Glitch Buster’s great co-op shooting silliness unsurprisingly falls apart in solo mode

I first played co-op third-person shooter Glitch Busters: Stuck On You at Summer Games Fest last year, and came away really impressed. I played with couch co-op with two members of developers Toy Logic, which was lighthearted, slightly chaotic fun; everything couch co-op should be, right?

So, I thought I’d give the game a whirl but as a solo player. How would a game built for up to four players cope when there’s just one person taking the reins? Well, sort of fine for a bit, then quite agonising, actually. That’s not to say it can’t be a fun time, but bots definitely aren’t a substitute for real people.

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Star Wars Jedi: Survivor Fans Love New Froggy Character Turgle

Star Wars Jedi: Survivor fans have fallen hard in love with an unlikely character – a strangely charismatic frog-boy called Turgle.

Fans first encountered Turgle on the planet Koboh, where protagonist Cal Kestis intercedes to save the alien’s life from an electrifying end at the hands of the Bedlam Raiders – a criminal group intent on terrorising the system under the leadership of the Gen’dai Rayvis.

Though some gamers low-key wish that Cal had left Turgle to the predations of the Bedlam Raiders, others immediately fell for the comedic character’s open naivety and ineffable big frog energy. Whilst Turgle appears generally upbeat during his interactions with Cal, players can find hints of the amphibian’s deeply-rooted self doubt and anxiety by interacting with force echoes found on Koboh.

Turgle devotees quickly took to social media to post fan art and voice their appreciation for their newfound champion, with many pledging to protect him with their lives, while others called for further Turgle content in the form of a movie, or at the very least DLC.

“I am so proud to be a part of Star Wars cannon after so many tears, and I am so very touched by all the fan love for this little guy,” tweeted Turgle’s voice actor Richard Horvitz in response to the outpouring of affection. “I am Turgle!!”

Members of the development team also voiced their love for the character, with Respawn Entertainment’s Justin Perez tweeting, “All of us on the dev team were pretty sure Turgle was going to be the breakout star of Jedi Survivor, and the main takeaway from today is that we were absolutely correct”. Perez also revealed that the team had an internal Slack channel dedicated to pictures taken in the game’s photo mode, which was dominated by “Turgle glamour shots”.

IGN gave Star Wars Jedi: Survivor a 9/10, describing it as “a sequel that does virtually everything better than the original – which was already an exceptional Star Wars Game”. Be sure to check out the game’s Wiki page for all the tips, tricks and walkthroughs that you’ll need to get the most out of Respawn’s epic Jedi odyssey.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Street Fighter 6 – The Final Preview

I can’t think of another game I’ve put more time into pre-release than Street Fighter 6. Between time spent playing the game at the Capcom booth at Summer Game Fest Play Days back when it was first announced last year, to the late nights grinding through ranked matchmaking across two betas, to the times I’ve been fortunate enough to play it through special events at IGN, I feel like I can pretty confidently say that the core fighting of Street Fighter 6 is going to be excellent.

But that’s just one piece of the pie, and while the recently released demo has given us a small taste of everything else the full game will have to offer, I recently visited Capcom to play an updated build and delve even deeper. So, here are my final impressions of Street Fighter 6 before launch, covering the World Tour mode all the way up to chapter 3-2, along with some thoughts on one particular character that hasn’t been playable up to this point.

World Tour is Better Than You Might Expect

For those who haven’t gotten to check out the PlayStation demo, World Tour is Street Fighter 6’s new RPG-like single player mode that has you taking your own fledgling Street Fighter creation and building them up into a fierce world warrior. You can challenge just about anyone on the street to a fight, whether they deserve a rising uppercut to the face or not. The more you fight, the more EXP you gain, which allows you to level up, improving your stats, and giving you skill points to add to a fairly deep skill tree.

