“Where the hell did that goblin go?” asks a mean knight of some sort whose English accent is of questionable authenticity at the beginning of the latest trailer for Styx: Blades of Greed. This is a reasonable question! When the goblin stealth game was revealed earlier this year, it was slated for a 2025 release, except the rest of the year is in very short supply. So, this trailer acts as a double way: a confirmation of a delay, and the announcement of a proper release date.
I’ve been annoyingly busy lately, and haven’t had as much time as I would have liked to dive into World of Warcraft’s housing feature, which is now live in the World of Warcraft: Midnight beta. So even though I’ve now had multiple tours of its features and possibilities at this point, I was blown away when I poked my head into the community and saw this:
Come on. There’s no way we’re going to be able to make that! Well, okay, maybe no way I, a deeply mediocre interior decorator, will be able to make that.
Nevertheless, early testing for housing in WoW is proving to be quite the success. In fact, amid a lot of controversy around both add-on removal and transmog, it’s nice that there’s one new feature everyone’s just sort of unanimously positive about.
Still, there are still plenty of questions still up in the air about how housing will work once it gets into the full game, and what its long-term future is going to be. I sat down with Jesse Kurlancheek, housing lead and principal game designer, and Joanna Giannullis, senior UX designer, to pepper them with questions specifically about housing: how will it work, what features can we expect down the line, and what the future holds. Here’s our full interview below, which has been lightly edited for length and clarity:
IGN: So in the past we’ve sometimes seen Blizzard introduce new features and then drop them at the end of the expansion, like Pandaria’s Farms, and the Garrisons in Warlordsof Draenor. Can we be reassured that housing is going to continue to be supported with new content and added to with each new expansion?
Jesse Kurlancheek: I will reassure you as much as possible that that is the case. We have a short-term, medium-term, long-term list of features and content that we want to add. We talk about what are we doing in 12.0 and 12.1 and 12.2 and beyond pretty regularly. One of the things that’s most exciting about housing is that, if I ask you, “Hey, what are the three things you want most from housing?” Just rattle off, and I ask Jo[anna Giannullis] and I ask Aramis [the PR representative on the call] and I ask 10 players, I will get a dozen different answers ranging the gamut, but chances are 90, 95% of those things totally make sense in housing. It’s such a wide, open field that you can’t really say no to a lot of stuff, and because of that, it’s really exciting to add all of these things. And you can see a through line as we talk about stuff, we want players to have this area to express themselves, to be creative, to build sort of what they want, their ideal home in Azeroth.
But then we also say, “But we want you to be amongst other players. We want you to be with your friends or Guildies. We want to give you a space that is not just yours but is ours.” And then from there, where do people get excited? What sort of sparks your joy? What lights your eyes up? What do players do on day one, on month one that they want to keep doing, that they want to build on? So, we have our roadmap. We have the things that we think are really exciting. We have the things that we know players want. We know that, yeah, you want more content, you want more decor, you want more of this culture or that culture or this expansion stuff or that expansion stuff. You want to be able to have access to these types of features and we want more customization.
We want better quality of life. We want to be able to do things together that we can’t right now. But then, we have things that you don’t necessarily think about. When you say, oh, when we announced neighborhoods back in the spring, you’d see people sort of be like, “Oh, now that we have this sort of collaborative space, what does that mean for us?” And watching people have conversations about the what ifs with housing is very gratifying. Hopefully, that very long-winded answer reassures you that we’re thinking about things as not just a single feature release, that this is a very long-running thing.
You were talking about having a space for people to hang out in. So, I log in and I go do dungeons or whatever it is I do and I play, but there’s also sort of a home base that I tend to hang out in. And generally in the history of WoW, that’s always been a capital city, because there’s an auction house and a bank, and a bunch of other people there. And I’m wondering how you’re thinking about the tension between, do I want to hang out in my house where there’s no bank and no auction house, or do I want to hang out in a capital city? But if I don’t hang out in a capital city, is the capital city going to be empty? How are you kind of thinking about that?
Joanna Giannullis: I think we are expecting players to sort of settle into different types. We made sure that a lot of things that you go to the capital city for, that’s still where you have to go to do that. You got to go and visit your professions trainers, do your crafting orders, visit the bank, the auction house. A lot of those things are still going to be central in the city. You may still want to go there so you can see the Brutosaur parades or whatnot. There’s still going to be a lot there for you. But we also wanted the neighbors to be a space where you could be more social with your friends and your Guildies because that’s a little bit harder to do in those hub cities. So, we’re hoping that there’s a nice balance. We’re also not making you choose where to put your Hearthstone, we’re going to give you a hearth to your actual home so you’ll be able to quickly go to either location to do the things that you need to do while you’re waiting for raid or what have you.
Is there any thought to making there be practical benefits to being in the house though? I know you probably don’t want to put a bank there because then everyone would just sit in there all the time, but I wonder if there’s anything else? I saw this thing where tourist NPCs were coming by and taking pictures, which is really cute. I don’t know, could NPCs come visit? Could there be a reason to just sit there and hang out that’s practical and gameplay oriented?
