathing).

Tomorrow’s AIs

Generative AI systems have made headlines recently due in large part to the runaway success of next-generation chatbots from Google, Meta, OpenAI and others, but they’ve been a mainstay in game design for years. Dwarf Fortress and Black Rock Galactic just wouldn’t be the same without their procedurally generated levels and environments — but what if we could apply those generative principles to dialog creation too? That’s what Ubisoft is attempting with its new Ghostwriter AI.

“Crowd chatter and barks are central features of player immersion in games – NPCs speaking to each other, enemy dialogue during combat, or an exchange triggered when entering an area all provide a more realistic world experience and make the player feel like the game around them exists outside of their actions,” Ubisoft’s Roxane Barth wrote in a March blog post. “However, both require time and creative effort from scriptwriters that could be spent on other core plot items. Ghostwriter frees up that time, but still allows the scriptwriters a degree of creative control.”

The use process isn’t all that different from messing around with public chatbots like BingChat and Bard, albeit with a few important distinctions. The scriptwriter will first come up with a character and the general idea of what that person would say. That gets fed into Ghostwriter which then returns a rough list of potential barks. The scriptwriter can then choose a bark and edit it to meet their specific needs. The system will generate these barks in pairs and selecting one over the other serves as a quick training and refinement method, learning from the preferred choice and, with a few thousand repetitions, begins generating more accurate and desirable barks from the outset.

“Ghostwriter was specifically created with games writers, for the purpose of accelerating their creative iteration workflow when writing barks [short phrases]” Yves Jacquier, Executive Director at Ubisoft La Forge, told Engadget via email. “Unlike other existing chatbots, prompts are meant to generate short dialogue lines, not to create general answers.”

“From here, there are two important differences,” Jacquier continued. “One is on the technical aspect: for using Ghostwriter writers have the ability to control and give input on dialogue generation. Second, and it’s a key advantage of having developed our in-house technology: we control on the costs, copyrights and confidentiality of our data, which we can re-use to further train our own model.”

Ghostwriter’s assistance doesn’t just make scriptwriters’ jobs easier, it in turn helps improve the overall quality of the game. “Creating believable large open worlds is daunting,” Jacquier said. “As a player, you want to explore this world and feel that each character and each situation is unique, and involve a vast variety of characters in different moods and with different backgrounds. As such there is a need to create many variations to any mundane situation, such as one character buying fish from another in a market.”

Writing 20 different iterations of ways to shout “fish for sale” is not the most effective use of a writer’s time. “They might come up with a handful of examples before the task might become tedious,” Jacquier said. “This is exactly where Ghostwriter kicks in: proposing such dialogs and their variations to a writer, which gives the writer more variations to work with and more time to polish the most important narrative elements.”

Ghostwriter is one of a growing number of generative AI systems Ubisoft has begun to use, including voice synthesis and text-to-speech. “Generative AI has quickly found its use among artists and creators for ideation or concept art,“ Jacquier said, but clarified that humans will remain in charge of the development process for the foreseeable future, regardless of coming AI advancements . “Games are a balance of technological innovation and creativity and what makes great games is our talent – the rest are tools. While the future may involve more technology, it doesn’t take away the human in the loop.”

7.4887 billion reasons to get excited

Per a recent Market.us report, the value of generative AI in the gaming market could as much as septuple by 2032. Growing from around $1.1 billion in 2023 to nearly $7.5 billion in the next decade, these gains will be driven by improvements to NPC behaviors, productivity gains by automating digital asset generation and procedurally generated content creation.

And it won’t just be major studios cranking out AAA titles that will benefit from the generative AI revolution. Just as we are already seeing dozens and hundreds of mobile apps built atop ChatGPT mushrooming up on Google Play and the App Store for myriad purposes, these foundational models (not necessarily Ghostwriter itself but its invariable open-source derivative) are poised to spawn countless tools which will in turn empower indie game devs, modders and individual players alike. And given how quickly the need to know how to program in proper code rather than natural language is falling off, our holodeck immersive gaming days could be closer than we ever dared hope.

Catch up on all of the news from Summer Game Fest right here!

This article originally appeared on Engadget at https://www.engadget.com/generative-ai-can-help-bring-tomorrows-gaming-npcs-to-life-163037183.html?src=rss

Watch the Summer Game Fest keynote in under 20 minutes

The Summer Game Fest featured a spate of new announcements and updates again this year, including the new Prince of Persia action-adventure platformer by Ubisoft. In Prince of Persia: The Lost Crown coming in 2024, you take on the role of Sargon to rescue the prince, not just by killing enemies and fighting bosses, but also by solving puzzles. Bandai Namco launched Sand Land, a new adventure game featuring character designs by Akira Toriyama wherein you'll have to play as the demonic prince Beelzebub, as well. 

Meanwhile, Sega revealed its new take on Sonic the Hedgehog in Sonic Superstars, with updated graphics and a split-screen view, launching this fall. As for Remedy, creative director Sam Lake made an appearance at the event to show off some new gameplay for Alan Wake II. The game will have two protagonists — Alan Wake and FBI agent Saga Anderson — and the game will be split 50-50 between them. You'll play one or the other throughout the game, but there are parts where you'll have to choose which POV to see. 

Like a Dragon Gaiden: The Man Who Erased His Name, which is coming out on November 9th 2023, was also featured at the event. It's the next entry in the Yakuza series and will again star Kiryu, who previously faked his death. Epic Games also released a cinematic trailer for Fortnite's latest season, dubbed Fortnite Wilds, that's commencing on June 9th. Finally, Square Enix has launched a premiere trailer for Final Fantasy VII Remake: Rebirth, the second chapter of the FFVII remake, that has been pushed back to early 2024. 

You can watch all those announcements and more in under 20 minutes in the video above. 

This article originally appeared on Engadget at https://www.engadget.com/watch-the-summer-game-fest-keynote-in-under-20-minutes-091517818.html?src=rss