The build that I played at Capcom went a few chapters beyond where the demo left off, and thankfully corrected my biggest issue with the demo right away by letting me switch from modern to classic controls as soon as I reached the end of the first chapter. I appreciate the addition of the Modern control scheme, and think it’ll be a great way to get fighting game newcomers to stick around in this mode, but being able to play in the traditional Classic Control scheme made World Tour feel more like a natural extension of the core game as opposed to a walled-off single player mode.

World Tour absolutely nails the right vibe for a Street Fighter story mode.

The biggest thing that struck me while playing through the first three chapters of World Tour was the sheer amount of things to do. There was a main quest line that I could follow that involved seeking out Chun-Li in the Chinatown district, but I was in no hurry to do so, as just about every direction I went in Metro City had some sort of interesting encounter and payoff. Climbing up to the rooftops led me to find an extremely high level fighter in a Superhero outfit named the Watcher, who of course I had to beat up for a fighting magazine that I would ultimately give as a gift to Luke to deepen our bond (more on that in a bit). In addition to fun and goofy NPCs, there were also plenty of treasure chests to discover containing a variety of worthwhile items, equippable pieces of gear that provide a variety of bonuses, buff-granting drinks and food, and supplements that gave me permanent stat boosts. The city itself isn’t gigantic, but it feels dense and full of personality.

And really, that personality goes a long way. World Tour absolutely nails the right vibe for a Street Fighter story mode. It’s colorful, fun, doesn’t take itself too seriously, and feels like a mini version of Yakzua at times, complete with a whole clan of goofy gangsters who fight with boxes and TVs on their heads. I do hope that some sort of plot does take form as the mode goes on, but even if it doesn’t, there’s at least a lot of fun to be had just watching beloved characters like Chun-Li behave like a real person inhabiting this world.

What I appreciate most about the mode is the way in which it begins by stripping Street Fighter 6’s core gameplay down to its bare essentials, and builds it back up piece by piece, teaching new players the fundamentals by incorporating them into missions with tangible rewards, and introducing mechanics at a reasonable pace. When you begin, you have Luke’s core moveset and only two special moves, but as you keep playing, building up your relationship with Luke by sparring with him, giving him gifts that you find in the world, and chatting him up, you’ll start to gain his full moveset. And this is the case for other fighters too. Once you meet Chun-Li, you can deepen your relationship with her, and start learning her moves as well.

World Tour is definitely a mode that’s aimed at newcomers to Street Fighter and fighting games in general, but even as a seasoned fighting game fan, it won me over. I love the idea of getting to mix and match special moves from different characters, the world was full of fun things to discover, and I had a lot of fun finding and outfitting my character with new pieces of gear – like a pair of devil wings that granted a large damage boost, but also caused my life to slowly drain.

Fighting Ground

I also got to spend some time with the offline multiplayer suite, otherwise known as Fighting Ground. I spent most of my time playing as Cammy, since she was my main in Street Fighter 5, and while her core gameplan of knockdown and rushdown is still largely the same, she does have some pretty significant changes this time around.

For one, she now has a new mechanic involving charging her special moves. Charging her Spiral Arrow, for instance, now makes it behave like a V-Trigger 1 version of the move in Street Fighter 5. Meaning, she will attack through her opponent, and get an opportunity to combo into either a cannon spike or a super. It’s really cool, but also makes her feel like a bit more technical character this time around.

Her hooligan combo also has some new tricks. She can now use an overhead crescent moon kick out of it, which can lead to some nasty combos, she can cancel it early and drop right out of the sky, and of course she still has the option of throwing you if you just sit there and block, or hitting low with a slide attack (that is also now plus on block!) Overall, she’s extremely cool and I can’t wait to learn how to play her. Fortunately, Street Fighter 6 has no shortage of ways to learn a new character. There’s the combo trials, an excellent training mode, and the much improved character guides that not only walk you through each move, but also give you advice on how those moves should be used, and gives you the opportunity to practice each lesson as well.

