Exclusive: Tin Hearts’ Gameplay Mixes Cosy Narrative With Lemmings-Like Mechanics

Get your violins out.

If you’ve had your eye on Tin Hearts, a Lemmings-inspired puzzle game from publisher Wired Productions and developer Rogue Sun, then the good news is that it’s heading to the Switch later this month on April 20th, 2023.

Tin Hearts has been cooking for a little while now, but with the game boasting over 40 levels of “time-bending, soldier-routing riddles” and the ex-Lionhead pedigree on the dev team, we’re hopeful this one is going to be worth the wait. We’ve in for a treat in the audio department, too, with the game’s soundtrack being handled by award-winning composer Matthew Chastney, who has previously produced music for movie trailers including Joker and Venom: Let There Be Carnage.

Read the full article on nintendolife.com

The New Xbox Wireless Controller – Remix Special Edition Is Made Partly from Reclaimed CDs, Water Jugs… and Other Controllers’ Parts

We aspire to create a future of gaming in a world that we want to play in. Earth Day is just around the corner, and it provides all of us with a special opportunity to reflect on how we can improve our impact on the planet. To celebrate this year, we’ve created an Xbox controller that features recovered plastics with one-third of it made from regrind and reclaimed materials.

Mixing post-consumer recycled resins with regrind consisting of previously molded colored parts creates custom, earth-tone colors with subtle variations, swirling, markings, and texturing – giving each Remix Special Edition controller its own look and feel.

Regrind is the process of mechanically recycling leftover Xbox One generation controller parts into a raw material that can be used to partially create new controllers – while maintaining durability and performance. Post-consumer recycled resins are incorporated from reclaimed materials like automotive headlight covers, plastic water jugs, and CDs.

By incorporating these regrind materials, post-consumer recycled resins, and including the Xbox Rechargeable Battery Pack – Xbox is exploring ways to use less new plastic and reduce waste. Our goal is to bring fans along with us on our journey towards greater sustainability across the Xbox product portfolio. Visit the new Xbox Sustainability Hub to learn more about our commitments and explore a collection of controllers that use less new plastics.

We drew inspiration from natural landscapes and the physical world around us when designing the Remix Special Edition controller. The various earth-tone colors create a patchwork effect , featuring bright pops of color that create a vibrant yet serene vibe. The bright green Xbox button, D-pad, and front case color are inspired by lichen found in the Pacific Northwest Forest. The bumpers, triggers, and side grip areas feature a topographic texture pattern, a nod to the earth’s dynamic landscape, while maintaining the tactility that our customers like.

Remix Image

The included Xbox Rechargeable Battery Pack lets you play without using disposable batteries. Recharge while you play or afterwards with a full charge for up to 4 hours, and up to 30 hours of battery life per charge. The bottom of the controller sports a 3.5mm stereo headset jack which can be used to plug in any compatible headset. Chat with your friends online or share some of your best gaming highlights, captured using the dedicated share button. Make the controller your own by customizing button mapping with the Xbox Accessories app for Xbox Series X|S, Xbox One, and Windows 10/11. Feel free to take your controller beyond the Xbox Series X|S and Xbox One consoles, with Bluetooth technology that allows for wireless gaming on your PC and mobile devices.

The Xbox Wireless Controller – Remix Special Edition is available for preorder worldwide for $84.99 USD MSRP, and will be released on April 18. Check your local retailer for product availability in your region. For more product details, visit Xbox.com.

Related:
Coming to Xbox Game Pass: Minecraft Legends, Loop Hero, Ghostwire: Tokyo, and More
Xbox Insiders – Share your feedback on the Friends & Community Updates channel in the New Xbox Home Experience
Vampire Survivors’ Second DLC Weaves an Enchanted Fairy Tale On April 13

(For Southeast Asia) The Spring Sale comes to PlayStation Store

PlayStation Store’s Spring Sale begins. For a limited time* you can enjoy deep discounts of up to 80% off across a wide selection of games and add-ons. That includes NBA 2K23, Horizon Forbidden West and Need for Speed Unbound and many, many more.

