Strayed Lights is an atmospheric action-adventure game that boasts an innovative combat system, crafted to let the most players experience those moments of bliss, and the satisfying flow that comes from challenge. The game features an intricate world and storyline based on emotions that enables players to relate and connect to the game on a deeper level, creating a truly unique experience.
The combat in Strayed Lights is refreshing thanks to a mix of two core mechanics that create a sense of engagement and excitement. First is a parry-focused approach, inspired by Sekiro, but more forgiving. The mechanic encourages players to experiment without punishment while rewarding players for being precise and mixing parries with attacks, key abilities, and dodges. The second mechanic is a color-matching system: you can switch between blue and orange and so can your enemies; to parry you must match their color. This creates a heightened sense of engagement and immersion through observation.
To create this unique combat system, we prioritized player feedback by inviting players to test the game from its rough prototype stage. Through iterations and discussions with players throughout the game’s production, we were able to evolve the combat system to its full potential, resulting in a challenging and immersive experience that players enjoyed.
Developing Strayed Lights was a dream come true for our small team. We developed unique processes and techniques that allowed us to create high-quality content in a short amount of time, overcoming numerous challenges along the way. We are proud of the result and are excited to share this experience with players worldwide. Strayed Lightsis available today on Xbox.
Strayed Lights is an atmospheric action-adventure with fluid combat and an intricate world imbued with mystery. You are a tiny, growing light seeking transcendence. Explore a land of otherworldly ruins and glowing trees, where entities of flickering lights and luminescent shadows reside.
HARNESS ENERGY IN COMBAT
Challenge rogue shadow creatures in fast-paced, rewarding combat. Use a fluid mix of parries and dodges to absorb their energy levels until you can unleash an ultra energy attack. Shift your light from blue to orange in sync with enemies using timed parries, then push energy back at them in vivid finishers.
CONFRONT CREATURES WITHIN AND WITHOUT
Monsters pursue you across otherworldly regions of mists, tall trees and luminescent ruins. Enjoy evocative boss fights with colossal shadow creatures gone rogue, as well as rhythmic duels with a variety of eerie creatures.
GROW AND ASCEND
Build up a unique character that can harness energy to let loose bold attacks. Unlock new abilities and grow from a tiny light to a pseudo-mystical entity imbued with vivid powers.
EXPLORE A MYSTERIOUS LAND
Strayed Lights is set in a dark and oneiric world that is as vivid as it is mysterious.Journey alongside a haunting soundtrack that reflects states of feeling in creatures you encounter created by Austin Wintory, composer behind Journey ®, ABZÛ, and The Banner Saga series.
The black confetti-man, Xûr, is now live in Destiny 2 for the weekend until next week’s reset. If you’re looking to get your some shiny new Exotic armor or weapons for your Guardian, look no further.
Each week, Xûr has a random assortment of Exotic armor, one for each Guardian class, as well as a random Exotic Weapon and an Exotic Engram available for purchase. In addition to his Exotic wares, he’s got a random collection of Legendary weapons and armor to deck out your Guardians.
We’ve rounded up all the info on Xûr for the week including where to find Xûr, which Exotic weapons and armor are available, as well as which Legendary weapons you should pick up, either for PvE or PvP.
Where Is Xûr Located Today?
Xûr’s location can be found at Winding Cove in the EDZ on April 28 through May 1. To reach him, travel to the landing point at Winding Cove. When you arrive, make for the rock cliffs at the far end of the cove and look for a cave winding up to a platform next to some Fallen. There you’ll find the retail monster who inspires us all.
What’s Xûr Selling Today?
Exotic Engram
The Prospector – Exotic Grenade Launcher
Lucky Pants – Exotic Hunter Leg Armor
15 Mobility
3 Resilience
16 Recovery
14 Discipline
15 Intellect
2 Strength
Total: 65
Armamentarium – Exotic Titan Chest Armor
7 Mobility
17 Resilience
10 Recovery
15 Discipline
7 Intellect
9 Strength
Total: 65
Starfire Protocol – Exotic Warlock Chest Armor
14 Mobility
10 Resilience
10 Recovery
16 Discipline
11 Intellect
2 Strength
Total: 63
Exotic armor this week isn’t amazing, but we’ve got decent rolls for Hunters and Titans. While distributions could be better across the board and none of the rolls are spikey, these are still good exotics with usable rolls — that’s more than Xur has given us in weeks past!
