• Back 4 Blood Review

    Amid a sea of seemingly endless looter-shooters, Back 4 Blood bucks a lot of trends in favor of something old-fashioned. After spending 25 hours with this four-player cooperative first-person shooter, I came to love its glorious white-knuckle tone, clever card-based progression, and varied, fist-pump-worthy campaign. An awkward difficulty curve and a stale versus mode prevent Back 4 Blood from moving into a full-blown sprint, but it still provides an exciting mix of new and old ideas as you mow down shambling legions of the undead.

    Set in a post-apocalyptic world where popping zombies (called “Ridden” here) in the head is as ordinary as brushing your teeth, Back 4 Blood follows a community of survivors trying not to get their jugulars torn out before breakfast. This isn't a plot you'll get deeply invested in, as it's just a series of thinly-veiled excuses to shoot zombies with friends, but that's all the justification the four-act campaign needs. Despite dire circumstances, it's actually a pretty lighthearted romp, with seven playable "Cleaner" characters frequently cracking jokes amid impending doom. My favorite is Karlee, a punk-rocker who's prone to blaming teammates for standing in the way of her bullets should friendly fire ensue. By the time my friends and I were held up in a bar, mowing down hundreds of zombies as Black Betty by Spiderbait blasted over the jukebox, I was fully on-board with Back 4 Blood's silly, upbeat mood.

    That surprisingly pleasant attitude pervades combat in Back 4 Blood as well. All too often, I found myself grinning over utterly absurd sights, like Sleeper Ridden sitting comfortably in meaty wall-mounted cocoons suddenly springing to life then pinning a teammate to the floor. Or hucking frag grenades into a crowd of living dead only to have the ensuing sinew-showers drench friends. Laughs aside, the gunplay has quite a satisfying kick too. The M249 light machine gun packs enough of a wallop at high firing rates that I nearly always carried one, particularly if I found any damage-enhancing attachments laying around. Whether you're into high-powered magnums or lighting fast assault rifles, every weapon feels excellent in Back 4 Blood. Even just a bat with a nail or two pounded through it!

    It's a shame then that losing sight of your target is incredibly easy during wild, up-close brawls. Too often, I'd accidentally tag friends with stray bullets while attempting to differentiate them from the sea of bodies rushing us like an unholy mosh pit because combat readability is sorely lacking. Your character can often come out of fights covered in blood and guts looking like a zombie, and that's decidedly not great when the entire goal is to kill anything even remotely resembling one. What's more egregious is several Ridden types look nearly identical despite behaving differently from one another. Exploders and Retches are both bloated masses with broad shoulders, yet the former run towards you and, well, explodes, while the latter vomits acid from a distance. They have a few distinct features that you can recognize to tell them apart, but it's stuff like small spikes on their arms that are easy to miss in the thick of a fight – and a wrong guess on your part can have significant consequences.

    Deck-building may sound ill-fitting, but it's a great addition.

    Back 4 Blood's shockingly in-depth card system is the right sort of thing to get lost in, thankfully. Deck-building might sound hilariously ill-fitting for a game about rattling off thousands of rounds at walking corpses, but it’s maybe my favorite addition to this familiar formula. Before missions, you can equip several cards that modify a Cleaner's stats and abilities. There's a starter deck, and you'll find more scattered throughout environments or by plugging points earned in missions into the light progression treadmill called supply lines. Since Karlee was my main and her unique Cleaner card buffs item-use speed, I wanted to keep up a fast pace on her feet and in her holster as well. So I built a deck with Superior Cardio, which increases stamina regen like nobody's business, and Power Swap, adding a hefty 20% damage boon to weapons after swapping between primary and secondary sidearms right before a clip runs dry. Stopping for anything became a fleeting memory with these cards, as I could bolt to and fro while often one-tapping through the undead hordes.

    Compared to what others have come up with, my deck was relatively simple. A friend cleverly combined the effects of several cards so that he would gain loads of health back after swinging away at Ridden en masse. Even ridiculous decks like that don't feel overpowered, though, as corruption cards crop up mid-mission to counterbalance your boons with challenging modifiers. For example, just when we thought our builds were too strong, one corruption card spiced things up by adding an Ogre, a 20-foot tall lumbering mountain of flesh and bone, to the mission. Cards add brilliant RPG-like random elements while not veering off entirely into levels and skill trees.