The sale is so massive, we can’t include everything here. You can browse a select list of games at the bottom of this post. Head to PlayStation Store to discover the full list and your regional discount pricing.

Sale runs over the next four weeks. And it’s so big, we’ve had to split it in two. The sale refresh kicks off on Wednesday, April 12, so be sure to check back in on PlayStation Blog then to find out the next wave of titles joining the promotion.

*PlayStation Store’s Spring Sale runs from Wednesday March 29 until Wednesday April 12. The Sale will be refreshed on Wednesday, April 12.

Ravenswatch Preview: Fairy Tale Heroes Are Reborn As Dark Fantasy Adventurers

Ravenswatch is a particularly unique take on the familiar conceit of an action roguelike RPG, which puts its cast of heroes at the forefront. Pulled from the pages of classic fairy tales, and given a dark fantasy twist, these heroes band together to vanquish an encroaching force of powerful nightmare creatures – or die trying. Coming from the developers of the action-RPG sleeper hit Curse of the Dead Gods, Passtech Games’ Ravenswatch left me intrigued after some extended hands-on time with the closed alpha, which put a hero-centric spin on the good ol’ fashioned dungeon crawler.

Playing as one of six hero characters – pulling from stories such as Little Red Riding Hood, Beowulf, and The Snow Queen – you’ll freely explore an overworld filled with demons and other opportunities to amass power to face off with powerful demons ruling the land. Throughout this adventure, you’ll learn the ins and outs of your chosen hero as they unlock their latent abilities to purge the land of corruption.

Ravenswatch sticks close to the formula of a dungeon crawl, but it hones that focus more into an adventure game that has a larger goal to accomplish. With each chapter taking place across five days, the main goal of your multi-day jaunt is to build up enough power to be on equal footing with the stage’s end boss, allowing you and other party members to take them down and move on to the next phase of the quest.

What impressed me most from my time with the closed alpha was the cast of heroes, and how their unique skills and personalities add flavor to their adventures. Along with adding new abilities and buffs, you can also unlock special ultimate attacks that can deal heavy damage, such as Beowulf’s super which calls in his pet dragon to rain down flames on foes. Ravenswatch shows the potential of adding hero-centric characters into a dungeon crawler game. Seeing these characters I’ve read about in childhood live out that sword and sorcery fantasy is such a fantastic premise.

While the roster falls into classic archetypes like the close-ranged brawler or zoning magic slinger, their personalities and narrative touches also shape their playstyles. For instance, The Pied Piper uses his enchanted flute and swarm of rats to attack foes from afar. As he gains aggro, he can lead enemies away, weaken their defenses with his spells, and then pick them off with his music. Another standout was Aladdin, who’s presented as an agile brawler type who can hack and slash through foes. But when he needs to call in an assist, he can summon the Genie to beat down the opposition and even grant Aladdin one of three limited wishes to support the party or wipe out surrounding enemies.

The most surprising stand out to me was Meluise, a mermaid and siren that can strike at enemies with water magic. Yes, you can step into the role of The Little Mermaid in this dark-fantasy action RPG, and she’s awesome to play as. However, she also proves to be the most technical character of the roster, as her attacks plant her firmly into position as you use the siren’s song to attack enemies. And just like in the classic fairy tale, you’ll need to slink away from approaching an adversary when they get too close. I really admire the many clever design choices at work with the current roster, and they each play so differently from one another.

After you’ve taken out enemy encampments, raided small dungeons, and beaten mini-bosses over the five in-game days, the chapter’s boss will come calling, forcing a confrontation. These battles are hectic, blending elements of bullet-hell games with Hades’ dynamic and over-the-top boss encounters. Even with a fully decked-out character, the chapter-ending boss encounters will test your reflexes and the mastery of your character’s skills.