Exotic Weapons
Hawkmoon – Exotic Hand Cannon
Paracausal Shot
Corkscrew Rifling
Alloy Magazine
Opening Shot
Heavy Grip
Dead Man’s Tale – Exotic Scout Rifle
Cranial Spike
Full Bore
Light Mag
Vorpal Weapon
Composite Stock
Both rolls this week get very close to God rolls! Hawkmoon with Alloy Mag, Opening Shot, and Heavy Grip are about as good as Hawkmoon gets, and DMT gets really close with Vorpal Weapon, but Light Mag isn’t as desirable as High-Caliber Rounds.
Legendary Weapons
Under Your Skin – Combat Bow
High Tension String/Natural String
Carbon Arrow Shaft/Helical Fletching
Archer’s Tempo
OSuccessful Warm-Up
Land Tank
Accuracy Masterwork
Judgement of Kelgorath – Glaive
Ballistic Tuning/Lightweight Emitter
Alloy Magazine/Appended Mag
Immovable Object
Incandescent
Ambush
Charge Time/Shield Duration Masterwork
Blast Battue – Grenade Launcher
Countermass/Linear Compensator
Proximity Grenades/High-Explosive Ordnance
Threat Detector
Snapshot Sights
Reload Speed Masterwork
Vulpecula – Hand Cannon
Arrowhead Brake/Hammer-Forged Rifling
Tactical Mag/Extended Mag
Outlaw
Adagio
Handling Masterwork
Lonesome – Sidearm
Fluted Barrel/Smallbore
Ricochet Rounds/Flared Magwell
Rapid Hit
Swashbuckler
Range Masterwork
Enigma’s Draw – Sidearm
Tactic SAS/Target SAS
Extended Mag/Ricochet Rounds
Grave Robber
Rapid Hit
Handling Masterwork
Friction Fire – Submachine Gun
Corkscrew Rifling/Smallbore
Tactical Mag/Steady Rounds
Killing Wind
Unrelenting
Handling Masterwork
We’ve got some great rolls this week! I quite like the glaive with Immovable Object and Incandescent, and the roll for Lonesome with Rapid Hit and Swashbuckler has a lot of great synergy for a sidearm. Friction Fire with Killing Wind and Unrelenting is also worth checking out!
Warlock Legendary Armor
For Warlocks, Xûr is selling the Yuga Sundown set which includes:
Yuga Sundown Gauntlets
7 Mobility
19 Resilience
2 Recovery
7 Discipline
2 Intellect
20 Strength
Total: 57
Yuga Sundown Chest Armor
8 Mobility
2 Resilience
22 Recovery
12 Discipline
9 Intellect
6 Strength
Total: 59
Yuga Sundown Helmet
6 Mobility
10 Resilience
16 Recovery
12 Discipline
6 Intellect
10 Strength
Total: 60
Yuga Sundown Leg Armor
14 Mobility
9 Resilience
8 Recovery
15 Discipline
6 Intellect
9 Strength
Total: 61
Yuga Sundown Bond
Sorry, Warlocks. None of these rolls are worth considering! Come back another week.
Titan Legendary Armor
For Titans, Xûr is selling the Midnight Exigent set which includes:
Midnight Exigent Gauntlets
12 Mobility
13 Resilience
7 Recovery
9 Discipline
16 Intellect
2 Strength
Total: 59
Midnight Exigent Chest Armor
15 Mobility
7 Resilience
9 Recovery
17 Discipline
2 Intellect
9 Strength
Total: 59
Midnight Exigent Helmet
9 Mobility
13 Resilience
7 Recovery
6 Discipline
14 Intellect
9 Strength
Total: 58
Midnight Exigent Leg Armor
13 Mobility
2 Resilience
16 Recovery
7 Discipline
20 Intellect
2 Strength
Total: 60
Midnight Exigent Mark
Titans also have very bad armor rolls this week. Sorry, y’all.