    It's essential to sift through every card you come across while out scavenging in levels, too, because attempting Back 4 Blood's more challenging difficulties are a waste without them. There are three difficulties available from the get-go: recruit, veteran, and nightmare. My group initially chose recruit to find our footing, and we knew it was too easy before long. So we dialed it up to veteran, and everything went to hell. We got maybe 20 feet out from a mission's starting point before being overrun by the stronger Ridden types. An enormous, gangly Tall Boy crushed one friend in its grip while a sneaky Stalker dragged another away, then finally a Retch projectile vomited everywhere — as if to humiliate us with its corrosive bile. I'm not sure Back 4 Blood earned the right to feast on our indignity, though, as that sort of ridiculous scenario is more a byproduct of my team being hideously ill-equipped for veteran difficulty. At least, when we'd only completed a handful of missions, anyway.

    I love a good challenge, so long as everything is fair. Marching into Back 4 Blood's veteran or nightmare difficulties straight away is downright masochistic, however, especially as debuffs pile up when corruption cards enter the mix with more intensity than they do on recruit. I have a suspicion that Turtle Rock Studios wants everyone to play through recruit first, similar to how Diablo 2: Resurrected handles its progression curve. But if that's the case, I have no idea why the others are selectable from the start. Worse yet, there's a bizarre roguelike element to each run, so finishing an act means your party will need to complete sessions within a limited number of continues or else you’ll have to redo an entire chapter, which feels out of place in a game like this. Once we'd finished the campaign on recruit with loads of cards to beef up our Cleaners, veteran difficulty was much more manageable, but a difficulty that lands somewhere between them would go a long way toward alleviating these issues.

    If nothing else, getting trounced on veteran or nightmare gives you a decent excuse to replay Back 4 Blood's wonderfully diverse chapters, each of which contains several unique missions. From desolate, rural towns in the middle of nowhere to entire cityscapes engulfed in mounds of rotten fleshy overgrowth — nowhere is safe from this world's collapse. The campaign isn't just a leisurely stroll from saferoom to saferoom either, as your objectives will shift about quite a bit depending on the circumstances. One mission called T-5 requires you to scavenge about a crusty old mansion for key items as swarms of undead try to break in. The pace at which you have to find every trinket’s randomized location is breakneck, yet creepy taxidermy busts practically beg you to admire the fine layer of dust they've collected. I regularly got distracted by the haunting beauty of it all, much to my teammate's distress. That continuous practice of spicing things up is why I keep returning to Back 4 Blood.

    Not all of Back 4 Blood's attempts at breaking the mold work out, though, as is the case with its 4v4 who-can-outlive-the-other Swarm mode. Sure, having one team of survivors take on another that's all Ridden as a battle royale-like circle shrinks the arena sounds cool, but in truth, it's pretty easy to cheese if you're the Ridden. Crowd control is vital to success in Swarm, and the four-armed Hocker just so happens to excel at affixing survivors to the ground with sticky spears it can lob from a distance. Whenever my friends and I used two Hockers and a pair of Tall Boys, we’d decimate the team of survivors. Even as they gain access to better guns as the match goes on, we only need to pin them as the Hocker then have one of our Tall Boys move in and blitz whoever's stuck. Meanwhile, the same happens to us when we're on the survivor side of the equation. That sort of massive imbalance makes Swarm uninteresting at best and frustrating at worst.

    Posted in Games, video game | Tagged , | Comments Off on Back 4 Blood Review

    Animal Crossing Fans Are Obsessed With Its New Froggy Chair

    Animal Crossing: New Horizons is getting a ton of new content next month, but the addition that has the most people talking isn't the major DLC expansion, Gyroids, cooking, or even Brewster and the Roost. It's the return of Froggy Chair.

    Froggy Chair was the center of a late 2019 meme that took over the Animal Crossing fandom leading up to the release of New Horizons in March 2020. It started when Tumblr user garbuge posted a meme including Froggy Chair and its price of 1,440 bells, with the MCU's Thanos underneath, saying, "A small price to pay for froggy chair." The meme is a play on Thanos' quote, "a small price to pay for salvation."

