Avowed Is Available Now – Your Journey Awaits

Avowed Is Available Now – Your Journey Awaits

Avowed Hero Image

Summary

  • Shape your destiny as an Envoy chosen by a mysterious god, wielding divine powers to confront ancient threats, unravel hidden mysteries, and decide the fate of the Living Lands.
  • Forge your own playstyle with four expansive skill trees—Fighter, Ranger, Wizard, and Godlike—and fight using powerful weapons, magic, and unique abilities like Grimoire Snap and Blood Magic.
  • Your companions are more than just allies—their unique abilities, personal struggles, and choices shape not only your journey but the world of Eora itself.

The wait is finally over—Avowed, Obsidian Entertainment’s highly anticipated fantasy RPG has officially launched! Step into the breathtaking Living Lands, a wild and mysterious island located in the Pillars of Eternity world of Eora, and embark on a journey filled with danger, discovery, and adventure.

Play today on Xbox Series X|S, the Xbox app for Windows PC, Battle.net, Steam, and cloud, to experience Obsidian’s latest RPG adventure. Available day one on Game Pass!

A Land in Turmoil

Avowed Screenshot

The Living Lands is a frontier unlike any other. This rugged and untamed island has become a haven for exiles, dreamers, and adventurers seeking a fresh start. Its vibrant regions and scattered settlements pulse with life, each hiding untold stories and ancient secrets waiting to be uncovered.

But this land of promise is fraught with peril. The Dreamscourge, a devastating soul-plague, is driving settlers to madness and turning them against one another. The very land itself resists colonization, haunted by echoes of lives long past. As an envoy chosen by a foreign emperor and blessed by a mysterious god, you are thrust into the heart of this chaos. With divine powers at your fingertips and the will to shape your own destiny, you’ll confront ancient threats, unravel mysteries, and decide the fate of the Living Lands. Will you unite its people or watch as their struggles tear them apart? The choices you make will define the future of the Living Lands—and the person you become.

Forge Your Own Path

Avowed Screenshot

In Avowed, the power of choice is yours. Create a character and shape your playstyle with four expansive skill trees—Fighter, Ranger, Wizard, and Godlike. Using two separate weapon loadouts, you can play as a stealthy sniper armed with dual pistols and a longbow or a spell-slinging barbarian wielding an axe and a grimoire, or whatever combination of loadouts you choose. This means that the possibilities are endless. Your choices define who you are and how you’ll tackle the challenges ahead.

But you’re not alone on this journey. Your companions each bring their own skills, personalities, and deeply personal stories:

  • Kai, the steadfast protector, whose calm demeanor and unwavering loyalty make him a dependable shield in battle.
  • Giatta, a brilliant animancer scientist, whose relentless curiosity drives her to uncover the mysteries of the Dreamscourge, even at great personal risk.
  • Marius, a lone-wolf hunter, whose sharp wit and tracking expertise make him an invaluable ally in the wilderness.
  • Yatzli, a fiery Godless expert, harnessing explosive magic and a rebellious spirit. Her disdain for the gods adds complexity to her character and your choices.

Their history, relationships, and perspectives intertwine with your story, adding depth and weight to every decision you make. Will you earn their trust, challenge their beliefs, or forge something more profound? How you guide your companions—and how they influence you—shapes the adventure in unexpected ways.

Your Living Lands, Your Way

Avowed Screenshot

Avowed is a game built to immerse you in its world. The Living Lands is a sprawling playground for adventurers, rewarding exploration at every turn. Traverse rugged cliffs, wade through winding rivers, and uncover unique hidden treasures—from ancient elemental weapons to fragments of God Shrine Totems that come together to create powerful new abilities.

Combat is equally immersive, offering a seamless blend of magic, melee, and ranged attacks. Unleash shockwaves with Grimoire Snap, trade health for devastating power with Blood Magic, wield weapons you have upgraded and enchanted, or mix and match abilities to create a playstyle that’s entirely your own. Every encounter is an opportunity to experiment, strategize, and push the boundaries of your party’s potential.

At the heart of Avowed lies its dedication to player choice. Inspired by the freedom of tabletop RPGs, the game puts the power in your hands. Your decisions ripple across the Living Lands, shaping alliances, influencing factions, and determining the fate of your companions. Whether you negotiate peace, spark conflict, or carve your own path through the chaos, your actions leave a lasting impact on the world of Eora.

This seamless blend of storytelling, exploration, and creativity makes Avowed an unforgettable RPG experience, one where every choice matters and every discovery feels personal.

Start Your Adventure Today

Avowed Screenshot

Whether you’re a longtime fan of Obsidian Entertainment or new to Eora, Avowed invites you to dive into a world of wonder, danger, and opportunity. With its vibrant setting, unforgettable characters, and deeply immersive gameplay, this is the role-playing experience you’ve been waiting for.

The Living Lands are calling. Gather your courage, forge your path, and let the adventure begin!

Avowed is available now for Xbox Series X|S, the Xbox app for Windows PC, Battle.net, Steam, cloud, and with Game Pass. Avowed also supports Xbox Play Anywhere, meaning when you buy the game through the store on Xbox or Windows, it’s yours to play on Xbox and Windows PC at no additional cost, and your game progress and achievements are saved across Xbox and Windows PC. 

When you purchase Avowed on Battle.net or Xbox, or have an Xbox Game Pass membership (PC or Ultimate only), and connect your Battle.net and Xbox accounts, it’s also yours to play on Battle.net, Xbox and Xbox App for Windows at no additional cost. Avowed lets you pick up where you left off, bringing all of your saves, game add-ons, and Xbox achievement progress with you.

