Save Big On Eiyuden Chronicle: Hundred Heroes On Launch Day
Eiyuden Chronicle: Hundred Heroes launched today, April 23, on consoles and PC. If you’re interested in picking up a copy on PC, you can save 20% on Steam keys at Fanatical. This special launch deal drops the price of the standard edition to $39.49 and the Digital Deluxe edition to $63.19. If you’re an Xbox or PC Game Pass subscriber, you already have access to the game. Xbox Game Pass Ultimate subscribers can play the RPG on Xbox and PC. Nintendo Switch players can save 10% on digital copies for a limited time, too.
Developed by Rabbit and Bear Studios, Eiyuden Chronicle: Hundred Heroes is a spiritual successor to the Suikoden series. Announced back in 2020, the project became one of the highest-grossing Kickstarter campaigns ever. Fast forward roughly four years and longtime fans of the cult-classic Suikoden series can finally play it.
Console players on PS5 and Xbox can pick up the standard or Digital Deluxe edition for $50 or $80, respectively. If you’re partial to physical editions, only PS5 and Nintendo Switch versions are being printed outside of Japan. The physical edition for PlayStation 5 is available now, whereas the Nintendo Switch version is up for preorder ahead of its May 21 launch.
Early reception has been largely positive for most platforms, with the PC version currently holding a MetaScore of 79 on GameSpot sister site Metacritic. The PS5 version is sitting at a 76, while the Xbox Series X|S and Nintendo Switch versions only have a handful of recorded reviews at this time. The Xbox Series X version holds a respectable average of 72, but the Nintendo Switch port, based on initial reviews–it holds a 57 MetaScore–has some performance issues that will hopefully be ironed out with post-launch patches. There aren’t any reviews for the PS4 and Xbox One versions, so it’s unclear if performance issues from the Switch version also impact the last-gen Xbox and PlayStation.
With all that said, let’s take a look at where you can pick up the console version of Eiyuden Chronicle: Hundred Heroes below.
$50-$60
The physical edition is available to purchase for PS5 for $50 at multiple major retailers, including Amazon, Best Buy, and Walmart. Alternatively, you can preorder the physical edition for Switch for $60 ahead of its release next month. The Xbox version does not have a physical edition in the US.
The digital standard edition on consoles is available for $50 on Xbox Series X|S, Xbox One, PS5, and PS4. It’s sold as a cross-gen bundle by default, so you get the PS4 and PS5 or Xbox Series X|S and Xbox One editions with your purchase.
Meanwhile, the digital edition for Nintendo Switch is available for a 10% discount until May 8, which drops the price to $45. Yes, the digital version retails for $10 less–and $15 less for a limited time–than the physical edition.
$72-$80
The $80 Eiyuden Chronicle: Hundred Heroes Digital Deluxe edition comes with the base game on your platform of choice and the following bonus content:
- Easy Journey Pack (contains six Healing items, two Revive item, and three Evacuation item)
- Season Pass (includes three bonus DLC story chapters releasing after launch, plus three downloadable wallpapers and two Headquarters Paint options)
- Digital Mini Artbook
- Digital Soundtrack
Eiyuden Chronicle: Hundred Heroes Digital Deluxe edition for console is available on PS5, PS4, Xbox Series X|S, Xbox One, and Nintendo Switch. Once again, the Digital Deluxe is cross-gen for PlayStation and Xbox platforms. And just like the standard edition, you can save 10% on the Switch eShop until May 8.
Eiyuden Chronicle: Hundred Heroes is developed by Rabbit & Bear Studios, which was founded by several members of the original Suikoden development team who wanted to continue the legacy of the beloved RPG series. As such, many of Eiyuden Chronicle’s gameplay and story elements will be familiar to Suikoden fans, such as the large cast of 100 party members to recruit, strategic turn-based battle system, and high fantasy setting rife with political conflict. It also features modernized touches like voice acting and a stylized presentation that mixes 2D sprites and high-quality 3D environments similar to Square Enix’s HD-2D style seen in games like Octopath Traveler and Live A Live.
