• Quantic Dream Wins One Libel Case Against French Newspaper, But Loses Another

    Quantic Dream, the developer behind Beyond: Two Souls and Detroit: Become Human, has successfully won its libel case against French newspaper Le Monde, while also losing another to Mediapart.

    Back in 2018, the Heavy Rain developer took issue after a joint report published in French publications Le Monde, Mediapart, and Canard PC made accusations of inappropriate behaviour, overworked staff and a "schoolboy culture" that allowed for racism, sexism and homophobia at the studio.

    The studio won its case against Le Monde earlier this month, on September 9. According to Solidaires Informatique (as translated by Eurogamer) Le Monde's case was weakened as it could not prove certain factors of its reporting without revealing the name of its anonymous sources. Despite the ruling, neither Le Monde nor Quantic Dream has publicly commented on the judgment.

    As part of the same case, Quantic Dream also sued French outlet Mediapart. However, the studio was unsuccessful and Mediapart was subsequently completely cleared. During the trial, which took place in May, a spokesperson for Quantic Dream told GamesIndustry.biz that it had taken the outlets to court for "publishing articles that we felt were not printed in good faith, nor with reasonable research nor evidence, and which drew false conclusions which extensively damaged the reputation and morale of the studio.

    IGN covered the reports at the time, relaying claims made about the studio's leadership as well as reports of a "cache" of controversially photoshopped images that allegedly existed on Quantic Dream's servers.

    At the time, Quantic Dream co-leads David Cage and Guillaume de Fondaumière categorically denied the allegations calling them "ridiculous, absurd and grotesque" before issuing a formal statement with the studio.

    In other Quantic Dream news, rumours have recently surfaced that the studio is making a Star Wars game. The studio has also expanded beyond its home nation of France and set up a new Quantic Dream studio in Montreal, Canada.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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    Halo Infinite Dev Explains Multiplayer Challenges to Ease Worries About Progression

    Halo Infinite developer 343 Industries has addressed player concerns about the game's challenge-based multiplayer progression, stating that it "it should take a player 16 to 18 hours of playing" before they run out of daily challenges.

    On the latest Inside Infinite post on Halo Waypoint, 343's community manager John Junyszek outlined how Halo Infinite's progression will work. Rather than progressing through Infinite's Battle Pass system with traditional XP granted for kills, assists, and wins, XP will instead be provided for completing weekly and daily challenges. Players have previously voiced concern about how this system time-gates progression, as if you run out of challenges then there's no way to push forward through the Battle Pass. However, 343 states that it will take many hours for that to happen.

    "At launch, we anticipate that on average, it should take a player 16 to 18 hours of playing, and eventually winning, before they run out of Daily Challenges," said Junyszek.

    "While we understand the community's feedback around wanting a steady drip of match XP and more ways to earn XP for the battle pass, we are optimistic that the system available at launch will give players adequate means of continually having something to accomplish and a means to progress," he added. "Looking further ahead beyond launch, we expect these systems to evolve in direct partnership with player feedback."

    The Inside Infinite post also goes into great detail to break down how Halo Infinite's daily and weekly challenges work, which is notably more complex than most games that use a similar system. Infinite has a three stage approach, in which the first challenges provided on any given day will be "easy tier", such as simply playing a match. After this "large pool" of challenges are completed, you'll progress to a second stage of challenges that hand out slightly more XP but are slightly more difficult (and must be played against real players, not bots). Completing all these challenges moves you up to the more valuable stage three, in which winning matches is a requirement. This system resets each day, starting again at stage one.

    Daily challenges are said to be "strictly engagement-focused" and appear to be more about simply playing matches. Weekly challenges, meanwhile, are more directed. 343 has offered some examples, including 'Stay Off My Yard' which requires you to kill an enemy Spartan who is attacking a friendly zone, or 'Grapple-jack', which demands you grapple to and hijack three enemy vehicles in PvP. Each player will be given approximately 20 of these each week, and they are randomised per player to avoid everyone chasing the same goals.

    Completing all weekly challenges unlocks a "Capstone" challenge, which is the same for all players each week, and grants a coating or emblem as a reward for completion. An example is 'Tactical Precision', which requires 15 headshot kills.

    There are still elements that could cause contention, though. Players can only have three challenges active at any one time, although this can be increased to four by purchasing a Battle Pass. It means those who spend money can complete challenges a little quicker than those who don't. But 343 point out that it is still exploring progression options.

    "We have heard community feedback around wanting more progression options including things like 'match XP' to feed into the battle pass and an entirely separate, incremental system along the lines of earning SR152 in Halo 5: Guardians," said Junyszek. "Expanding multiplayer progression offerings is something the team is actively exploring, and we look forward to continuing to evolve the experience in future seasons post-launch."

    To get an idea of how this system works, you can try out the Halo Infinite multiplayer test, which takes place across two weekends starting September 24. Following the previous test, 343 has made some improvements, including alterations to the radar. Halo Infinite will release on Xbox on December 8, as well as on PC. You can check out the Halo Infinite PC system requirements if you plan to play on computer.