Xbox Play Anywhere

Avowed Premium Edition

Xbox Game Studios


651

$89.99

Premium Edition includes:
– Avowed base game
– Up to 5 days early access
– Two Premium Skin Packs
– Access to Avowed Digital Artbook & Original Soundtrack

Welcome to the Living Lands, a mysterious island filled with adventure and danger.
Set in the fictional world of Eora that was first introduced to players in the Pillars of Eternity franchise, Avowed is a first-person fantasy action RPG from the award-winning team at Obsidian Entertainment.
You are the envoy of Aedyr, a distant land, sent to investigate rumors of a spreading plague throughout the Living Lands – an island full of mysteries and secrets, danger and adventure, and choices and consequences, and untamed wilderness. You discover a personal connection to the Living Lands and an ancient secret that threatens to destroy everything. Can you save this unknown frontier and your soul from the forces threatening to tear them asunder?

The Weird and Wonderful Living Lands
The Living Lands is a place that feels foreign yet somewhat intrinsic to you as it feels the island itself is calling out to you for help. Explore an island home to many different environments and landscapes, each with their own unique ecosystem.

Visceral Combat to Play Your Way
Mix and match swords, spells, guns, and shields to fight your way. Dig into your grimoire for spells to trap, freeze or burn enemies, bash them with your shield, or use range bows to attack from a distance.

Companions as part of your journey
Companions from a spread of species will fight alongside you, with their own unique set of abilities. From a former mercenary to an eccentric wizard, they will be part of your journey with your choices shaping them as you help them with their quests.

Xbox Play Anywhere

Avowed Standard Edition

Xbox Game Studios


560

$69.99

Welcome to the Living Lands, a mysterious island filled with adventure and danger.
Set in the fictional world of Eora that was first introduced to players in the Pillars of Eternity franchise, Avowed is a first-person fantasy action RPG from the award-winning team at Obsidian Entertainment.
You are the envoy of Aedyr, a distant land, sent to investigate rumors of a spreading plague throughout the Living Lands – an island full of mysteries and secrets, danger and adventure, and choices and consequences, and untamed wilderness. You discover a personal connection to the Living Lands and an ancient secret that threatens to destroy everything. Can you save this unknown frontier and your soul from the forces threatening to tear them asunder?

The Weird and Wonderful Living Lands
The Living Lands is a place that feels foreign yet somewhat intrinsic to you as it feels the island itself is calling out to you for help. Explore an island home to many different environments and landscapes, each with their own unique ecosystem.

Visceral Combat to Play Your Way
Mix and match swords, spells, guns, and shields to fight your way. Dig into your grimoire for spells to trap, freeze or burn enemies, bash them with your shield, or use range bows to attack from a distance.

Companions as part of your journey
Companions from a spread of species will fight alongside you, with their own unique set of abilities. From a former mercenary to an eccentric wizard, they will be part of your journey with your choices shaping them as you help them with their quests.

The post Avowed Is Available Now – Your Journey Awaits appeared first on Xbox Wire.

Fellowship Takes the ‘MM’ Out of ‘MMORPG’ in a Super Fun Way

It’s always cool when a game designer takes one neat thing out of a complex genre and turns it into an entire game. That’s how we got the MOBA, after all — breaking just the heroes out of an RTS. Enter Fellowship, a so-called Multiplayer Online Dungeon Adventure that’s going to pluck out team-based dungeon raids that are the beating heart of modern MMOs and turn them into a streamlined game – without the hundred hours of leveling up before you get to the best stuff.

After some time with a development version of Fellowship I have to say that the concept turned out just as cool as it sounds: It’s no-nonsense, endlessly scaling dungeon runs in a four player team of a tank, a healer, and two damage heroes from among a selection of unique classes. In a group you make yourself, or with a team from a handy group finder, you jump in with your chosen role in either short-and-sweet one boss Adventures or longer multi-boss dungeons—letting you tune your gameplay time depending on whether you’ve got ten minutes or an hour to kill.

At the end you pick up your loot, tweak your talents, kick up the difficulty, and go again.

I was a bit skeptical that you can have a real authentic, MMO-style dungeon experience without, you know, the MMO, but Fellowship really effectively delivered. You move through the environment clearing out packs of enemy minions in order to get at the bosses, and all the classic stuff you’d expect is there: You’ve got to watch your tank’s threat and manage aggro, try to make life easy for the healer, keep track of enemy abilities to interrupt the nasty ones, and know how to best use your class’ attacks in a good rotation.

Behind the wheel of an elemental mage-type character, I had plenty of abilities to manage even at the starting level. My character built up charges that could be used to call down big freezing meteors or channel icy blasts. Our healer, meanwhile, could summon plants that either damaged or healed. It was clear in my short time that each class has a nice, clear vision for what it can and can’t do. The thing my squishy mage couldn’t do, by the way, was survive if I took boss aggro. Sorry, tank.

I was a bit skeptical that you can have a real authentic, MMO-style dungeon experience without, you know, the MMO, but Fellowship really effectively delivered.

Speaking of bosses, I saw four interesting setpiece fights that ran the gamut of stuff I expect from modern dungeon runs. In a ghost pirate dungeon we battled a skeletal shipmaster that required quick reflexes as it tossed our ghosts in and out of our bodies. There was a giant treasure construct that couldn’t be tanked—instead, our tank had to roll around a ball to collect the bits of treasure we were knocking off of it. There was also a giant zombie that summoned the tides, requiring us to shackle ourselves to an anchor and dodge sharks.