Hunter Legendary Armor
For Hunters, Xûr is selling the Abhorrent Imperative set which includes:
Abhorrent Imperative Gauntlets
10 Mobility
15 Resilience
7 Recovery
9 Discipline
2 Intellect
16 Strength
Total: 59
Abhorrent Imperative Chest Armor
10 Mobility
12 Resilience
6 Recovery
20 Discipline
9 Intellect
2 Strength
Total: 59
Abhorrent Imperative Helmet
8 Mobility
2 Resilience
22 Recovery
8 Discipline
23 Intellect
2 Strength
Total: 65
Abhorrent Imperative Leg Armor
2 Mobility
16 Resilience
12 Recovery
12 Discipline
8 Intellect
13 Strength
Total: 63
Abhorrent Imperative Cloak
Hunters have some of the only good rolls this week. The helmet has high stats and spikiness in Recovery and Intellect (though I sure wish that Resilience were higher), and the boots are also decent since they’ve got super low Mobility.
Back in 1993, an unassuming game about the American Revolution called We the Peoplelaunched a revolution in historical board games. By adding a deck of cards that mimicked historical events and putting political control on par with military occupation it merged politics and warfare into one neat package. Its more recent predecessors have eschewed the war board game aspect to focus on the politics, and the latest in this line is Votes for Women, in which you’ll refight the struggle for women’s suffrage in America with cards and dice.
What’s in the Box
Votes for Women packs a lot into its slim bookcase box. There’s a sturdy board featuring a map of America with the states picked out using two-letter codes, which may confuse non-US players. There are also several thick decks of cards, one for the suffrage player, one for the opposition and one for solo play, along with some smaller decks. All are illustrated with photos and political cartoons from the era which do a great job of setting the tone.
There’s also half a tree’s worth of wood in the form of dozens of little wooden cubes in purple, yellow and red along with some male and female campaigner figurines in matching colors. Unusually, Votes for Women gives you plenty of spares in this regard, including offering a choice of figure poses so you can use which ones you like best. There are also wooden checkmarks and crosses to indicate states which have passed or rejected the suffrage amendment, a lovely touch which looks awesome on the board. A few wooden cylinders, variously-shaped dice and cardboard chits round out the play components.
As is common for historically-oriented games there’s a booklet of designer’s notes alongside the rules, explaining how the designer, Tory Brown, feels the mechanics of her game tie into the history. What’s far less common but potentially far more interesting is a sheaf of facsimile historical documents, from a replica of a New York Times front page to a sample ballot from Chicago. If you’re interested in the history of this era, they’re a delight.
Rules and How It Plays
As card-driven games go, Votes for Women is pretty straightforward. You get a hand of event cards and can bid “buttons” – an abstract resource approximating campaign funding and momentum – to get a bonus strategy card from a face-up selection. Then the suffrage player and the opposition take turns playing cards from their hands. After six of these, the round is over and after six rounds the game ends in a sudden-death victory where players roll off to see which side wins any undecided states.
Most cards will be played for their events and most events allow you to add or remove cubes from states on the map. If you don’t want to play a card for its event then you can use it to campaign, which involves rolling a die for each campaigner on the map and allocating that many cubes to their surrounding area, or you can move them to a new one by paying a button. You can also play cards to get more buttons or to influence Congress to allow Americans a vote on suffrage: if Congress hasn’t done this by the time the game ends, the opposition player wins automatically.
You’ll refight the struggle for women’s suffrage in America with cards and dice.
Once Congress has passed that amendment then getting four of your cubes in a state “wins” it for you with a cross or a tick. The opposition player has fewer campaigners and cubes but only needs 13 states to reject suffrage in order to win. The suffrage player, meanwhile, is hampered by having to use two cube colors, reflecting the reality of racist factionalism within the movement. Prior to that, getting four cubes in certain critical states can win you an extra card associated with that state which you can play to advance your campaign.
If you assess Votes for Women purely from a mechanical standpoint, it uses a shocking amount of dice for a modern board game. Many event cards give you random amounts of cubes, as does campaigning. Committing cards to influence Congress, which is often what swings it over the line, requires rolling a six. The roll-off is particularly problematic: you get to add the number of cubes you have in the state but it’s still very prone to huge swings of fate and can often determine the winner on a single die roll. You might imagine that would make the game feel like a glorified crapshoot, yet it rarely does.
