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Remedy 'Unsatisfied' With FBC: Firebreak Launch, Major Update Next Month Is Next Step

FBC Firebreak Disapppointment Sales Remedy Investor Work

FBC: Firebreak, the three-player first-person shooter from Control developer Remedy Entertainment, launched back in June to middling results. Though available on Xbox Game Pass and PlayStation Plus on day one, Remedy saw players quickly drop off from the game for various reasons. Now, in Remedy's latest financial results, the company has acknowledged the game's "unsuccessful" launch and plans to turn things around. 

"Commercially, we were unsatisfied with the launch-phase consumer sales of FBC: Firebreak," the financial results read. "Thus far, FBC: Firebreak's commercial performance has largely been driven by the Xbox and PlayStation subscription service agreements."

The results go on to explain that FBC: Firebreak was designed to evolve over time and that, despite a rocky launch, Remedy believes it has built a solid foundation. "Players who spent over an hour with the game reviewed the game mostly positive – showing us that the core experience of the game is entertaining. We have already rolled out patches and communicated on how the game will continue to develop." 

Remedy says looking ahead, a larger "Major Update" late September will be the next key step for FBC: Firebreak, supported by "targeted marketing activities, which we expect will drive interest in the title." 

"We are committed to continuing to work on FBC: Firebreak, engaging with the community, and expanding the game," Remedy's comments on FBC: Firebreak end. 

Elsewhere in the financial results, Remedy says Control 2's development is on track to hit its next milestones, with the focus now on "the gameplay, environments, and missions." Remedy's Max Payne 1 & 2 remake project remains in full production, the studio says, and "collaboration with Rockstar Games remains close and productive, ensuring alignment as the project advances toward its next major phase." 

For more, read Game Informer's Control review, and then read Game Informer's Alan Wake 2 review. After that, check our thoughts on FBC: Firebreak

Did you try FBC: Firebreak? Let us know what you think of it in the comments below!

Nexon Unveils Woochi The Wayfarer, A Single-Player Korean Fantasy Action-Adventure Game

Woochi the Wayfarer Nexon action RPG single player Unreal Engine 5 PC Consoles Debut Release Trailer

Nexon just released Season 3 for its live-service multiplayer shooter, The First Descendant, last week, and now, the company has unveiled a brand new game. Dubbed Woochi the Wayfarer, Nexon describes this game as a new "high-end PC and console action-adventure game set in traditional Korean culture and mythology." 

The Korean "blockbuster" game will depict the adventures of the Dosa, Jeon Woochi, of "The Mage of the Way" fame, and will release on PlayStation, Xbox, and Steam when it's ready to launch. It is being developed in Unreal Engine 5. 

Woochi the Wayfarer Nexon action RPG single player Unreal Engine 5 PC Consoles Debut Release Trailer

If its roughly two-and-a-half-minute cinematic reveal trailer is any indication, it looks to be a terrifying Joseon-era game action fans should keep an eye on. 

Check out the Woochi the Wayfarer reveal trailer for yourself below: 

Woochi the Wayfarer is inspired by "The Tale of Jeon Woochi," a classic Korean novel that follows the adventures of the titular Jeon Woochi, "who uses his powers to fight injustice and trick the corrupt," according to a press release. The game will be a single-player narrative-driven adventure that fuses magical settings with traditional Korean monsters and music. 

Speaking of music, Parasite and Squid Game composer Jung Jae-il is handling the game's score. Nexon is publishing it, and LoreVault Studio is developing the game. 

There's no word on when Woochi the Wayfarer will launch. 

 

For more, read about Nexon's push to bring its Korean-developed games to global audiences in this behind-the-scenes feature

What do you think about this reveal trailer? Let us know in the comments below!