It wasn’t all gimmicks, though, and the developers were clear they wanted to strike a balance between fights that require reflexes and understanding clever mechanics with those that really push your ability to play your class’ skills to the limit. They gave me a good example of the second with a nasty warlock boss, whose up-tempo barrage of skills and summons needed constant interruption even as he created zones that either forced us to group up… or to run away at top speed.

What I especially liked is how Fellowship will be structured. Dungeon difficulty scales from one up to six levels, gradually adding new enemy abilities to learn, mechanics to understand, and taking off the training wheels one by one until you hit the intended difficulty. From there, though, it ramps up for dozens of levels, each with their own unique combination of two or more curses that have their own downsides and upsides. One of those, for example, could sprinkle nasty Empowered minions among the normal enemy packs—but when you beat them you’d get a short-time buff that let you clear trash even faster or take a handy boost into a boss.

The concept of a game focusing on infinitely scaling dungeons, familiar yet dangerous in new ways, is a really cool one. Combine that with the developers’ big plans for competitive seasons, where players can start fresh to race up the leaderboards for world first kills on each boss, and I think I’m pretty excited to gear up, spec out, and take on the challenges in Fellowship when it launches this year.

Company Of Heroes devs reveal B-movie version of Advance Wars – the first Relic Labs experiment

It was only last week that newly Sega-less Company Of Heroes developer Relic Entertainment announced plans for various smaller strategy game projects. Now, here we are with Earth Vs Mars, a boldly-coloured B-movie homage to Advance Wars in which you can splice units with animals to create tactical monstrosities such as “Squirrel-Cows” and “Cheetah-Flies”. Advance Wars aside, the new game harkens back to Relic’s 2003 RTS oddity Impossible Creatures. The trailer below doesn’t contain any Chihuahua Whales, but it’s hopefully just a matter of time.

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Elden Ring Nightreign Channels the Spirit of a Forgotten God of War Game

This past weekend saw the first round of network tests for Elden Ring Nightreign, the upcoming standalone multiplayer game spun out of FromSoftware’s magnum opus. Unlike last year’s Shadow of the Erdtree DLC, Nightreign resembles Elden Ring in name and appearance only, trading its parent game’s open world structure for a streamlined survival format in which three-player teams have to drop into gradually shrinking maps to fight off groups of enemies and increasingly challenging bosses. It’s a design that undoubtedly suggests the developers were inspired by the hugely popular Fortnite – unsurprising, considering Epic’s battle royale has been enjoyed by no less than 200 million players this month alone.

But Nightreign bears an even greater resemblance to another game, one not nearly as famous and much more disliked: 2013’s God of War: Ascension. And that’s a good thing.

Released between 2010’s God of War 3 and 2018’s Norse-flavored God of War reboot, Ascension was a prequel set before the original Greek mythology trilogy that followed Kratos as he tried to break his oath with his soon-to-be-predecessor, Aries. Unable to live up to the initial trilogy’s epic finale, and fueling desire to shake up a tried-and-tested formula, God of War: Ascension quickly became known as the black sheep of the franchise. A half-decent appetizer to an amazing main course.

It’s an understandable reputation, but also unfair. Although Kratos’ confrontation with the Furies in Ascension obviously didn’t reach the same heights as his five-stage fight with Zeus, this divisive prequel still had some truly jaw-dropping set-pieces, including the Prison of the Damned, a labyrinthine dungeon carved into the skin and bones of an immobilized, 100-armed giant. But, more importantly, Ascension also deserves credit for trying something the franchise had not done before, and hasn’t since: multiplayer.

Trial of the Gods, is cooperative PvE. And also basically Elden Ring Nightreign.

As you make your way through the Prison of the Damned in Ascension’s story, you encounter a chained up NPC who lets out a premature “You saved me!” before being crushed by the level’s boss. Open up the multiplayer mode after reaching this point in the campaign and you’ll find this same NPC is now your player character. Having been teleported to Olympus seconds before your demise, you must pledge allegiance to one of four gods – Zeus, Poseidon, Hades, or Aries – each of whom will provide you with unique weapons, armor pieces, and magic attacks. These are the tools with which you wage war across five different multiplayer modes, four of which are competitive PvP.

The fifth mode, Trial of the Gods, is cooperative PvE. And also basically Elden Ring Nightreign.

Gameplay previews of Nightreign posted ahead of the network tests by prominent “Soulsborne” YouTubers like VaatiyVidya and Iron Pineapple, as well IGN’s own coverage, have revealed the similarities between FromSoftware’s latest and live service games like Fortnite. Much like those games, Nightreign offers a cocktail of randomized loot, resource management, and environmental hazards that damage a player’s health and limit their area of movement, making runs more challenging as they go on. Nightreign even pays homage to one of Fortnite’s most iconic images, having players drop into the level from the sky, taxied by spirit birds to a position of their choosing.

You won’t find any “where are we dropping?” action in God of War: Ascension, but go beyond Nightreign’s battle royale-like surface and you’ll find much more common ground. Both Nightreign and Ascension’s Trial of the Gods mode are co-op experiences where teams of two or more face increasingly tougher foes. Both grant players the unexpected but welcome opportunity to take on bosses from previous games, be they Hercules from God of War 3 or the Nameless King from Dark Souls 3. Both have a countdown (although Ascension’s can be paused by defeating enemies) and both take place on maps that are either small or shrinking. And both are multiplayer games developed by studios known for their well-crafted single-player experiences, and were made without oversight from their series’ creators; Elden Ring director Hidetaka Miyazaki is working on an as of yet unknown project, while the directors of the original God of War trilogy – David Jaffe, Cory Barlog, and Stig Asmussen – had all left Sony Santa Monica at the time of Ascension’s creation to pursue opportunities elsewhere.

