logo
Remastered ‘Backyard Baseball '97' Heads to Switch, PS5 (Gaming News Roundup)

Remastered ‘Backyard Baseball '97' Heads to Switch, PS5 (Gaming News Roundup)

Yahoo13-06-2025
A remastered version of the classic '90s kid game 'Backyard Baseball '97' made its console debut across Nintendo Switch and PlayStation 5 on June 12.
In addition to 'Backyard Baseball '97,' Playground Productions (which acquired the rights to the 'Backyard Sports' franchise last year, and has been remastering the original games in addition to developing new ones) will launch 'Backyard Baseball '01' this summer on Steam and mobile devices, and has slated 'Backyard Football '99' for a fall launch.
More from Variety
Summer Game Fest, State of Unreal, Xbox Games Showcase Highlights and More (Gaming News Roundup)
Next-Gen 'Backyard Sports' Game in the Works
Pablo Sanchez Returns! 'Backyard Sports' Video Game Franchise Set to Relaunch and Expand Into Film, Television and More
'Whether you grew up playing on a family desktop or are just discovering the magic for the first time, this game's pick-up-and-play charm, funny characters, and nostalgic art style remain unrivaled,' Playground Productions CEO Lindsay Barnett said. 'It's an incredible retro game that celebrates the joy of play, and we're proud to bring it to kids and families everywhere – in the living room or on the go.'
See more gaming news from this week in the roundup below.
Developer Netmarble has announced 'Project EVILBANE,' a new co-op multiplayer action title.
Per Netmarble, ''Project EVILBANE' is set in a dark fantasy world inspired by the narrative roots of Netmarble's acclaimed 'Raven' IP. In this new adventure, players will face a vast and brutal conflict where demonic forces, warlords, and opportunistic factions clash for control. Players will form squads of up to four, teaming up to take on dangerous missions behind enemy lines and influence the outcome of a sprawling, interconnected war.
During Apple's presentation at Worldwide Developers Conference (WWDC) on Monday, the tech giant announced it is adding to the list of games that will be available on Mac, including upcoming titles 'Crimson Desert' and 'InZOI,' as well as existing games 'Cyberpunk 2077,' 'Blue Prince,' 'Cronos: The New Dawn,' 'Architect: Land of Exiles,' 'Lies of P: Overture,' 'HITMAN World of Assassination,' 'EVE Frontier,' 'Where Winds Meet,' 'Sniper Elite 5' and more.
*
'Poppy Playtime Chapter 4' is coming to Nintendo Switch, PlayStation and Xbox consoles June 25. The game is available for preorder for $19.99.
*
'EA Sports FC 25' and 'Need for Speed Unbound' launched on Amazon Luna Thursday. The games join an expanding lineup of Electronic Arts (EA) titles available on Amazon's cloud gaming platform, which also includes 'Dead Space,' 'Star Wars Jedi: Fallen Order,' and 'Star Wars Jedi: Survivor.'
During WWDC, Apple unveiled the Apple Games app, which it describes as 'an all-new destination designed to help players jump back into the games they love, find their next favorite, and have more fun with friends, turning even single-player games into shared experiences.' The Games app 'makes it easier than ever before for players to enjoy all their games in one convenient place, and see what's happening across their games including major events and updates so they never miss a moment.'
Video game commerce company Xsolla announced the launch of a new podcast content ecosystem designed to 'inform, inspire, and connect the global games industry.' The slate is anchored by Xsolla's 'State of Play' podcast and companion show 'Xsolla Conversations.' The company says its new audio strategy 'seeks to surface meaningful stories, emerging trends, and practical insights from the people building the future of games.'
*
Gaming hardware and accessory company Razer and food giant Mars Wrigley have teamed up to grow RESPAWN by Razer, a 'gamer-first snack brand and bold cross-industry collaboration,' which marks the first global joint venture for Mars Wrigley in more than a decade. Co-created with the gaming community, RESPAWN has evolved into a strategic business initiative at the intersection of gaming and consumer packaged goods, per Razer.
'RESPAWN is committed to a gamer-first approach and has actively involved the gaming community throughout the product development process to ensure that every aspect, from ingredients to packaging, meets their needs and preferences,' the companies say. 'With bold flavors and a brand ethos rooted in immersion, energy, and edginess, RESPAWN aims to be a gamer lifestyle essential, and not just a convenience, to the millions in the gaming community.'
*
Xsolla has set a strategic partnership with cross-platform game engine Defold which introduces a 'seamless integration' between Xsolla and Defold-built web games that will allow developers to 'easily monetize' their titles on CrazyGames.
FIFA and developer Mythical Games launched new mobile title 'FIFA Rivals' on the App Store and Google Play Thursday. The title 'delivers an arcade-style football experience with gamers building their dream teams and attempting to dominate their rivals by competing in live events and PvP leagues,' per the companies.
'Football is the world's game, and we're thrilled to bring its billions of global fans an experiencethat captures the thrill of the sport, with the accessibility of mobile gaming,' said John Linden,CEO of Mythical Games. 'With FIFA Rivals, we're blending high-energy arcade gameplay withteam-building strategy and actual ownership in gaming. This is just the beginning of what webelieve will become a landmark title in gaming.'
*
Best of Variety
New Movies Out Now in Theaters: What to See This Week
'Harry Potter' TV Show Cast Guide: Who's Who in Hogwarts?
25 Hollywood Legends Who Deserve an Honorary Oscar
Orange background

