• Bluepoint’s Demon’s Souls Remake Has Sold More Than 1 Million Copies

    In the wake of Sony Interactive Entertainment's purchase of Bluepoint Games — the studio behind highly-regarded remakes such as Shadow of the Colossus — the console holder has confirmed that Demon's Souls has sold more than one million copies since its 2020 debut on PlayStation 5.

    The news was buried in the official press release confirming the acquisition, sandwiched between praise for Bluepoint's "console-defining visuals and gameplay" and the list of games in its portfolio. PlayStation confirmed that Demon's Souls has sold 1.4 million copies as of September 19.

    These numbers make it a comparatively modest success next to Spider-Man: Miles Morales, which has sold some 6.5 million copies. Ratchet & Clank: Rift Apart likewise topped a million sales in relatively short order.

    Bluepoint's Demon's Souls remake released alongside the PlayStation 5, where it was hailed as one of the handful of truly "next-gen" releases available that fall. Our review called it "breathtakingly gorgeous," noting that it plays "significantly better" than it did on PS3.

    It was a remake of the original 2009 release, which found surprising success thanks to word-of-mouth among fans. While not technically part of the Dark Souls universe, it has its share of passionate boosters within the Soulsborne community.

    Bluepoint Games, meanwhile, will be the 16th studio to join the PlayStation, with other recent acquisitions including Insomniac and Housemarque. Bluepoint has not yet announced its next project.

    Posted in Games, video game | Tagged , | Comments Off on Bluepoint’s Demon’s Souls Remake Has Sold More Than 1 Million Copies

    PlayStation Officially Acquires Bluepoint Games, Next Game Planned to Be an Original, Not a Remake

    Sony Interactive Entertainment has announced yet another studio acquisition – Bluepoint Games, the developers of the Shadow of the Colossus remake on PS4, and, most recently, the PS5 remake of Demon's Souls.

    Bluepoint and PlayStation have worked closely together for years, but the news comes after the studio's latest successful release, as Sony confirmed Demon's Souls has sold more than 1.4 million copies since release. IGN spoke with PlayStation Studios Head Hermen Hulst and Bluepoint President Marco Thrush to learn more about the acquisition, PlayStation's overall studio strategy, and about how, thoughBluepoint is steeped in PlayStation remaster and remake expertise, it wants to explore original ideas.

    Bluepoint Wants to Make Original Games

    Demon's Souls was only released last November, and while Bluepoint isn't officially announcing its next game, Thrush explained that the studio is aiming to work on original content going forward. No exact details about what the "original content" Bluepoint is working on will be, so it remains unclear if it is a new game that is part of an existing IP, or something new entirely.

    "Our next project, we're working on original content right now. We can't talk about what that is, but that's the next step in the evolution for us," Thrush said, noting that, even with remakes like Shadow and Souls, the studio was already partially creating original content. He explained how, really, the growth of the studio, both in the literal number of employees as well as types of projects, naturally leads to this next step, especially given the team's pedigree.

    "The transition from remasters to remakes was to test ourselves and push ourselves harder for the next step," Thrush said, noting the team was at about 15 people during the production of the original God of War collection, right now is at about 70 employees, and grew to 95 people at its peak during Demon's Souls (with outsourcing work, too).

    "Our team is a very highly experienced team, the average experience among most people is about 15 years, and all of them come from original development. It's not like we're a bunch of developers that got trained up on making remasters and remakes. We have that original game development mindset in our hearts, and that's what we're now ready, finally ready with the support of Sony to push forward and show what we can do, and show what PlayStation can do," he said.

    And though the potential is exciting for Bluepoint to be tackling its own game, don't expect to see it too quickly. The studio has had a surprisingly quick turnaround on its games, having worked on five PlayStation remasters or remaster collections and several ports over the last decade, while moving from remasters in 2015 to Shadow in 2018, and then Demon's Souls in 2020.

    "When we're working on a remaster, on a remake, we're very, very fortunate and that we basically, the original team finishes the game, we get handed that game, and then we got to polish it for a few years," Thrush said, noting that that "polish" is, of course, a lot of work and original art and design in its own right.

