Game of Thrones: Kingsroad Review in Progress

Editor’s note: This review in progress is based entirely on the Early Access version of Game of Thrones: Kingsroad, and will be updated with final impressions after the playing the 1.0 version at launch.

Game of Thrones is a series synonymous with epic battles, familial betrayal, and mythical creatures. It’s no wonder, then, that developer Netmarble used it as the backing for its latest mobile-friendly open-world RPG, plopping you right into the middle of the original HBO show with one major goal to achieve: Power. Yet, after 20 hours gallivanting through the Early Access version of Game of Thrones: Kingsroad’s northern factions, consolidating my wealth ahead of its full launch this week, I can’t help but feel worried about what lies ahead as I work my way toward a final review. It’s not the towering enemies or backstabbing friends waiting for me down south that I fear – it’s the reality of just how much grinding (or money) it’s going to take to get there.

Set during the events of Game of Thrones’ fourth season, Kingsroad allows you to join the story as a bastard child and sole remaining heir of House Tyre. With your lord father unwell, your job is to explore Westeros in search of support so that you can buck the bastard title and ascend to lead your people when the time comes. You’ll meet plenty of familiar faces along this journey, too, from Jon Snow and Samwell Tarly to less likeable characters like Roose and Ramsay Bolton. While it might seem like a dense point in the overall plot to drop in, Kingsroad does a decent job of introducing the series’ broader themes through a speedy tutorial, which briefly takes you beyond the Wall to lay up the threat of the White Walkers and the world’s ongoing dynastic conflicts.

Before you grapple with the inherent drama of Westeros, you’ll need to pick a character archetype to play as – a decision that will dictate the style of combat you’ll use as you level up. There are three options to choose from: A balanced sword-wielding Knight, a beefy axe-wielding Sellsword, and a nimble dagger-wielding Assassin. Inspired by Tormund and Brienne of Tarth, I opted for the hulking Sellsword, whose rage and size could sweep through larger groups of enemies with relative ease. If you’re indecisive (like me) and want to mix up your playstyle, the good news is that you can start up an alternate class at any time from the main menu and share loot between your warriors. You’ll still have to replay the central story missions with each one, but this helpful feature at least allows you to sneakily boost their stats and speed through the early game.

Once you’ve made your choice, you’ll also be able to mould their look using Kingsroad’s surprisingly complex character creator. Alongside sliders that control each muscle of the face, you can choose beard length and colour, add battle scars, and even adjust the sheen of their hair. It hasn’t got the intense depth of something like Dragon’s Dogma 2 or inZOI, but I was pleasantly surprised by how much I could tweak my progeny’s features to my liking.

Westeros has been faithfully recreated, but that initial sheen wears off quickly.

You can’t simply walk into King’s Landing and have your wish to rule House Tyre granted, though. To earn your regal title, you’ll need to work your way up the food chain and earn the respect of the ruling Ladies and Lords of the land. This means completing side quests, clearing out bandits and fiends, and collecting as much loot as you can carry to upgrade your armour. On the surface, this might sound like an enticing fantasy workload. Unfortunately, Kingsroad doesn’t quite have the technical chops to make these tasks truly draw you in.

At first glance, Westeros has been faithfully recreated, and I relished the opportunity to take in the vast icy presence of the Wall and explore the cobbled walkways of Winterfell. However, that initial sheen wears off quickly when you linger a little too long in an area. Patches of grass pop up and down uncannily, and objects or NPCs all start to repeat. Suddenly, this mythical world loses its lustre and feels like a strange simulation. That isn’t helped by how odd the NPCs look and move, with many of the citizens I came in contact with acting as either overly dynamic animatronics or still paintings that eerily follow you with their eyes. This unsettling style is most noticeable in conversations, with some villagers’ jaws and eyes oscillating in unnerving fashion as they explain their routine predicaments.

This strange locomotion applied to my own movement as well, and no matter if I was on foot or mounted, it always felt as though I was skating on ice. That was more noticeable on frosty ground, which is surely intentional, but it frequently seemed like I was skidding on top of dry earth as well, with a slight delay to all my actions. Drifting my mount through twisty country roads was funny to begin with, but the constant unwieldy nature of movement gets frustrating fast. Often enough, I would catapult myself off the edge of a hill into an enemy camp without the ability to quickly course correct.