Try Our AI Features

Explore what Daily8 AI can do for you:

Comments

No comments yet...

Related Articles

Brad Pitt Says His ‘Ford v Ferrari' Movie With Tom Cruise Got Axed After Cruise Found Out He ‘Would Not Be Driving Much in the Movie'
Brad Pitt Says His ‘Ford v Ferrari' Movie With Tom Cruise Got Axed After Cruise Found Out He ‘Would Not Be Driving Much in the Movie'

Yahoo

time4 hours ago

  • Yahoo

Brad Pitt Says His ‘Ford v Ferrari' Movie With Tom Cruise Got Axed After Cruise Found Out He ‘Would Not Be Driving Much in the Movie'

Brad Pitt is currently contemplating an 'F1' sequel, as Variety reported that Apple is already talking about a potential follow-up to the racing movie after its $144 million worldwide opening. 'I would want to drive again, selfishly speaking,' Pitt told The National about a sequel. 'F1 is still the focus. It needs to be on Joshua Pierce – Damson Idris's character – and the rest of the team fighting for a championship. Where does Sonny fit in? I'm not sure. Sonny's probably out on the Bonneville Salt Flats, setting speed records or something like that. So I'm not sure beyond that, just yet.' More from Variety Brad Pitt Says Young Actors 'Get Caught Up' in the Pressure to 'Have a Superhero' or 'Have a Franchise' and Tells Them: 'Don't! Don't! They'll Die' Brad Pitt and 'F1' Director Joseph Kosinski on Filming During Abu Dhabi Grand Prix: 'It Was Just Amazing' (EXCLUSIVE) Box Office: 'Jurassic World Rebirth' Aims for $100 Million Over July 4th Holiday 'Right now, I'm just pleased as punch that something like this can bring people together. That's the power of this kind of cinema,' Pitt added. 'F1' director Joseph Kosinski has already floated the idea of making a sequel that would reunite Pitt with his 'Interview With a Vampire' co-star Tom Cruise, who showed up to support his friend on the 'F1' carpet in London before the film's opening. The filmmaker went as far to say an 'F1' sequel could be a crossover with Cruise's NASCAR hit 'Days of Thunder.' 'Well, right now, it'd be Cole Trickle, who was [Cruise's] 'Days of Thunder' character, we find out that he and [Brad Pitt's] Sonny Hayes have a past,' Kosinski told GQ Magazine UK about his dream pitch. 'They were rivals at some point, maybe crossed paths. … I heard about this epic go-kart battle on 'Interview With a Vampire' that Brad and Tom had, and who wouldn't pay to see those two go head-to-head on the track?' Kosinski originally planned to bring Pitt and Cruise together on the big screen in his own version of 'Ford v Ferrari.' The actors were going to do all of their own racing in the movie, but the studio would not approve Kosinski's desired budget. James Mangold ended up directing 'Ford v Ferrari' with Christian Bale and Matt Damon instead. Pitt told The National there was another reason their 'Ford v Ferrari' never took. 'Tom and I, for a while there, were on 'Ford v Ferrari' with Joe [to direct]. This was about 10 years before the guys who actually made it – and made it a great movie,' Pitt said. 'What it came down to is that we both wanted to drive, and [Tom] wanted to play Shelby, and I wanted to play Ken Miles. And when Tom realized that Carroll Shelby would not be driving much in the movie, it didn't come through. So I'm not sure how that's going to work [in a potential 'F1' sequel], but we'll give it a go. I'd love to.' For now, Pitt is just enjoying the success of 'F1,' saying: 'We were all a bit white-knuckled to see if it was going to come through. We are delightfully surprised that everything that we had aimed for, and then some, came to fruition.' 'F1' is now playing in theaters nationwide from Apple and Warner Bros. Best of Variety Oscars 2026: George Clooney, Jennifer Lopez, Julia Roberts, Wagner Moura and More Among Early Contenders to Watch New Movies Out Now in Theaters: What to See This Week 'Harry Potter' TV Show Cast Guide: Who's Who in Hogwarts?