    Shortly after, the meme made another appearance on Reddit, when user Sebastian_Kackmann posted another Froggy Chair/Thanos crossover in the Animal Crossing subreddit.

    When marketing for New Horizons picked up, so did the meme. Every Animal Crossing news release was flooded with frog emojis and Froggy Chair references. Twitter also took hold of the trend and didn't let go.

    Then, after all the hype, the unthinkable happened: Froggy Chair wasn't in Animal Crossing: New Horizons. The chair had been a part of every mainline Animal Crossing until New Horizons, appearing the franchise's entries on GameCube, DS, Wii, and 3DS.

    Now, 19 months after the game's release, Froggy Chair fans are rejoicing over the furniture's inclusion in November's New Horizons update. In today's Animal Crossing-focused Nintendo Direct, the chair made a split-second appearance in the background of one of the homes.

    The confirmation of Froggy Chair was enough to reignite the fandom that waited for this day to come. ACPocketNews on Twitter said, "FROGGY CHAIR??! THE DREAM IS ALIVE!!"

    On the YouTube version of the Direct, popular Nintendo streamer RogersBase posted, "FROGGY CHAIR HAS RETURNED!!!!!" in a comment that already has 4 thousand likes. Another commenter, sammypigz, appreciated how Nintendo chose to show off the chair's return, saying "Nintendo knew what they were doing by putting froggychair in the background for a few seconds."

    The big comeback is leading to even more Froggy Chair memes, as well.

    Finally, thanks to New Horizon's furniture customization options, Froggy Chair can be multiple colors besides green, which is also getting fans out of their (Froggy) seats.

    While it's certainly one of the fandom's favorite additions, Froggy Chair is far from the only thing coming to Animal Crossing: New Horizons next month. To see what else is coming to your island paradise, check out everything from today's Animal Crossing direct. It's also a good thing Froggy Chair made it into this update, because Animal Crossing: New Horizons support will wind down after next month's major updates.

    Logan Plant is a freelance writer for IGN who had a basement full of Gyroids in the original Animal Crossing. You can find him on Twitter @LoganJPlant.

    Posted in Games, video game | Tagged , | Comments Off on Animal Crossing Fans Are Obsessed With Its New Froggy Chair

    Game Scoop! 647: Favorite Game of All Time – That Isn’t a Sequel?

    Welcome back to IGN Game Scoop!, the ONLY video game podcast! This week your Omega Cops — Daemon Hatfield, Tina Amini, Mark Medina, and Justin Davis — are discussing more Far Cry 6, our favorite games that aren't sequels, the GTA Definitive Trilogy, Mass Effect Legendary Edition, and more. And, of course, they play Video Game 20 Questions.

    Watch the video above or hit the link below to your favorite podcast service.

    Listen on:

    Apple Podcasts

    YouTube

    Spotify

    Stitcher

    Find previous episodes here!

    Posted in Games, video game | Tagged , | Comments Off on Game Scoop! 647: Favorite Game of All Time – That Isn’t a Sequel?

    Needle in a Timestack Review

    Needle in a Timestack is in theaters, On Demand, and digital on Oct. 15, 2021.

    When you assemble a cast including the likes of Leslie Odom Jr., Cynthia Erivo, Orlando Bloom, and Freida Pinto, and you don’t feel entirely besotted with their hot-people romantic problems, you know a movie has failed spectacularly. Needle in a Timestack, based on the short story of the same name by Robert Silverberg, traps this A-list cast in an emotionally icy narrative that leaves no oxygen for love and romance to bloom.

    Directed by John Ridley, the story is set in the near-ish future where everything looks like it could exist in our now, but the tech is just slightly more advanced. And this world looks extremely nouveau riche, or at least in the corner where architect Nick (Odom Jr.) and upscale photographer Janine (Erivo) exist. Together for five years, they stare at one another with starry eyes at the wine parties of their affluent friends, or while they eat the gourmet food that Nick whips up in their very bright and overly windowed Architectural Digest-level home. However, Nick still manages to whine to his sister (Jadyn Wong) that he always feels like he’s living in the shadow of Janine’s extremely rich ex-husband, Tommy (Bloom).