Sadly, Yoshitaka Murayama, the creator of both Eiyuden Chronicle and Suikoden, passed away on February 6 at the age of 54.
Disclosure: GameSpot and Fanatical are both owned by Fandom.
Xbox-Branded Meta Quest VR Headset Is On The Way
While Sony has released two PlayStation VR headsets, Microsoft has stayed out of the wearable tech market when it comes to gaming (though it has the business-focused HoloLens 2). But now, the Xbox brand will appear on an upcoming Meta Quest VR headset.
Spotted by The Verge, Meta revealed the collaboration with Xbox as part of the VR company’s “next step toward our vision for a more open computing platform for the metaverse.” The partnership seems pretty straightforward, with Meta saying it’s developing “a limited-edition Meta Quest, inspired by Xbox.”
This isn’t the first time the two companies have worked together. Last year, Xbox Cloud Gaming arrived on Meta Quest 3, letting you play games like Halo Infinite on the VR headset. On Instagram, Meta Platforms founder and CEO Mark Zuckerberg teased an Xbox edition of Meta Quest that came with an Xbox controller and Xbox Game Pass.
Meanwhile, other companies will apparently go further with their collaborations with Meta. For instance, ASUS is apparently “building an all-new performance gaming headset” with the Meta Horizon OS.
Meta Quest 3 launched last year and starts at $500 for the 128GB version of the headset. As for Microsoft, it does seem to be eyeing new hardware fronts in the future. Last month, Microsoft Gaming CEO Phil Spencer talked about how an Xbox handheld was an intriguing idea.
Nintendo Switch Update Out Now, Here’s What It Does
The latest Nintendo Switch firmware update has arrived, but don’t expect anything too substantial in terms of improvements or new features.
This newest update, which brings the system up to version 18.0.1, fixes an issue pertaining to wireless access points. Specifically, these wireless access points could sometimes fail to be recognized when setting up a new wireless network, but that should be fixed now.
Anyone who cannot update to version 18.0.1 because of this issue should temporarily change their settings of their network to use WPA2 (AES), which will allow them to connect and download the update. After that, you can go back and revert to the earlier settings.
The update also includes “general system stability improvements.”
Social media user OatmealDome usually digs through the files of new updates and discovers unannounced changes or updates to Nintendo’s list of banned words, but this update doesn’t appear to have any. A previous update banned the Japanese word for testicles.
You can see the full patch notes for the Switch firmware update below.
Nintendo fans are looking forward to what’s coming next, and that includes a heavily rumored Switch successor. It remains officially unannounced, but key details have emerged. For more, check out GameSpot’s rundown of everything we know about the Switch 2.
Ver. 18.0.1 (Released April 22, 2024)
- Fixed an issue where some wireless access points cannot be found when setting up a new wireless network.
- If you’re unable to update to Version 18.0.1 because of the issue, temporarily change the security settings for your wireless network to use only “WPA2 (AES)” so you can connect wirelessly to download and install the system update.
- After updating to Version 18.0.1, restore your network’s security settings to its previous settings.
- General system stability improvements to enhance the user’s experience.
Take-Two Wins NBA 2K Lawsuit Involving LeBron James’ Tattoos
Take-Two Interactive has won a case regarding its depiction of LeBron James’ tattoos in NBA 2K. While James himself was not involved in the case, his tattoo artist, Jimmy Hayden, was.
Hayden sued Take-Two by alleging that the use of James’ tattoos in NBA 2K violated his rights as he was not compensated despite being the one who inked them onto the basketball star. However, an Ohio federal jury rejected those allegations. Since Take-Two had an agreement to use James’ likeness in the game, the studio also had an implied license to also depict those tattoos onto his character.
As a result, the jury determined that Hayden’s rights were not violated. Take-Two’s attorney, Dale Cendali of law firm Kirkland & Ellis, praised the decision. He told Reuters that it was an important decision for the entertainment industry and “anyone who has ever gotten a tattoo and might have otherwise worried about their freedom to share their bodies with their tattoos.”