‘Death Stranding 2: On the Beach' Composer Had Free Rein to Make a Headbanging Soundtrack
‘Death Stranding 2: On the Beach' Composer Had Free Rein to Make a Headbanging Soundtrack

Gizmodo

time7 hours ago

  • Gizmodo

‘Death Stranding 2: On the Beach' Composer Had Free Rein to Make a Headbanging Soundtrack

Hideo Kojima's long-anticipated sequel Death Stranding 2: On the Beach is out now on PlayStation 5. While the game itself poses the question of whether the world should be connected, gamers on social media are coming to life with every neat gameplay secret and discovery they unearth in every nook and cranny of the game. Speaking of connections, io9 spoke with On the Beach composer Ludvig Forssell, whose credits include Metal Gear Solid V: The Phantom Pain as well as Mamoru Hosoda's 2022 animated film, Belle. Among other topics, we asked about how his musical philosophy evolved to make the sequel's soundtrack live up to what's being called an early candidate for game of the year. Isaiah Colbert, io9: If you had to describe Death Stranding 2's score in three words, what would they be? Ludvig Forssell: I'm gonna go ahead and not use adjectives, but rather just words. Expansion, heart, and I would say, headbanging. io9: As a composer, you greatly influence players by subtly highlighting key moments and quiet periods in gameplay— delivering packages, avoiding ink ghosts, and linking Mexico and Australia by surfing on a coffin. With Death Stranding 2, which emotional themes were crucial for you to emphasize or expand on? Forssell: One of the most important parts for me with Death Stranding 2 was to give a connection to the emotional parts of the story that are a bit more expansive, again, compared to the first one. I really wanted to make sure that what we gave the player in terms of musicality on the second one was way more not on the sleeve, but a bit more easy to grasp in a way. A bit more straightforward. io9: You've worked closely with Kojima Productions for years. How has your creative shorthand with Hideo Kojima evolved, especially when shaping the musicality of the emotional arc in its sequel? Forssell: I've worked with Mr. Kojima for over 10 years. That relationship has expanded bit by bit. I think, at this point, he is able to give me a lot of freedom to where I'm basically thrown in the deep end at the very get-go like, 'Here's the story. Figure it out yourself and give me something to run with in the game in terms of music.' I'll be obviously in direct contact with him while delivering things like shooting him emails, [like], 'Hey, this is the new cue for this part.' He'll check it out on his phone or wherever he is. It's very much letting me run with things and then we throw them into the game and see if they work or not. Then we might change things up. But generally—even now that I'm working as a freelancer on the game, and obviously not as hands-on with having a dev kid or anything in my house—I'm still given the freedom to use very little information to create something that I perceive and create out of my own mind without too much oversight. io9: Kojima's storytelling often blurs the line between surreal and profoundly human, even if actors like Norman Reedus can't entirely suss out where the story is going in the moment and have to trust that things will pan out. With this being your second go-around for a game like Death Stranding, would you say you've cracked what's going on in its narrative in a way that informs the composing of its music? Forssell: With the first game, having been the audio director on that and having the process be a certain way when working in-house, with the second game I was fortunate enough to join in for some of the performance capture sessions—literally the times that Norman might have gotten the questions answered the way he did in what you just stated. Being there for those sessions and seeing Hideo work with the actors, explaining the scenes, and having the script obviously on hand is gives me a really good organic way to interact with the script and the story and and build my understanding of it over a longer period of time—having that be very closely connected to more parts of game production than just seeing in-game footage, reading a script, or seeing a description of a track that I'm supposed to write. To me, it's always been quite, [well], not easy. Obviously, it's a very complex story in both games. But I've been given many organic ways of interacting with the production that lead to a better understanding about what the game is, what the game is about, and what the story wants to say. io9: You mentioned earlier that you had a lot of creative freedom to shape the game's musical direction as you saw fit. Through fellow On the Beach artist Woodkid, Kojima mentioned that he was concerned that playtests were too positive and that he had to make changes. Were there moments where he wanted to emphasize different cues when it came to musicality, when you guys were passing drafts back and forth as the tracks were coming along? Forssell: That's a tough question. It's such a granular process of doing things especially with the way game design works where everything comes together bit by bit. If something changes on the map, scripts have to change; everything is just intertwined so deeply, and that changes so incrementally that a lot of that comes into how the music is implemented, rather than going back to really reshaping the core ideas. I thought those were pretty much set in stone once we started out with the conceptual parts of the story being in place. The more granular changes that come along and afterwards are parts that we usually deal with by changing how music is played back and how we edit the music or mix the music in terms of having it feel and have the right impact for the player. Most of those changes that happened throughout game production are usually handled in tandem with the bigger team of sound designers, music editors, and music engineers, along with me being there, looking at, and giving ideas on how to tweak things. Sometimes, you'll get a note from Mr. Kojima that's like, 'Oh, this part is not scary enough,' and the in-house team will be like, 'OK, do we need to rewrite this music?' and I'll have a listen to what's playing back in the game and be like, 'No, this is not scary enough because you can't even hear the music. Just turn the music up 10 dBs and it'll be scary.' It's a lot of technicalities when it comes to working around and making things fit. I was fortunate enough to not have to rewrite and scrap a bunch of stuff, 'cause there's a lot you can do by realizing what the final product is gonna be and