There are manifold reasons for this. A key one is the sheer amount of dice you roll over the course of the game, so your luck evens out. The fact the whole thing wraps in about 90 minutes helps, too. Another important aspect is the fact you can spend buttons to reroll, which makes fishing for sixes a bit less of a blunt instrument and gives you some control over other risk-against-reward decisions. It’s often so exciting to shake, with so much riding on the outcome, that you forget to worry about whether you’re making meaningful choices and roll with the drama as well as the dice.
This immersion is thanks largely to the game’s theme. While we happily play military simulations that slaughter thousands with a single card play, Votes for Women has such an astonishingly personal feel about it that it features excellent solo and cooperative versions for those who don’t want to play the opposition to suffrage. And it’s true: an opposition win feels thoroughly icky, whether you’re on the giving or receiving end. The root cause of this is that the game models systemic oppression rather than individual violence, and that the lingering effects of that systemic oppression are still being felt today.
It features excellent solo and cooperative versions for those who don’t want to play the opposition to suffrage.
For those who want to marshal their resources against that oppression, the game has plenty of tools to aid you. While there aren’t as many effects that link together as there perhaps might be, there are enough that experience with the deck will improve your game. Learning when to shepherd your buttons and when to spend them is critical, especially in the thrill of bidding for those powerful strategy cards. Knowing when to push the track for Congress over the tipping point proves a surprising double-edged sword for both sides and demands good judgement, as does when and where to campaign.
Votes for Women is based loosely on an older card-driven strategy board game called 1960: The Making of the President. This used the same state-wide board on which players added or removed cubes to each state but there was no geographical strategy, cubes just came and went like a tally and it felt like a missed opportunity. Votes for Women improves on its predecessor in almost every way but, despite the brief early importance of capturing particular states for special cards, it still has this nagging lack of spatial meaning and it still feels like a missed opportunity.
Nine months on from the release of the stunning Xenoblade Chronicles 3 and, true to form, Monolith Soft has once again delivered a hefty chunk of story-based DLC for fans to sink their teeth into, this time in the shape of Xenoblade Chronicles 3: Future Redeemed. We’ve already had a bunch of fun new heroes and an all-new challenge mode added through the first three waves of add-on content, and now it’s time to tuck into the real meat of your Expansion Pass.
Much like Xenoblade Chronicles 2: Torna – The Golden Country, with Future Redeemed (which arrives in the fourth and final DLC wave and will be the focus of this review) we’re treated to a prequel expansion that gives Xenoblade aficionados plenty to get excited about with some of the series’ most beloved characters returning, dramatic revelations aplenty and enough jaw-dropping spectacle to fill several lesser RPGs.
Available now on Xbox Series X|S, Xbox One, and Windows.
Journey to a distant land with varied locales, meet a colorful cast of characters, and leverage new hunting abilities as you battle challenging new monsters.
A huge suite of content including three previously released Free Title Updates available on day one, with more being added in late summer.
A new threat is on the horizon and the Kingdom calls for aid. The massive expansion, Monster Hunter Rise: Sunbreak, is available now on Xbox Series X|S, Xbox One, and Windows!
Monster Hunter Rise: Sunbreak takes the gameplay of the base game to the next level with new hunting actions, locales, challenges, and fearsome monsters. If you haven’t yet joined the hunt, give the base game a try with Monster Hunter Rise on Game Pass today! If you’re ready to step up to Master Rank in the massive expansion, Monster Hunter Rise: Sunbreak is available at a discounted price for Game Pass subscribers.
But what exactly do you get with this expansion? The answer: hours upon hours of additional content to the already huge base game. Let’s break down what you’re getting.
A New Story in a Far-off Land
After saving Kamura village from the Calamity in Monster Hunter Rise, you cross paths with Fiorayne, a knight of the royal Kingdom (as well as Rondine’s sister). Together, you’ll sail to her homeland of the Kingdom – a land threatened by the emergence of monsters that have become unusually violent.
Set foot in your new base of operations in Elgado Outpost and meet a colorful cast of characters that will help you on your quest. Together you will face down against powerful monsters and unravel the mystery threatening the Kingdom.
A Kingdom Full of Monsters
At the forefront of Sunbreak’s new monsters are the dangerous Three Lords: the hulking Garangolm, the chilling wolf-like Lunagaron, and the game’s flagship monster, Malzeno. The sinister Elder Dragon Malzeno is at the heart of the monsters’ mysterious behavior in Sunbreak. You’ll come face-to-face with this regal and bloodthirsty threat as you hunt your way through the dangers that await.