Above all, Nightreign appears to evoke the same response from players as Ascension’s Trial of the Gods did. Those who participated in FromSoftware’s network test invariably describe their runs as a frantic and exhilarating race against the clock. In contrast to the comparatively cozy vibes of the base game, where players are able to tackle every scenario in a variety of ways, using a variety of weapons and abilities and taking all the time they need, Nightreign forces players to act on instinct by picking up the pace and limiting their resources – constraints that, in VaatiVidya’s words, were “made in the name of speed and efficiency.” To make up for the absence of Torrent, for instance, players now channel their inner spirit horse, being able to run faster and jump higher.

Ascension’s multiplayer adjusted its single player blueprint for the sake of tighter pacing, using similar techniques to those adopted by Nightreign.

Ascension’s multiplayer also adjusted its single player blueprint for the sake of tighter pacing, and even used similar techniques to those adopted by Nightreign: it increased the player’s run speed, extended their jumps, automated parkour, and provided them with a grapple attack they could use to pull objects towards them (a mechanic also used by Nightreign’s Wylder character). New moves like this are a lifesaver, because while the combat isn’t too difficult on its own – what with the franchise being a power fantasy and all – Trial of the Gods throws so many enemies at you that every second counts. As a result, you and your teammate find yourselves sprinting around like hungry wolves, or terminators, or, well, Kratoses, hacking and slashing your way through armies without calculated ruthlessness.

Nightreign’s resemblance to Ascension is unexpected not only because much of the latter has been forgotten, but also because the Soulslike genre Elden Ring is part of essentially started out as God of War’s complete antithesis. Where one lets you pretend to be a warrior so powerful he can kill literal gods, the other turns you into a nameless, accursed undead for whom even regular enemies pose a considerable challenge. One rarely shows its game over screen, the other beats you over the head with it until you start crying, laughing, and crying again.

Yet this challenge, so utterly rage-inducing in FromSoftware’s earlier games, has gradually decreased in recent years as fans “got good” and developers provided them with better weapons and spells, culminating in the numerous game-breaking builds that have been put together since Elden Ring launched. Without access to these builds, Nightreign promises to reintroduce a degree of challenge. At the same time, those that have indeed gotten good will be able to enjoy the same thing God of War: Ascension offered: the chance to feel like a vengeful Spartan short on time.

Tim Brinkhof is a freelance writer specializing in art and history. After studying journalism at NYU, he has gone on to write for Vox, Vulture, Slate, Polygon, GQ, Esquire and more

Like a Dragon: Pirate Yakuza in Hawaii Review

It may seem like a long leap to make from the R-rated streets of Tokyo’s red light district to the yarrr-rated pirate-infested waters of the Hawaiian islands, but Like a Dragon: Pirate Yakuza in Hawaii has successfully pulled off the switch from bareknuckling to swashbuckling with confidence and considerable flair. This jaunty adventure jettisons the series’ typical turf war cliches and pulpy plot twists in favour of spinning a streamlined and spirited tale of seafaring and treasure hunting, without sacrificing any of the addictive diversions and slapstick silliness that have long become its hallmarks. As far as spin-offs from the mainline entries go, Pirate Yakuza makes for an absolutely invigorating seachange that left me feeling perkier than a parrot on a pirate’s shoulder.

Essentially a coda to the events of 2024’s Like a Dragon: Infinite Wealth, Pirate Yakuza’s off-the-wall story focuses on loveable series shitstirrer, Goro Majima. It gets straight to it: after awakening on the shores of a secluded island with amnesia, he promptly befriends an enthusiastic young boy and his adorable pet tiger cub, commandeers a pirate ship that for entirely unexplained reasons seems to have sailed in straight out of the 1700s, and sets about on a thrilling quest to find the lost treasure of a legendary sunken Spanish ship. Perhaps as a result of his temporary memory loss, Majima is considerably less manic in Pirate Yakuza than he has been in previous Like a Dragon stories, but he’s still every bit as gleefully mischievous. There was never a dull moment between him and his evergrowing gang of goons turned treasure-seeking Goonies as I explored the seas and shores of Pirate Yakuza’s vibrant tropical setting.

It’s an unpredictable voyage that regularly veers from intense highs to more laidback lows, much like the waves that Majima sails upon. In one moment I’d be trapped in a desperate battle against a towering sea creature or an army of pirates of almost Dynasty Warriors-esque proportions, while the next I’d be adopting homeless animals off the street to shelter in my personal petting zoo and throwing parties for me hearties whenever morale amongst my crew was on the wane. Pirate Yakuza doesn’t just regularly hoist the Jolly Roger, it also lets its freak flag fly in a consistently entertaining fashion – from its rousing opening musical number through to the dynamic dance sequence that drops the curtain on its story 25 hours later – and it kept me hooked harder than a handshake from, well, Captain Hook.

Nautical by Nature

While 2023’s Like a Dragon Gaiden experimented with a fairly superficial secret agent spin on the series’ template, Pirate Yakuza steers Like a Dragon into some truly uncharted waters. There’s plenty of lively naval combat to be enjoyed aboard Majima’s adopted pirate ship, although to be clear, in terms of exploration it doesn’t attempt to match the sense of freedom I felt in the Caribbean setting of 2013’s Assassin’s Creed IV: Black Flag. Instead, Pirate Yakuza’s waters are broken down into a handful of smaller maps to warp between rather than one big open waterworld, and outside of the main Honolulu hub and a stunning ship graveyard turned casino district called Madlantis, many of the smaller islands are constructed out of the same recycled layouts. So over time, the sense of discovery slightly diminished whenever I dropped anchor and saw something a bit too familiar.