Giannullis: Right now, we do have cooking stations in your house. There are a couple small things and I’m sure there’s things that will happen in the future, but there are some things that you might find more enjoyable to just do in your home or your plot or your neighborhood, and there’s a lot of reasons to keep returning to your neighborhood. We’ve got endeavors coming up with the launch Midnight and that’s something that you’re going to be participating in, but then those are also going to send you back out into the world. So, there should be a lot of give and take there.
Kurlancheek: We do a fairly hard line on sort of the player power aspect of stuff not coming into housing. You should never feel that, “I have to go engage in a housing loop because if I don’t, I can’t attune to a raid, or I won’t have a 3% DPS boost or whatever.” So, that sort of practical stuff is really not on the table. What you mentioned about NPCs coming by and doing cutesy, neighborly, things like that, I think is very much a part of housing. Feeling like this little part of the world that is yours and your friends is alive is important. Seeing the NPCs put the little umbrellas up when it starts raining, seeing them sort of queue up for the shops and things like that really just gives a life and a vibrancy to this place. But it’s not practical, right? It’s all just vibes, man.
Is there any thought to eventually doing something where two people could have possession of a house together or you could give other people permission to decorate your house? I feel like there’s a budding scene of potential interior decorator professions that could spring up around this.
Kurlancheek: Yeah, one comes up a lot is, “I’m not especially creative or I’m not great with a tool set. Can my friend come over and sort of deck out my apartment or deck out my house?” Yeah, it’s certainly on our radar.
Was there anything that you had to leave on the cutting room floor for this initial launch that you really wish you could have gotten in? And are you willing to say what it is?
Giannullis: So much. So much. I mean, one of the things that’s known is we were able to get the outdoor rooms in for the testing, but those won’t be available to players until we actually launch Midnight, just due to some technical reasons, but we were really excited to get them out. We’re glad we got them out early so players could give feedback and test them and see what they like about him. But there’s some things like that.
Kurlancheek: There’s exterior lighting we had to disable during alpha or beta, I can’t remember what, just because of the performance impacts. If everybody in your sight line put 100 lights on their lawn, that was going to cause a problem. So, we had to disable those. We’re going to fix it up, get them working post-launch, post Midnight launch. Yeah, I think there’ve been a number of things that sort of people held near and dear to their hearts that we had to just not cut, but just be like, “That’s going to wait a little bit and then we’ll get to it.”
In the future, there might be more to types of neighborhoods, right? We have an Alliance and a Horde neighborhood look and then there’s set places in those, but are you thinking about other environments you might want to do down the line?
Kurlancheek: Yeah, I think there’s, letting players make a space that they vibe with. I’m sorry, I say vibe a lot with housing.
It’s very vibes-based.
Kurlancheek: It’s very vibes-based. But getting players a space that they feel like they can make theirs is really important. In designing the neighborhoods, we are very intentional about trying to hit a very broad spectrum of, here are players, here are houses that are for very hermit players, that they don’t want to live next to anybody. Here are houses that are in a little cute cul-de-sac, so there’s 2, 3, 4 houses that a small group of friends can live in. Here’s houses on the ocean, here’s houses in the woods, here’s houses sort of in all of these aspects. But that’s not going to necessarily hit everybody’s thing, and so figuring out what the large missing pieces there are is part of the early post-release sort of conversation.
Giannullis: Another thing to add to that, something that we’ve made an effort is going out and looking in the world, especially even in old content and finding decor or foliage, things that we could add as props and decor so that the players can make their space into what they want. So, if they’ve always loved a specific zone in the game, great, let’s add some of those trees and some of those flowers as decor that they can buy and then put in their yard. And that’s something that we’re working really hard, I think, to get a variety of decor that feels like every little part of the game has its place, and you can go back to old content and get those things and then you can put them in your house.
Going back into old content and finding things, from each of you, what is the most surprising or weird or favorite thing that you found that you’re like, “Oh, I have to put that in housing.”
Kurlancheek: So, there’s literally a spreadsheet or a form that people can fill out for, “Oh, this thing was something we should add.” It’s a little bit unfair being me because I can sort of nudge things a little bit harder to go in and say, “Hey, Jay,” Jay’s the decor lead. I’m like, “Can you add this for me? Literally just for me. I don’t know if anyone else cares about it, but I would like it.” And he’ll be like, “Yeah, fine, that’s fine.”
I think the more interesting thing has been, this is a massive game, right, and seeing players pull up props that have long been forgotten about. They’re like, “That was a cool prop. We should get that in.” Someone posted this, it was a shark, it was a new asset. So, probably from Battle for Azeroth if I had to guess. But it was a shark that had been caught, but that was maybe still alive, I’m not quite sure. But it was a very nice, they wanted to make a fishing village on their lawn. And I was like, “That’s great.” And so, having people post what they’re looking for is really useful for us because stuff like that shows up and we’re like, “That is a great asset.”