Street Fighter 6 is shaping up to be the whole package, and certainly the most fully featured a Street Fighter game has ever been at the beginning of its lifecycle. We’ll have to see if it sticks the landing when it hits PlayStation 5, PlayStation 4, Xbox, and PC on June 2.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Street Fighter 6’s World Tour mode feels like a token distraction from its awesome arcade fights

In the incredibly rare circumstance that you might have had a Kinder Egg as a kid, was the toy ever your favourite part? It sure wasn’t for me. I was all about the chocolate. Sure, I’d crack open the yellow canister inside, let out some variation of, “Oh, an elephant!”, and promptly toss it in the bin and walk away, its destiny consigned to landfill. In the landfill of my brain, I’m currently carving out new space for Street Fighter 6’s World Tour mode. It’s available to try now in demo form on PC and consoles, but I’ve been able to play a larger build of it that covered the first two chapters. Sadly, I can’t say it left much of impression.

In case you’re equally bemused by what SF6’s World Tour actually is, this is a new, open world, RPG-style mode in which you make a custom fighter, run around small areas of Metro City and other locations around the globe, and level up. There are moves to learn, side quests to complete, and you can even do mini-game activities such as making pizza. Between all of that, you fight people. Other fighters, unruly gang members, random folk making their way to work in the morning. You can punch almost all of ‘em! There’s a glimpse of the Street Fighter you know and love here with its side-on 1v1 bouts, but everything else around it is unnecessary fluff. In other words, World Tour is the token toy inside the more delicious Street Fighter chocolate.

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Mortal Kombat 12 Teased By NetherRealm In 30th Anniversary Video

Team thanks fans for the support.

Earlier this year in February, Warner Bros. lifted the lid on Mortal Kombat 12, scheduled for a 2023 release. Not long after this, the series co-creator Ed Boon seemingly confirmed the news via social media.

Now, in an update, it seems Mortal Kombat fans have been given their very first teaser of the new entry in the series. In an extended message from the Mortal Kombat development team thanking fans for supporting the brutal, bloody and violent fighting series over the years, Ed Boon mentioned how the team was “not quite done yet”.

Read the full article on nintendolife.com

Random: Mario Movie Illegal Upload Watched By Millions On Social Media

Mamma Mia!

The Mario Movie has now officially surpassed $1 billion at the global box office, and while a lot of people have no doubt already seen it, a recent illegal upload on social media has also got some serious attention.

As reported by Forbes, a Twitter account known as “vids that go hard” recently uploaded the entirety of The Super Mario Bros. Movie in two parts. Twitter wasn’t exactly quick to respond – with the videos apparently reaching a whopping nine million views in just seven hours before the account – with over a million followers – was suspended.

Read the full article on nintendolife.com

Redfall Review in Progress

With Redfall arriving at IGN just a couple of days ahead of its official release date we haven’t had enough time to complete a final review yet – certainly not without becoming a nocturnal monster myself and staying awake all weekend. However, after several sessions – solo, co-op with a friend, and also in a group of three – I must admit I’m thoroughly underwhelmed by Redfall’s vanilla missions and lifeless world, and very disappointed at its lengthy list of display issues and bugs.

Redfall is a distinct departure from the likes of Deathloop and Dishonored. Certainly some of that Arkane DNA has sidestepped its way into the finished product – chiefly in the magical abilities of the four available powered-up protagonists – but Redfall’s open-world approach to a modern day Massachusetts is otherwise a little more mundane in comparison. Not only does the architecture of Redfall seem a little flavourless compared to Deathloop’s funky retro-futurism and the Victorian backdrop of Dishonored, but there seems little to absorb whenever I stop to explore.