Combat is also a mixed bag, with lots of repeated attack patterns whether I was taking on an area boss or a simple grunt. The foes I was facing were a rotating crew of the same faces, the only difference being how many I would face at once. You dodge or dash out of the way of enemies and then return their hits with a mixture of light, heavy, and special attacks that don’t really attempt to do anything unexpected or fresh. Occasionally, I would be surprised by a quest that required me to use some strategy, like separating select enemies from a larger pack to get an advantage – but more often than not, combat simply came down to taking on gaggles of soldiers until I’d meet their overly familiar boss.

Combat is a mixed bag, with lots of repeated attack patterns.

The story cutscenes surrounding my actions were at least enticing, pulling at my heartstrings as they urged me to help find missing children or take out bandits that were attacking weakened farmers. Sadly, the actual process of completing those tasks quickly felt thankless because of the rote combat. There are upgrade trees that can diversify your moveset as you level up, and I’m keen to investigate them further to see how they impact encounters in the full game, but in this early portion, fighting is mostly monotonous.

Thankfully, you can find platforming puzzles nestled across the sizable, icon-covered map that offer a decent reprieve from the mindless fighting, even in spite of the floaty movement. Amongst the medieval castles and quaint villages, dilapidated buildings and cliff faces hide secrets that you can pinpoint with your area scanning tool. Hidden doorways and chests await, usually providing useful caches of loot or lore. When you’re wandering around and getting into the flow of it all, Kingsroad can start to resemble something like a stripped-back mobile port of Assassin’s Creed Valhalla. The interface design and structure of the open-world and combat seem particularly derivative of Ubisoft’s viking odyssey. It’s not a bad skeleton for a Game of Thrones game, though it can feel a bit egregious at times as you use your ping to highlight hidden enemies.

That said, barriers are set up around this open world in the form of Recommended Momentum requirements. Momentum is a bit like Gear Score in Destiny, a numerical valuation of your stats that takes into account your armour and skill progression, equipped accessories, and more. You’ll need to buff every aspect of your character in order to surpass the criteria required for exploring a new area, which is a reasonable enough limitation if properly tuned. But, rather predictably for a game with its eye on a mobile audience, the trove of consistent loot I was earning from early missions inevitably started to dry up, and I came face to face with the real amount of work needed to continue unlocking story missions. This is where the sinister undertone of Kingsroad’s live service design really starts to rear its head.

The bevy of activities available are persistently counterbalanced by the copious microtransactions peppered throughout. Even beyond the bog-standard battle pass and abundance of different in-game currencies, I was surprised to see just how much of the actual gameplay was tied to some form of transaction. For example, when you die in combat, you can choose to wait 30 seconds or pay to come back faster with all your healing items intact – an essential inclusion if you want to avoid trawling back to camp to buy more items. Alternatively, you can fast travel the slow way by hoofing it to a special signpost, or pay for a premium version where you can warp for free from anywhere on the map. Annoyingly, all of these features impact how efficiently you can reach the Momentum requirements needed to progress, so you’re always goaded to put your hand in your pocket.

20 hours in, it feels as though I’ve barely scratched the surface.

Behind every passably accessible system was a far more user-friendly one, but only if you’re willing to fork out for it. It felt as though Netmarble was more concerned with making Kingsroad just frustrating enough to encourage people to spend a bit of cash rather than making the base game reasonably enjoyable on its own. While it’s naive to assume a free-to-play game such as this wouldn’t offer some form of paid content, a cash-based system has been implemented into almost every corner of what’s here, and it cheapens both the world you are exploring and any success you may find there.

Perhaps what’s most upsetting about this model is that beneath the plethora of currencies and grind-heavy progression, Kingsroad does have the capacity to capture the magic of its source material. Riding on a dire wolf across hazy pastoral lands and watching them gradually gain a coat of frost feels cinematic on occasion (and, again, as long as you don’t stop to look too closely). Plus, the stories of the quests I’ve tackled so far do well to curate a tragic atmosphere. But when push comes to shove, the mythic world I was reaching for was always shoved just slightly out of reach by some intrusive nudge to pull out my wallet.