When it all comes together, Ravenswatch is a fun romp that shows some incredible personality, but it can frequently feel unforgiving during some runs. Just one wrong move in your dungeon crawl can lead to disaster for your journey. When playing solo, you’re given a limited number of lives to revive yourself after a killing blow, which you can run through fairly quickly. When playing in a group, not only will the enemies gain strength to compensate for the larger party, but your group will also share a limited number of revives, and once those are out, a fallen hero is knocked out from the run.

What impressed me most from my time with the closed alpha was the cast of heroes, and how their unique skills and personalities add flavor to their adventures.

Generally, I felt the difficulty struck the right balance between fair and challenging. Still, there were particular runs where I thought I had just stepped into a giant deathtrap rather than a sprawling overworld. In addition to enemies packing a serious punch, I felt that the game doesn’t offer enough signs for opportunities during each run, which makes it easy to wander into areas where you are easily outmatched. Those frustrations aside, I still felt that thrilling sense of empowerment from dungeon crawlers, which is made all the more satisfying when seeing the cool cast of fairy tale characters dish out pain to enemies.

Much like Supergiant Games’ Hades, Ravenswatch’s positioning as an early access game puts in a great place where it can really refine its core mechanics and flesh out its fantasy world. With more characters and gameplay updates coming following its early access launch, there’s so much potential with Passtech Games’ promising next step into an action-RPG. It’s already off to an enthusiastic start, and seeing that world and its gameplay evolve has gotten me excited to see where Ravenswatch will go from here.

Overwatch 2’s next hero Lifeweaver might fix the game’s support problem

Overwatch 2‘s next playable character is a support hero called Lifeweaver and he’ll be joining the roster alongside Season 4, expected to begin on April 11th. Blizzard had previously said they were committed to bolstering Overwatch 2’s support lineup since it’s currently the game’s most taxing and least rewarding role to play. It seems they’re making good on that promise, though, as Lifeweaver’s reported abilities have the potential to sway matches.

Read more

Nintendo Announces Splatoon 3 European Championship 2023

Coming to 12 European regions.

After Splatoon 3 was released in September of last year, we did wonder whether the European championship would return with it. Well, it looks like this is the case, as Nintendo has today announced that the competition is returning for 2023.

The details are a little thin on the event for the moment, but we do know that the championship will soon be making its way across 12 European regions, challenging teams in both Turf War and Anarchy Battle modes to find out who is the best of the best.

Read the full article on nintendolife.com

Cricket 24 Announced, Will Include ‘More Licenses Than Any Cricket Game Ever’

Big Ant Studios and Nacon have today confirmed Cricket 24 will launch in June on PC and consoles, just in time for the 2023 Ashes Series. The exception is the Switch version, which is due to arrive in November 2023.

Cricket 24 is being pitched as having “more licenses that any cricket game ever.” Major cricket nations including Australia, England, West Indies, New Zealand, and Ireland will be included, with apparently more to be announced. Cricket 24 will also feature The Ashes, the BBL and WBBL, The Hundred, the Caribbean Premier League, and an unspecified number of “professional Indian T20 teams” that are also yet to be announced. There will be over 50 official stadiums.

A new mode called Pro Team will allow players to build cricket dream teams of global superstars to compete in challenges and play online, and appears inspired by EA’s success with FIFA Ultimate Team.

Cricket 24 promises improved Ashes atmosphere, with Ashes press conferences and bespoke Ashes commentary to accompany the matches. The all-new fielding has been described as a “complete overhaul” of the existing system. A new mode called Pro Team will allow players to build cricket dream teams of global superstars to compete in challenges and play online, and appears inspired by EA’s success with FIFA Ultimate Team. Cricket 24 will support cross-play multiplayer, and those who buy the PS4 or Xbox One versions will be able to upgrade to the current generation version if and when necessary.

“The passion and excitement shown by our fans at the prospect of another game being released before the upcoming Ashes has been overwhelming,” said Big Ant CEO Ross Symons in a statement. “We’ve been working incredibly hard with cricket boards all over the world to bring what is the deepest, most realistic video game representation of the sport ever.”

No clips or screenshots of the game were released alongside the announcement.