Giannullis: We also have had a lot of, this is oddly internal too. This is, everybody really wants goblin items and then trash items. Those get requested a lot. It’s really fun. Yeah, people love them and one of the ones I think we added was the Johnny Trash pile. So, if you get the achievement with him back in Battle for Azeroth, and it’s so funny, it’s like who wants that? But as soon as you see it, you want it. You are like, “I have to have that. I don’t know what for, but I know I need that.” And it’s so fun to see people get excited about those sort of sort of decor.
Kurlancheek: String lights. Everybody loves the string lights.
Would you ever consider making certain housing items super rare or super secretive? I’m thinking about a decoration equivalent of the Time-Lost Proto-Drake or something that’s the reward at the end of a secret quest, like the Hivemind or something?
Kurlancheek: Let’s see how I’m going to answer this. So, there’s the catalog that shows you all the items in the game, all the decor in the game. There’s a flag we can say to hide items until you’ve earned them. So, yeah, that.
Would you ever lock anything behind world first or make something fairly exclusive?
Kurlancheek: I think depends on your definition of fairly. So, meta achievements for expansions are pretty exclusive. And so, we have decor for meta achievements. I think where it’s maybe require more conversation of stuff that’s time limited. We try to generally err away from things that if, you’re like, “Oh, I just need this green placard or whatever, but it was only available for some weird event or something,” that kind of feels bad.
Giannullis: We’ve also, we talked a while back about what sort of decor would we reward for something like PvP, because we’d like to have, and this is no secret, you can get housing decor from everything in game. If there’s a way you can earn something in game, we’re going to let you get housing decor that way. So, we wanted to do something for PvP and it was like, okay, well if we do this and then other people that don’t PvP want it, is that going to feel bad? And so, the concept of trophies came up and you can see some of that early stuff is showing up on the beta. So, I think there’s been real conscious effort to make sure that if it’s something that you can get from something very exclusive, it’s not something that we expect everybody to want to have a ton of in their house or it’s something that you can get a version of another way. But if you see that specific version, you know they did something awesome to get it. It’s a balance there.
There’s been real conscious effort to make sure that if it’s something that’s very exclusive, it’s not something that we expect everybody to want to have a ton of.
When I log in on December 2nd and I have access to this feature, I’m just immediately going to have a bunch of decor already, right? Because I have achievements that exist, I have things that I have done before, so I should just have a bunch of stuff?
Kurlancheek: You will, if you’ve been playing hard for 5 years, 10 years, 20 years, you will potentially log into 150, 200 things that you will just get spammed with and showered with and be able to be like, “Oh yeah, I remember when I did that quest in MoP or something and it gave me whatever it gave me.” And the meta achievements kick in and you start with this very eclectic mix.
I’m sure whatever I have is totally mismatched and makes no sense.
Giannullis: Well, we also start you with the starter packs, which have some more streamlined modern items. Yeah. So, you’ll have a mix of some wild stuff and then some, okay, at least I have a bed and a chair. So, we’re going to start you with a good mix of things, I think.
Are you looking into any eventual copy-paste functionality or the ability to save custom item combinations? I know that’s something a lot of people have been asking about.
Giannullis: A lot of people have asked about that. Definitely copy-paste. Being able, once you get something just right in advanced mode, not having to do it all over again. We’re definitely keeping an eye on everything that people are asking for. There’s a lot of things that people want. There’s a lot of things we want to do, so it’s just trying to decide what’s going to help players the most.
Yeah, I mean the next question is basically the same one about export strings. If people want to decorate a house, show people and then have someone else copy it if they have those items.
Kurlancheek: Yeah, I think when we talk about any feature that’s sort of in housing, it’s what is sort of maximally useful across that spectrum of different players. And so, when you talk about something like importing or exporting strings of stuff, that helps the interior designer type player who wants to sort of provide services. It helps the players that are not necessarily super creative, right, are not really jazzed about the mechanical side of decorating. They have a vision but don’t want use the tool set.
It helps the players that they like to browse. You just sort of, I have a room for this and room for that, a room for this and a room for that. And also, I think maybe the most compelling part about it is it helps players have a sense of ownership where you might not already. So, if you’re a great decorator and I’m a less good decorator, and you make your little pirate cave and like a great pirate cave, “I’m going to take that pirate cave, but I don’t like that she doesn’t have sharks in the water,” or whatever. And then, I throw a bunch of sharks in the water. Now that’s sort of mine in a way that remixing of content in general is sort of a part of the internet. Being able to do that in game is also really valuable.
How are you thinking about things like housing contests and stuff like that? I don’t know. I think about Race to World First and how that’s a tune-in event, and I feel like I would watch an interior decorating show.
Giannullis: The thing is we’ve already seen a bunch of creators pop up that are like, “I’m a housing creator, this is what I’m doing.” And they’re starting to run their own challenges and contests, and so that’s really exciting to see. I think we’re all kind of watching that to see what sort of activities the players are getting up to.
Kurlancheek: Yeah, and how we can sort of build tools to support whatever that sort of shenanigans of being, right? A Trial of Style kind of thing. What do players need to be able to do that? What sort of functionality makes sense to better enable that?
Giannullis: I remember talking about how many people you can even have in your house at a time, and it was something that we were working really hard to make sure we could get that to a good place because we know people want to have parties, they want to do all these different things and we’re trying to make sure that what we’re building is supporting that and can handle that.