If there’s a silver lining, it’s that it still feels as though I’m barely scratching the surface Game of Thrones: Kingsroad despite sinking over 20 hours into it already. There’s so much more I want to explore in the 1.0 version before I deliver my final verdict, like artefacts, upgrade trees, and the estate management systems. As of right now, though, one thing is abundantly clear: When you play Game of Thrones: Kingsroad, you pay or you die.

Palia Review

There’s something uniquely satisfying about putting down roots in a sleepy town in games like Animal Crossing, Stardew Valley, or Disney Dreamlight Valley. Palia evolves this tradition to great effect, injecting large-scale multiplayer into that tried-and-true formula. After more than 70 hours of chopping down trees, hunting woodland critters, decorating my home, and hanging out with my fellow Palians, I’ve had a fantastic time catching up on all I’ve missed since the early days of the beta. There are beautiful regions to explore, interesting items and artifacts to craft or collect, and lots of compelling quests to complete – and the new content in the Elderwood expansion that arrived alongside its console launch added quite a bit to what was already a life-consuming vortex of coziness. That said, Palia still feels quite unfinished in some ways, with a story that abruptly cuts off right in the middle and some pretty serious bugs and performance issues plaguing it, but it’s easy to forgive much of that when you and your friends are enjoying a quiet evening of fishing together.

Palia is a cozy life sim with one major tweak: you’re in an online world that occasionally compels you to come out of your shell and interact with other humans – a sometimes Herculean task for the introverts often drawn to this genre. As you explore, you’ll encounter others out in the shared world going about their business, and are encouraged (or sometimes required) to cooperate with them. For example, you’ll get a buff for fishing with others and will find magical trees that can only be chopped down with the help of one or more friends. This has led to a community that’s astoundingly positive and helpful, with the vast majority of the public chat being PSAs from players who have found a valuable resource they’d like to share with strangers, then waiting for minutes on end for everyone to assemble before collecting it as a group. I spend a lot of time playing multiplayer games defined by the community’s potent toxicity and savage greed, so this kind of culture was truly a shock to my system that took me a long time to adjust to.

Although multiplayer is its signature twist, you can still do the vast majority of Palia’s activities by yourself. There’s also just a whole heck of a lot for you to do however you decide to tackle it, all in service of building up your home and improving your relationships with the NPC townsfolk. The usual zen-like staples of cooking and catching bugs are all here and actually quite good – the fishing minigame, for example, is less mindless than you usually find in the genre, having you tug and pull on your rod as the fish leaps into the air and puts up a fight. There’s even a few less common options like hunting, where you’ll pick off poor critters who burrow into the ground and leap into trees as you pepper them with arrows. While an absence of stress is an intentional focus of Palia’s design, it sometimes tries a bit too hard to accomplish that goal, like in how your arrows will magically home in on your target incredibly aggressively, sometimes turning corners to aid your aim. I’m all for a laid back experience, but it can be a bit obnoxious when you’re trying to line up a shot and the magnetism training wheels curve your arrow toward a different creature altogether, frustrating what’s supposed to be a chill activity.

Palia has a surprisingly full-featured main story as well. It has you exploring ancient ruins to uncover the truth about a world which was once populated by humans who are curiously gone now, and the dark history of magic that seemingly caused the collapse of society. This adventure is much more light-hearted than that might sound, though, and you’re mostly just given opportunities to learn about the world and hang out with the characters who accompany you on quests while you platform around and solve simple puzzles. Per Palia’s adherence to cozy virtues, none of this is particularly demanding, and the mainline quests can be completed in a matter of hours if you focus on them, but I enjoyed diving just a tad deeper into the world and the break from grinding for iron ore to craft the next piece of furniture I just couldn’t live without.

The usual staples of cooking and fishing are all here, and quite good.

