The Return of Rome Expansion Turns Age of Empires II: Definitive Edition Into The Game From Your Nostalgic Memories

Summary

  • Return of Rome is a brand new DLC for Age of Empires II: Definitive Edition that adds content from the first original game 
  • Play with 17 new factions including the brand-new Lac Viet, and battle through three new campaigns in a self-contained expansion
  • We speak to executive producer on Age of Empires II: Definitive Edition, Earnest Yuen, to learn more ahead of its May 16 release

Over the last 20 years, Age of Empires II has consistently been viewed as the cornerstone of this great RTS franchise. Praised for its myriad mechanical improvements over the first game, unique units and the addition of gates to stop yourself accidentally imprisoning your on-screen warriors, Age of Empires II ushered in an era almost as unforgettable as the in-game factions we love to roleplay. 

But a groundbreaking sequel always has an origin story that started it all, and the first Age of Empires title is by no means being left behind. The latest expansion, Return of Rome, is set to bring integral parts of the game’s original content into Age of Empires II: Definitive Edition as its own self-contained offering, plus some brand new additions for fans to get stuck into. 

“We are literally taking the Age of Empires gameplay and putting it… inside Age of Empires II.”

Earnest Yuen, executive producer on Age of Empires II: Definitive Edition, tells us that the Age of Empires community is wholeheartedly at the forefront of the decision to craft this expansion, which is a nod to Age of Empires: The Rise of Rome, an expansion for the original game. 

“It’s a different type of expansion pack that we have never done before,” Yuen explains. “We are literally taking the Age of Empires gameplay and putting it as a game within the game inside Age of Empires II.” 

Return Two Rome

Return of Rome includes 16 ancient civilizations featured in the first Age of Empires, one brand new civilization, and three brand new campaigns. It’s not a bolt on for Age of Empires II: Definitive Edition, but a separate entity that operates with its own original rules and factions not included in the second remake of the game. You’ll be able to switch between the two with ease. 

There is one exception to the faction exclusivity – Return of Rome would of course, not be complete without a Roman faction, but interestingly, this expansion introduces two different Roman civilizations to play as. The Roman faction that is playable in this expansion focuses on the earlier periods of history, but the empire being added to Age of Empires II: Definitive Edition actually covers a later period in Roman history, and it’s been created from scratch especially for the game.

This period dates back to around 395 C.E, making them contemporaries with the Goths, Celts, Britons, Persians and other factions from the Early Middle Ages. By this point, Rome was – as told by the experts on the Age of Empires team – considered a crumbling shadow of its former glory, unable to pay for its soldiers or fortify its home effectively. 

“They say Rome wasn’t built in a day, but it also didn’t fall in one day either,” Yuen says. “So for those that love history, they can actually feel the differences between the earlier and later Roman factions.”

25 years of Rome in Age of Empires, from 1997, to 2017 to 2023

Yuen, who also served as executive producer on the first Age of Empires: Definitive Edition, tells us that the goal of the game was to recreate the ultimate updated experience of the title from 20 years prior. This included having it run on modern systems with better graphics, while still feeling like the original. However, doing so was quite the learning curve for the team. 

“We wanted newcomers to actually see what the game is like, while letting fans experience it all over again, and we learned a lot from it,” Yuen says. “The learning was that while the hardcore fans of the original Age of Empires fans are very happy, it was hard for new players to join. It’s still very old school, and some players are very used to the innovation that has happened in other awesome RTS games over the last two decades.” 

It was that inspiration that altered the team’s focus towards building the definitive version of the game that fans remember via subtle quality of life changes, not necessarily the exact original with all of its quirks. It’s now more like a merger of the two titles, optimized for a smoother all-round experience while retaining each game’s unique points. 

“When we released the original Age of Empires: Definitive Edition, people remembered the game having gates, factions having formations, but no, it didn’t have any of that, only Age of Empires II had those,” Yuen says. “But now we’re in the Age of Empires II: Definitive Edition engine, we’ve been able to add these quality of life tweaks.”