This isn’t the first time Take-Two was sued for this issue. In past cases, Take-Two both won and lost. In 2020, Take-Two settled another lawsuit involving the NBA 2K series from Solid Oak Sketches. In 2022, Take-Two lost a lawsuit related to WWE 2K and its depiction of pro wrestler Randy Orton’s tattoos. The federal jury in Illinois awarded the tattoo artist $3,750 in damages.
Halo Infinite Is Finally Making A Classic Weapon Useful Again
Halo Infinite will finally restore one of the franchise’s classic weapons to its former glory come its next free update, making it so the Plasma Pistol will once again disable vehicles with a fully-charged shot.
When Halo Infinite’s multiplayer launched in November 2021, players were dismayed to see that the Plasma Pistol’s EMP effect had been stripped away. Instead, developer 343 Industries gave the Plasma Pistol’s original functionality to the game’s new electricity-based weapons, the Disruptor and the Shock Rifle. That left the Plasma Pistol without much utility aside from its normal shield-depleting charge shot, much to the sadness of old-school Halo fans.
It may have taken two and a half years, but the Plasma Pistol will once again be useful come Halo Infinite’s Banished Honor update on April 30.
“I’ve been way too happy for the team to get this implemented,” Halo senior community manager John Junyszek said during the livestream reveal of the new update. “It’s been one of the most common points of feedback since launch around the plasma pistol. We wanted to make sure it was feeling more effective, more loved, and has plenty of utility.”
Aside from the return of the Plasma Pistol’s most potent ability, the Banished Honor update will introduce a new, free 20-tier Operation themed around the Banished, as well as two new Forge palettes for players to build custom maps with. Last but not least, it will introduce a new way to earn cosmetics, called the Exchange, where players can use credits earned from matches to purchase previously released customization items.
Halo Infinite moved away from full seasons at the end of its Flood-themed Season 5, and instead has pivoted to free Operations that last between 4-6 weeks. Those Operations have included new versions of previous events like The Yappening and Cyber Showdown, as well as the introduction new customizable armor cores, like the Mjolnir Mark IV armor worn by the Spartans in Halo Wars.
Embracer CEO Says He Deserves Criticism After Mass Layoffs And Game Cancellations
The video game industry has been beset with layoffs and canceled projects in 2024, and one company in particular, Embracer, has received a wave of criticism for laying off staff, closing studios, and cancelling games after a huge hiring spree and growth period years earlier.
Embracer CEO Lars Wingefors said in a new interview that, as the CEO, he deserves criticism. But he says there is a job to be done, and he’s plodding ahead to try to “always maximize shareholder value in any given situation.”
“It’s been painful,” he told GI.biz. “But I still believe in what we do, I believe in my teams and the vision we set out. I also believe the public markets, if we do it right, are a fantastic place to finance your business and tap into both investors and the debt market.
“But you need to execute well. If you do, it could be a fantastic platform to enable growth and to really have a competitive edge.”
In February this year, Embracer disclosed that it canceled 29 unannounced games and laid off nearly 1,400 people in the previous six months as part of its previously announced restructuring effort.
Embracer made these drastic cuts in part due to a major deal falling through at the 11th hour, which has subsequently been revealed to be a pact with Saudi Arabia’s Savvy Games. Embracer previously took $1 billion from Saudi Arabia and defended that decision when people criticized Saudi Arabia’s position on human rights.
Wingefors said that as the leader of Embracer, he needs to “take the blame” and “be humble” about mistakes made.
“I’m sure I deserve a lot of criticism, but I don’t think my team or companies deserve all the criticism. I could take a lot of that blame myself. But ultimately I need to believe in the mission we set out and that is still valid, and we are now enabling that by doing this [new] structure,” he said.
The new structure Wingefors is referring to is Embracer’s decision to split the company into three divisions in an effort to become more profitable.