Sunbreak also adds several returning monsters from past titles in the series, including the spikey thorned flying wyvern Espinas, the electrically charged Astalos, and the aggressive and frenzied fan favorite, Gore Magala.
With the addition of new subspecies and variant monsters, the overall roster of monsters in Master Rank is vast and varied. Oh, and monsters that are already in the base game will return in Master Rank with new moves as well, so even if you’ve got some fights down already, you’ll have to contend with plenty of surprises.
New Locations For Battle
You’ll hunt these monsters across two new locales. The Citadel is a large new locale centered around a majestic old castle. It’s a varied environment, ranging from forest-covered areas, icy mountains, and old ruins lit by pink and purple moonlight. The Jungle is a returning locale from previous Monster Hunter games that should be familiar to series veterans. It’s rich with relaxing waterside areas and scenic greenery, but don’t let its peaceful vibes fool you.
An Expanded Hunting Experience
If the monsters have more tricks up their sleeve in Master Rank, it only makes sense that you get some of your own as well! Monster Hunter Rise: Sunbreak builds on the abilities from the base game to add even more to your toolkit.
Each of the 14 weapon types all receive new Silkbind Moves, allowing you to further customize your playstyle. The Dual Blades for example, have a new Silkbind Move called Spiral Slash, which sends you flying forward into the monsters like a drill. Or how about the Switch Axe, which receives the Elemental Burst Counter Silkbind Move, letting you charge up and release a powerful burst counter if you release it right when a monster attacks.
With so many options for moves, you’ll now be able to change your Switch Skill sets on the fly, with the Switch Skill Swap. Carry both into a hunt and switch back and forth to suit the situation. When switching sets, you’ll do a swap evade in any direction, allowing you to maintain strong positioning against the monster.
There’s plenty more to discover in Sunbreak, including new types of endemic life that will come in handy in a tight spot. Give the Marionette Spider a try, which latches onto a monster and lets you pull them into a wall or into another monster! You’ll find them on both new and existing locales from the base game.
Hunt with your New Friends!
Monster Hunter Rise: Sunbreak lets you head out into the field for a hunt with your friends from both Kamura and Elgado. In the single-player only Follower Collab Quests, you’ll be able to hunt with allies from Elgado like Fiorayne and Luchika, as well as friends from Kamura like Hinoa, Minoto, and more.
Each of the Followers have their own weapons and attacks that they’re most proficient at using, and you can help pick their loadouts to match your hunting style. Keep progressing through the Follower Quests to recruit each character for Support Surveys. Eventually, you’ll be able to take them on nearly every quest in the game.
Even More Hunting Goodness!
The massive expansion will launch with all content up to Free Title Update 3. This includes a wealth of new game mechanics, a new locale, several Event Quests, and additional monsters. Take on the elusive Lucent Nargacuga in the added Forlorn Arena locale, challenge the powerful and unpredictable Chaotic Gore Magala, or progress through the endgame Anomaly Investigations to further strengthen your gear.
Also included are some of the toughest challenges in the game: Risen Elder Dragons. Take on Risen Chameleos, Risen Kushala Daora, and Risen Teostra if you’re looking to test your hunting prowess. Good luck!
This doesn’t mark the end of updates, however. More updates to Monster Hunter Rise: Sunbreak will be added later this summer which feature even more challenging monsters and endgame additions.
If you’re looking to get into everything outlined above as soon as you can, we’ve added the free Black Belt S armor set and high rank Defender weapon tree via a free update. This support equipment will help you blaze through the story of Monster Hunter Rise and get to Master Rank even faster.
For everyone stepping up to Master Rank in Monster Hunter Rise: Sunbreak, welcome to the Kingdom and happy hunting!
For the latest information on Monster Hunter Rise: Sunbreak, keep an eye on the official Monster HunterTwitter, Facebook, and Instagram.
Early purchase bonuses
“Loyal Dog Costume” Palamute layered armor set
“Striped Cat Costume” Palico layered armor set
Note: Bonus content is available to customers who purchase by June 30, 2023. This content may be made available separately at a later date. Layered armor is a “skin” which changes the appearance of the character without affecting their stats and abilities.