That said, while I quite enjoy the tale Palia tells, it feels disappointingly incomplete compared to every other aspect of the adventure – even after the Elderwood expansion arrived. The original cliffhanger ending was replaced by yet another hanging chad just an hour or two later, with a handful of chores and a brief new major dungeon spread across a surprisingly short bit of story. You’re telling me I’ve got this massive new map to explore, new creatures to hunt, and new characters to romance, but we still haven’t finished even one arc in the main plot.

Thankfully, there are plenty of distractions and minigames to mix things up, like a hotpot-themed card game I spent way too much time playing, or a surprisingly intricate platforming puzzle that took me hours to master. Sometimes these experiments exceed Palia’s grasp, like the platforming sections in particular, which are held back by clunky controls that don’t seem like they were designed with precision in mind – climbing can be quite an irritating experience as your character will let go of surfaces inconsistently, sending you plummeting to your death. But the stakes in taking these spills are always very low, so there’s not much to lose aside from a bit of your time wasted. Other times, you’ll find yourself doing a sliding picture puzzle and think “y’know, this is pretty nice,” so I mostly found myself happy they took these shots nonetheless.

Of course, the purpose behind all these undertakings is to gain as much gold as you can to upgrade and decorate your home, and Palia’s got one of the better home building systems I’ve seen. Rather than giving you no control over the blueprint of your house like in Animal Crossing or Disney Dreamlight Valley, or making you monkey around with a building mode that has you placing individual walls like The Sims, Palia favors a modular system: You unlock schematics for pieces of a home that you can freely snap onto various parts of your building, making it easy to design the general layout without having to get lost in the weeds. Then, once you’ve built your place, you can decorate it down to the most minute detail, dragging furniture, dolls, and cups around on a grid to make it just so. I could probably spend dozens of hours on this part of Palia alone, were it not for my insatiable need for cold hard cash to fund my homestead expansion. But that desire to make your place exactly as awesome as you want it to be is a serious motivator that sent me out in search of lumber and iron ore time and time again.

Those resource grinds each have their own progression systems as well, as you level up by repeatedly going out into the world and bringing back your haul of raw materials and collectibles to sell. As you plant trees and craft furniture, you’ll unlock new equipment like a loom for creating fabric or a furnace for creating glass. You’ll also get better tools to perform cozy chores with, like a hoe that lets you till land faster or a bow and arrows that will let you take down prey in fewer shots, each of which feels like a handy upgrade that shows up at exactly the right moment you start feeling a need for it. The timegating that sometimes boxes you out of marathoning through everything in other life sims is mercifully absent here for the most part, so you can move as fast or as slow as you care to.

Palia has one of the better home building systems I’ve seen.

The other major pursuit in Palia is in getting to know and develop relationships with its 26 NPC residents, most of whom are really well-written and have a lot more to them than meets the eye. Most have an arc that takes place over several quests where they let you see a bit more of their personality as you forge a friendship. I quite enjoyed hanging out with the sarcastic and moody daughter of the mayor, Kenyatta, who worked the front desk with all the enthusiasm of April from Parks and Recreation – but after helping her down the extremely chaotic path of discovering what she’s passionate about in life, I grew to appreciate her in a less superficial way. Even characters I really didn’t jive with like Elouisa, a cryptid-obsessed hippy who annoyed me to no end, was at least entertainingly irritating, and I’ve learned to appreciate how much her personality bothers me over time. (We’ve all got a friend like that, don’t we?) And, of course, if you’re looking for more than friendship you can partake in Palia’s quite strong dating mechanics to get yourself a girlfriend or boyfriend, or several of them – no judging here.

Unfortunately, this is one area where timegating gets in the way of a good time, and is one of the only places Palia boxes you out. You’re only allowed to chat with each character once per in-game day (a 30-minute period of real time), which improves your social links a very small amount, and you can only give each character a gift once per real world day. So if you’re trying to finish a particular character’s story, you’ll have to log on with regularity and be subjected to the same rotation of brief banter before you’re able to make any real progress. This is especially painful early on when your citizenship in Kilima Village is dependent on having someone in town to vouch for you – a task that’s made impossible to do in a short span by timegating. When every other area of Palia lets you play to your heart’s content, it’s pretty annoying to see such an essential part of this slice of life block you from progressing at your own pace.