    Matt Purslow is IGN's UK News and Entertainment Writer.

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    Deathloop’s Lack of Accessibility Options Is Disappointing Players

    Arkane Studios' Deathloop has received a lot of praise since its launch. However, its lack of accessibility options has become an important, and disappointing factor for a number of players.

    The issue of accessibility was raised in a thread of tweets created by user @CyclopediaBrain, which discussed further some of the issues experienced by players in Deathloop – cursor-based menus, a lack of button remapping, small text sizes, hard-to-read fonts, and an inability to customise UI indicators were all mentioned. The thread also highlighted some of the possible changes that Arkane could make to the game to make it easier to access for a number of its players.

    Accessibility advocate and YouTube reviewer Steve Saylor added to the argument around Deathloop's level of accessibility by mentioning not just its lack of customisability, but its gameplay design. In an accessibility review, Saylor spoke about how he believes that a lack of accessibility is more deep-rooted within Deathloop.

    After praising Arkane's customary level design and ingenuity, Saylor say, "The problem with the design of this is that this game forces you and relies on your ability to play first-person shooters. Now when I say that, I mean specifically that you have to have a specific skill level for first-person shooters in order to be able to make this game fun and enjoyable otherwise it's a struggle to get through it."

    The primary issue for Saylor is the harsh penalties for failure in the game, primarily the 3-life limit players are given before having to restart their current loop having made no progress. For those who have difficulty controlling the game, it adds a barrier to progress that many games don't have. Saylor compares Deathloop to other FPS games, and their contrasting approach to failure: "I play Destiny all the time. I play Halo all the time. I love those games, but those games allow me to make mistakes and respawn without feeling like I'm losing anything along the way."

    "So do I hope that this game is going to be accessible in the future? No, I don't." Saylor summarises. "Because the problems I have can't be fixed in a patch, can't be fixed in an update […] I desperately want to roll credits on this. It is fun, and I feel like I'm missing out. I feel like I'm really missing out on an amazing experience that everyone loves, but I can't play it. I can't enjoy that same experience – I and many other disabled players won't be able to play this game."

    A number of other disabled gamers have shared similar thoughts to Saylor across their own social channels. As a motor-challenged person, YouTuber Dynamic Reactions argues that Deathloop's aim assist options do little to help counter the difficulties presented for some members of the community when playing first-person shooters. Although the game has a number of auto-aim options, Dynamic Reactions argues that these don't necessarily work as well as they should.

    "The snapping only really worked if the enemy got real super close-up on you and by then you're already halfway dead," says Dynamic Reactions. "There were multiple times that I wanted to stealth and use my silencer gun and be happy-go-lucky and I could not get those perfect shots that I needed."

    Meanwhile, Steve Spohn, the Chief Operations Officer and Community Outreach Director for the charity AbleGamers said that it only took him twelve minutes to figure out that he couldn't play Deathloop as a disabled gamer. Spohn's charity acts as a non-profit organization that promotes accessibility and inclusive communities for disabled gamers throughout the games industry. Once he'd discovered that the game didn't live up to expectations in terms of accessibility, Spohn said that he'd tweeted about his experience as a warning for other players who face similar challenges to him.

    Whether or not Arkane will look to patch some of the easier-to-fix issues faced by players in Deathloop remains to be seen. However, it certainly seems that for a number of players within the community, Deathloop may never feel truly accessible.

    Accessibility in games has made good strides in recent years, with The Last of Us Part 2 setting a new gold standard and Xbox Series X becoming much more accessible in and of itself. EA recently released five of its accessibility patents freely, allowing developers to use them in their own games. While Deathloop was mostly developed before Arkane became an Xbox studio, the developer now has access to Microsoft's in-house accessibility feedback panel, which will hopefully help future games.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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    Y: The Last Man Season 1 Episode 4 Review: “Karen and Benji”

    Spoilers for Y: The Last Man's "Karen and Benji," which aired Monday, Sept. 20 on FX on Hulu, follow.

    Y: The Last Man's fourth episode steps away from President Jennifer Brown's D.C.-based turmoil to follow her children, Yorick and Hero, as they separately navigate the harsh and cutthroat world outside. "Karen and Benji" is a better and more focused entry than the show's previous ones, though the poor, childish choices made by both Yorick and Hero (particularly Yorick) continue to make the series a frustrating trek.

    There's something about Yorick's flighty goofball qualities that worked on the pages of the comic, but just doesn't easily translate over to this series. What was once quasi-charming comic relief is now an absolute abhorrent attribute. Yorick has gone full "apocalypse teen," meaning the whiny character in the midst of world-collapsing chaos who's still selfish and unhelpful. Normally, you'd find this quality in poorly written teenage characters who somehow find a way to still get stubbornly furious with their mom and dad while meteors are falling from the sky.

    Here, it's a full-grown man who's being a baby. That makes sense given Yorick's man-child qualities, but "Karen and Benji" literally shows him blowing his cover and endangering everyone around him because he thinks he spots Beth — a woman he's convinced he needs to save, but in reality, she'd all but broken up with him right before the world fell because he's a cloying clown. Now, he just watches old videos of her on his phone, as if he somehow lost a thriving relationship.