Experience Monster Hunter Rise and its massive expansion Monster Hunter Rise: Sunbreak in one convenient set!
Experience the thrill of the hunt!
A new style of hunting, with dynamic three-dimensonal action. Explore new maps and take on fearsome new monsters using a new, dynamic style of hunting action where you can traverse more freely than ever before.
The ultimate hunting thrill awaits you in Monster Hunter Rise and its expansion, Monster Hunter Rise: Sunbreak.
– About Monster Hunter Rise
Hunt a variety of never-before-seen monsters and enjoy new gameplay features like the Wirebug and new Palamute buddy.
– About Monster Hunter Rise: Sunbreak (expansion)
The world of Monster Hunter Rise gets bigger and deeper with this massive expansion where brand-new monsters and locales await.
Note: Monster Hunter Rise and Monster Hunter Rise: Sunbreak are both available separately. Please take care to avoid duplicate purchases.
If your childhood was in anyway similar to mine then the phrase “saberrealisticcombat” has permanent residency in your brain. For those not in the know, this is the cheat code that activates dismemberment in 2002’s Star Wars Jedi Knight 2, the long-reigning king of simulated lightsaber combat. Type that string of characters into the command console and suddenly every swing of Kyle Katarn’s humming blade produces a recreation of the cantina scene from A New Hope. But even without the detachable limbs, Jedi Knight 2’s lightsaber – and those in its sequel, Jedi Academy – felt like an unmatched force, until now.
Star Wars Jedi: Survivor has the best lightsabers in any Star Wars video game I’ve ever played. Their pitch-perfect hum, crackle, and hiss are matched by swift and smooth fight manoeuvres that truly convey this elegant weapon’s prowess. And so, after two decades, we finally have a worthy heir to Jedi Knight’s clashes.
To be clear, I mean that in the spiritual sense. Respawn Entertainment’s Jedi games are very different to Raven Software’s Jedi Knight series; rather than shooter/hack-and-slash hybrids, they are rooted in the melee combat rhythms of FromSoftware. If you loved Jedi Knight, there’s no guarantee that Jedi: Survivor is going to ignite your inner kyber crystal. But if you’re looking to once again feel the energetic rush that Raven imbued its lightsaber combat with, then Jedi: Survivor has a Corellian freighter’s worth.
That initial rush comes via the massive improvement that Respawn has made to its fencing fundamentals. While I’m aware that Jedi: Fallen Order was largely admired, I personally found its Dark Soulsian combat quite rough around the edges. It felt slow and clumsy, with protagonist Cal Kestis wielding his saber like a blunt baseball bat rather than a deadly plasma blade. Battles often felt like traded defensive blows rather than the samurai-inspired dances we see in the movies. And so the fact that Jedi: Survivor’s combat is more akin to Sekiro – FromSoftware’s own Sengoku-era Japan swordplay game – means that it’s off to a substantially better start.
There’s a stronger emphasis here on parrying blows rather than holding up a static defence, in part thanks to Survivor’s much larger array of blade-wielding enemies. Weapons intercept and push each other away in a form that looks and feels like genuine swordplay. Moves stitch together to create an impressively elaborate spectacle of your own making. To become good at Jedi: Survivor’s swordplay is to choreograph your own Star Wars duel, something I’ve not seen since the days of Jedi Knight.
The stances provide the sense of a Jedi being an incredibly skilled and multi-talented fighter; the very same sense upon which Jedi Knight thrived.
While Survivor’s parry-based combat is a very different beast to Jedi Knight’s approach (which, in comparison, does now feel quite wild and uncalculated), there’s some significant shared DNA in their approaches to how a lightsaber is wielded. As we’ve seen in the films, a Jedi’s approach to swinging a lightsaber radically changes the tactics and rhythm of a fight. In the Jedi Knight games this is represented through three fighting styles; fast, medium, and strong. The former utilises speed to mount an overwhelming offence, while the latter uses slower and riskier – but more devastating – blows to cleave through an enemy’s defence. Medium, meanwhile, channels the classic fight styles that are iconic to Star Wars’ warrior monks.