    Why does he feel that way? As expressed in one of the most artful scenes in the movie, this reality is one that experiences time shifts, which look like waves of water that envelop the people in its path. They occur randomly, because time travel is a thing in this future and it’s available to the rich, who use it to revisit their pasts. And sometimes, they nefariously use it to tinker with timelines that will change the present to cater to their desires. Nick is convinced Tommy wants Janine back and has purposefully created time shifts that are working to separate them from one another.

    It’s an interesting idea that feels like it could be a strong Black Mirror episode. However, the rules of this time tinkering are never really fleshed out. It certainly makes Nick paranoid and desperately worried that he could lose Janine, but is he really worried about lost love or more about the jerk he doesn’t like taking his wife? It’s hard to tell because Nick is the film’s point-of-view character and everything he does comes off as petulant or based in a simmering anger rather than actual love and passion for Janine. And that’s a problem if we’re supposed to be as in love with their story as much as the movie says the pair are with one another.

    Suffice to say, the time shifts are a big element of the story, and we get to essentially explore three existences for Nick because of the inflicted changes, and one he inflicts upon himself. Unfortunately, none of those paths feature robust love stories where you’re happy to watch Nick with a partner that he appreciates fully. Janine and Pinto’s Alex are two gorgeous, independent, loveable women who are saddled with a guy obsessed with what he doesn’t have.

    The overall vibe is not helped by Ridley’s odd camera framing and choice to place all the core characters in extremely cold environments. Every house and apartment looks like a place where someone should follow the characters around with coasters and dust rags so everything remains pristine and not an ounce lived in. Plus, the mostly natural soundscape only amplifies the frequent silences between the featured couples. When a few needle drops do appear, they’re jarring because of the overall lack of score. Ridley also seems to have an aversion for cutting between characters in any given conversation sequence, so we’re forced to experience mostly one-sided conversations in moments where it would benefit for us to see the reactions of both characters. All of it achieves a lack of intimacy that permeates the whole piece like a chilly fog, infusing every romantic pairing with emotional rigor mortis. Where’s the heat? Where’s the passion? It’s utterly lacking in every frame of this movie.

    It all comes across as deeply overwritten; all tell with no show. 

    An attractive cast and an abundance of overly talky scenes with them about how much people love one another, or what love should be, or what they want love to actually be, doesn’t do enough to hit the romantic mark. It all comes across as deeply overwritten; all tell with no show.

    Posted in Games, video game | Tagged , | Comments Off on Needle in a Timestack Review

    Developer Who Worked on Metroid Dread Doesn’t Appear In the Credits

    Crediting has long been a thorny issue in the video game industry, and MercurySteam is the latest studio to not list every developer who worked on the game in the credits based on its internal crediting policy.

    As seen on ResetEra, Spanish gaming website Vandal published an article detailing how Madrid-based MercurySteam did not list employees who worked on the game for less than 25% of the game's total development time. The article claims the game was in development for four years, meaning employees who worked on the game for less than a year were not credited.

    Vandal's article lists three developers who were not credited in the game, including 3D artist Roberto Meijias, animator Tania Penaranda, and a third, anonymous employee. Mejias took to Linkedin to congratulate the team and ask MercurySteam directly why he's not in the credits despite the game using assets and environments Mejias worked on.

    IGN has reached out to Nintendo and MercurySteam for comment, but in a statement to GameSpot, the developer said, "We accredit all those who certify a minimum participation in a particular project — usually the vast majority of devs. We set the minimum at 25% of development time."

    MercurySteam says there are exceptions for employees who make "significant creative and/or technical contributions."

    Crediting in the video game industry is sometimes subject to byzantine rules set by each individual company. There is no universal standard on who gets a credit for working on a video game, something that developers have criticized in the past.

    This is MercurySteam's second time partnering with Nintendo on the Metroid series, previously working on 2017's Metroid: Samus Returns on 3DS. The studio has also worked on several Castlevania games for Konami.

    For more on Metroid Dread, check out the reward for sequence breakers that gives players a secret way to kill a boss. Or, check out our Metroid Dread review.

    Logan Plant is a freelance writer for IGN. You can find him on Twitter @LoganJPlant.

    Posted in Games, video game | Tagged , | Comments Off on Developer Who Worked on Metroid Dread Doesn’t Appear In the Credits