“Instead of rebuilding the definitive edition of the original game as it was, we want to build a definitive edition of the game in your head,” Yuen says. “But at our core, we want to make sure the original Age of Empires fans feel at home.” 

The Official D3 Ruleset

The Return of Rome expansion also includes a brand new D3 game mode, an in-game implementation of a long-running unofficial ruleset created by Vietnamese Age of Empires players. The ruleset restricts players to one military unit up until the bronze age, which limits rushing tactics and keeps all parties at an equal level. It also introduces a brand new faction, the Lac Viet, a Southeast Asian faction from the late Neolithic period. 

“The Vietnamese fans have been keeping the original Age of Empires alive for the last 25 years,” Yuen tells us. “They still have local tournaments, they stream online, and we wanted to honor that community for keeping the game alive for all of that time.” 

The D3 ruleset has long existed as a popular way for Age of Empires players to compete against each other, but it’s very much a handshake agreement with no actual in-game limitations. Now it’s an official mode, players can set up the game with the ruleset so everybody has to follow it no matter what – a much more pleasant and reliable D3 experience for those playing online.

“Ideally, it will spread internationally as well, so the Vietnamese fans can actually play with that ruleset against other people from all around the world,” Yuen says.”

The Lac Viet is a brand new faction for Age of Empires, built to honor the Vietnamese community

There’s a lot here to keep existing Age of Empires fans happy, but this offering isn’t just for those that enjoyed the classic games all those years ago. They’re smooth and modern, and designed to entice newcomers, whether they’re familiar with RTS games or not. Age of Empires is timeless fun for everyone, and now more accessible than it has ever been before.  

“The franchise is 25 years old now, which means it’s cross generational,” Yuen says. “We have fans that played as a kid, that are now playing again with their own kids, and it’s fantastic.”

“One way that people describe Age of Empires that really resonates with me is that it’s kind of like real-time chess. That’s how people play it and think about it, and chess is timeless.” 

Prepare for battle once more when Age of Empires: Return of Rome launches May 16 on Xbox Series X|S and PC. 

Age of Empires II: Definitive Edition – Return of Rome

Xbox Game Studios


$14.99

$12.74

Welcome to Return of Rome, a completely new type of expansion pack which brings Age of Empires, the title that started it all, into Age of Empires II: Definitive Edition as a brand new self-contained experience. This new expansion will allow you to challenge friends with the original sixteen Age of Empires civilizations — plus one brand-new Return of Rome exclusive civilization, the Lac Viet— and relive the triumph and trials of antiquity. Battle your way across the ancient world with three new campaigns featuring conquerors, empire-builders, and gifted tacticians fighting desperately against fate! As an additional bonus, the Romans will no longer be bound by time as they become a new playable civilization within Age of Empires II: Definitive Edition, ready to battle in the new Age.

17 Ancient Civilizations:
• Assyrians
• Babylonians
• Carthaginians
• Choson
• Egyptians
• Greeks
• Hittites
• Macedonians
• Minoans
• Palmyrans
• Persians
• Phoenicians
• Romans
• Shang
• Sumerians
• Yamato
• And 1 entirely new, Return of Rome exclusive: Lac Viet — The ancient civilization of Southeast Asia

PLUS 1 new longtime fan-requested civilization for use in standard Age of Empires II: Definitive Edition:
• Romans — Rise to the throne of an empire dominating the Mediterranean Sea and defend your borders against countless barbarian invasions. The Roman unique units are the Legionary, a sturdy infantry unit, and the Centurion, a heavy cavalry unit that increases the power of nearby Militia-line units. Available in singleplayer and unranked multiplayer games.

New! A Rise of Rome exclusive Game Mode:
Introducing the D3 Game Mode, inspired by a ruleset made popular in Vietnam, is now an official part of the franchise!