and knowing what's lacking in certain situations—that being sound design or other facets. You're always striving towards a certain feeling, and getting that is a very, again, incremental and granular process. io9: Clair Obscur: Expedition 33 composer Lorien Testard once told me that while he has inspirations, he tries not to let them influence his compositions too directly. When you're creating music for Death Stranding 2, do you take a similar approach? Or do you find yourself intentionally drawing from other composers, pop culture, your work in anime, or even personal experiences to shape On the Beach's sonic atmosphere? Forssell: First off, shout-outs to Lorien. He did a great job on Expedition 33. I didn't play it, but I've seen a full playthrough of the game, and the music is fantastic. And also, yeah, a good answer because I'm sort of similar. I do mostly consume music through media that I'm watching or playing, rather than actively listening to music in my daily life. That obviously inspires me in certain ways, but I don't get specific things that I try to recreate. It's rather the approach to certain things, like, 'This game wanted to present music in a certain way for this part. That's really cool. I might try to implement that sort of approach for some things that I do.' It's more of getting inspiration in terms of how things are done rather than how things actually sound. io9: When it comes to how things sound, were there new instruments or techniques that you experimented with to give DS2 a unique sonic texture for its score that surprised you by how well they turned out, or proved more difficult to bring to life from concept to track? Forssell: I don't think I had anything that didn't work out, per se. But we definitely wanted to expand upon what the first game's soundtrack was and add more humanity and heart to some of that, which came about by using a small vocal ensemble that we recorded, a certain amount of cues with which we then resampled and used for all these sorts of weird vocal expressions and stuff like that, that was implemented to add to what the original game was. If there was anything that surprised me, you have the main antagonist of the game, Higgs, walking along carrying a guitar the entire game, so we knew that we wanted to implement guitars. Guitars were sort of a very much no-go thing for the first game soundtrack. I did not want to use guitars at all. So having guitars being added—I wouldn't say forced upon me, but conceptually they were gonna be in the soundtrack this time around—[worked] out way better than I thought. That also leaned into more of the headbanging soundtrack, having a more fun side to some of the music rather than just being very action-informative. I feel like all those elements melded together really well for something that keeps the core of the first game soundtrack and adds more facets to it to make it less ambient and a bit more hands-on. Palpable. io9: Death Stranding 2's trailers have drawn many fans to compare Neil Vana to Metal Gear Solid's Snake. While Kojima had to remind actor Luca Marinelli that he wasn't playing Snake, the soundtrack does have a track called 'Crab Battle.' Was this a cheeky musical Easter egg reference to Snake Eater on your part? If so, are there any other subtle musical flairs that paid homage to Hojima's magnum opus? Forssell (laughs): Whatever could you be talking about? Yeah, no, I am aware of the meme, and it felt like we can't just miss this opportunity. No spoilers, but the track is called 'Crab Battle' for a reason. But yeah, that's a meme, you're welcome. I started out working with Mr. Kojima on Metal Gear Solid V, so I've been part of the process in creating music for those games, but in terms of musical legacy and all of that, the one I worked on might have been the one that leans the farthest away from what the other soundtracks were. The direction was very clearly going in a less melodic way for that soundtrack. Personally, it's not stuck to the back of my head, creating original MGS music, so I don't think it could subconsciously peek out somewhere. Obviously, there is sort of an homage track to some of that for the first game for the director's cut, called 'The Big Sneak,' but that's supposed to be on the nose. But generally speaking, I was there when we recorded with Luca doing those scenes, and it didn't feel like it would be obvious. The way people felt when they saw that scene didn't seem like it was gonna turn out that way when we filmed it, but I can't read every thought that Hideo has, and I don't know what his actual plans were around that. But it's good fun at the end of the day and people who play the game will get to get to know and learn about Neil's character. He is very cool on his own, so [I] definitely hope that people get to see that for more than just the meme that it's become with trailers and stuff. io9: During a Twitch stream with PatStaresAt, you noted how a motorcycle maneuver avoiding an early conflict with Higgs' mechanical army means missing out on a cool thing you did with the game's OST. With the reality that some people might finagle their way out of combat or stealth encounters, is there a particular theme or leitmotif from this sequel soundtrack that you hope lingers with players long after they hit credits? Forssell: That's always hard because open world games are always gonna be impossible to force people to play them in certain ways and have them experience certain moments the way you want them to. Shit happens when you see something like that. [PatStaresAt] will see similar scenes that I've done music for in his playthrough going forward, so I'm not too bummed about it. There's some of the boss battles that are not necessarily missable, but if you just run through them, you might not get to experience the full-blown impact of the music. One of the tracks that I'm proud of is called 'Soaring Shadow,' which may not be a huge splash as a big moment in the game, but I'm definitely looking forward to people interacting with that part of the game. Other than that, again, no spoilers, but the endgame is very heavy on a lot of the fun stuff we got to do with the soundtrack this time around. With games being the way they are, you always see a big decrease of players when getting into the end game. Not a lot of games have more than 70% of the players actually finishing the game, so I definitely hope to see a lot of people get to enjoy that part of the game for its music. Death Stranding 2: On the Beach is available now on PlayStation 5. Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what's next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

