Wanted: Dead Review

Ninja Gaiden Black is my favorite action game of all time, so if you describe something as “a hybrid slasher/shooter from the makers of Ninja Gaiden” like Wanted: Dead does on the back of its box, you’ve got my both attention and hopes up right out of the gate. But as quick as they rose, they fell even faster, because Wanted: Dead is a bad game even removed from any comparison to Ninja Gaiden. Its story is nonsense, the voice acting is some of the worst I’ve heard in a modern game, its difficulty is all over the place, it frequently crashes, and even though its combat is the best part, it still feels sluggish and poorly balanced between your ranged and melee options. If you look super closely, you can see tiny bits of some of the ideas that went into the Ninja Gaiden games, from quick and satisfying executions to dismemberment that affects the behavior of enemy AI. But those small sparks aren’t enough to save what is otherwise a soulless throwback to the many mediocre action games of the mid to late 2000s.

Wanted: Dead’s story takes place in Hong Kong and follows the Zombie Squad, a Suicide Squad-esque police task force made up of former military that wound up in prison with a life sentence for one reason or another and joined the squad as a form of rehabilitation. Despite the fact that there is a weird abundance of scenes in between missions where Zombie Squad is together just hanging out (usually eating food), there is zero chemistry between these characters. I can’t even tell you much about them outside of the fact that Herzog is a creep, Doc is super awkward, Cortez only communicates with sign language, and the player character, Lieutenant Stone, has confusing anime flashbacks with no context. Finding personnel files illuminates a little more about each character, like the fact that Herzog is “an extreme lover of women” with “The Beast” as his nickname, and Doc got expelled from med school for liking drugs and wild parties, though most of the rest of these files are copied and pasted between each character.

It all has the vibe of a Suda51 game like No More Heroes, Lollipop Chainsaw, or Killer is Dead but without any of the style or charm that goes into them. It doesn’t lean into its silliness hard enough, and as a result, the tone feels confused. It’s a gritty slasher/shooter that will throw you into an off the wall karaoke performance of 99 Luftballons out of nowhere, or pit you against your squadmate in an eating competition after learning about the history of ramen and its Chinese roots. It’s bizarre, but the kind that makes me tilt my head rather than laugh at the absurdity. The voice acting is also poor without ever having the charm to at least be considered endearingly campy. I had a hard time following what characters were actually talking about because it felt like the actors never really had a grasp of what they were talking about themselves.

A Dull Blade

I can forgive an action game of a lot if the action itself makes up for those shortcomings, and while Wanted: Dead’s combat is the best part about it, it’s far too one-note to save the rest of this sinking ship. Its fundamentals are at least pretty sound: The animations look great, there’s some satisfaction to the gory sword play, and for the first hour or so, it feels good to parry enemy attacks, liberate some limbs, and see some stylish executions. The issue is that it never really evolves beyond that base over the roughly eight hour campaign.

I could buy new skills from a very limited skill tree, but none of them ever felt like they affected my approach to combat. Most either felt like skills of convenience that I should’ve had from the start, like a dashing attack or the ability to use an execution on a downed or limbless enemy, or they were necessary power ramps that felt virtually required just to be able to survive the later encounters, like more stimpacks or flat increases of damage and defense. Nothing ever made me better at defeating specific enemy types or gave me a new way to deal with any particular threat, let alone a reason to use anything other than the same combo that I’d been using since the start. There are no air combos, practically no learnable special attacks outside of a nearly useless charge attack and the aforementioned dashing attack, and no new melee weapons beyond the starting katana. Put simply, Wanted: Dead’s combat is pasta with no sauce.

Put simply, Wanted: Dead’s combat is pasta with no sauce.

As a result, the combat grew stale after the second level, and became a chore for the remaining three. It doesn’t help that the enemy AI and variety in Wanted: Dead is terrible. They can basically be boiled down into five archetypes: Weak ranged grunts, weak melee grunts, shield dudes, ninjas, and big boy brutes. While there are some slight variations within those archetypes, they all pretty much behave the same. Once I learned the parry timings, combat essentially just became a game of taking turns. I’d attack until the enemy parried, wait to parry their attacks, and then either die or attack until they parry again. Lather, rinse, repeat.