3 New, Fully Voiced Campaigns:
Sargon of Akkad — An unlikely man rises to power in the city-states of Mesopotamia: Sargon is a simple cupbearer to the king, but everything changes when the war goddess Ishtar appears in his dreams. Under her guidance, Sargon leads the quarreling Sumerians into a new age, but the appealing nature of power forces him to choose between his divine destiny and his personal ambition. In this campaign, you will play as the Sumerians.
Pyrrhus of Epirus — As the Wars of the Diadochi saw Alexander the Great’s successors throw the Greek world into chaos, Pyrrhus of Epirus began as a small player among titans. Will he become worthy of the legendary Hannibal Barca’s judgment of him – a renowned general of the age – or will his constant uphill struggle prove insurmountable? In this campaign, you will play as the Macedonians.
Trajan — Marcus Ulpius Trajanus climbed the ranks of the legions while the Emperor Domitian’s tyrannical rule tarnished the Roman Empire’s glory. When circumstance elevates him to the throne as Emperor Trajan, he inherits a realm on the brink of disaster. Will resourcefulness, virtue, and military might be enough to save Rome and lead it to its historical zenith, or will the Roman Empire collapse four centuries before its time? In this campaign, you will play as the Romans.
Experience Age of Empires II: Definitive Edition Quality of Life improvements to Age of Empires gameplay:
• Gates
• Formations
• Trade carts
• Improved pathfinding
• UI improvements
• Visual improvements
• Spectator mode
• An enhanced AI for computer opponents
• And much more!

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Recreating Tolkien’s world for The Lord of the Rings: Gollum, out May 25

“Why didn’t the Eagles just take the One Ring and drop it into Mount Doom?” Well, as developers working on a “Lord of the Rings” game, let me tell you exactly why: because it gave us the opportunity to explore and immerse ourselves in a rich and complex universe! 

In creating The Lord of the Rings: Gollum our motto has been to honor the way J. R. R. Tolkien looked at the richness of the world he had created, using his vision as a guidepost for our visual interpretation of his world.

Tolkien always wanted other artists to bring his writings to life and continue the creation of his great English myth. Of course, he didn’t have video games in mind back then. But his passion for meticulous detail, the history, languages, and names that he used to populate Middle-earth has always inspired our industry. Whether we realize it or not, all game creators owe a lot to Tolkien’s writings.

Following Gollum’s journey, we had the opportunity to explore parts of the world that we had never seen in such detail before. We started with everything we could find in the lore. Then we filled in the gaps with our own ideas and knowledge about the cultures and peoples who lived in these places.

For example, for the mighty fortress of Barad-dûr, we wanted to emphasize the huge scale and the stark contrast to our small hero. We imagined that the fortress was constantly expanding and changing. The builders could not keep up with the speed and size of their ever-growing walls and towers. Everything around the perfectly shaped main tower became increasingly chaotic.

One example is this service bridge that crosses the tower’s enormous moat, and that the builders probably meant to be straight:

While Mordor is an iconic and recognizable place with its dark volcanic rocks and reddish lights, designing Thranduil’s palace in Mirkwood was more challenging.

The contrast is intentional. While Mordor is spiky, Thranduil’s halls feature round shapes. While Barad-dûr tries to dominate and transform its environment, the Elvish buildings preserve and respect the shape of the mountain. It’s a harmonious interplay between architecture and nature. Welcoming instead of threatening. A place that repels Gollum but attracts Sméagol. Water, his native element, is everywhere and comes alive in different forms.

King Thranduil’s chambers were another fascinating place to create. The King likes to ride out at night and hunt under the stars. His rooms are decorated like a dreamy night forest, more symbolic than functional. The King’s bed is like a ceremonial boat on a river, where he only occasionally boards to have dreams and visions.

Working on this game has been both a great honor and a big responsibility. We felt a lot of excitement and nervousness when we started this adventure together. How would it all turn out? Would it feel right in the end? And we feel a similar excitement and nervousness now that we are about to share it with all of you.

We hope that our boundless passion for the world of Middle-earth shines through in all these little details, and hopefully, you will feel the same way once you have started your journey. 

See you soon, in the world of Middle-earth!

Humanity Review

After about 20 hours of guiding hundreds of thousands of these weird little dudes through more imaginative puzzles than I can count, I’m left with childlike joy and at least a little bit more confidence in my problem-solving skills than I had when I started playing Humanity. Each of its maps is simple enough to be solved in about 10 to 20 minutes, yet they never stop toying with elements of platformers, dipping into real-time strategy, stealth-action, and even arcade shooting at times. Its puzzling possibilities are as limitless as its endless swarms of human minions, and thanks to its extensive yet effortlessly simple Stage Creator, it verges on Little Big Planet levels of open-endedness that will inevitably keep me coming back for months, if not years.