BioWare Pitched A Dragon Age Trilogy Remaster 'Pretty Softly' At One Point, Says Former Series Producer

Dragon Age series franchise sale Steam $10 The Veilguard

Dragon Age: The Veilguard launched last October, and though it fared decently amongst fans, publisher EA said it missed sales expectations by 50%, bringing in roughly 1.5 million players instead of the anticipated 3 million it had hoped. Those missed expectations have left fans wondering what the future of the series looks like while BioWare works on the next Mass Effect game

Looking back on the franchise, however, we've recently learned BioWare, at one point, softly pitched a trilogy remaster of the first three Dragon Age games, but it was turned down by EA. That's according to Mark Darrah, former Dragon Age series producer and BioWare executive, in a new interview with MrMattyPlays on YouTube, as reported by IGN

"I honestly think they should do – I don't think they will, but they should do – a remaster of the first three [Dragon Age games]," Darrah, who left BioWare in 2020 but consulted on last year's Dragon Age: The Veilguard, said to MrMattyPlays. "One of the things we pitched at one point – pretty softly, so pitched is a massive overstatement – was to retroactively rebrand the first games as if they were a trilogy, call it the Champions Trilogy, so you have these larger-than-life heroes... maybe you do that as a first step."

As for why this trilogy remaster, which would consist of Dragon Age: Origins (2009), Dragon Age II (2011), and Dragon Age: Inquisition (2014), never came to light, Darrah places the blame on EA. 

"EA's historically been – and I don't know why, but they've even said this publicly – they're kind of against remasters," he told MrMattyPlays. "I don't really know why, and it's strange for a publicly traded company to seemingly be against free money, but they seem to be against it. So that's part of it." 

Darrah later posits that a Dragon Age trilogy is a more challenging task than, say, a Mass Effect trilogy (which EA and BioWare did in the form of Mass Effect Legendary Edition in 2021), because of the series' storied development history and the engines used to create the games. 

For more, read Game Informer's Dragon Age: The Veilguard review, and then check out Game Informer's Dragon Age: The Veilguard cover story hub for exclusive details and interviews about the game's development and more. 

[Source: MrMattyPlays via IGN]

Do you want a Dragon Age trilogy remaster? Let us know in the comments below!

Battlefield 6 Beta Reaches Series Concurrent Peak, Overtakes Call Of Duty All-Time Peak

Battlefield 6 Electronic Arts EA Dice Series Concurrent All Time Player Peak Call of Duty

After the bug-riddled launch of Battlefield 2042 back in 2021, EA has been working to revitalize the Battlefield series’ name, placing Respawn’s Vince Zampella as its head amidst the creation of a wider Battlefield universe. If the recent Battlefield 6 beta over the weekend is any indication, those efforts are paying off. Not only did the beta surpass Call of Duty’s all-time player count, but it also reached a new concurrent peak for the Battlefield series. 

EA calls the Battlefield 6 open beta its biggest ever, and Weekend 1 (Aug. 9-10) just wrapped up. Throughout the weekend, and on Aug. 7 and Aug. 8, when invite-only players could hop in early, I saw screenshots across social media showing queues stretching into the hundreds of thousands – a lot of people were playing this game. 

Using SteamDB, a database that tracks Steam concurrent player counts, that checks out. On Saturday, the Battlefield 6 open beta peaked with 521,079 players, which is also an all-time peak for the entire Battlefield series. That number eclipses the peak of Call of Duty at 491,670, too, though it’s important to note these are just Steam numbers and console players could sway this observation in either direction. 

Nonetheless, the point stands – Battlefield 6 is something players are excited about. The real test will be how many of these open beta (see: free) players will convert into paid players when Battlefield 6 launches on October 10 on PlayStation 5, Xbox Series X/S, and PC. 

In the meantime, watch the Battlefield 6 debut trailer and then read our preview of Battlefield 6’s multiplayer after going hands-on with it. 

Did you hop into the Battlefield 6 open beta this weekend? Let us know in the comments below!

Shadow Labyrinth Review - More Than You Can Chew

Reviewed on: Switch 2
Platform: PlayStation 5, Xbox Series X/S, Switch, PC
Publisher: Bandai Namco
Developer: Bandai Namco
Release:
Rating: Teen

Why did they make a Pac-Man Metroidvania? It's an unavoidable question at the heart of Shadow Labyrinth, but one I ask with genuine curiosity. The game is Bandai Namco's attempt to transform Pac-Man, one of the most iconic video games of all time, into a more modern genre, but it's wrapped up in such a perplexing, peculiar wrapper that by the time I reached the end of the maze, I was just as confused as when I entered. Shadow Labyrinth is uneven, overstuffed, and often frustrating. It has decent moment-to-moment gameplay, but it fails to materialize into something coherent.