    "You're starting out with the blueprint, right? True original development, there's a blueprint, you execute on it, and then it's not fun and you throw it away and you start over. So yes, by definition, my default answer is going to be original development, of course, takes longer. It has to, otherwise, you wouldn't make a good game."

    And given PlayStation's recent commitments to being willing to delay games to let teams achieve their vision on a reasonable schedule, Hulst says that will be true for whatever Bluepoint and Sony's various other studios make.

    "It's always about making quality games in a way that's sustainable for the teams, for the individuals on the teams. Because obviously when we acquired team like Bluepoint, this is a long-term play for us, right? We're not in it to get some quick results," Hulst said, explaining that, in short, recent delays of games like Horizon Forbidden West and God of War Ragnarok

    aren't cause for concern.

    "We're very happy actually with development progress that I feel good about the decision that we made there [with Horizon and God of War]. And it's very much the mindset that it's people first. We are a people business. Everything we do is about the developers, their health, their creativity, their wellbeing."

    Why PlayStation Acquired Bluepoint, and Why Bluepoint Wanted to Be Acquired

    Though PlayStation and Bluepoint have been working together for years, Bluepoint has remained independent all that time. That has now changed, of course, and Hulst and Thrush explained why the two decided to make the merger official and bring Bluepoint under the PlayStation Studios banner. And it largely came down to wanting to make that working relationship as beneficial to both sides as possible to let the studio produce its best work.

    "Bluepoint is now in a place where there's hardly an entity imaginable that knows PlayStation better than they do, because they've worked with so many different teams on their respective, iconic franchises that they've had a developer insight in a wonderful way," Hulst said, explaining that he let the team finish up Demon's Souls before discussions really began about the acquisition.

    "We've expressed that probably better together, making sure that Bluepoint can focus on their games, can focus on what they do best, making amazing worlds, wonderful character development, and make use of all the resources that we have got to offer," Hulst said.

    And from Thrush's perspective, the two sides have worked so well together, making the acquisition happen really just allows them to continue doing so without any red tape getting in the way.

    "We've loved working with PlayStation all these years. There's really nobody else we want to rather work with, so we started talking to these guys and it just happened to work out," Thrush explained. "And now our future is extremely bright. As Hermen was saying, we have all these opportunities ahead of us. We have all the Sony support. We don't have to grow to become a gigantic studio. We have lots of helping hands on the Sony side now that can fill in for any gaps and maintain our studio culture."

    As for when the deal came together, Hulst explained that talks largely occurred after Demon's Souls was released, so that the team could keep its focus on delivering that PS5 exclusive. The two sides saw eye to eye on why the acquisition would be beneficial and, to put it simply, it allows Bluepoint, and Thrush as the studio's president, to focus more on creating the experiences they want to and not have to worry as much about the security of the team as a whole.

    "I've also in my past run an independent studio, and I realized that the amount of work you need to do, even when you have close partnerships, on business acquisition and making sure you hedge your bets, there's a lot of energy that goes into that," Hulst elaborated. "I know that if we take that off of Marco's plate and let him focus on what he wants to focus on with his team… then I think that's good for both parties. It's good for them because they get to do what they love most, and it's great for us because there's even more focus by Bluepoint on what we want. And that is amazing content, amazing games to come out of Blueprint."

    Thrush echoed this sentiment, noting the opportunities the studio has had for past games, like the ability to hire the London Symphony to score Demon's Souls, or being able to rely on other PlayStation assets, such as already established motion capture studios and more.

    And though PlayStation has been on a bit of an acquisitions spree lately – Firesprite, Nixxes, and Housemarque have all also been acquired as first-party studios this year – Hulst explained Sony's recent approach is born from a desire to let these teams do their best work with the resources of PlayStation at their disposal.

    "The way we look at our group of studios, and we now have 16 internal teams as part of PlayStation Studios, is very much the way we look at our games. It needs to be right, it needs to fit what we're about in qualitative terms, it's got to be the right games. Same with the teams. The teams stay have to have a very collaborative mindset," Hulst said. "They need to be quality-oriented. We're not buying teams to just be bigger. We're only buying teams because we feel that together, we're going to make something that is going to be even better than if we did it separate from one another."