Let’s back up just a second and explain exactly what Humanity is. It’s a puzzle game from the minds behind Tetris Effect and Rez at Enhance Games, which explains why it’s so bizarre and cool looking. You play as a ghostly Shiba Inu with the power to make humans do your bidding, and the goal is basically to guide your followers through each map, usually doing stuff like manipulating time and physics to clear a suitable path. No, the thin story doesn’t make any sense – it’s not a big focus, just like in Rez. But Humanity does loosely point to some interesting metaphors about human nature, and this somehow works to explain some of its wildest moments. …Don’t ask about that one. You kinda have to play it for yourself to make the pieces fit.

It’s really like a modernized take on Lemmings, but if you’ve played Ratchet & Clank: Rift Apart, you might remember a few sequences where you run around as Clank guiding infinite clones of yourself. That’s basically what you’re doing in Humanity, but it’s way more flexible, with far more tools at your disposal to change the fate of my endless stream of human followers.

Trial and error is fun when messing up is this entertaining.

That means running and jumping around the map yourself, placing commands like Turn, Jump, Shoot, and so forth. I had heaps of fun watching my initial strategies and mechanisms fail until I miraculously figured things out each time I progressed to the next level, because trial and error is fun when messing up is this entertaining. It’s great that you can restart a map at any time without resetting your existing commands – that lets me rethink my steps at an iterative level without throwing all of my progress away after each mistake.

There’s a good bit of action too, in that sometimes you need to run around a map like a manic puppy and change the commands you’ve already placed as certain conditions are met; for example, in one level, I organized a group of humans to push a block into place while another group pushed a separate block, working together to create a pathway so that both groups could jump across to escape an encroaching swarm of enemies. That’s just one example, but it illustrates the basic premise of Humanity and how each of its intermingling systems gives way to a seemingly limitless number of challenges.

Many of Humanity’s individual scenes are jaw-dropping.

Playing as a Shiba Inu works remarkably well here, especially given that your small stature and quick movement grant you the ability to slyly weave between groups of humans, dashing and leaping and even using your own minions to catapult yourself through the crowds. This all feels great in action, and with the DualSense controller thumping and pulsating in my hands, it all came together beautifully.

It’s wild to see potentially thousands of individual people flying across my television or inside my VR headset at once, and many of Humanity’s individual scenes are jaw-dropping. That’s both due to the bewildering technical wizardry of managing this crowd and the way that it uses strikingly imaginative scenes to burn each moment of satisfaction into my brain. One early puzzle had me creating my own state machine, a logical mechanism made up of thousands of individual humans jumping around between four platforms in an infinite loop, stepping over pressure plates. That allowed me to send a separate group climbing up a ledge and jumping their way to safety.

You’d think that so many moving bodies running around on-screen at once would get confusing or even nauseating, but Humanity’s camera system is handled so well both in and out of VR that you almost always have control of what you’re viewing. When you need to zoom in for a closer look or zoom out to get a bigger picture, it’s smooth and simple to adjust your view to focus where you need to.

Sometimes these infinite loops keep going even after you’ve hit the victory screen, allowing you to revel at the literal gravity of your own problem-solving abilities. Again, that’s just one potential example of how these mechanics interlock to create interesting challenges, and frankly it was one of the simpler ones I ran into. Humanity’s open-endedness means it almost never slows down or grows repetitive, and figuring out each of its many clever puzzles feels like a completely new experience that is uniquely satisfying each time. That’s especially true given how challenging they can be if you don’t look at the conveniently included Solution Videos that help you with basic solutions but never go overboard or spoil any secrets, like how to unlock the optional objectives on any given map.