Pirate Yakuza doesn’t just regularly hoist the Jolly Roger, it also lets its freak flag fly.

Still, there’s enough spectacle and strategic depth to the actual open-water combat that I remained engaged anytime I was at the helm of Majima’s ship. In each bilgewater battle you can attack front-on with machine gun fire or perform a boost-based ram into an enemy’s hull, as well as manouevre alongside a rival to deliver more damaging broadside attacks from your port or starboard cannons. These cannons can be upgraded by harvesting resources found drifting at sea or tucked around Pirate Yakuza’s smattering of ports, and although Majima’s frigate can be equipped with everything from flamethrowers to freeze guns, I soon set my sights on scraping together enough spare parts to outfit my vessel with powerful lasers to cut crossways through my opponents from ear to buccaneer.

I was also regularly recruiting new pirates to my crew in every port I docked in, and it quickly became clear that assigning a crew member to specific roles had measurable impacts on each naval skirmish. Individual members of your pirating posse are ranked in areas like attack, defense, and cannon power, and anytime I placed some underpowered or inexperienced comrades in, say, my boarding party, I was forced to watch my crew go from ragtag to bodybags in quick succession.

After some experimentation I eventually got the balance right, and that included determining the right pirate to be my first mate. While some candidates offered increased damage buffs or additional fuel drums to burn with my ship’s boost, I opted to promote a mechanic into the role because it gave me two extra repair kits per clash. Given I approach naval battles like Dave Chappelle approaches his stand-up sets – always on the offensive and typically blazed up by the end – it was enormously helpful to have those extra kits to haul my battlescarred hull to glory.

Some of the naval combat functions do seem a little superfluous, though. For example, at no point in the story did I feel the need to step away from the helm in order to use Majima’s rocket launcher, since the ship’s artillery usually seemed ample enough, and it was also rare that I was compelled to manually put out fires on deck or thaw out ice that was blocking my cannons. That did change, however, after I beat the story and returned to complete the 30-odd escalating battles in Madlantis’ pirate coliseum, as surviving its toughest encounters demanded the considered use of every ability at my disposal. That finally made for some welcome optional challenges outside of the main story path, but I wished they’d been in play earlier in the campaign.

Captain Hookshot

Of course, given that this is a Like a Dragon adventure, there are still plenty of opportunities for fisticuffs either ashore or on-deck anytime you board an enemy ship by force. In the default Mad Dog fighting stance, Pirate Yakuza reverts to the familiar brand of combo-based street fighting that was a staple of the series before the main entries shifted to turn-based brawls with 2020’s Yakuza: Like a Dragon. Majima can pull off fast and fluid combinations of punches, kicks, and rapid dagger slashes, each attack enhanced by flashy neon movement trails and punctuated by enemies that erupt into fountains of gold coins as though they’re crowds of criminal question blocks from the Mushroom Kingdom. However, Majima feels noticeably more agile than Kazuma Kiryu ever was, with a snappier quickstep to open overbalanced enemies up to counter attack, plus the useful ability to jump and air-dodge out of harm’s way anytime he’s overwhelmed by a surprisingly numerous horde.

Even so, once I’d unlocked the Sea Dog fighting stance a few hours into my 25-hour tour of Pirate Yakuza, I basically never looked back. While in previous Like a Dragon instalments I’ve relished the freedom to switch between stances to best counter each enemy type or situation, Sea Dog is basically a one-size-fits-brawl fighting style that feels adaptive enough to suit any given showdown. This pirating pose allows Majima to cut loose with a pair of cutlasses, either hurling them like bladed boomerangs or performing a brutal ballet of spinning slashes to cut through enemies in clusters. It equips him with a handy hookshot that allows him to zip directly to a targeted enemy like some sort of seafaring Spider-Man, which is extremely useful for picking off the more heavily-armed goons that tend to snipe you from the far edges of each battle arena. If that’s not enough, it also gives Majima a flintlock pistol of his own, and after investing in the skill tree to increase its power and widen its radius, I was able to use it to wipe out more pirates than dysentery at the charged-up press of a button.

Sea Dog is basically a one-size-fits-brawl fighting style that feels adaptive enough to suit any given showdown.

So well-rounded and entertaining to use was the Sea Dog style, in fact, that the only time I ever felt the need to switch back to Mad Dog was in order to unleash Majima’s slightly overpowered Doppelganger attack. Available after you’ve chained together enough successful attacks to fill up a special meter, this devastating ability conjures up twin Majima clones that swarm enemies and chew through their health bars for a short time like a pair of piranhas, and I was happy to have it in my back pocket for whenever I came up against one of the more brutish boss encounters. Although I think Infinite Wealth’s hybrid turn-based combat has quite rightfully become the standard for the Like a Dragon series, Pirate Yakuza’s flashy fighting remained engaging from the first sword slash through to the final throat cut, and I found it to be a substantial step up from the gadget-heavy grappling of Like a Dragon Gaiden.

Pleasure Island

Although Pirate Yakuza’s Honolulu setting is more or less the same sundrenched sprawl that featured in Infinite Wealth, there are enough new secrets and distractions that made it rewarding to explore a second time around. Outside of combat, Majima’s hookshot can be employed to zip him up to anchor points on certain buildings, meaning that treasure chests full of alternate character costumes and other goodies are tucked away on hotel awnings and various other elevated spots all over the island. There are also countless bounty targets to track down and beat up for beefy cash bonuses, and games for the safehouse Master System to seek out. Although, I must admit that I feel like it’s about time that developer Ryu Ga Gotoku moved on to an in-game Mega Drive (or Genesis for US fans), or at the very least a Game Gear. After collecting mostly the same set of 8-bit cartridges in Lost Judgment, Like a Dragon Gaiden, and now Pirate Yakuza, I feel like I’ve well and truly mastered the Master System at this point.