Wingefors also touched on why Embracer bought so many studios and staffed up so substantially years ago. The COVID pandemic led to a surge in revenue and potential opportunities for companies, and Wingefors said “everyone” was behind his decision to ramp up so significantly at the time. However, the reality today is “different and it’s painful and we need to adapt to it,” he said.
Some of the most high-profile moves from Embracer included the reported cancellation of a Deus Ex game and the closures of Saints Row studio Volition and TimeSplitters developer Free Radical. Embracer has also cut jobs at subsidiaries like Crystal Dynamics and Beamdog, among others. The company sold Gearbox to Take-Two for $460 million.
The video game industry layoffs are not limited to Embracer and its studios, as Microsoft cut 1,900 positions from its gaming team and League of Legends developer Riot also cut hundreds of positions, representing just a small number of gaming cuts so far in 2024.
For more, check out GameSpot’s deep-dive feature on video game industry layoffs.
2K Launches New NFL Game Today, And It’s Probably Not What You Expect
2K Sports released a new NFL video game today as part of the company’s deal with the NFL that covers non-simulation games. The card battler mobile game NFL 2K Playmakers is out now on iOS and Android as a free game supported by microtransactions and developed by Cat Daddy Games.
NFL 2K Playmakers has players putting together NFL player cards with the aim of making the strongest roster overall, covering offense, defense, and special teams. The game’s two main modes are Red Zone Drive and Seasons. In Red Zone Drive, players have to leverage their football know-how to call plays strategically and hope their players execute. In Seasons mode, players build a team and take them through an entire NFL season, culminating in the Super Bowl if they can make it that far.
NFL 2K Playmakers has real player likenesses, as the game was produced in partnership with the NFL Players Association. Houston Texans QB C.J. Stroud is the cover athlete.
Starting with the upcoming 2024 NFL season, players can make predictions about real-life matchups to obtain points that they can use for a chance to grab in-game rewards. 2K said more details about this will be announced when the new NFL season begins later this year.
2K is also making an arcade-style NFL game, but it has been delayed indefinitely and there continues to be no word on when it might release. In 2023, Insider Gaming reported that development on the game had restarted at least twice since it started development.
2K’s NFL 2K series was once very popular, but the publisher ended the series in 2004. Under its new agreement with the NFL, 2K will make non-simulation NFL games. That’s an important distinction because EA Sports remains the exclusive developer of simulation-style NFL games with its Madden NFL series.
The new NFL games from 2K will have the names, numbers, images, and likenesses of more than 2,000 current NFL players.
With 2K getting back into NFL games, the publisher is extending its sports game catalogue. 2K already makes NBA, WWE, and PGA Tour games. The company is also getting back into the tennis game, and will launch TopSpin 2K25 on April 26.
Ryan Gosling Thinks The Angry Birds Movie Stopped A Nice Guys Sequel From Happening
Although Ryan Gosling didn’t come home with Oscar gold this year, the actor is on the promotional trail for The Fall Guy, opening in theaters this weekend. While there’s still no greenlight for a Barbie sequel–or if one will ever even happen–one sequel fans have been clamoring for has been for The Nice Guys, the 2016 black comedy starring him and Russell Crowe as private eyes in the late 1970s.
While speaking to ComicBook about The Fall Guy, Gosling argued that a sequel to The Nice Guys might not happen, especially after The Angry Birds Movie dominated the box office weekend.
“So much of a sequel, I think, is decided by the opening weekend of a movie, and we opened up against Angry Birds,” Gosling explained. “So Angry Birds just…just destroyed us. Angry Birds got a sequel.” The Nice Guys eventually earned just $62 million off of a $50 million budget. The Angry Birds Movie by comparison would go on to earn over $350 million.
Since the initial release, director Shane Black revealed that had plans to spin off the general concept into a television show, but that it didn’t translate well in that format.