Perhaps best described as Far Cry with a supernatural slant, Redfall’s premise seems simple: take back the town from the slobbering vampires and their human flunkies that have occupied it. Unfortunately, so far the experience seems surprisingly boring and regularly broken. I appear to be just over halfway through and the mission design seems largely baked around poking through various locations around town looking for random items and picking them up, putting them down, or turning them on or off. Sometimes there’s a locked door involved, but a key for it will be sitting somewhere nearby – waiting to be arbitrarily stumbled across. It’s simply not interesting; it’s just a lot of walking around rooms looking at dull props until one of us accidentally highlights the one we need.

Even the kooky and otherworldly vampire nests, which essentially function as enemy camps you can assault for loot, seem to be a letdown. These nightmarish nests, which remix parts of the overworld and warp and cram them into twisted tunnels descending to a huge and haunted heart that needs to be destroyed, quickly became chore-like – especially once I began to notice the same segments being recycled and reused in subsequent nests.

Fangs for Coming

With four heroes to choose from, each with three special abilities – plus co-op support for up to four players – there are objectively many ways you and a team of friends can approach combat in Redfall. At its best you’ll have players strategically teleporting around, conjuring up a ghostly sniper rifle, or summoning a friendly vampire ex-boyfriend to fight alongside you – like a David Boreanaz booty call. It’s kinetic and it’s bloody, and there are moments where it does come together in battles that would have Blade dipping his sunglasses in disbelief. Unfortunately, such moments are irregular at best, and I think it’s probably due to Redfall’s enemies lacking the wits to put up a stimulating fight.

Human enemies seem largely disinterested with taking cover in a firefight, and I’ve had snipers rushing at me like Medieval knights. The vampires, however, are easily the worst offenders, charging and slashing at us like mindless animals. Worse, they just seem woefully underutilised as scary threats. A lot of the time they just float around in the open – apparently sleeping peacefully. They just hover, waiting for us to walk directly up to them and attack them – sometimes blissfully unaware you’ve just turned the vampire that was beside them to dust.

It’d be easier to look past the plain combat had the rest of Redfall been able to get its fangs into me, but it still hasn’t and I’m sceptical it will. The story itself seems to be unfolding in lightly animated paintings or static, in-engine dioramas. They all look like placeholders for cutscenes that aren’t coming, and I have to say fighting my way to a film projector to run what’s essentially a slideshow certainly gives Redfall a cheapness that’s hard to shake.

Redfall doesn’t save progression for any player but the host in co-op games, which seems fair enough if you and your mates don’t have the same missions unlocked but makes a lot less sense if all players are at identical points in the game. I began Redfall from scratch with two friends, all three of us fresh from the first mission, but while they kept their gear and XP they’ll now need to play those missions again.

A lot has been made of Redfall only running at 30fps at launch on Xbox Series X|S but, while it’s certainly noticeable when moving rapidly, it’d be disingenuous of me to pretend it’s a dealbreaker. As a console gamer who grew up playing on 50Hz TVs at 25fps, I’m not going to throw my toys out of the pram over it. What’s far, far more pressing an issue than Redfall’s Xbox frame rate is its raft of other performance problems, from textures that take an absolute age to pop in (or don’t load at all), disappearing characters and animations, and other mission-breaking bugs.

Sometimes my friends appeared completely stationary, sliding around the map like chess pieces, and sometimes they weren’t there at all – they were just a floating gun. On the other hand, sometimes a character appears but their gun doesn’t – making them look like they’re playing air guitar. During the climax of an early boss fight my character completely vanished from my friend’s screen, turning what could have been a satisfying team victory into a moment of bemused laughter.

During one side mission I died trying to kill a vampire, but when I came back to finish the job he was just a non-interactive blue ghost, rotating to face me but otherwise rooted in place. When I came back again his energy shield was there, but the vampire… wasn’t in it. During a co-op session I found myself (more than once) fruitlessly attacking an enemy who was standing right in front of me but my friends saw as a dead body. At one stage, while playing solo, my crouch and start buttons broke. They just made clunking sounds. My inability to crouch persisted after death, but returned when I fast travelled to a safehouse. The start button doesn’t pause the game, by the way. It’s obviously understandable when playing online co-op, but completely baffling and inconvenient when playing solo.