At no point in this game do you technically play as Pac-Man. It's the first confusing thing about Shadow Labyrinth, as the character's presence is the main selling point. For the majority of the experience, you play as a hooded, silent robot who wields a sword powered by ESP. Its stiff jump and attack animations remind me most of Hollow Knight, though that comparison doesn't do this game any favors. Like many Metroidvanias, the gameplay becomes more fun the deeper you get, thanks to new movement and combat abilities, and I was glad to leave the feeling of those early hours behind.

Your companion, who looks an awful lot like Pac-Man, is a female robot named Puck. She brings you to life to fight for her (she has no limbs and can't use weapons) for a mysterious purpose, which is only cleared up a few hours into the story. You play as Puck in specific instances, and I enjoy the classic gameplay of the Pac-Man series, but Puck is very different. You transform into her whenever touching walls made of blue light. She's essentially a magnet, jumping from platform to platform. She also automatically moves forward, so it's like every platform is a conveyor belt.

Puck avoids a group of diving enemies from the Galaga series.

A red line to preview your jump trajectory and a brake button to keep you stationary are welcome additions, but I was never comfortable playing as Puck. Her combat sections are especially annoying because her only attack is to hurtle off the rail with a spinning blade. However, enemies hurt you if you touch them, and it's difficult to launch yourself at an enemy and make contact with your blade while avoiding your body. Luckily, you only play as Puck maybe 15 percent of the time, but that didn’t make me any more eager to do so.

There's also a third playable form; your G.A.I.A. meter transforms you into a hulking mech that can deal lots of damage and is immune to environmental hazards like spikes. It's a nice way to squeeze your way out of tough fights, and often serves as a satisfying, climactic closer for big battles.

The G.A.I.A. form.

With these three gameplay styles combined, you set out on a sci-fi adventure to contribute to an intergalactic war. The accompanying story is, unfortunately, too complex for its own good, especially for how it's told. It's a plot with grand, wide-reaching ambitions, but information is told more often than it's shown, and the beats the player does experience are unoriginal and forgettable moments wrapped in the game's bizarre aesthetics.

Speaking of, the game's visuals leave a lot to be desired. Character models are tiny on the screen, but packed with so much indecipherable detail that they feel out of place, especially when compared to the sometimes-blurry backgrounds. The Bosconian village is a perfect example of this, as all its inhabitants are over-designed while the backdrop is grand and painterly. The lack of cohesion between these two elements never improves and is often distracting.

The Bosconian Village is a great example of how character models and the backgrounds look wildly different.

Shadow Labyrinth is most enjoyable in its moment-to-moment gameplay. It struggles with structural, game-wide design, but any given moment is usually okay, if not a little clunky. With one infuriating exception on the path to a crucial upgrade, platforming is engaging without being frustrating. And once you get a full suite of combat and movement abilities later in the game, combat is a somewhat enjoyable back-and-forth of attacking, parrying, and preserving your ESP meter, which you need for both dodging and special moves. That said, the combat, like much of the game, takes too long to get interesting.

Shadow Labyrinth is far too long – 30 to 40 hours – and it takes forever to unlock basic abilities. Parrying and blocking, two fundamental skills in most games, are unlocked through boss fights 5 to 7 hours into the game, way after you've become comfortable with the basics. On the other hand, it's easy to miss key abilities like the ground pound or double jump, and checkpoints are so few and far between that backtracking is a pain.

The whole experience ends on the most frustrating note of all – a massive difficulty spike, a barrage of boss fights, and an unending, multi-phase final showdown. It completely kills the momentum leading to the finale, making it disastrous for the story as well as the gameplay.

Shadow Labyrinth is such an odd concept that I optimistically assumed it came from a specific, focused creative pitch, but it's one of the least focused games I've ever experienced. The story, art design, and structure are messy and underbaked. It's middling at best and maddening at worst. It doesn't have enough Pac-Man for fans of that franchise, and its Metroidvania elements are too weak to appeal to fans of the genre, so why did they make a Pac-Man Metroidvania? After spending 40 hours with the game, I still don't know, and that makes it difficult to recommend.

Score: 5

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