    Pairing Yorick with Agent 355, who's been the bright spot of the series (and carrying a heavy load), is a fun dynamic. He's all nonsense and emotion and she's all practicality and logic. And she's ruthless in a way that he can't fathom because, as she notably schools him this week, he's never had to feel small or unseen. Now that he is literally the genetic nuclear football, he can't handle it. His privilege bought him a life of being important without anything asked in return. As a result, Yorick and 355 inherently make for a sublime odd couple — less so, though, when she's warming up to him.

    It's possible she's playing nice, at the end of this chapter, as a way to "manage" him. Knowing she can't bark orders at Yorick because he has to feel like his actions are his own idea, 355 suffers through Yorick abracadabra-splaining to her why card tricks are beneath him ("I'm an escape artist," ugh) just to let him know that she'll help him find Beth… after the geneticist stuff. As if he'll be just free to leave.

    Yorick and 355 inherently make for a sublime odd couple.

    Hopefully Yorick grows up sooner than later, because he's practically unbearable right now. He doesn't want anyone to get hurt or die, but he'll put everyone in immediate harm's way when it suits him and his insane whims. Then, it somehow becomes 355's fault if bodies drop.

    To the show's benefit, it's difficult to make creepy dystopian hellscapes boring. The gloomy and foreboding quality of apocalyptic aftermath, with everyone willing to turn on each other, is usually fraught with tension. Y: The Last Man has the added anomalous element of all these badlands crimes, from muggings to murders, being committed by women. Yorick and 355 have a run-in with some would-be thieves and Mafia-style "Staties Wives" while Hero and Sam, after picking up Nora and her injured daughter, Mackenzie, have their own harsh episode with the armed remnants of a women's shelter. Despite a close call, it seems to end okay for all of them, especially Hero and Sam, as they're brought into what seems to be a giant warehouse/market full of food and supplies.

    That doesn't make up for Hero's own myopic motivations, of course. While not as juvenile as Yorick, Hero is an absolute mess who all-but refuses to head to her mom for safety. She argues, plots, sabotages a car, and even tries to seduce Sam as a way to prevent, or even just delay, seeing her mother again. Like Yorick, her wants and needs are a really tough sell in the face of everything else happening. We understand that she and her mom fell out, and have horrible history between them, but to shirk the President's help in the face of a global catastrophe, where finding a safe haven means the difference between life and death, is an oversized pill.

    355, as a woman of action and a seeker of straightforward purpose, is still a boon for the show. Most of her interactions with Yorick work, as she's tasked with this escort mission from hell, and at the same time we're also getting small peeks inside her psyche. "Karen and Benji" begins with 355 imagining herself in a glitzy cabaret number, singing Ella Fitzgerald's "Taking a Chance on Love" as she seemingly sleepwalks toward the edge of a cliff. She's an expert at compartmentalizing her emotions, but it would seem that the events of the previous weeks are enough to crack even the toughest of nuts. The show would benefit from showing more layers to her (without forsaking her edge) while also infusing Yorick with basic survival smarts (and maybe even a smidgeon of personal responsibility).

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    Wheel of Time Hasn’t Started Yet, But a Character Has Been Recast for Season 2

    Amazon's Wheel of Time has recast one of its lead roles for the show's second season.

    According to Deadline, Barney Harris, who is portraying Mat Cauthon in the first season of The Wheel of Time, will not be returning to his role for the show's second season. The reasons for Harris' departure are presently unclear, though a replacement is already being lined up, with The Witcher actor Dónal Finn reportedly tapped to take over the role.

    Cauthon is one of five young heroes who will be travelling with Rosamund Pike's Moiraine on a "dangerous, world-spanning journey" in season one, which is set to premiere on Amazon Prime Video this November. He'll be joined by Egwene Al'Vere (Madeleine Madden), Perrin Aybara (Marcus Rutherford), Nynaeve (Zoë Robins), and Rand Al'Thor (Josha Stradowski).

    Although the first season hasn't premiered yet, Amazon ordered a second season of The Wheel of Time earlier this year. The early season renewal coincided with the first season wrapping production. Both seasons, co-produced by Amazon Studios and Sony Pictures Television, will be available to stream in more than 240 countries and territories worldwide.

    The first three episodes of the upcoming series, which is based on Robert Jordan's much-loved fantasy novels, will arrive on Amazon Prime Video on November 19, with a new episode dropping every Friday from thereon in, leading right the way up to the season finale on December 24. The first season has eight episodes in total, the same as the second season.

    Amazon's The Wheel of Time follows a character called Moiraine, a member of the Aes Sedai, a powerful all-female organization of magic users, as she takes a group of five young people on a journey around the world, believing one of the five might be the reincarnation of the Dragon, a powerful individual prophesied to save the world or destroy it.

    Want to know more? Here's a guide to everything you need to know about The Wheel of Time.

    Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

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