Is there a limit to how many people can come into your house at a time?
Kurlancheek: There is, there is. We’re still figuring out where the line is. We do our stress testing and throw a ton of bots into a very decorated house. What happens? In the neighborhoods, regardless of what the solution or whatever the number is there, everybody who lives in the neighborhood can come into the neighborhood. So, if there’s 55 players and the max number of players is 100, say, then we reserve those 55 lots or 55 places for people that live there. So, you can always come into your house.
So I know we can decorate the exteriors of our houses. Is there any thought to stuff like, okay, my guild has our neighborhood together. We can collectively decorate the parts of the outside that are not attached to a house. Can we build a little community center?
Kurlancheek: Yes. The idea of us building together is super compelling, I think. As soon as players can build something themselves, we want to build things together. And so, what that ends up being depends on what people are trying to do or what is interesting for them. If it is just us coming together in the town square and hanging up balloons or whatever, because we’re having a birthday party, what does that look like? Versus we want to build a racetrack for our mounts around the outside of a town and what does that look like? Versus we want to do prop hunts and dueling things and all of these different potential pieces of stuff. What’s juicy?
It feels really wild to talk about it. It feels like we’re almost discussing a completely different game than WoW, like a game within a game. I could very easily just do this all the time and then my raid team would wonder why I’m not there.
Kurlancheek: That’s an actual problem, by the way, that there are people that are finding housing really compelling and be like, “I don’t know if I can make it to a raid tonight. I’m busy with my house.”
I don’t know that that’s a problem you even need to solve, but you were talking about having creators that just want to do housing. And I don’t know, has that changed the team’s perspective on how they approach this? Has that changed the perspective of the holistic design of the game?
Giannullis: I think we’ve already always started wanting to make sure that we were kind of in it for the long haul. This is a feature that we know is going to live in the game for some time to come, and we’re going to be adding more to it with every, not just every patch, but in future expansions and we want to keep growing it. And so, when you say like, “Oh, well what about all these things we got?” It’s like, yeah, over time, yeah, let’s do it. Tell us what you want and let’s see what we can do.
The idea of us building together is super compelling, I think. As soon as players can build something themselves, we want to build things together.
This is how we eventually get the dance hall. This is the way.
Kurlancheek:
Oh, dance hall is, that’s a real low hanging fruit. People are going to toss that together right quick.
I’m sure they already have.
What is the biggest piece of feedback you’re seeing from players right now and what do you plan to do to address it?
Kurlancheek: I’m going to reframe that to critical feedback because the biggest piece of feedback is just, “We want, give us more decor, give us more features, give us more of this, that and the other thing.” I think one of the things that gets talked about most frequently is outdoor decor limits are too low. People want to be able to build more stuff outside their house. We’re trying. We’re going to see where things land and sort of, we want players to be as creative as they want to be. And placing restrictions on folks is never the goal in any of our sort of guiding principles.
Giannullis: I know a lot of players are giving feedback about bits and pieces of the UI and the UX for the actual act of decorating, and there’s not a strong one. There’s a lot of things and things that we know will help players decorate. I think we’re just trying to keep all of those in mind. We’re keeping accessibility in mind a lot as well. We know that there’s some things that might work for one player but not another. So, we’re just keeping in our eyes open to what we’re seeing and trying to make sure that’s all stuff that we’ll be able to address in the future.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
Banjo-Tooie isn’t the most beloved adventure in the bear and bird’s series, but it has its fair share of fans. One of which happens to be Nintendo’s very own Shigeru Miyamoto, which former Rare designer and director Gregg Mayles revealed on social media.
Sharing a fax from the legendary game creator and director (thanks, Time Extension!), Mayles says “Nice of him that compliment (in my mind anyway)” before explaining just what a fax is — to those youngsters online, of course.
In IGN’s review, Simon Cardy called the game “an enthralling spectacle to behold,” and “a complete work of art from top to bottom.” That’s a pretty winning argument for it, so why wait any longer to grab it? This 64% discount may not last beyond today, so now’s the time.
If a CEO says their company is going to do that something sounds ridiculously unrealistic, or borderline unachievable if you actually take a second to think about it, you can probably assume that this is for the ears of shareholders. With that said, CD Projekt Red recently held a financial call (thanks, IGN), where co-CEO Michał Nowakowski made some comments about The Witcher 4… and The Witcher 5 and 6, all of which are apparently planned to be released within a six-year period. Right!
Depending on who you talk to, beat ‘em ups are either repetitive, button-mashy coin munchers or a deceptively simple vehicle for absolute combat mastery. Me? I’m in the latter camp. But how do you get people who aren’t sickos like myself interested? How do you lure them into taking the first steps down Sicko Road? This year’s Absolum tried by merging a mechanically excellent beat ‘em up with a middling roguelite. Marvel Cosmic Invasion developer Tribute Games – the cats behind Shredder’s Revenge, the best TMNT game since Turtles in Time– takes a different approach. It looks to the Marvel vs. Capcom fighting games of old and asks one of the boldest questions I’ve seen a beat ‘em up pose in a New York minute: what if it was a tag game where you controlled multiple heroes? The answer, as it turns it, rules, even if the actual execution of Cosmic Invasion doesn’t quite live up to that concept.