For those looking for a challenge, at the very least Wanted: Dead does provide that, but it does so in all the wrong ways. For starters, the checkpointing is atrocious. I frequently found myself playing for 10-15 minutes without hitting a checkpoint in a single level, and worse still, some of these stretches were capped off with what are essentially miniboss fights – that meant I wouldn’t even get a shot at trying again without retracing my steps through the same 10-15 minutes of enemy encounters if I died. This is especially bad in a game that’s so reliant on learning enemy rhythms and attack patterns.

The most damning thing, however, is that Lieutenant Stone feels super weak to play as throughout the entire campaign despite the fact that she is supposed to be some badass super cop. She can use guns, but most enemies are bullet sponges that take forever to kill; she can throw grenades, but you can’t cook them, so your foes will almost always dive out of the way; she can’t block bullets, she dies in just a few hits, and she needs to purchase upgrades to do basic things, like blocking more than one strike at a time or attacking after a perfectly timed parry.

Wanted: Dead’s combat is pasta with no sauce

There are isolated moments where Wanted: Dead does briefly come to life. The third level begins with a cool encounter where it tries to overwhelm you with a bunch of weak enemies that die in just one or two hits, which acts a great showcase for the exciting super move Lieutenant Stone can use to chain executions together, much like Ryu Hayabusa could do in Ninja Gaiden 3. And while it’s super janky to look at, there’s another fun moment where you’re given a chainsaw in a hedge maze, chopping up enemies as you round the corners. Wanted: Dead desperately needed more moments like these to break up the monotony, but sadly they are few and far between. It also doesn’t help that even good moments could be soured by a tendency to crash repeatedly while I played on PlayStation 5.

Hyper Light Breaker shifts to a procedural, open-world roguelike

Last year, developer Heart Machine announced Hyper Light Breaker as a follow-up to their pixelated breakout Hyper Light Drifter, utilising some of the 3D tech found in their sophomore platformer, Solar Ash. The team described Hyper Light Breaker as a co-op roguelike, but the game has now switched to an ambitious, procedurally generated open-world.

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Ikenfell is an endearing tactical RPG that gave me earworms

Ikenfell, it stands to reason that it’s practically guaranteed to happen. We can only assume the odds become even higher as the Ordinary ventures closer to the big magical fantasy school, which protagonist Maritte quickly discovers. Upon approaching the gate in search of her missing sister, Safina, Maritte suddenly starts to sling fiery spells.

Those new spells certainly come in handy, as Maritte finds herself fired up (hehe, geddit?) and ready to fight through this Paper Mario-style tactical RPG. Along with some of Saf’s old friends, you explore the titular school and surrounding areas, searching for clues that might help unravel the mystery. Ikenfell has challenging combat and lots of little secrets hidden in its 8-bit world, but it’s the loveable bunch of pals (both allies and rivals) that really made me smile. Oh, and some of them have killer theme tunes that I can’t stop singing.

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Review: Ten Dates – A Surprise Second Date Where More Is Better

“What’s yer name and where d’ya come from?”.

Looking back on Wales Interactive’s Five Dates in 2023, more than two years after its debut, reveals a fascinating glimpse into what life was like during the peak of the COVID-19 pandemic. It’s a game that leans heavily into the idea that the dating world has migrated online, forcing singletons to conduct awkward interview-style conversations with potential suitors. We certainly enjoyed it for what it was back in 2020, but we’d perhaps argue that it’s aged better as a sort of historical artefact; a brief portal into a world that most of us would quite happily forget.

Its sequel, Ten Dates, isn’t afforded the same novelty. While the pandemic marches on across the globe, many countries have taken to treating the virus as endemic, thus returning to some semblance of normality (whatever that looks like these days). With this in mind, Ten Dates is very much a traditional affair; a game that puts its focus squarely on face-to-face interactions within typical social settings. It’s undoubtedly missing the “novelty” of remote interactions that made the first game so unique, but the focus on real-life conversations makes for a more enjoyable experience all round.