Those secret objectives are the backbone of Humanity’s progression system, and you need to unlock a certain number of them in each act to progress. You can’t just do the bare minimum of getting your humans from point A to point B and expect a pat on the head; this game demands a little more thought from you. But it was never a drag since they were never overly tricky to find or unlock, usually just adding extra layers of satisfactory challenge while giving more experience points along the way. Just knowing that the way I solved a level isn’t necessarily the only way adds a ton of replayability.

You can’t just do the bare minimum of getting your humans from point A to point B and expect a pat on the head.

There’s a nifty progression system that levels you up as you complete side objectives, and it unlocks timely rewards like new cosmetics for your human minions and even new gameplay features such as the ability to speed up time – or visit a hidden stats page from the menu that tells you exactly how many humans have spawned across your entire journey. The best part of all that is you can use those same rewards when you eventually start creating your own puzzles and maps – which you can share with the world at the press of a button.

If you play enough custom maps or get your own levels upvoted enough in the User Stages mode, you’ll gain XP in a set of totally separate progression systems that feel complementary but not at all necessary. You’ll gradually unlock cooler avatars for social clout, but these systems wisely avoid affecting gameplay. In any case, the User Stages mode is already filled with interesting levels that stretch Humanity’s toolbox of mechanics well past the limits of what Enhance must’ve thought most people would be comfortable with in the main campaign, and it’s easy to navigate directly to the best player-created levels through a handy indexing system. I could easily spend hours here, and I might have possibly even sidestepped the campaign altogether if I’d discovered the User Stages mode first, but I’m glad I played it as a tutorial for the super-advanced levels people are out there creating.

And this is all made better by Humanity’s VR compatibility, which will work with either PlayStation VR headset or PC VR. It’s a perfectly viable way to play any level, though the VR Mode disappointingly hasn’t been tooled to work with the Stage Creator tool itself quite yet. Still, I’m delighted that Humanity gives you the option to enter a full-blown VR Mode from the main menu, placing you directly into the action – or you can stick to the PS VR2’s Theater Mode and lay back on the couch and play on a virtual flat screen. Both modes play comfortably with the DualSense controller, though I wasn’t quite as impressed when I tried it with the PS VR2’s Sense controllers. They didn’t feel like a natural fit, given that you’re controlling a little dog with your thumbstick rather than doing anything with motion controls. Granted, that’s a small issue when compared to the fact that I ran into almost no notable bugs minus one stray crash that happened in VR later on in my playthrough.

Humanity also includes a brilliant vocal synth-driven score with some piano and other synthetic elements layered in that could only be described as a vibe. Its melodies are simple, repetitive, and sometimes even a bit silly, but each tune is appropriately relaxing, setting a gentle rhythm to brainstorm puzzles to. Even the relatively energetic bits of the soundtrack, namely during its boss fights, have a steady drone to them that make them sit comfortably in the background.

Star Wars Jedi: Survivor PC patches tested: less stuttering, still slow

Star Wars Jedi: Survivor developers Respawn Entertainment have been busy on patch duty, pumping out a series of updates aimed at addressing the torrid state of its PC performance at launch. The newest, last week’s Patch 4, sounded particularly enthusiastic about tackling Jedi: Survivor’s technical troubles, so now would be a fine time to check in on the progress of this fixing-upping campaign.

A few droid decapitatin’ benchmark runs later, I can say that Patch 4 (and its predecessors) have made meaningful improvements to ray tracing performance, and that there’s a lot less stuttering than there was at launch – even if this hasn’t been smoothed out entirely. General performance, however, remains deeply underwhelming, with powerful GPUs still unable to achieve a bulletproof 60fps even at 1080p.

Read more

Xbox’s Activision Blizzard Deal Approved by European Commission

Microsoft’s acquisition of Activision Blizzard has been approved by the European Commission. The approval brings Microsoft’s historic deal one step closer to completion.

In a new press release, the European Commission announced that it has approved the propsed acquisition under the EU Merger Regulation. The EC’s agreement does comes with conditions, however, that will require “full compliance” from Microsoft.

“The commitments [offered by Microsoft] fully address the competition concerns identified by the Commission and represent a significant improvement for cloud gaming as compared to the current situation,” reads the EC’s statement.