I’ll be real with y’all; I’m not a Marvel guy. My dad’s into comics, and he got me into them, but DC was always his bag (he owns every Wonder Woman comic ever published, and no, that’s not an exaggeration), so I’m a DC kid at heart with a soft spot for indie comics. But I love the weirder parts of Marvel, especially the million conflicting X-men timelines and the cosmic stuff. It’s not the most popular thing Marvel publishes (that is and always will be Spider-Man, though X-men is no slouch), but it’s the most interesting. Give me that over the MCU stuff any day.
If the title didn’t give it away, that’s what Marvel Cosmic Invasion is about. The story here is real simple, almost like it has been ripped straight from the pages of a multi-issue event series. Big Bad Annihilus’s Annihilation Wave (listen, it’s comic books, okay?) is sweeping the galaxy! All life hangs in the balance! So it’s up to a rag-tag assortment of Marvel heroes, whether Earthborn or cosmic in origin, to bring him down. That’s all you gotta know. And you know what? It works.
A lot of it comes down to the team of 15 heroes that Tribute Games has assembled. Yeah, you’ve got the icons, the regulars who absolutely, positively accept-no-substitutes gotta be there. You know the ones: Storm, Wolverine, Spider-Man, Captain America. Then you’ve got cats that were B-listers before the movies elevated them to prominence: Black Panther, Iron Man, Rocket Raccoon, She-Hulk, Nova, Phoenix, Venom. And then there are the weird and wacky inclusions. Thor isn’t here; instead, you get Beta Ray Bill. Real ones know. How do you feel about Cosmic Ghost Rider? Then there’s my girl Phyla-Vell. Oh, and because this is cosmic Marvel, the Silver Surfer is also here, and he is caked up. To the Silver Surfer degenerate at Tribute Games: I see you, and I appreciate you.
Everyone looks stunning because the spritework is absolutely gorgeous.
But the reality is that everyone here looks stunning because the pixel art spritework is absolutely gorgeous. Whether it’s Phyla-Vell’s hair blowing gently in the wind, how Wolverine always looks like a coiled spring, or the subtle transformations that sometimes reveal Eddie Brock beneath the symbiote as Venom, Cosmic Invasion captures the essence of these characters, right down to their voices. Go ahead and watch one the videos on this page, tell me that doesn’t sound exactly like the way Wolverine or Storm or Iron Man sound in your head. True believers, the vibe is immaculate.
Structurally, Cosmic Invasion is a pretty standard beat ‘em up. Not counting the tutorial, there are 15 stages, including old Marvel standbys like New York City, Wakanda, the Savage Land, and Genosha, as well as more exotic environs like Fort Galactus, each with a fun little sub-description (Genosha’s is Heavy Metal; the Savage Land’s is Rumble in the Jungle). Stage selection is mostly a straight line, but occasionally the path will split before reconverging and you’ll have to complete both branches before moving on.
Levels themselves are good but unremarkable beat ‘em up fare with the occasional environmental hazard. There is a collectible to find to liven things up, as well as three challenges in each stage – two are hero specific, such as defeating a certain number of enemies with a certain character’s special attack, while the final one is related to the stage itself. All of this is good: the challenges encourage you to use new characters and learn the intricacies of each arena, and stages are well-designed, snappy (each one takes around 10-15 minutes), and visually distinct in cool ways – you’d never mistake Savage Lands for Klyntar or Genosha – but nothing here is going to redefine your expectations for what a beat ‘em up can be.
What makes Cosmic Invasion special is its characters. Up to four people can play Cosmic Invasion at once, each controlling two characters, and it’s impressive how different each character is, even if they might not feel that way at first. Take Nova and Iron Man; sure, both of their unique attacks are ranged energy blasts, but Nova’s can pass through and hit multiple targets at once. Iron Man’s don’t. Nova’s special attack is an energy field that only hits foes at close range, while Iron Man’s giant, Marvel vs. Capcom 2-esque laser can hit anyone standing anywhere on-screen, but it does require you to line up your enemies and aim well.
Levels themselves are good but unremarkable beat ‘em up fare.
Meanwhile, Rocket is a ranged powerhouse, but his charged heavy attack does massive damage, while Phyla-Vell’s, who is more melee focused, can stun – and no one else has anything like her sword, which she can throw and then teleport to in order to start combos and then keep them going across the screen. Beta Ray Bill and Cap can both throw their weapons, too, but Cap’s shield returns to him automatically; Bill’s will spin in place, potentially juggling anyone unlucky enough to come into contact with it until you manually call it back. Even She-Hulk and Wolverine, both up-close-and-personal bruisers, play differently. Logan is faster and all about chaining long stabby-stab combos together, while Jen is a powerhouse who focuses on short combos that launch her victims into the air for potential follow-ups. They both have grabs, but they operate in very different ways.