Jedi: Survivor has an answer to all of these fighting styles through its new stance system, each of which uses a unique lightsaber. The classic single-bladed saber is equivalent to Jedi Knight’s medium stance; a balanced approach that unlocks your inner Obi-Wan Kenobi. Disciplined, flexible, universal. Snap your saber’s hilt in half, though, and you can dual wield blades to unleash a flurry of strikes at lightning speed. That’s your fast style, naturally. As for strong style, that comes via a Kylo Ren-like crossguard saber that’s swung in heavy, violent arcs akin to a two-handed claymore.
There’s more, too; the quarterstaff-like double-bladed lightsaber is perfect for decimating the gangs of battle droids that so often try to surround you in a mechanical pile-on, while the blaster stance pays homage to FromSoftware’s Bloodborne by putting a gun in your off-hand for shots between rapier-like lunges. Combined, these stances provide the sense of a Jedi being an incredibly skilled and multi-talented fighter; the very same sense upon which Jedi Knight thrived.
Of course, Jedi Knight was as famed for its array of Force powers as it was its lightsabers. 2008’s The Force Unleashed famously tried to one-up it in that department, with protagonist Starkiller being able to pull Star Destroyers out of the sky and crumple TIE Fighters like tinfoil. But that OTT approach, alongside its PS2-era God of War-like combat, meant it felt too much of a departure from the power levels of the Jedi we long to emulate. Respawn goes back to tried and true powers for Jedi: Survivor and it works beautifully. There’s a simple thrill in blasting a battle droid off a cliff, or hoisting a squad of hapless Stormtroopers into the air before slamming them back down to earth. The glue that holds all this together is discovering the links between your Force powers and your lightsaber; there’s nothing quite like pulling an enemy towards you and impaling them on your blade in one smooth motion.
But if you have those same Jedi Knight memories as me, perhaps the thing that makes Respawn’s latest such a clear heir to Raven’s games is the way Cal’s lightsaber lops off limbs. There’s nothing quite like rampaging through a group of buckethead Imperials with a white-hot blade, especially when the end result is a pile of cauterised body parts. That thought may sound gnarly, but the absolute absence of detached limbs in Fallen Order is what contributed to its lightsaber feeling much more like a club than a sword. Our very first introduction to the power of the Jedi’s signature weapon was Obi-Wan slicing off Ponda Baba’s arm in the Mos Eisley cantina, and from that moment onwards it has been permanently linked to dismemberment. Luke’s hand, Darth Maul’s lower half, Jango Fett’s head, Anakin’s… well, almost everything. Jedi: Survivor has “saberrealisticcombat” from the moment Cal ignites his weapon for the first time, without the need for a cheat code. And from the moment a Stormtrooper’s right arm went spiralling off into the distance, it was like I was back in 2002 all over again.
Matt Purslow is IGN’s UK News and Features Editor.
I visited PAX East in Boston last month and on my checklist of “things to bring along this year” was my New Nintendo 3DS XL. I honestly don’t remember the last time it was part of my kit while traveling, but I do remember bringing it with me to a post-Nintendo Switch PAX East and being disappointed by how few StreetPass notifications I picked up. This year I brought it along more as a science experiment than for the fun of it, wanting to see if I could pick up a few new guests for my Plaza during the course of my day.
I’ve been going to PAX East in Boston every year since 2013. Maybe earlier? It’s been a long time. Early on I would scrape together whatever spare cash I had, crash on hotel floors, eat nothing but $9 Con-sausages twice a day, and lose myself in the splendor and spectacle. It’s changed so much since I’ve been going, for the better, and some of my fondest memories during my time on the outside (and now inside) of the gaming industry are tied to PAX East. It’s just such a good time! If you haven’t gone to one, make it a priority. Trust me!
In the heyday of the 3DS, carrying one on your person as you wandered the floor or sat in on panels almost became too much to handle. It was glorious in a stressful yet satisfying way. You’d see people in the halls, huddled around one of the extremely rare power outlets, charging their 3DS and meeting new StreetPass guests at their Plaza Gates. Back then it was trivial to unlock enough pieces to complete one of the many 3D puzzles, or find a Mii wearing a rare-but-needed color to advance past a monster in Mii Quest.