Luke is Games Editor at IGN’s Sydney office. You can chat to him on Twitter @MrLukeReilly.

PSA: 3DS And Wii U eShop Download Codes Can No Longer Be Redeemed

“Thank you for playing”.

Last week, after ending 3DS and Wii U eShop sales, Nintendo announced it would be extending the period to redeem a code to make up for certain technical difficulties.

The new date was extended until 4th April 2023 in Japan, and that means this extra time to redeem codes has now also ended here in the west. This marks the end of the ability to purchase or acquire new digital software in any way or form on these eShops.

Read the full article on nintendolife.com

Ravenbound Review

Simply looking out over its gorgeous vistas and up at its gnarly monster designs was enough to sell a curious dungeon diver like myself on Ravenbound. But as much as that first impression made me want to love this 3D roguelike, turbulence threw this bird far off course soon after taking flight. What starts as a promising action game eventually had me flying against a torrent of obscure and regressive systems, a flurry of frustratingly uncontrollable loot randomness, and a storm of very annoying bugs that quickly grounded any hopes I had for it.

As The Raven, a weapon made by the old imprisoned gods of the world of Ávalt, you’ll possess a randomly generated character called a vessel on each new run. Every vessel has a different mix of mostly mediocre traits, weapon specialties, and even racial bonuses, but they’ll all inherit your own persistent ability to soar across the sky as a magic bird and absorb power from the foes you defeat in combat. You’ll wander the vast and boring stretches of this open world’s five beautiful regions, dropping in on enemy camps, killing everyone in sight, and collecting items as part of an aggravating card-based loot system until you’re strong enough to slay the betrayer god who doomed this world..

Combat isn’t complex, but it can be fun. Each of the five weapon types have unique properties you’ll start to notice after playing with them a bunch, though I wish they were explained more clearly from the start. Greataxes and the sword and shield are good for staggering, while greatswords have a wide swing that’s good for clearing crowds. With only a couple of combos for each, successful hacking and slashing comes down to mastering the satisfying dodge and parry systems, both of which give powerful combat buffs when executed precisely. In addition to helping you avoid damage, well-timed dodges put you in a frenzied state that supercharges your attack speed, while perfect parries can knock enemies down. The rewards for getting good at these techniques are well worth the risks, and are essential for taking down late game enemies and bosses.

That said, there’s so much about the systems that interface with combat that feels obtuse. Keywords tied to buffs, debuffs, and abilities can sometimes be straightforward like staggering enemies or bleeding, but others are far less obvious and occasionally not even defined in the codex. After the 15-plus hours it took me to beat the main story the first time, I still have no idea what a multistrike is, or what the Luck stat does. Enemies, who are at least plentiful and come in all shapes and sizes like little goblin-like soldiers, hulking ogres, and shifty tree spirts, have both standard and elite forms. The elites have modifiers denoted by a title like Juggernaut or Crusher, but again, it’s not very clear what the difference between them is. Discovering new mechanics and abilities for yourself is a staple of the soulslike genre, but there’s a line between nudging you to test your strength against mysterious opponents to reach an “a ha!” moment and being frustratingly opaque that Ravenbound is does not walk well.

Bugs drag down moments where I might otherwise be having fun.

The Warden bosses at the end of every region are tough tests of your item builds and endurance as they relentlessly attack with long combos leaving very small windows for counterattack. Though they all come in the same form, a knight wielding one of the weapon types available to you, each one is a frantic back and forth fight. These challenges can be fun… when they aren’t suffering from some of Ravenbound’s most pernicious bugs, like one that doesn’t track boss health accurately. The life bar will frequently freeze in place, and even though numbers are registering with strikes, that damage may not be visible for several blows. This doesn’t make the bosses unkillable, but it does make having any idea of your progress against them impossible.

That’s also just one of many bugs plaguing Ravenbound. Audio tracks overlap with each other, or just cut out entirely; NPCs and shopkeepers occasionally vanish; I’ve had about a half-dozen crashes, which are annoying even if the auto saving is diligent enough that I never lost progress because of it. None of these are game breaking issues, but the sum of them does drag down the moments where I might otherwise be having fun.