    PlayStation isn't necessarily going to stop looking at potential acquisitions, Hulst explained, but they need to be studios that both share the same values, and can expand what's offered to PlayStation players.

    "We are open always to building new relationships or bringing people in-house, but only if we adhere to the quality-first mentality and the right kind of innovative content, new experiences, diverse experiences. Because all of these teams, they share a lot, but they're also very different from one another, and that's what I really like," Hulst said. And I think that's what the PlayStation audience, the PlayStation fans, deserve, it's that diverse slate of games coming out of PlayStation Studios."

    Jonathon Dornbush is IGN's Senior Features Editor, PlayStation Lead, and host of Podcast Beyond! He's the proud dog father of a BOY named Loki. Talk to him on Twitter @jmdornbush.

    Posted in Games, video game | Tagged , | Comments Off on PlayStation Officially Acquires Bluepoint Games, Next Game Planned to Be an Original, Not a Remake

    Capcom’s Monster Hunter Showcase: Everything Announced – Tokyo Game Show 2021

    Capcom knows you love to hunt monsters so the company brought almost nothing but Monster Hunter news to Tokyo Game Show 2021. In a video presentation, series producer Ryozo Tsujimoto and Monster Hunter Rise director Yasunori Ichinose outlined a few upcoming additions coming to the game, and then offered a glimpse behind the scenes of the four-year development process.

    Here's everything the show covered in one place:

    Sunbreak's "Massive Expansion" Gets New Details

    Sunbreak expansion director Yoshitake Suzuki joined the video to talk about what he's been working on. Scheduled to arrive next summer, Tsujimoto said Sunbreak is a "massive expansion" of the base game which includes "new locales, monsters, gameplay, and a new quest rank: Master Rank." Suzuki explained that Sunbreak will take place in a new base of operations far from Kamura Village, and the "flagship monster" of this game is the elder dragon Malzeno. He also added that Shogun Ceanataur from Monster Hunter 2, a crab-like beast with a hard shell and pincers, would be returning in Sunbreak.

    Monster Hunter Rise Comes to Steam in January

    Via a new trailer, Capcom revealed that the Steam version of Monster Hunter Rise will launch on January 12, 2022, and that a demo will go live on October 13. This new version of the game will include all free DLC from the Nintendo Switch version through the end of November. No technical specs were revealed, but the trailer did mention 4k resolution, higher-resolution textures, uncapped frame rates, and an ultrawide display. An official website, along with pre-orders, should be live by the time this story is up.

    30th Anniversary Sonic the Hedgehog Collaboration Announced

    Very little about this Monster Hunter Rise collaboration was revealed, other than the fact that it's coming in November. Ichinose mentioned that Monster Hunter 4 Ultimate had a Sonic collaboration and stressed that this one would be different.

    More Free DLC Coming to Monster Hunter Stories 2

    The RPG spin-off will be adding new Monsties, quests, co-op challenges and more – a trailer (above) outlined a full schedule of upcoming free updates to the RPG, and a trial version is now available which allows players to carry over save data to the full game. Also, by linking save data from Monster Hunter: Rise, players can receive "Kamura Garb" layered armor in Wings of Ruin.

    Ghosts n Goblins Collaboration Coming to Monster Hunter Rise in October

    After a series of Monster Hunter Rise crossovers with other Capcom titles, the fifth internal collaboration will be with Ghosts 'n Goblins Resurrection. On October 29, players can earn materials as an event quest reward that will transform their hunter into the legendary Sir Arthur, the hero of the Ghosts n Goblins series. Equipping this layered armor will turn players' throwing knives into Arthur's signature lances, as well as unlock music from the recent revival of the spooky series.

    Monster Hunter Rise's Japanese Themes Explained

    Tsujimoto and Ichinose spent a few minutes delivering a "behind the scenes chat" outlining what went into making Monster Hunter Rise, in particular the Japanese themes that inspired many of its monsters. Many of the giant beasts players hunt were based on yokai, mythological creatures from Japanese folklore. Ichinose cited many specific examples: Aknosom resembles the umbrella-like Karakasa-obake, Tetranadon looks like a Kappa, and Teostra draws on the story of Yama, lord of the underworld who judges souls after they die (you might remember a giant, red version of that figure in Dragonball).