Right now Redfall is not the game I’d expected, certainly not following the excellent Deathloop, but you can check back with us later this week for our final assessment.

Luke is Senior Editor and part of the IGN reviews team. You can chat to him on Twitter @MrLukeReilly.

Star Wars Jedi: Survivor Brings Back The Original Game’s Most Infamous Foe

Warning: This article contains spoilers for Star Wars: Jedi Survivor

Star Wars Jedi: Survivor features many connective threads and deep cuts to the established lore of the decades-spanning sci-fi/fantasy franchise. Throughout Jedi Knight Cal Kestis’s journey across the galaxy, he’ll encounter familiar enemies to battle and overcome. However, one particular foe from Star Wars Jedi: Fallen Order made quite an impact on players who were brave enough to fight it, and it’s now back with a vengeance in the sequel.

In Survivor, players can get a rematch against the oddly named, but totally dangerous, Oggdo Bogdo — which was an original creation from Fallen Order. When most players first encountered the foe in Fallen Order, many were outmatched by its raw strength and high resiliance. The sequel takes things further by allowing players the chance to fight the “Spawn of Oggdo,” which shares the lethality of its parent, along with another more difficult battle that takes things further.

What is Oggdo Bogdo?

In Fallen Order, Oggdo Bogdo was an optional mini-boss located in Bogano. As something of a large frog-looking creature, it also possessed massive strength and agility. What made the original game’s fight against Oggdo Bogdo so memorable was its first and very sudden difficulty spike. The enemy was able to one-shot most players, and given its placement in one of the game’s starting areas, many felt compelled to try to defeat it.

Though intended as a purely optional fight, it became a rite of passage for most players to try their hand at Oggdo Bogdoa. The community chatter about Oggdo Bogdo eventually turned the boss into a meme, and EA and Respawn Entertainment even poked fun at the encounter on social media.

And with the return of the Oggdo Bogdo, many players are voicing similar concerns about the fight as they did with the original.

Where to Fight The Spawn of Oggdo

Much like the original game, you’re welcome to try your hand against Oggdo fairly early into the game. On the planet Kohbo, and after getting settled into the planet’s core open field known as Rambler’s Reach, you can immediately head to Fort Kah’lin, which can be found positioning the main settlement north and then looking towards the structures of the holo map directly southeast. Fort Kah’lin is a massive enemy base filled with raiders and their repurposed battle droids, and you’ll need to fight your way inside to reach the upper areas. Eventually, you’ll make it to an area with droids and a metal floor, which turns out to be a trap floor, which drops into a cavern with the Spawn of Oggdo.

Just like the first Oggdo, the Spawn is a noticeably challenging fight and possesses many unblockable attacks. It also has a lethal grab attack, which sees the creature grab you with its tongue and chomp up Cal, leading to instant death. It’s an unforgiving encounter, and it’ll require reading the mini-boss to overcome it. If you defeat the Spawn of Oggdo, you’ll be able to loot a chest to unlock Cal’s lost poncho from the original game — which has been a favorite among fans. For a more detailed breakdown on how to find and defeat the legendary enemy, you can find our breakdown in the guide.

How To Face A Tougher Battle

This particular encounter with the returning enemy doesn’t end here, however. Along with the chest, there’s also an ominous little creature that stares at Cal, and upon examining it, players will get lore about the Oggdo fight, along with an alarming comment about how the little creature is “judging me.” For those curious enough to find out if this leads to anything, you can find the mysterious critter again in Duma’s shop right by Pyloon’s Saloon, which is where you can purchase Cal’s cosmetics.

Upon entering, you’ll find a Jedi Force Tear, optional encounters focusing on agility and combat. The strange creature from the cave will be resting near this particular Force Tear. Once you choose to examine, even Cal will voice his hesitance about what’s to come. This encounter will have you face the Spawn of Oggdo, along with the original Oggdo Bogdo from Fallen Order, together. Just like the previous encounters with the Oggdo Bogdos, this is an optional encounter, but you will be able to get a bonus buff to health, force, and skill points, which could be helpful for the journey ahead.