“We tried it as a TV show,” Black shared with Slash Film back in 2022. “We caught the characters, but the plot was totally different. It was set in present day, and no one wanted to buy it. We had to look elsewhere. [It] wouldn’t have been any good [as a TV series]. Tonally, TV tends to homogenize…so if you’ve got something that’s a little odd or twisted, chances are the [network executives are] going to take it and just start…[sanding] off the edges.”
Hades 2 Is Already An Exciting Sequel With Confident Changes
Supergiant Games has never made a sequel. Instead, it’s a studio that has consistently iterated and innovated with each subsequent game, arguably culminating in the team’s greatest work to date: Hades. The engrossing roguelite dazzled with tight and engaging combat, an iconic visual presentation, and novel take on a persistent narrative that interweaves the progression of its story with its repeating gameplay loop. If Supergiant Games were ever going to commit to a sequel, Hades definitely provided the most fertile ground for further development, ensuring that its follow-up has a strong foundation established in a proven hit. Hades II’s technical test is a small slice of the game and a very quick look at how Supergiant plans to build on the success of the first game, but it’s already clear that it is anything but a safe improvement on what has come before.
Hades II stars Melinoe, sister of Hades protagonist Zagreus and the daughter of the titular god. Unlike the first game, in which Zagreus attempted to escape the underworld in search of his human mother, Melinoe is entangled in a war with the titan, Chronos, who is wreaking havoc on both Mount Olympus and the Underworld. With her family missing and her father’s throne usurped, Melinoe has taken refuge at the Crossroads, which has become a safe haven for simple shades displaced by Chronos’ rampage, as well as the few fighters left trying to mount a resistance.
Melinoe controls just like her agile brother, moving around each area with speed and grace, accentuated by a snappy dash that now has a new sprint ability associated with it if you hold the input down, giving you a subtle but important addition to your movement repertoire. You’ll notice a change when glancing over to your health bar, with Melinoe utilizing a new magic resource that becomes a key consideration in the throes combat. Magic is used for new Omega abilities, offensive variations of attacks that are all channeled by holding down one of the three attack buttons you have on offer. Each weapon features standard and special attacks, with the weapon type determining where they are either short or long-range.Melinoe introduces a third spell attack that she has regardless of which weapon you choose. It lets you ensnare enemies in place, while also being open to modification by boons awarded by gods from Olympus. This additional attack alone adds an interesting layer to the frenetic action, offering a persistent attack type that is primarily focused on crowd control that allows even early skirmishes to get delightfully chaotic without becoming overwhelming. Coupled with the variety and complexity that Omega attacks introduce, this gives Hades II a tangible sense of differentiation that both returning and new players will relish to pick apart one run at a time.
With this added variety to combat, the abilities that each of the gods of Olympus lend to you are expanded too. You’ll still get familiar augments such as imbuing your attacks with lightning from Zeus or accentuating them with knockback effects from Poseidon, but there are a bunch of fresh ones too. New gods have also been introduced, such as Apollo, god of light, Hestia, goddess of fire, and Hephaestus, god of the forge. Numerous characters from Hades have yet to be introduced or could potentially be omitted entirely, but some have been recontextualized to fit the new story, such as Artemis now occupying a role similar to that of Thanatos, challenging you to kill the most enemies in a room in exchange for a reward. The new elemental abilities are entertaining to experiment with, especially Hephaestus’ explosive additions to standard and special attacks or Hestia’s burning attribute on boons that deals satisfying damage over time to groups of foes. Balancing these new boons with the alterations to existing ones is a task Supergiant Games will likely be laser-focused on during the early access period, but it’s already satisfying to find effective synergies between boons you’re randomly handed throughout a run.
Now that you have another input for attack, as well as three new ones in the form of Omega abilities, these gifts from the gods can also become far more nuanced. One example of this comes from Demeter, who changes the Omega version of your binding spell so that it follows you while its channels, rather than sticking to the spot where you first cast it. This changes the dynamic of how it’s used from anticipating and trapping enemies for areas of effect damage to a targeted attack that you can precisely aim by moving directly towards a group of enemies. Other changes are subtler; your sprint can have an attack added to it, or your existing short and long-range strikes can be empowered, all at the expense of additional magic being used when these effects are triggered. An overreliance on these can detract from your ability to use Omega attacks as frequently, or rely on your magic meter being topped up to be effective in combat at all. This feeds into the persistent need to balance your run’s build around more variable elements than the original game ever demanded.