This news is breaking…

Decarbonise America in the tiny card-based Green New Deal Simulator, out now for free

The Green New Deal Simulator begins with a talking owl. This owl can’t sleep at night, mainly because it’s nocturnal, but also because the planet’s impending environmental doom has affected their shoddy sleep schedule. That’s where the Green New Deal Simulator comes in, a micro deck-builder about transitioning the USA into a post-carbon economy, all while keeping employment rates stable. The results are simultaneously funny, educational, intense, and they help that damn owl get a good night’s rest.

Read more

Fear Fest Returns This September With First Ever Horror Games Awards

Fear Fest is returning this September to showcase a ton of upcoming horror games and premiere the first ever Horror Games Awards.

Feardemic’s two-day event will begin on September 6 and be available to watch live exclusively on IGN’s YouTube and Twitch channels starting at 11am Pacific / 2pm Eastern / 7pm UK.

The coverage kicks off with Black Summer 2023: a spooky three-hour showcase of 2023 and 2024’s most anticipated horror games with world premiere trailers, developer interviews, special guest appearances, and content creator reactions.

The Horror Game Awards will take place on September 7 at the same time and will celebrate the best horror games of the last year and the developers who made them. The event will be broadcast live from the most haunted theatre in Krakow, with some of the most famous names in horror awarding golden bat trophies to the winners.

“We created this event in 2022 as a tribute to our horror community, and it turned out to be a huge success,” said CEO of Feardemic Scott Millard.

“This year we wanted to make this event even better and more valuable for the horror fans, so we decided to have two nights of horror: one to whet our appetites for the games coming soon and one to celebrate the games of the past year. And of course, IGN was the natural partner for Fear Fest and we are so excited to be working with them on this project.”

Voting for the Horror Games Awards will open later this year, with the gaming community able to choose between nominees across 15 different categories.

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Raise the undead in Songs Of Conquest’s newest necromantic campaign, out today

Early access strategy RPG Songs Of Conquest has added its newest necromantic campaign today, letting us raise an army of undead and knock a few bones about. The Barony Of Loth campaign features four singleplayer missions, and similar to the previous campaigns – Arleon and Rana – we’ll be focused on one main faction: the necromancer.

Read more

Protodroid Delta Brings Fast And Fluid 3D Action To Switch Later This Month

Alpha and Omega.

Humble Games has announced that 3D action-platforming adventure Protodroid Delta will be making its way to the Nintendo Switch later this month on May 25th, 2023.

Taking place in a solarpunk world, Protodroid Delta features fast and fluid gameplay with some exceptionally bright and colourful visuals to boot. It comes from Adam Kareem, a developer who was one of the first to receive funding from Humble Games via the Black Game Developer Fund, and is the first to launch a game as a result of the initiative.

Read the full article on nintendolife.com

10 Best Games with Weapon Durability

Weapon durability. It’s, somewhat ironically, a well-worn point of conversation by now. I’m not here to debate the merits of it though, but instead, to celebrate the best implementations of it. From magical worlds to ones much closer to home. From oceans full of life to lands that belong to the dead. Here are some of the best games (not ranked in any particular order) that are home to weapons with a limited lifespan and why they work so well.

10. The Legend of Zelda: Breath of the Wild – Encouraging Experimentation

One of the great things about weapon degradation is that it requires you to evolve as you play the game. There’s no one reliable way to keep attacking so you have to stay nimble and, in the best cases, actually get you to engage with the game’s mechanics in a more interesting way. And when it comes to experimentation there’s only one place to start. Let’s get this one out of the way, shall we?

Yes, snapping a branch in two after a couple of bashes of a Bokoblin can be a minor frustration at the beginning of Breath of the Wild, but from that point onwards a lot of this masterpiece’s magic would be lost. The experimentation that the many breakable weapons of Hyrule encourage is half of what makes this Zelda so much fun – that drive to find a new exciting way to take down whatever enemy faces you next as you juggle between the items in your inventory and those scattered around the battlefield.