Palia has come a long way since I first played it over a year ago, but one thing that remained true after this latest update is that it’s still missing quite a bit. Even with the beefy new Elderwood map joining the original two, the number of areas to explore is fairly small, and though they’ve got nooks and crannies for you to discover, you can more-or-less see most of what’s available in a few hours. Social features, though awesome when they happen, still feel quite slim for a game where the killer feature is supposed to be its online functionality, and there aren’t enough activities that encourage group play. And although there are quite a few options for decorating your house, surprisingly little of it can be interacted with once placed. You can’t lie in bed, turn on the sink, or really do much of anything with most objects, which sometimes made me feel like I was building a museum rather than a home. (They did add the ability to flick the light switches on and off, which is at least something.) Elderwood isn’t planned to be the final update or anything, so these are shortcomings that will hopefully be built out in the future, but I’m a bit surprised that some of them aren’t farther along all the same.

The other major issue with Palia has been its bugs and performance issues, which have gotten remarkably better but are still pretty common. I quite frequently see NPCs sink into the floor, sometimes altogether hidden underground to the point where I can’t interact with them, there’s a bunch of very visible pop-in that happens while you’re running around, and loading times when traveling between each section of the map feel far longer than they should. Playing on the Nintendo Switch is especially eyebrow raising, as everything looks pretty awful and runs significantly worse, to the point where I really can’t recommend it on that platform in the same way I enthusiastically would elsewhere.

Review: Onimusha 2: Samurai’s Destiny (Switch) – A Solid Remaster Of One Of PS2’s Best, But Stick To 4:3

Blade of glory.

When Onimusha: Warlords launched for Switch all the way back in 2019, we had optimistically assumed that its sequel would be right around the corner. How naïve. A bit of patience has been required, but now, more than six years later, Onimusha 2: Samurai’s Destiny has finally been given the same remaster treatment. We can’t be too mad at the long wait, mind you; with Capcom looking to fully revive the series with Onimusha: Way of the Sword in 2026, now might be the best time to remind players of what could well be the best entry.

In terms of what’s new with the Switch remaster, you can look to the original for a pretty solid benchmark. Visuals have been given a nice boost, and while there are no enhancements here akin to what the Resident Evil franchise has enjoyed in the past, the bump up to HD is still pretty nice. Certain areas can look a little muddy in handheld mode, but it’s a fine-looking game for the most part, bolstered by strong art design.

Read the full article on nintendolife.com

Avowed director Carrie Patel has left Obsidian, and joined Oxenfree dev Night School as a game director

Whether or not we’ll be getting any more Avowed somewhere along the line is still very much up in the air. But if we do, it seems it won’t be under the leadership of Carrie Patel. In a quick post Patel shared on LinkedIn, the game developer shared that she’s “starting a new position as game director” at the team behind Oxenfree, Night School Studio. Patel mentioned literally zero details outside of what her new role is, so it’s not even clear why she left Obsidian.

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Cyberpunk 2077’s sequel will see you return to Night City, and head to a new city described as “Chicago gone wrong”

CD Projekt Red’s sequel to Cyberpunk 2077 is mostly a bit of a mystery, and it likely will be for a while yet given that they’re currently full steam ahead on The Witcher 4. We know Anna Megill, who worked on Control and the upcoming Fable game, is attached as lead writer, and that the team wants to deal with some big topics, but there’s been nothing like plot details shared so far. At the very least, Cyberpunk creator Mike Pondsmith shared some tidbits about it at Digital Dragons, namely to do with the game’s map.

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Shinobi: Art Of Vengeance Shows Off Gorgeous Hand-Drawn Action And Environments

Neo City showcased in new trailer.

We’ve got another new trailer from Sega and Lizardcube of Shinobi: Art of Vengeance, the upcoming brand new 2D action platformer in the long-running Shinobi series.

Today, we’re getting a look at Neo City, a neon-lit industrial city where danger lurks in the shadows; this is the second locale we’ve seen after Oboro Village, which dropped on the official Sega channel last week (and in Asia back in April).