But of course, there’s still more: in addition to the fiend-photographing Sicko Snap and the infectiously giddy Super Crazy Delivery minigames that return from Infinite Wealth, Pirate Yakuza brings back Dragon Kart from Yakuza: Like a Dragon, only this time in addition to its riotous racing circuits they’ve bolted on an arena-based battle mode which made for some intense, four-wheeled firefights. Meanwhile, the series’ standard-issue batting cage minigame has been revitalised by swapping baseballs for cannonballs, and I had a great time knocking destructive dingers into descending stacks of explosive barrels.

I was also delighted with almost every substory I completed in Majima’s adventure. Some were utterly wholesome, like the time I agreed to bring an aging businessman aboard my ship in order to live out his boyhood fantasies of becoming a pirate. Others were funny pisstakes of online culture, like when Majima was recruited to become a Virtua Fighter 3 streamer and I had to choose the liveliest possible reactions for him in order to prevent the comments section from turning too hostile. Others still were completely bonkers, like the substory that suddenly spins out into a live-action episode of a dating show inspired by The Bachelor, as the ship’s cook Masaru tried to woo five different potential dates with hilariously awkward results.

There’s even a supersized substory that sees Majima and his ever expanding crew hunt down the dread pirate Zeus and his intimidating Devil Flags fleet. This chunky optional quest opened up additional maps to navigate, including an archipelago of volcanic islands and even an ice realm, each overloaded with increasingly powerful naval vessels to face off against and pirate headquarters to plunder. Not only is undertaking this journey worthwhile purely for harvesting the doubloons required to upgrade Majima’s ship with decked out drip – including a carved Kazuma Kiryu figurehead for its bow – but it’s also the only way to track down all four fabled instruments of the Dark Gods. These cursed instruments can be charged up during on-shore skirmishes and unleashed to spectacularly turn the tides of a battle, with a violin that brings the violence by summoning a horde of spectral land sharks to turn enemy packs into fleshy snacks, or an electric guitar that can be energetically shredded while a towering ape stomps into the fray and chimp-slaps your opponents straight into Davy Jones’ locker. These are some of the most powerful attacks in Pirate Yakuza, so it’s a little odd that they’re locked away in an entirely optional substory that’s so easy to overlook.

You can save 25% on Metal Gear Solid Delta: Snake Eater if you pre-order for Steam today

I was completely hooked the first time I played Metal Gear Solid 3: Snake Eater. The stealth mechanics, brutal survival elements, and insane Cold War espionage plot felt like no other game at the time. I still remember crawling through the jungle with my camo set, hoping to avoid an enemy patrol only to get spotted by a guard and have the entire area on high alert.

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Review: Sid Meier’s Civilization VII (Switch) – An Incredible Game That’s Not Quite Ready

Short of Civilliant.

Most games with numbered sequels tend to iterate and grow on their previous instalments. After all, you don’t want to alienate your audience by upending key systems and creating a substantially different experience from what they’re used to, it just makes sound economic sense. Change things just enough so that it rides that line between familiarity and shininess.

Firaxis apparently missed this particular industry-wide memo, and thus the Civilization series will happily buck its own trends and well-established ideas in order to deliver something fresh every single time, and that is no less the case with Sid Meier’s Civilization VII, which we’ll be calling ‘Civ 7’ for the sake of our keyboard.

Read the full article on nintendolife.com

Coming Soon to Game Pass: Watch Dogs: Legion, EA Sports F1 24, and Warhammer 40,000: Rogue Trader

Coming Soon to Game Pass: Watch Dogs: Legion, EA Sports F1 24, and Warhammer 40,000: Rogue Trader

Xbox Game Pass February 2025 Wave 2 Hero Image

For those of you that have been exploring the Living Lands in Avowed, thank you for taking a break to check out the latest Game Pass news! We have some exciting new reveals and exclusive Perks to tease your install buttons. Also, mark your calendars and check out the ID@Xbox Showcase during IGN Fan Fest 2025 on Monday, February 24 at 10am PT for even more Game Pass announcements. Let’s get to the games!  

Available Today

Avowed (Cloud, PC, and Xbox Series X|S) – February 18
Game Pass Ultimate, PC Game Pass

Available on day one! Welcome to the Living Lands, a mysterious island filled with adventure and danger. Set in the fictional world of Eora that was first introduced to players in the Pillars of Eternity franchise, Avowed is a first-person fantasy action RPG from the award-winning team at Obsidian Entertainment. Check out Xbox Wire for Starting Tips to Help You on Your Adventure in the Living Lands.

Coming Soon

EA Sports F1 24 (Cloud, Console, and PC) EA Play – February 20
Game Pass Ultimate, PC Game Pass

EA F1 24 Image

Join the grid and chase podium glory with unlimited access to EA Sports F1 24, coming soon to The Play List. Members can master every turn and feel at one with the car with Xbox Cloud Gaming (Beta), PC Game Pass, or Game Pass Ultimate via EA Play. Plus, score in-game rewards including 5,000 XP monthly. 