Some characters have dodges, while others can block and parry if they time things right, opening up more defensive options. Characters that fly have a much easier time dealing with winged foes than those who don’t, and it’s easier for them to avoid stampedes. Everyone is a little different, and that can have a massive impact on how they play.
What’s really cool, though, are the tag team elements. You only actively control one character at a time, and you can summon your tag partner for various assists to keep laying on the hurt, opening up cool new offensive possibilities – that could be a launcher, a standard combo, their unique ability, their metered “I want these guys dead” special attack, and so on. Figuring out the best combinations and how movesets interact is a lot of fun, especially since you don’t start with everyone unlocked. It’s possible to lose a character mid-level (they have separate health bars), but even then, all isn’t lost. You continue on with your remaining hero, and if you stumble upon some floor food, a time-honored beat ‘em up tradition, they’ll come back with a little health.
Characters also level up as you use them, gaining more health, passive abilities, and so on, encouraging you to experiment, especially in co-op. I played the whole game with my wife (a single run through the campaign took three hours), and while I think Cosmic Invasion is a good time solo, like basically every beat ‘em up, it’s better with friends.
If this beat ‘em up has any black eyes, it’s the lack of enemy variety. You’ll see the same core cast of baddies a lot in Cosmic Invasion, and while that’s not a huge problem (this happens in most beat ‘em ups), it can get a little old. It’s also hilariously obvious when you’re fighting a boss that will become a playable character later on because it feels like you’re fighting someone you’ll be able to play later. It can lead to some really funny moments, like when we were fighting the Silver Surfer on an elevator and kept knocking him into the abyss. Eventually, he’d levitate back up to us for more, only to get knocked down again. It wasn’t bad, but it was as goofy as Rob Liefeld-drawn feet or pouches.
If you get bored of beating on Annihilus’s minions, you can head to the Vault, where you can see each hero’s progress in the Hero Lab, learn about their history and the history of your foes in the Nova Corps Files, and listen to some of Cosmic Invasion’s excellent tracks. You can also spend Cosmic Cubes you earn to unlock nodes in the Cosmic Matrix for more color palettes, hero profiles, tunes, and Nova Corps Files. It’s a cool little system, and it even doubles as a neat way to make art if you unlock the right nodes in a way that forms a pattern. I made an adorable little bug, and I’ll miss him when I fill everything out and he’s gone.
Since 1873, the team at Rock Paper Shotgun have gathered once a year to select what they believe to be the best PC games of all time. Admittedly, they only started writing the list down in 2021, but try not to hold their spotty recordkeeping against them.
IO Interactive is busy working on James Bond video game 007 First Light, but it has said it also has plans to release Hitman 4.
In an interview with Variety, CEO Hakan Abrak said “of course there will be more Hitman.” But it may be some time before Hitman 4 comes out. Abrak said that any talk of a Hitman 4 announcement will have to wait until Hitman co-op arrives in World of Assassination, which continues to enjoy support via DLC from the studio.
“So of course there will be more Hitman,” Abrak said. “But right now, I think we need to get to the other side of this year and next year you’ll get more news about Hitman co-op, because I think co-op is a really, really good extension to the universe, and will introduce very interesting mechanics and combinations in World of Assassination. But we will, after that, be talking about the next Hitman — because, of course, there’s going to be a next Hitman.”
The Hitman franchise kicked off in 2000 with Hitman: Codename 47. Hitman 2: Silent Assassin followed in 2002. Hitman: Blood Money came out in 2006, and served as the third game in the original Hitman trilogy. Hitman: Absolution followed in 2012, before Hitman, which acted as the first installment of the World of Assassination trilogy, came out in 2016. Hitman 2 followed in 2018, then Hitman 3 in 2021.
IOI has three main productions right now: ongoing work on Hitman: World of Assassination, 007 First Light, and a new fantasy IP appropriately codenamed Project Fantasy. “It’s not announced yet, exactly what it is, but it’s a multiplayer fantasy project, which is extremely ambitious and really cool and is something else than a gun in a suit,” Abrak teased. “So that’s also good to have something new within the creative outlook here.”
Will Hitman 4 have to wait until all three projects are wrapped up? Abrak didn’t say, but you can see why the studio would want to return to the franchise with a brand new sequel: overall, Hitman has had more than 85 million players and over 25 million copies sold. Each more, more than a million people play Hitman, Abrak added.
Cyber Monday is your last chance to secure the best offers of the year before the holidays. If you’re on the hunt for some last minute deals, we’re actively rounding up the strongest Cyber Monday discounts, and you can all our top picks and price drops in IGN’s comprehensive Cyber Monday hub.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Jennifer Hale, one of the most iconic voice actors and best known for playing Commander Shepard in the Mass Effect trilogy and Naomi Hunter and Emma Emmerich in the Metal Gear Solid series, has spoken about her experience in playing Bayonetta in Bayonetta 3.
Hale, who took over the role from Hellena Taylor for the third entry in the series, told GAMINGbible (via IGN) that she “got thrown under the bus by that whole thing.”