In IGN’s full review of Star Wars Jedi: Survivor, reviews editor Dan Stapleton stated: “Star Wars Jedi: Survivor takes what Fallen Order achieved and wall-runs with it, then double-jumps and air-dashes straight into an epic lightsaber battle. Rather than taking us back to square one to begin Cal’s journey as a Padawan again, we’re trusted with control of a full-fledged Jedi Knight who we can grow into a master of superhuman mobility and fantastic and challenging combat.”

Star Wars Jedi: Survivor is a massive game with numerous battles that are off the beaten path. For a more detailed breakdown on where to find these lengendary encounters, along with essential combat tips and even a Cal Kestis style guide, check out IGN’s full walkthrough and suite of guides for the game.

Alessandro Fillari is a freelance writer at IGN.

How Honkai: Star Rail Is Using AI Technology to Supplement Development

More and more game studios are actively discussing and considering the implications of new AI technologies in development, and Honkai: Star Rail developer miHoYo is among them.

The fourth entry in the Honkai series launched last week for PC and mobile, bringing gacha and other systems familiar from its prior open world hit Genshin Impact to a classic RPG format with familiar nods to prior Honkai games.

And like Genshin Impact, Honkai: Star Rail is a massive game, with plans to continue growing over time. It’s made by a development team of over 500 people, but even with so many on board its scale makes it unsurprising that the developers used at least a couple AI techniques to polish off certain otherwise-handcrafted design elements.

“Our team is paying much attention to AI, especially its impact on the gaming industry,” reads an answer from the Honkai: Star Rail development team in response to IGN asking about advances in AI technology. “In fact, we have already integrated some latest AI technologies into Honkai: Star Rail. These techniques have been implemented to improve the facial appearance and behavioral patterns of characters, enhancing the immersive gaming experience with a more natural representation overall.”

That said, there are some areas of Honkai: Star Rail specifically that miHoYo feels AI isn’t necessarily ready to touch just yet, though it may be in the future. Specifically, content scripting – you won’t find any AI writing in Honkai: Star Rail, especially given how story-driven the game is. Still, miHoYo says it finds more in-depth AI application for scripting “definitely intriguing.”

“With that being said, we also found out that the current application of AI is still restricted. It is more like a ‘cherry on the top’ technique to supplement what we already had instead of fundamentally solving issues from the ground up. We will focus on the [repercussions] and development of AI, figuring out a more robust implementation in the future.”

What’s next for Honkai: Star Rail

In the same interview, we also asked about upcoming content plans for Honkai: Star Rail. MiHoYo didn’t offer too many new concrete details, noting that future plans would be unveiled when the studio was ready. But it did confirm that Honkai: Star Rail is a long-term game with an “ever-lasting plan and goal” that will, like Genshin Impact, have future Special Programs to announce major updates and introduce new in-game content.

We also learned that while Honkai: Star Rail features a handful of familiar faces from previous Honkai games and is a spiritual sequel to that series, other crossovers such as with Genshin Impact or other games, are not off the table. However, miHoYo says that for now, it’s too early to consider any. So no Paimon in Honkai: Star Rail…for now.

Finally, miHoYo also reiterated it has no “concrete updates regarding other platforms” when we asked about Xbox and Switch console releases. A PlayStation release, however, is still in the works for an as-yet-unannounced date. Notably, Genshin Impact was announced for a Nintendo Switch release, but is still missing in action on the handheld over two years after its initial PC, PlayStation, and mobile release.

We’ve been keeping an eye on Honkai: Star Rail since its release, including spotting its fans’ inexplicable love for a certain trash can. If you’re working through Honkai: Star Rail yourself, our Wiki Guides are here to help.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.