Hades II’s technical test is a small slice of the game and a very quick look at how Supergiant plans to build on the success of the first game, but it’s already clear that it is anything but a safe improvement on what has come before
This might have the potential to become too complex to make starting a new run an easy and welcoming decision, but so far in this technical test, everything feels well-balanced. Magic is completely replenished between rooms, meaning you can think about how to maximize your Omega abilities for each individual skirmish without worrying about having enough for the boss waiting at the end of an area. This alone changes some of the thinking around what abilities to take with you room-to-room, forcing you to decide between moves that fully exhaust your bar for quick maximum damage or balancing that with others that can help you replenish this resource for more consistent use of these moves during more drawn-out combat encounters. Larger special abilities, bestowed on you by Selene, goddess of the moon, are also tied directly to how much magic you’ve burnt in a room, only activating once you’ve accrued enough and resetting until you burn as much again. Without abilities that replenish magic, it’s sometimes impossible to even use these moves, but aligning yourself in that direction forces you to forgo other abilities that can influence every one of your attacks. The fact that Hades II is already presenting complex decisions like this and engaging builds this early in its development, with so much more content promised to come, is extremely encouraging for the final package. It’s clear that Supergiant Games understood every element of what made Hades tick and has carefully considered where it can get more mileage.
The Crossroads represents a significant portion of Hades II that feels the most familiar to its predecessor. This is your home between runs where you converse with other characters (Dora’s persistence to practice her haunting voice each time you die is a particular delight) and engage with a variety of upgrades that empower you when you next venture out on your mission. Some new mechanics act as analogues for systems from previous games, such as conjuring upgrades to the Crossroads via a giant, bubbling cauldron or unlocking new weapons using particular resources you find during each run. Character upgrades are slightly different this time, however, with a new Arcana system providing a bit more flexibility on how to set yourself up. You purchase arcana cards, which in turn unlock adjacent cards, with each one offering a specific upgrade. Some can increase your health pool, while others can bestow an extra life for you to use if a run comes to a premature end, for example. Each card has an associated cost, with Melinoe only able to equip a certain total (this number being upgradable over time, too). It’s an interesting change to the system that leans more towards thinking about specific builds to pair with your chosen weapon, and I’m curious to see how it’s further expanded as more content gets added.
Another tweak is the inclusion of tools alongside Melinoe’s weapons, each of which allows you to gather more of a certain resource during runs. The pickaxe allows you to extract more silver from ore veins you might come across, while a spade will let you dig into dirt mounds and claim any treasures below the surface. You can only take one tool out with you at a time, encouraging you to ponder what new item or upgrade you’re pursuing to maximize each one of your runs. With a variety of upgrade systems and ingredient lists to think about, Hades II allows you to pin what ingredients are required for upgrades you want to focus on and helps you identify tools you’ll need to gather these, preventing a wasted run after picking the wrong tool.
Given how limited Hades II’s technical test is content-wise, it’s remarkable how much of its tweaked framework is exposed in just its opening moments. The iterative approach to combat, changing the way you tackle enemies as Melinoe ever so slightly while introducing new elements entirely, is a smart way to keep the action feeling familiar but fresh at the same time. Similarly, the small changes to character progression and base management at the Crossroads is smartly constructed to keep you focused on the resources and items you need during your next run, so you can make meaningful progress each time you return home.
There are lots of questions as to how the established base of Hades will enrich the new areas that Supergiant Games plans to add in the near future, and how well the freshly introduced mechanics hold up over much longer, and hopefully complex, runs. But if this is the foundation that Hades II is to build off over, it’s exciting to think where it’s eventually going to end up.tHade