    Ichinose said that they took so many ideas from yokai that they eventually ran out of fantastic beasts to draw upon, such that Valstrax ended up borrowing a bit of mythos from Halley's Comet. We also saw a series of performances of music from the game, showing off the traditional Japanese instrumentation used.

    Capcom Expands Street Fighter V Tournament to 8 teams

    WIth no more Monster Hunter news, Capcom's show closed with a "news corner" dedicated to eSports. There will be a Street Fighter League tournament on October 5 (with an English language broadcast) where the number of teams has been expanded from six to eight, meaning the total number of matches increases to 56.

    Diamond Feit is a writer/podcaster in Osaka, Japan who uses Twitter and Twitch as feitclub.

    Posted in Games, video game | Tagged , | Comments Off on Capcom’s Monster Hunter Showcase: Everything Announced – Tokyo Game Show 2021

    Grand Theft Auto: The Trilogy – The Definitive Edition Rated by South Korean Games Rating Board

    Grand Theft Auto: The Trilogy – The Definitive Edition – which one could assume would contain remastered versions of Grand Theft Auto III, Vice City, and San Andreas – has been rated by Korea's Game Rating and Administration Committee.

    This rating was spotted by those like @Nibellion on Twitter, and it appears to confirm Kotaku's report from August 2021 that said these remasters – all of which would be remastered in Unreal Engine – are on their way to PS5, PS4, Xbox Series X/S, Xbox One, PC, Stadia, mobile devices, and even the Nintendo Switch.

    Kotaku noted that these games were in their "final stages of development" and would use a mix of "new and old graphics." It was also said that the COVID-19 pandemic had shifted Rockstar's plans to release this collection, and that it originally planned on releasing them as a "thank you gift" for those who purchased the next-gen ports of Grand Theft Auto V and Grand Theft Auto Online.

    Now, with the PS5 and Xbox Series X/S version of GTA V and GTA Online delayed to March 2022, Rockstar may be getting ready to release them a bit sooner. It's important to note that things could change and this doesn't mean this collection's release is imminent, but it should give some hope to those who would love to play these classic GTA games with some modern upgrades.

    That being said, Kotaku's report did say that the trilogy would be released "around late October or early November," so it also could be just around the corner.

    For more on Grand Theft Auto, check out the story about how a reverse-engineered GTA 3 and Vice City fan project was taken down and that a new GTA is development alongside Rockstar making changes to fix its crunch culture.

    Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

    Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

    Posted in Games, video game | Tagged , | Comments Off on Grand Theft Auto: The Trilogy – The Definitive Edition Rated by South Korean Games Rating Board

    There’s a $29 Keyboard That’s Programmed to Only Copy and Paste

    If you ever found yourself pressing the wrong button when trying to perform a copy and paste action on your computer — look no further; I have the solution for you. Stack Overflow has created a macropad that was programmed to perform just two actions: copy and paste.

    Stack Overflow's The Key is as compact as keyboards can get, so you can feel confident knowing you never press the wrong button when you need to copy and/paste something. The keypad has a C and V key associated with copying and pasting when you prefer not to use a mouse or trackpad. There's also a third button, and while it most likely acts as a substitute for the Ctrl or Cmd key, Stack Overflow says all three buttons are programmable. Personally, I think re-programming the C and V key to doing something that isn't copying and pasting defeats the purpose of buying it entirely, but you do you.

    Stack Overflow originally created this concept earlier this year as a gag for April Fool's Day. And while the gag itself is quite funny, the company's blog post notes that people began showing genuine interest and were upset this was not an actual product they could buy.

    While it is always great to see company's turn April Fool's Day gags into real products, this idea is nothing novel. Programmable compact keyboards have been around for a little while – a quick search on stores including Amazon, AliExpress, and Drop show a number of different macropads.

    But if you really like Stack Overflow's design, or you just want to buy this as a gag joke for someone, the company is partnering with Drop to release The Key. It retails for $29, and the next batch is slated to begin shipping on December 13, making this the perfect stocking stuffer for your loved one.

    Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.

    Posted in Games, video game | Tagged , | Comments Off on There’s a $29 Keyboard That’s Programmed to Only Copy and Paste