Read the full article on nintendolife.com

Lesbian road trip RPG Get In The Car, Loser! releases its second expansion

Get In The Car, Loser! has released its second expansion pack and this one’s chunky. For the uninitiated, Get In The Car, Loser! begins the way all retro RPGs do, with a group of young misfits who decide to fight a world-ending calamity, or sometimes to fight God. The only difference here is that it’s named after one-of-many iconic Mean Girls quotes, and yes, your party features lesbians. The antithesis of Final Fantasy 15, really.

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3 Great Deals on Star Wars, Batman, Mario and More Merch at the IGN Store: Fan Fest 2023

In case you missed the news, IGN Fan Fest is back and bigger than ever for 2023! If you hadn’t heard of Fan Fest before, IGN Fan Fest is a two-day event, bringing fans exclusive interviews and sneak peeks from some of the biggest movies, shows and games you all love. (You can see everything announced at Fan Fest 2022 for reference).

What better way to celebrate fans than giving out special discounts this week on the coolest merch from your favorite franchises and beyond? Keep reading to see what deals are up for grabs this week only on our very own IGN Store.

TL;DR – What to Expect at Fan Fest 2023

  • Feb. 13 – Feb 16: Exclusive IGN Fan Fest preview content all week long
  • Friday, Feb. 17: Day 1 of the IGN Fan Fest livestream begins at 10am PT
  • Saturday, Feb. 18: Day 2 livestream begins at 10am PT
  • Here’s the Fan Fest 2023 Schedule, including panel lineup and details about new giveaways
  • Here’s How to Watch IGN Fan Fest 2023

Celebrate Fan Fest This Week With 3 IGN Store Deals

  1. Save 40% off all items in the New, Limited Time Fan Fest Special Collection with Coupon Code: FANFEST
  2. All IGN Short Sleeve Tees are only $15
  3. Spend $150+ and Get a FREE Black IGN Logo Tee

*This week’s deals start February 13th at 12pm PT and end Monday, February 20th at 11:59pm.

Top In-Stock Items You Can Get on the IGN Store Now

For even more, check out all of the cool merch around IGN Fan Fest favorites available at the IGN Store:

About the IGN Store

IGN Store sells high-quality merch for everything you’re into. It’s a store built with fans in mind for all geek culture and fandom we love across comics and gaming. So, whether you’re into comics, movies, Anime, games, or just like to collect cute plushies, this store is for you.

The IGN Store carries collections and apparel from the big fandom franchises. Browse your favorites:

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More Franchises to Explore from the IGN Store:

IGN Fan Fest 2023 Giveaway terms and Conditions here.

Deliver Us Mars Review

Just before my group of four young astronauts with major, personal conflicts of interest blast off to the red planet, I’m assured by our team leader that, while some corners had to be cut to get our ship spaceworthy, it should do its job just fine. And it does… kind of. Which is a great metaphor for Deliver Us Mars as a whole. This platforming, puzzle-solving, interplanetary adventure is trying to do too much with too little, and it ends up touching down just North of adequate.

The backstory for our plucky, rebellious, sometimes even endearing hero, Kathy, is that she was separated from her father Isaac just before he boarded a colonization mission bound for Mars. Years later, she’s been through astronaut school on a climate-ravaged Earth and a mysterious transmission from Isaac spurs her and her older sister, Claire, to seek seats on the mission to bring the colony ships back. Periodic flashbacks do a respectable job of filling in the complicated and painful story of their family along the way.

The launch sequence from Cape Canaveral is among the strongest. It has you perform various checks and landing procedures that feel authentic and tactile before watching through the front window as your ship, the Zephyr, leaves Earth’s atmosphere with no cuts or loading screens. You’re not briefed on any of these procedures ahead of time, which led to a lot of me swiveling my mouse pointer around frantically trying to find the highlighted switch for the internal power interval or whatever, but it was neat once I got the hang of it.