Read the full article on nintendolife.com

Shift Up essentially confirm Stellar Blade 2 is in the works, haven’t revealed how revealing it will be

Alright, so, I know those of us on PC haven’t even had the chance to play the first one yet, but it seems like Shift Up have essentially confirmed that Stellar Blade 2 is in the works. As spotted by Insider Gaming, Shift Up recently shared its investor relations presentation for May of this year, most of it being businessy nonsense neither you or I could give two tosses about. The key thing is a slide in its strategy section, showing a very basic plan for its games Nikke and Stellar Blade.

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T-posing teen game to a T tees up a demo you can play right now ahead of its launch next week

Right, anyone in need of something that’s just generally quite pleasant? I’ve been looking forward to Katamari Damacy creator Keita Takahashi’s next game to a T ever since, well, it was revealed, honestly. It’s suitably strange, as per usual with the cult game maker’s works, this time putting you in the position of a teenager who is constantly t-posing. There’s also sandwich-making giraffes and other strange inhabitants, and you can now take a look at it yourself in a demo that’s dropped on Steam today.

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‘Thank Goodness You’re Here’ Headlines Physical Game Label From Lost In Cult

Along with ‘The Excavation of Hob’s Barrow’ and ‘Immortality’.

Lost in Cult has confirmed that its upcoming physical games label will kick off with three tantalising titles; two of which will be available on the Switch.

The three games are Thank Goodness You’re Here, The Excavation Of Hob’s Barrow, and Immortality (PS5). All will be available mass market via standard editions, but Lost in Cult is also releasing a line of limited editions known as, uh… ‘EDITIONS’.

Read the full article on nintendolife.com

Cyberpunk 2077 Sequel Project Orion Has Night City and Another City That Feels Like ‘Chicago Gone Wrong,’ Mike Pondsmith Teases

CD Projekt’s Cyberpunk 2077 sequel, codenamed Project Orion, is a closely guarded secret, but that hasn’t stopped Cyberpunk creator Mike Pondsmith from teasing some previously unknown details.

Pondsmith, who worked closely with CD Projekt on the 30 million-selling Cyberpunk 2077 and was involved in promoting the game ahead of its 2020 launch, was asked about the scope of his involvement with Project Orion at the Digital Dragons 2025 conference.

Responding, Pondsmith admitted he wasn’t as involved this time around, but he does review scripts and had been to CD Projekt to check out the ongoing work.

“Last week I was wandering around talking to different departments, and seeing what they had, ‘Oh look, this is the new cyberware, what do you think?’ ‘Oh yeah, that’s pretty good, that works here.’ “

And then, the morsel of detail on the sequel: that it features a brand new city in addition to the Night City we know from Cyberpunk 2077. Pondsmith described this new city as “like Chicago gone wrong.”

“I spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion, because there’s another city we visit — I’m not telling you any more than that but there’s another city we visit. And Night City is still there. But I remember looking at it and going, yeah I understand the feel you’re going for this, and this really does work. And it doesn’t feel like Blade Runner, it feels more like Chicago gone wrong. I said, ‘Yeah, I can see this working.”

It’s worth pointing out here that Pondsmith’s comments do not necessarily suggest the Cyberpunk sequel will feature a future Chicago, rather a city that has the feel of a dystopian version of the city. It may well be a take on future Chicago, but that isn’t confirmed based on these comments.

There is also already some debate about whether the Cyberpunk sequel will expand upon the Night City that’s in Cyberpunk 2077 or feature a new version, and the extent to which it is playable. There are a lot of unknowns, but it looks like there may be two fleshed out playable cities in this sequel.

While CD Projekt’s focus right now is The Witcher 4, it has a new studio set up in Boston to work on Project Orion. Earlier this year, CD Projekt said 84 of its 707 staff were working on Project Orion, which is still in the concept phase. Much can change, and we’re not expecting the game for some time.

There’s also a new Cyberpunk animation project on Netflix following the well-received Cyberpunk: Edgerunners. In the shorter term, Cyberpunk 2077 is set to launch on Nintendo Switch 2.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.