Designed for Xbox: Your Gift Guide to Must-Have Xbox Accessories This Holiday
Scott WeberSenior Hardware PM Lead, Xbox
Searching for the perfect gaming gifts this holiday season? Our Designed for Xbox Holiday Gift Guide is packed with a variety of accessories to power up your play, whether you’re surprising a player in your life or upgrading your own setup.
Give the gift of storage with the 4TB storage expansion card from Seagate, explore new accessories for the ROG Xbox Ally handhelds, check out a variety of controllers including the Backbone Pro – Xbox Edition, and pick up audio gear to suit every style and budget. Whatever your gaming goals, you’ll find plenty of choices to take your experience to the next level.
The whole Designed for Xbox team wishes you a holiday season filled with great games, new gear, and plenty of fun.
Total Control
Gibson Les Paul Pro Edition Controller
Take center stage and rock the spotlight with the CRKD x Gibson Blueberry Burst Pro Edition Les Paul Guitar Controller, officially licensed by Xbox. From the team that developed the iconic hardware for Guitar Hero and DJ Hero, this new controller continues the revival of rhythm gaming like never before, bringing the band back together for a whole new era!
The Backbone Pro – Xbox Edition mobile controller lets you instantly play your favorite games across phone, tablet, PC, laptop, smart TV, and more – no pairing menus, just tap and play, with easy access to your gaming library and cloud services through the Backbone app. Built for precision and comfort, it features full-size ALPS thumbsticks, Hall Effect triggers, laser-etched grips, rear buttons, and industry-leading ergonomics, plus wireless Bluetooth or USB-C connectivity for up to 40 hours of battery life.
Available now for $179.99 USD ERP. Visit Backbone.com for more information.
Thrustmaster T598X Racing Wheel
The T598X simracing wheel features Thrustmaster’s new Direct Axial Drive with Axial Flux motor and Harmony technology, delivering ultra-precise, high-fidelity Force Feedback and super-boosted sensations for demanding gamers. With a detachable wheel rim, mag-shift paddle shifters, the Raceline Pedals LTE set, and plug-and-play compatibility with Xbox Series X|S, Xbox One, and PC, it’s a high-performance package ready for any race.
Available now for $599.99 USD ERP. Visit Thrustmaster for more information.
Logitech RS System
The RS50 System includes the RS50 Base, RS Wheel Hub, and Round Wheel so you can hit the track quickly and easily. This gaming steering wheel system features Direct Drive with 8 Nm of torque, Trueforce support, integrated quick release, customization, and more to support an authentic racing experience on Xbox and PC.
Available now for $699.99 USD ERP. Visit Logitech for more information.
Scuf Valor Pro Controller
The Valor Pro Wireless controller features rear paddles for faster reactions and anti-drift TMR thumbsticks for durability and precision. Its low-latency wireless connection, including 1k Hz polling on PC, customizable settings via the Scuf app on Xbox & PC, and a built-in battery offering up to 17 hours of playtime make it a great choice for competitive wireless gaming.
Available now for $189.99 USD ERP. Visit Scuf for more information.
Hyperkin Competitor Controller
The Competitor is built for precision and reliability. Featuring drift-free Hall Effect sticks and triggers and programmable back buttons – thanks to anti-friction gates, metal glide rings, and some magic under the hood, players can enjoy some of the smoothest sticks available. With plug-and-play compatibility with Xbox and PC, a detachable USB-C cable, and an ergonomic grip, it’s ready for any gaming session.
Available in white and black this holiday season for $49.99 USD ERP. Visit the Hyperkin Store for more information.
Nacon Revolution X Unlimited Anniversary Edition Controller
The Revolution X Unlimited Anniversary Edition from Nacon features a design inspired by the Xbox 360 and is built for competitive play with drift-free Hall Effect joysticks, instant triggers, and a dedicated PC performance mode. With a command center screen for quick adjustments and multi-mode connectivity, this precision-engineered controller is made to outlast every opponent.
The Revolution X Unlimited Anniversary Edition is available for pre-order now for $199.99 USD ERP. Visit Nacon for more information.
Premium Sound
Logitech G Astro A20X Wireless Headset
Experience seamless gaming across all your favorite consoles with the Logitech G Astro A20 X headset – switch systems instantly and stay comfortable through every marathon session. With dazzling Lightsync RGB, immersive audio, and a 48kHz microphone, A20X lets you immerse yourself in your favorite games.
The Logitech G Astro A20 X Lightspeed Wireless Gaming Headset is available now for $179.99 USD ERP. Visit Logitech for more information.
SteelSeries Arctis Game Buds
Enjoy crystal-clear sound and ultra-low latency wireless gaming across multiple devices with SteelSeries Arctis GameBuds, featuring 2.4GHz wireless for low latency audio, Bluetooth 5.3 for mobile, and Active Noise Cancellation to keep you focused on your game. With customizable audio presets, up to 10 hours of playtime (plus 30 hours of charge in the case), and a comfortable fit for long sessions, these GameBuds are built for gamers who want premium performance and convenience.
The SteelSeries Arctis GameBuds for Xbox are available now for $199.99 USD ERP. Visit SteelSeries for more information.