Outside these scripted sequences, Deliver Us Mars consists of first- and third-person explorations of an orbital facility and the surface of Mars itself, featuring some fairly simple puzzle-solving and occasional, frustrating platforming. There are several sections where you have to bounce wireless power beams around, matching the voltage on doors and terminals to get to the next area. They’re generally not too difficult, but I found some of the trickier ones satisfying to solve.

Exploration features fairly simple puzzle-solving and occasional, frustrating platforming.

What wasn’t nearly as satisfying were these obnoxious climbing wall segments. You have to click the left and right mouse button at the same time to grab onto a wall to begin with, and you have to do so with enough room that you don’t slide off of the climbing surface. But this action is so unresponsive that whether you can get a purchase or not feels more random than anything, especially in some cases where you have to jump at an angle. Also, one of the moves you need to progress in some of the later segments is never explained at all, and I discovered it by accident when I was just trying out random buttons in frustration after I’d been stuck for several minutes. Pro tip: You can hold S and press spacebar to jump to a wall that’s behind you.

This lack of direction even extends to some segments of the main story where you have several different ways you can go, but aren’t told at all which is the right one and can end up wandering way off in the wrong direction. There is an option under Accessibility to always display quest markers, and while I don’t necessarily need a big star constantly guiding my every step, it could really use some sort of middle ground. If you tell me to go to Ark Vita without ever giving me a hint about where it is, that seems like you’re really leaving me to twist in the wind.

Doll-like models can’t keep up with otherwise convincing performances.

At least the characters are endearing. What few of them there are, anyway. Neil Newborn (whom you may remember as Resident Evil: Village’s maniacal Heisenberg) gives a great performance as Isaac, a complex character with conflicted motivations. Kathy herself is brought to life by Ellise Chappell, who gives a convincing performance with a wide emotional range. And the story is respectable, with the mystery of what happened to the Martian colonists pulling me forward at each turn.

The character models can’t really keep up with it, though. They have a very doll-like, uncanny valley look to them – when we get to see their faces at all. A lot of backstory is delivered through these pre-recorded holograms where hairless, faceless crash test dummies pose in place while dialogue plays. It really looks like placeholder art you’d see in an unfinished game, and the developers just never had the time or resources to replace it. There is also a whole chapter toward the end that jumps from one scene to something completely unrelated, giving me the sense that they cut a significant amount of plot without doing a very good job of stitching it back together.

Performance, especially during cutscenes, is also a major issue. My RTX 3080-powered system exceeds the recommended specs, but in many cinematics I would see my framerate drop below 10 fps, even with DLSS on. I had to turn off the per-strand hair rendering altogether because it kept glitching out. In regular gameplay, it’s usually fine. But this is clearly not a very well-optimized project.

Wild Hearts Is So Tough That Even Its Own Developers Have Trouble With It

The mighty Kemono – the creatures inhabiting Wild Hearts, the new monster hunting game by Koei Tecmo and EA – aren’t easy. In fact, they’re hard enough that even one of the game’s directors has trouble defeating his own creations.

“I have quite a lot of difficulties,” Wild Hearts co-director Takuto Edagawa says with a laugh. “When we look at [the toughest Kemono in the game], those ones I die [against]. If I’m not properly prepared, I’ll go in and I’ll be killed.”

But luckily for Edagawa, a helping hand is always close by — literally. His development partner, co-director Kotaro Hirata, smiles and says, “I’m totally awesome at [Wild Hearts], actually.”

The Omega Force division of Koei Tecmo is primarily known for Dynasty Warriors, the wild power fantasy series that sees players effortlessly taking out hundreds of foes at a time. With Wild Hearts, which will seek to capture the appeal of Capcom’s popular Monster Hunter series, Koei Tecmo is well aware it is developing a very difficult game. Edagawa and Hirata want you to fear the Kemono, the nature-infused beasts that inhabit Wild Hearts’ world.

But the development has also been careful to introduce several mechanics to encourage players new to the monster hunting genre to give Wild Hearts a try.