There is no one set way to finish Breath of the Wild, from the order you take down its Divine Beasts, to the way you choose to defeat every other tiny enemy. And with Tears of the Kingdom set to only enhance that feeling of experimentation further with its new Fuse and Ultra Hand abilities, weapon durability is set to be an essential, and arguably less contentious issue this time around. If weapon degradation was removed from these recent Zelda games, that impetus to put your own unique spin on the adventure would largely disappear with it. Especially if you’re a weirdo like me who defeated Ganon for the time without even finding the legendary Master Sword.

9. Minecraft – Survival Instincts

Much like Breath of the Wild, many games like starting you out with a chunk of tree in your hands. While the construction side of survival games can encourage a similar level of experimentation as Zelda, they’re much more linear when it comes to weapon and tool progression. Whether it be Valheim or Rust, survival games rarely let you settle into a comfy favorite weapon, with some using a lack of durability as a means to progress. After all, what better way to force you to get better than to have your tools start to suck? This is a staple of many, but landing at number 9 here, is Minecraft.

Making your way from humble wood all the way through diamond and beyond is a path that all players will take if they dig far enough down. Crafting is obviously at the core of Minecraft, and the small dopamine hit that comes with each new creation is key to the journey.

That drive to find enough materials to progress through the layers that make up Minecraft’s world and eventually get that all-conquering Netherite sword with a meaty 2,032 hits to its name is central to the gameplay loop that has made it one of the biggest-selling games of all time.

8. Dark Cloud – Don’t Get Too Attached

In Minecraft, you can just craft another sword if it breaks, but there are some games where you just don’t get such a luxury. One of those is Dark Cloud. A unique action RPG in as much as it abandons the traditional character leveling system in favour of your weapons doing so. The more kills you do with that weapon, the more powerful it becomes. This comes with a caveat, though, as every weapon has a certain amount of hits it can dish out before breaking completely, and once it breaks, it’s gone forever.

You can repair them with items from your inventory which provides an exciting balancing act as you keep one eye open on the durability meter while fighting enemies with the other. A fun twist on weapon degradation that plays more actively into gameplay than most others, it isn’t without its share of heartbreak as a blade you’ve spent a dozen hours befriending shatters in your hands due to a lack of concentration.

7. The Last of Us – Making Opening Drawers Fun

Post-apocalypse games are also no stranger to dishing out heartbreak with their tales of broken civilisations. They are also often home to weapons degradation, with Metro Exodus and Fallout New Vegas taking part in the art of collecting tat in order to craft and patch up homemade weapons. When it comes to rifling through dusty drawers in order to build makeshift weapons there’s only one king, however – Naughty Dog’s beloved infected-fests.

Both The Last of Us Part 1 and 2 allow for homemade melee weapons to be constructed from blades, tape, and a big bit of metal. Yes, its story may well have its sad moments, but it’s also undeniably devastating when you break your big metal pipe with scissors sticking out of it. Valuable in fending off Clickers, it’s always helpful to have one of these handy, with their limited level of durability only adding to the desperate nature of its combat, and echoing the fragility of humanity itself. OK, maybe I’m thinking a little too hard about this now.

6. Dead Rising 2 – Zombie Time

On the pulpier side of the apocalypse are zombies. And I’ll be damned if zombie games don’t love anything more than letting you craft your own makeshift, limited-use weapons. Dying Light loves a bit of this, as does recent gorefest Dead Island 2. But let’s go all the way back to the Dead Rising series to see who did it best.

Effectively a playground built in order to slaughter as many undead as you can, this series placed the emphasis on using as many different weapons as possible. From everything from potted plants, to plywood, to pickaxes. Dead Rising had no shortage of damage dealers with systems that also played into encouraging exploration as you’d find books and magazines that increased the durability of certain weapon types. In some ways, Dead Rising really did influence Breath of the Wild. If you think about it in a really obtuse way like I just have.

5. Def Jam: Fight for NY – The Weapons Snopp Dogg Can Use

Similarly liable to using household furniture to cause pain are professional wrestlers. WWE games have included chairs, tables, and ladders since before The Rock was The Scorpion King and have only got more impressive in recent years with items visibly deteriorating over the course of matches. But that’s not what we’re picking here, and for one simple reason: they don’t have Snopp Dog in them.