Warhammer 40,000: Rogue Trader (Cloud, PC, and Xbox Series X|S) – February 20
Game Pass Ultimate, PC Game Pass, Game Pass Standard

Warhammer 40000 Rogue Trader Image

Warhammer 40,000: Rogue Trader is an isometric RPG by Owlcat Games, set in the grim darkness of the 41st millennium. As a powerful Rogue Trader, you command a starship, assemble a crew, and explore the Imperium, making fateful decisions in tactical, turn-based combat.

Watch Dogs: Legion (Cloud, Console, and PC) – February 25
Game Pass Ultimate, PC Game Pass, Game Pass Standard

Watch Dogs Legion Image

Explore a massive urban open world featuring London’s many iconic landmarks and fun side activities where you can recruit (and play as) anyone. Everyone you see has a unique backstory, personality, and skill set for unique situations. Team up with your friends to complete new four-player co-op missions and PvP matches online.

In Case You Missed It

Ryse: Son of Rome Available with Cloud Gaming
Game Pass Ultimate

Jump back in this immersive action-adventure story of struggle, brutality, and heroism with Xbox Cloud Gaming (Beta). Amidst the chaos of the late Roman Empire, become soldier Marius Titus and embark on a perilous campaign to avenge the death of your family and defend the honor of Rome. In Gladiator Mode, step into the Colosseum and fight for the glory, spectacle, and entertainment of the crowds.

DLC / Game Updates

Sea of Thieves: Season 15 – Starting February 20

Sea of Thieves Season 15 Image

Sea of Thieves is more exciting than ever as new life abounds across the waves. Set forth on new Voyages for The Hunter’s Call, grapple with wild boars and deadly sea monsters, master using hunting spears and more, with new features to enjoy each month.

Ark Survival Ascended: Astraeos DLC – Available Now
Game Pass members save 10%! Embark on your next epic odyssey within the world of Ark with Astraeos!  Explore and immerse yourself in an elysian land of colossal proportions, steeped in Greek mythology. At over 260km², this massive new map is overflowing with stunning scenery, ancient ruins, and sacred temples. Face off against powerful new bosses, alpha dino variants with enhanced loot, and a fearsome miniboss lurking in mysterious caves.

Forza Motorsport: Update 17 – Available Now
Update 17 celebrates cars that are fun, compact, and performant. Race four new-to-Motorsport cars: 2023 Toyota Camry TRD, 2022 Hyundai i20N, 2022 Toyota GR86, and 2021 Hyundai #98 Elantra TCR. Get the 2021 Toyota Yaris GR and 2023 Hyundai Ioniq 5N in the Challenge Hub.

Age of Mythology: Retold – Immortal Pillars Expansion – March 4
Game Pass members can save 10% on their pre-order of Immortal Pillars, the highly anticipated first expansion for Age of Mythology: Retold. Harness the power of ancient Chinese mythology and discover a world where gods, monsters, and legends collide in an epic new chapter of mythical strategy.

Game Pass Ultimate Perks

Find all these Perks and more in the Game Pass section on your console, Xbox mobile app, or Xbox app on Windows PC to find new in-game content, consumables, and offers included with your Game Pass Ultimate membership.

Madden NFL 25: EA Play Supercharge Pack – Available Now
Madden NFL 25 is now on The Play List. Get your Ultimate Team ready for the gridiron with the Supercharge Pack.

Minecraft: 1 Month Marketplace Pass – Available Now
Get access to the Marketplace Pass for 1 month! Discover 150+ pieces of content including worlds, skin packs, add-ons and more refreshed monthly. This Perk requires a payment instrument to redeem. Terms apply.

Monster Hunter Now: MH Now Bundle – Available Now
Claim 2 Ultra Hunting Tickets, 2 Paintballs, 2 Potions, a Wander Orb, and a Tigrex crafting material for weapons and armor. This Perk content requires Monster Hunter Now (mobile) to use. Valid only for iOS and Android versions of the game.

MultiVersus: MVP Pack 5 – Available Now
The MultiVersus MVP Pack offers in-game content to further customize and boost your play for Game Pass Ultimate members.  MVP Pack 5 includes a Rare Banner – Bun Power and a Legendary Taunt – Treat Break.

Naruto 4-Movie Collection: Free movies – Available Now (US Only)
Claim four Anime classic movies including Naruto Shippuden The Movie: Blood Prison, Naruto Road to Ninja, Naruto The Last, and Boruto: The Naruto Movie. More Naruto titles are on sale during Anime month. Available in the US only.

Leaving February 28

The following games are leaving the Game Pass library soon. Whether there are loose ends to tie up or you still want to try these out, this is your call to jump back in. Remember to use your membership discount to save up to 20% on your purchase to keep it in your library.

  • F1 22 (Console and PC) EA Play
  • Gris (Cloud, Console, and PC)
  • Maneater (Cloud, Console, and PC)
  • PAW Patrol World (Cloud, Console, and PC)
  • Space Engineers (Cloud, Console, and PC)
  • Warhammer 40,000: Boltgun (Cloud, Console, and PC)
  • Wo Long Fallen Dynasty (Cloud, Console, and PC)
  • Yakuza 3 Remastered (Cloud, Console, and PC)
  • Yakuza 4 Remastered (Cloud, Console, and PC)

We’re adding more games over time to the ‘Stream your own game’ collection for Game Pass Ultimate members. Go to Xbox.com/Play to see the list of available cloud playable games to stream on supported devices if you own them. 

As always you can tune into Game Pass, PC Game Pass, and Xbox on social for a reminder when these “coming soon” announcements turn into “play today.” Otherwise we’ll be back here to talk more games soon. Cheers!