Helldivers 2 is coming to Xbox on August 26
Helldivers 2 is coming to Xbox on August 26

Engadget

time11 hours ago

  • Engadget

Helldivers 2 is coming to Xbox on August 26

Sony Interactive's Helldivers 2 , the third-person co-op shooter developed by Arrowhead Game Studios, is finally coming to Xbox on August 26. The sequel to the 2015 top-down shooter was released for PlayStation 5 and Windows in early 2024 and supports cross-platform play. After launch, Helldivers 2 was a huge success, selling over 15 million copies and reaching 450,000 concurrent players on Steam, the highest number ever among PlayStation games released for the PC. In fact, there were so many players online that Sony briefly attempted to mandate PlayStation Network account linking, which set off a wave of negative reviews from frustrated gamers. The policy was eventually reversed. In the announcement of the game's Xbox launch, Game Director Mikael Eriksson said, 'we know gamers have been asking for this for some time and we are so excited to bring more Helldivers into our game. We have so much more in store for the future months and years – and the more players we have the more stories we can tell! The fight for Super Earth has only just begun.' It's notable that this marks only the second time that Sony will publish one of its first-party titles on Xbox, after MLB: The Show . Time will tell if this is just another rare exception, or the start of a new trend by Sony allowing their games to reach more players . Players can pre-order digital copies of both the standard edition and the Super Citizen Edition for Helldivers 2 now. It's unclear if a physical copy of the game will be released.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into a world of global content with local flavor? Download Daily8 app today from your preferred app store and start exploring.
app-storeplay-store