How Omega Force Crafted Wild Hearts’ Karakuri System

What does set Wild Hearts apart is, in fact, crafting. Players will be able to take advantage of the new Karakuri crafting system, which gives players the power to instantly construct objects during the heat of battle. Whether it’s a box to climb on to launch yourself closer to the massive Kemono, or a spring that helps you quickly evade devastating incoming attacks, the Karakuri are designed to give players the edge.

The Karakuri crafting system came about when Edagawa and Hirata realized the beasts were too difficult for players to defeat. Rather than nerfing the Kemono’s abilities, the two decided to give the player the power of the Karakuri to even the score.

[Crossplay] was actually quite a significant decision for us, and it was one of the toughest things we actually had to work with in development.

“Before [the Karakuri system] came along, the Kemono were way too strong for the players,” Hirata said. “They were just massive creatures with too much power. But then the Karakuri idea came in, and then we realized, ‘the Karakuri system might be too strong now!’… We wanted to make sure the Kemono were really strong and really difficult to beat, because we wanted the players to feel the sense that it was a challenging endeavor. But trying to find that right balance between the actual strength of the Kemono versus the strength of the players was the hardest balance to figure out.”

The directors say the difference between great Wild Hearts players and those who are still figuring it out will be the mastery of the Karakuri system. For players struggling against the nature-infused Kemono, Wild Hearts’ flexible multiplayer support will make calling in help a breeze. Wild Hearts supports online multiplayer for up to three people, and Hirata said watching how more experienced players use the Karakuri can teach rookies very useful strategies.

Unlike Monster Hunter World and Monster Hunter Rise, Wild Hearts also supports crossplay, allowing players on PlayStation 5, Xbox Series X|S, and PC to tackle the game together.

“[Crossplay] was actually quite a significant decision for us, and it was one of the toughest things we actually had to work with in development,” Edagawa said. “EA actually said that cross platform play is definitely a plus, and so we thought, ‘Then okay, we’ll do it.’ And ultimately we’re very happy that we decided that… When we think of the fact that we want more people to play, and people from more diverse environments to play, it was definitely worth the additional effort that was required to be able to do this.”

A New Hunting Franchise for Omega Force

While Hirata and Edagawa shied away from drawing comparisons to Capcom’s hunting juggernaut (the two didn’t use the word “Monster” during the entirety of the interview, referring to the beasts in Wild Hearts as “Kemono”, “creatures”, and “prey”, exclusively), it’s impossible to not look at Wild Hearts and see the similarities to Monster Hunter. The two titles are cut from the same cloth, both focusing on the central gameplay loop of hunting creatures to improve your gear, and using that better gear to take down even more powerful foes.

Given Monster Hunter World’s sales success, it’s easy to understand why the Dynasty Warriors studio wanted to take another stab at a hunting action game.

Omega Force previously developed the Toukiden series, which saw three games released between 2013 and 2016. The franchise never caught on in the West, causing a long hiatus for hunting action games from the studio.

Wild Hearts is a fresh start in the genre for Omega Force, and the directors have high hopes for the game beyond this week’s launch. The studio will continue to support the game with free, post-launch updates that will add new Kemono for players to face off against.

There are currently no plans for microtransactions, with Edagawa saying, “when it comes to gameplay and content, players will not be charged anything for any of the actual gameplay.”

If the developers do implement microtransactions down the line, it will strictly apply to cosmetics. Beyond that, Hirata said Koei Tecmo wants Wild Hearts to be a new core franchise for the studio.

“We wanted to build a new pillar for Omega Force. I think in the past we had experiences with the Warriors series and also Toukiden as well, but… When we talk about the reach to a global audience, those titles were not quite there yet in appealing to a wider audience. So one of the things we really wanted to work on and one of the things that started off this project was for Omega Force to have a game that had a global appeal, that was accepted more by a much wider audience.”

Wild Hearts is out this February 17 on PlayStation 5, Xbox Series X|S, and PC.

Logan Plant is a freelance writer at IGN