Razer Blackshark V3 Pro Headset
Give your Xbox setup a competitive edge with the Razer BlackShark V3 Pro for Xbox headset – ultra-low latency wireless (as low as 10ms) makes hearing footsteps instant, the detachable fullband mic makes callouts crystal-clear, and hybrid Active Noise Cancellation blocks distractions so you can lock in. With plush swiveling earcups, hybrid memoryfoam cushions, and adjustable noise canceling levels in Razer Synapse or the Razer Audio app, it’s the clutch headset to gift (or grab for yourself) this holiday.
The Razer Blackshark V3 Pro for Xbox is available for $249.99 USD ERP. Visit Razer for more information.
Expanded Storage
Seagate Storage Expansion Card for Xbox Series X|S – 4TB
Effortlessly expand your Xbox gaming library with the Seagate Storage Expansion Card, designed in partnership with Xbox for blazing fast, plug-and-play performance that matches your console’s internal SSD. With up to 4TB of sleek, dedicated storage, you can enjoy zero-lag gaming and keep all your favorite titles at your fingertips!
The Seagate Storage Expansion Card for Xbox Series X|S is available for $429.99. Visit Seagate for more information.
ROG Xbox Ally Accessories
Discover a lineup of accessories for the new ROG Xbox Ally and ROG Xbox Ally X. Explore accessories that help protect your Xbox Ally devices, expand your storage options, and include two versatile docks for enhanced connectivity and convenience.
ROG Xbox Ally (2-in-1) Premium Case
The ROG Xbox Ally (2-in-1) Premium Case is a hard-shell carrying case, featuring a water-repellent exterior, unique zipper design, and a soft fleece inner liner to keep your device safe from scratches and bumps. It also includes a detachable accessory pouch for the 65W charging adapter, so you can travel light or carry everything you need with confidence.
The ROG Xbox Ally (2-in-1) Premium Case is available for $69.99. Visit ASUS for more information.
Sandisk microSD Card for ROG Xbox Ally
Take your games anywhere with a high-performance microSD card engineered for Xbox Ally and Xbox Ally X, offering up to 2TB of storage for up to 50 games on the go. Built for speed and reliability, it delivers fast installs and quick load times, plus rugged protection and a lifetime limited warranty for peace of mind.
The Sandisk microSD cards are available starting at $69.99. Visit Sandisk for more information.
Seagate FireCuda 530R SSD
Designed for demanding gamers, creators, and professionals, the Seagate FireCuda 530R SSD leverages PCIe Gen4 NVMe technology to deliver blazing fast speeds up to 7,400MB/s for ultra-responsive performance across desktop PCs, laptops, workstations, and handheld gaming devices. Available in 1TB, 2TB, and 4TB capacities, its rugged M.2 2280 form factor and full compatibility with the Designed for Xbox program ensures seamless, reliable gaming and content creation on every platform.
The Seagate FireCuda 530R SSDs are available starting at $109.99. Visit Seagate for more information.
WD_Black SN7100X NVMe SSD for ROG Xbox Ally X & PC
Play your Xbox games anywhere with the officially licensed WD_Black SN7100X NVMe SSD for for ROG Xbox Ally and ROG Xbox Ally X and PC, delivering blazing fast speeds up to 7,250MB/s read and 6,900MB/s write for ultra-responsive gaming. With capacities up to 4TB, improved power efficiency, and a one-month Xbox Game Pass Ultimate trial included, you’ll be ready to conquer your biggest gaming sessions wherever you go.
The WD_Black SN7100X NVMe SSDs are available starting at $159.99. Visit Sandisk for more information.
ROG 100W Gaming Charger Dock
Power up your device, transfer data, and enjoy display output – all from a single, travel-friendly accessory that keeps your setup flexible wherever you go. The ROG 100W Gaming Charger Dock brings ultra-fast charging and seamless connectivity to your gaming experience, so you can plug in, play, and stay ready for anything.
The ROG 100W Gaming Charger Dock is available for $99.99. Visit Asus for more information.
ROG Bulwark Dock (2025) DG300
Upgrade your setup with a versatile 7-in-1 dock featuring HDMI 2.1, USB-C, three USB-A ports, Ethernet, and an audio jack – all supporting up to 4K at 144Hz or 8K at 30Hz. Enjoy 100W USB-C power delivery, ultra-fast data transfer, and Aura Sync RGB lighting for performance and style that keeps up with every player.
The ROG Bulwark Dock is available for $139.99. Visit Asus for more information.
Dbrand Killswitch
Engineered to survive everything from drops to marathon gaming sessions, the Dbrand Killswitch is a Designed for Xbox-certified case, built for the Xbox Ally and Xbox Ally X. It combines impact-resistant thermoplastics, a slim 2.5mm profile, integrated kickstand, and crush-proof Travel Cover to create the holy grail of handheld gaming cases.
The Dbrand Killswitch case for Xbox Ally & Ally X is available to pre-order for $59.95 USD ERP. Visit Dbrand for more information
Exciting new hardware and accessories are available now to help take your gaming to the next level – stay tuned for even more great releases ahead! From all of us at Designed for Xbox, have a wonderful holiday and a happy New Year.