There were just so many people passing one another, giving each other Nintendo’s equivalent of digital high-fives, and the thrill of meeting them all made it worth sitting down and cycling through your Plaza Gate every hour or so. Plus, unlocking new geographic regions added another layer to StreetPass. While I never did complete my map of the USA, I do have international StreetPasses from as far aways as Japan. And I got 99% of them from visits to PAX East over the years. If I had gone to other events during the 3DS’ heyday, like Gamescom or PAX West, my maps and puzzles would have been even more complete.
The light on the front corner of my 3DS was glowing green, telling me I had new guests to welcome to my Plaza. I was over the moon!
And I didn’t even mention the 3DS games with StreePass features, like Bravely Default, which allowed you to collect citizens for your town, or let you summon another player you’d StreetPassed to help you in battles. Just a great and delightful feature all around, one that could be both extremely helpful and a wonderful way to make you feel like part of a community.
So for PAX East 2023, I charged up my 3DS and carried it around for the entire day. After a few hours, I opened up my bag and peeked in. The light on the front corner of my 3DS was glowing green, telling me I had new guests to welcome to my Plaza. I was over the moon. I had met six new people via StreetPass and amazingly, one of my StreetPass guests was someone I’d met at an earlier PAX (their Mii told me “we’ve met twice now!).
After a few more hours of wandering the floor, I checked again and was thrilled to see I now had a full 10 visitors waiting to be greeted. Whereas years past I would fast-forward through the greetings, this time I savored them. I let my eyes dance back and forth as I read their greetings, their dreams, admired their hats and lusted after some of the less-common text-backgrounds they had acquired. I even saw a Famicom cartridge-style text background I’d never seen before. It was just so wonderful and pure.
After some more time passed, I checked once more. The light once again glowed green, and there was a single person waiting for me to greet them. After I let them into my Plaza, my Mii raised his hand to his brow to look around for more before walking back through the gates. With a twinge of sadness, I realized my little Mii might never see another person waiting to visit, that this could very well be the last time I ever get another StreetPass visitor.
I wish Nintendo would bring back StreetPass in some capacity. People line up to throw money at bracelets to help them catch Pokemon, but I don’t know if they’d do the same for the opportunity to unlock a puzzle piece or move past an enemy in a Mii-only game. Building the functionality into the Switch seems like it could work, but the Switch doesn’t fit as easily into your pocket as a 3DS, and the battery life on the Switch isn’t up to the same level as the Nintendo 3DS.
I’m glad I had a 3DS during the peak of StreetPass and while I’d love to see Nintendo bring it back for its next console, I’m not going to hold my breath. Nintendo’s handheld-only days seem to be over – the Switch and its hybrid-design is now the third-best selling video game console of all time. And famously, Nintendo surprises us both with the features and games of yore it brings back, and the ones it seemingly refuses to acknowledge (Mother 3 much?).
I just have some unfinished puzzles, so I guess I’ll keep bringing it with me to events where I anticipate StreetPass possibilities, like PAX West or… Tyler the Creator concerts.
The Star Wars Jedi: Survivor experience on PC is, at least here on release day, a generally pleasurable Far Far Away fantasy marred by some ugly performance issues. After a few hours’ worth of attempts to get it running on the Steam Deck, I can now – with a face similar to that of Ewan McGregor cry-laughing over child murder – report that Jedi: Survivor is in even worse condition on the handheld. It’s unplayable.
Star Wars Jedi: Survivor is here and Matt P has finished it and had a bloody lovely time with it, too. He’s joined by Cardy and Mat J, as they discuss what makes the sequel to Fallen Order so good before delving into the latest season of The Mandalorian, their favourite Black Mirror episodes, and another reminder of why you should be watching Barry.
What wettest film? What smells do you like? Drop us an email: ign_ukfeedback@ign.com.
Valve revealed a swathe of new features coming to Steam’s desktop client beta last night, and there are lots of new features that caught my eye. They’re overhauling things like the in-game overlay, creating a new toolbar to house achievements, friends chat and discussions, and creating a new hub that shows you everything that’s happened in the game’s community since you last played it. It also introduces a cool pin feature that lets you stick overlay windows on top of your game – handy if you’re following a guide, say, and don’t want to keep alt-tabbing out. But there’s one thing I’m quite upset about, and that’s the new Notes app. I love a good notebook game, you know? Fiddling out puzzles in Tunic, remembering patterns in The Witness… Notebook games are great. But I fear this new Notes app will kill that kind of note-taking dead. And that makes me sad.