Loaded Deck

Ravenbound may be a roguelike with a card-based progression system, but this is by no means a deckbuilder in the way something like Slay the Spire is. Instead, it uses collectible card game motifs to house otherwise familiar systems in ways that are hit and miss. Everything you could potentially find or earn during a given run is a card in your “deck,” be that gear like a suit of armor that makes enemies bleed when they hit you or buffs that do things like increase your weapon’s attack power. Every time you would gain one of these things, you “draw” your choice of one of three cards from the larger deck to see what it will be, and it then sits in your “hand” until you spend a resource called mana to activate or equip it. I liked that this meant I could hold onto something that might be useful in the future even if I couldn’t use it right now, making finding new loot a little less all-or-nothing than some other roguelikes.

However, the lack of any actual deck building mechanics within this card system is a big issue. With no way to curate or guide the randomness of the cards in your deck to help you draw toward a more consistent result, I felt like I was at the mercy of the cruel RNG Gods every run. Even Ravenbound’s persistent progression systems that reward you for achieving in-game feats, like killing a certain amount of a monster with a particular weapon, just add more items to the overall pool. These are better, cooler items – like a sword that curses everything you strike with it – but they also mean the probability of seeing any specific one only ever gets lower.

I wish I could better influence what was in my deck.

There are at least a decent handful of ways to earn item draws mid-run. Straight up buying them from vendors, who sell a randomized selection of items or provide chances to draw from pools of specific item types, is the safest way, but it costs gold which you’ll need to earn by clearing camps full of monsters. Alternatively, the elite monsters in camps drop fragments, collecting three of which allows you to draw three cards from your deck and add one of them to your hand. These monsters are also often guarding treasure chests, which you can open to get your hands on some loot. There are a lot of opportunities to draw cards, and even though none of them come without a cost (be that literal money or a fight to overcome), I always felt like I had opportunities to take another spin of the wheel – I just wish I could better influence what was on it.

I often chose not to spin that wheel at all thanks to the hatred mechanic. Whenever you open a chest or attempt to collect items from other players’ graves who died in your area in their own games, a card on your next draw is replaced with one that automatically buffs every elite and boss monster in the region for the rest of your run. Every time you combine fragments, a three-piece bar in the bottom-right corner fills up a little more. When one of the sections is filled up entirely, it will similarly turn one of your next card draws into a boss buff until you kill the boss of the particular region you are in. These enemy buffs can really add up, and make every draw more and more risky – sometimes disproportionately, so since there’s no way to guarantee that the next card you draw is even useful, let alone good, after fighting increasingly harder enemies for it.

There’s an early reprieve for this built into the main quest. When you first enter each of the five regions, a rift is marked on your map. Traveling across these beautiful forests, arid deserts, or dank marshes to get to them (either on foot with the aid of a grappling hook or by switching into the form of the eponymous raven by hopping on top of special altars), these rifts present you with an opportunity to cleanse a handful of nearby chests of their hatred while scoring a good amount of mana in the process. Taking down the rifts guardians, and then plundering the newly clean treasure for “free” helps get you off to the races, but I found that if I didn’t get a solid weapon, armor, or key relic for a strong build out of this initial haul, then I was likely better off just re-rolling a new character than attempting to wing it for the next hour.

If you follow the main quest markers, you’ll spend very little time in each region outside of clearing rifts and fighting world bosses. There’s a side quest for each section, but that involves traveling to a lifeless city, talking to wooden NPCs, and taking on a task that is just some version of killing a target with the added frills of a completely ignorable motivation from a throwaway character. As an open world game, you’re free to explore on your own, but there isn’t a huge reason to do so very thoroughly. As enticing as the well-designed ruins of old forts or mysterious mining caves are, there is often no prize in them worth the trouble that you couldn’t also find just dropping in on any random camp on the surface. This is a hugely disappointing use of Ravenbound’s beautiful, Scandinavian folklore inspired environments.