The post Coming Soon to Game Pass: Watch Dogs: Legion, EA Sports F1 24, and Warhammer 40,000: Rogue Trader appeared first on Xbox Wire.

Karma: The Dark World out on PS5 March 27

Hello everyone, I’m Yonghe Wang – Creative Director at Pollard Studios and today I am very excited to announce on behalf of my team and our publisher Wired Productions that Karma: The Dark World will be launching on PlayStation 5 on March 27. The game will also support PS5 Pro enhancements.

To celebrate, we thought we would share a breakdown of how the team is making the most of the PS5 Pro features to enhance the games visuals and performance – and to share the second in a trilogy of trailers – showcasing some of the surreal environments and characters in the game hinting at their relationship to you – the player. Please Enjoy!


Karma: The Dark World out on PS5 March 27

What Is Karma: The Dark World?

Karma: The Dark World is a first-person cinematic psychological thriller which takes place in a cassette future alternate timeline set after World War II. In our game, a company known as Leviathan obtained unfathomable technology that allowed them to wrestle Eastern Germany under their control, installing a regime that oppresses the citizens and places productivity and obedience as gospel.

They achieve this through a variety of means, from mass surveillance and mind-altering substances, to their secret organization of Nightcrawlers, special ROAM Agents who have the authority to investigate crime scenes and arrest citizens for interrogation and for Mind Dives – a special technology that allows them to dive into the memories of their subjects, and inhabit their memories, living and interacting with the events in their memories as they seek out the truth – dealing with the horrors of peoples pasts and twisted interpretations of emotions, guilt, and trauma from their harshest experiences.

You play Daniel McGovern, a ROAM agent tasked with investigating a theft at one of the Leviathan scientific institutes, and a job that leads to much greater investigation into love, humanity, empathy, and the complexities of morality.

Creating the Dark World

I believe creation is a profound dialogue with the human soul, transcending books or films to encompass real-life experiences and emotions. We focus on integrating philosophical reflection into game design, as reflected in the title of this work. The relationship between cause and effect is interlinked, with each moment, character connection, event, and more spirally constructing the entire world.

Through Karma, we aim to break the boundaries of traditional storytelling, crafting an experience that entertains while provoking thought. It is not just a virtual journey but a mirror to reality, urging players to seek their own answers within the game.

Our team employ stark contrasts in lighting and bold color palettes, aiming to immerse players in an experience that merges realism with surrealism—inspired by the vibes of games from Remedy (Alan Wake, Control) and the abstract nature of visual storytelling found within the works of the late, great David Lynch (Twin Peaks, Fire Walk With Me, Eraserhead) whose artistry profoundly influenced our game development, inspiring us to pay tribute to and learn from his works. At the core of our creation is a pursuit of a unique experiential quality—something hauntingly beautiful that lingers even after closing one’s eyes, and an effort to blur the boundaries between reality and illusion.

Within the game, we pay homage to Mr. David Lynch, and we hope players will cherish this journey.

The power of PS5 Pro

During development we had the opportunity to start utilizing the PS5 Pro kit, and further enhance the visuals and performance of the world that we have created. We’d like to take a moment to share with you the features that PS5 Pro players can look forward to – as well as some exclusive environmental footage captured directly from a PlayStation 5 Pro.


Karma: The Dark World out on PS5 March 27

PSSR integration

Our game fully leverages PlayStation’s Spectral Super Resolution (PSSR) technology, delivering:

  • Superior image quality with advanced reconstruction techniques
  • Enhanced edge definition and texture clarity
  • Minimal performance overhead while maintaining visual fidelity
  • Improved detail preservation in motion

Performance metrics

Through careful optimization, we’ve achieved:

  • Native 4K resolution (3840×2160)
  • Rock-solid 60 FPS performance
  • Consistent frame pacing for smooth gameplay
  • Enhanced texture streaming utilizing PS5 Pro’s increased memory bandwidth

Visual enhancements

The PS5 Pro version delivers:

  • Higher quality texture filtering
  • Enhanced volumetric effects
  • Improved distance rendering
  • Superior temporal stability

Technical Infrastructure

Our implementation takes full advantage of PS5 Pro’s hardware capabilities:

  • Optimized memory utilization
  • Enhanced shader processing
  • Improved asset streaming
  • Advanced post-processing effects

I hope you’ve enjoyed this behind-the-scenes look into how we crafted the visual design of Karma. Whether you are playing on PlayStation 5 or PS5 Pro – we promise this is a story that will stay with you for a long time.

Karma: The Dark World launches on PlayStation 5 on March 27. And we are excited for you to step into the shoes of a ROAM agent – but remember… the mind is a dangerous place.

The stress-free logic puzzles of Is This Seat Taken? make for my favourite demo in ages

I really, really like Is This Seat Taken? It might just be that this logic puzzler stick its thumb out noticeably from the omnipresent gaggle of post-roguelite survivalyptic soulsbuilder decklikes, but I suspect it’s also down to the deeply satisfying bloopy twinkle dink that plays whenever you drop someone into a seat with your floating hand cursor.

You’ve got a limited number of seats and a bunch of jolly demand-os, and it’s your job to make them all happy. “I want to sit with Bob”. “I need a window seat”. “I forgot to shower”. “I do not like bad smells”. So you quarantine the nostril bombers in the back of your limo, make sure everyone else is happy, and drive off to the next level. There, you’ll take the role of a cinema usher. Some punters want to sit next to someone with popcorn so they can steal it, and some want to wear massive cowboy hats that block those behind them. It’s all quite simple, but robust, and just thoughtful enough to lightly tickle your synapses, like a gentle grizzly bear wielding an illustrious peacock feather.

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