That’s why Def Jam: Fight for NY is winning this round. Not because of the semi-durable bats, tire irons, and other weapons each arena Xzbits (I don’t really have much to say about those really), but just because Snoop Dogg and many other mid-2000s hip-hop stars get to wield them. I think that’s completely fair.

4. Madworld – The World is Your Weapon

From Ludacris to the ludicrous now. Some games just love to push the boundaries of what can be used as weapons. From Yakuza’s bicycles and traffic cones to God Hand’s array of colourful parasols, there is a lot of fun, and overpowered, examples out there. Nothing quite comes close to the sheer chaos of Madworld, however, where the world is your weapon.

A singularly stylistic hack and slasher from PlatinumGames, Madworld openly encouraged you to employ improvised weaponry to purvey as much bodily harm as possible. Rewarding players for the artistic merits of their kills, utilising these barely durable weapons was key to getting as high a score as possible and bringing as big a splash of red as possible to the Sin City-inspired environments. Making them last for many more hits would’ve made it all too easy, and where’s the fun in that?

3. Dredge – A Rod is a Weapon to a Fish

Where’s the fun in that? Is also a question you could ask about fishing. That hasn’t stopped dozens and dozens of games from including the past time, however. Normally one of the more relaxing things you can do, have you ever stopped to think that to a fish, a rod is a weapon? You have now, and no, I’m not talking about the limited amount of uses you get from one in Animal Crossing, but instead the largely unrelaxing horrors of Dredge.

Rods, nets, and crab pots have varying levels of durability in Dredge, asking you to take care when navigating its rocky waters, but also testing your timekeeping abilities. Keeping your fishing equipment in good shape is key to making it through Dredge in one piece, with repairs not coming cheap and selling fish in order to fund them difficult if that equipment isn’t ship-shape. I may be pushing the boat out a little here by calling a fishing rod a weapon, but would you want a sharp metal hook impaled on your lip? I think not.

2. Red Dead Redemption 2 – Keeping it Clean

Firmly back on dry land now where the last thing that some equipment likes, is getting is wet. This can be seen as you hike through a timefall-ravaged North America in Death Stranding, for example. But nowhere is this displayed better than in Rockstar’s phenomenal cowboy simulator, Red Dead Redemption 2.

Arthur Morgan’s selection of beautifully rendered pistols, rifles, and shotguns pack a punch, but only when treated with the care they deserve. Over time the condition of your weaponry will decrease, requiring you to clean and polish them to bring them back to full deadly power. Most of the time this isn’t a huge issue and something you don’t have to worry about all that often. Venture into some snow, roll around in the mud, or take a dip into some water, however, and that process is accelerated. It’s an impressive level of detail that very few can match. A lot of games strive for realism, but very few truly get it right like Red Dead Redemption 2.

1. Far Cry 2 – Keeping it Real

Realism is not always the most direct route to a fun time. But in some cases, that balance can be found. Stalker is as grounded as it gets, but also thrilling. Escape From Tarkov’s core gameplay is centered on taking care of your equipment. Very few, however, have ever done it quite as impressively as Far Cry 2.

Ahead of its time in many ways, Ubisoft’s African adventure is a descent into hell unaided by the fact that you’ll have to escape using a selection of guns that love nothing more than jamming, degrading, and ultimately breaking. Everything in this game needs repairing, from the vehicles which can absolutely be used as weapons, to yourself (I’ve been called a weapon on many occasions) as you lose durability due to the malarial infection coursing through your veins.

It’s a realism that the Far Cry series would soon move away from, favouring a more action-movie approach from 3 onwards. Nothing quite matches the unrivalled feeling of pure desperation that Far Cry 2 offered, however, and it’s as good an implementation of weapon degradation that you’re likely to see this side of Hyrule.

Those are just a handful of the many, many, games that utilise weapon durability in different ways. What’s your favourite game with weapon degradation? Got any that I’ve missed that use it in different ways? Let us know in the comments!

Simon Cardy is also slowly degrading over time. Follow him on Twitter at @CardySimon.