Star Wars: The Deckbuilding Game Review

Fantasy Flight Games is widely known for its popular Living Card Games (or LCGs) genre such as Marvel Champions and Arkham Horror: The Card Game that give you all the thrill of deckbuilding and battling that you’d expect out of a traditional collectible card game like Magic: The Gathering or Pokemon, but without the hassle of buying booster packs to get that one card you need to complete a deck. Instead, there’s a mandatory core set and a number of optional themed expansions and character packs that contain the same cards for everyone, leading to a more consistent experience for all players.

Fantasy Flight’s latest card game takes a slight detour from the standard LCG fare and is instead a standalone deckbuilding experience set in the Star Wars universe, aptly named Star Wars: The Deckbuilding Game (see it on Amazon). Designed specifically for two player head-to-head combat, Star Wars: The Deckbuilding Game allows you to take control of the Empire or the Rebel Alliance to strategically recruit allies and accumulate resources with the ultimate goal of destroying a number of your opponent’s bases.

What makes Star Wars: The Deckbuilding Game different from other preconstructed card games is that each player starts with the same base set of ten cards and assembles their deck during the course of the game. This means every game can be wildly different from the last depending on which cards are available, as well as your overall strategy.

What’s in the Box

Inside the rather compact box you’ll find two 10-card starter decks – one for the Rebel Alliance and one for the Empire. Each deck serves as a basic structure to get you started that you’ll look to enhance during gameplay. Both decks feature identical card effects, with the only difference being alternate artwork to fit their chosen faction.

There is also a shared deck of 90 Galaxy cards that feature Rebel, Empire, and neutral cards that both players will draw through during the course of the game. This deck contains the majority of cards both players will seek to acquire to bolster their decks. Additionally, there’s another smaller shared deck of 10 Outer Rim Pilot cards that can be used in the early game to accumulate more resources – more on that later.

Each faction also includes 10 Base cards spanning a number of iconic locations from throughout the Star Wars universe including Tatooine, Endor, Hoth, Alderaan, Coruscant, Mustafar, Yavin 4, and the Death Star. Aside from their mandatory starting location, each player can choose which bases they want to use during the game, depending on their overall strategy. These additional bases are kept secret from the opponent, often leading to a bit of surprise in the latter parts of the game.

The last few items in the box include the Balance of the Force track, two reference cards, 50 damage counters, 20 resource counters, and a Force marker. All in all, it’s a fairly light box in terms of components which makes for easy setup and teardown.

Rules and How to Play

The goal of Star Wars: The Deckbuilding Game is simple – destroy all of your enemy’s bases before they destroy yours. This is accomplished through strategic deckbuilding and combat using the allies and resources you’ve accumulated during the game.

Each player begins by choosing their faction, either the Rebel Alliance or the Empire, and gathering their 10-card starter deck and corresponding bases. As previously mentioned, the starter decks feature identical card effects, with the only difference being the artwork. This gives both players an identical starting point and allows them to build in the direction they see fit, while taking into account factors such as available cards and their opponent’s strategy.

The goal is simple – destroy all of your enemy’s bases before they destroy yours.

After both players have their starter decks and bases, the Galaxy deck is shuffled and the top six cards are revealed to create the Galaxy Row. This shared space features cards from both factions – as well as neutral cards – that players can acquire if they have the appropriate number of resources. The Outer Rim Pilot deck is also placed near Galaxy Row as an additional source of allies that both players can add to their decks.

The Balance of the Force Track is also set up next to Galaxy Row in reach of both players. This small folding track indicates which player is currently more attuned with the Force at any given moment during the game. This is important as certain cards gain additional effects if you currently have the Force on your faction’s side. To begin the game, the Rebel player starts with the Force all the way on their side. Lastly, the purple damage counters and yellow resource counters are placed off to the side within reach of both players.

Each player draws five cards from their deck to create their starting hand. Since the Rebel players begin with the Force, the Empire always takes the first turn of the game. Players also agree on the total number of bases that must be defeated in order to claim victory (the recommended number of bases is four). And with that, you’re ready to play.

There are two main types of cards players will encounter in the Galaxy Deck: standard unit cards that feature characters or vehicles and capital ships. The artwork on the cards is beautifully detailed and includes over 100 iconic characters such as Luke Skywalker, Darth Vader, Princess Leia, Han Solo, Boba Fett, Grand Moff Tarkin, Cassian Andor, and many, many more.

All cards have a cost, indicated by a yellow number in the top left corner, that must be paid in resources. Below the cost are numbers accompanied by three unique icons that indicate attack power, resource generation, and Force generation. Most cards only feature one or two, but more powerful characters can include all three. Capital ships also feature their total health in a purple circle near the bottom of the card, similar to bases. These cards are important as they act as a line of defense between your currently active base and your opponent’s forces.

The center of the card features the unit or capital ship’s name with its unique effect printed below. Many of the card effects are cleverly thematic to the character itself, like Boba Fett drawing a card as an extra “reward” when bounty hunting a card in Galaxy Row, or the Jawas being able to “scavenge” cards from the Galaxy Row’s discard pile as if they were available to purchase.

On the bottom of each unit card is a reward for defeating it, as well as its health, printed upside down. This is intentional, as cards in Galaxy Row are oriented towards the faction that they belong to. For example, Rebel cards will always face the Rebel player as they can’t be added to the Empire player’s deck. However, the reward and health total for that specific card face the Empire player so they can easily read the information if they decide they want to attack that specific unit.

Many of the card effects are cleverly thematic to the character itself.

During each turn, you can perform a number of actions as frequently as you’d like and in any order. These actions include: playing a card from your hand, spending resources to purchase a card from Galaxy Row, using an ability on one of your cards, committing units to an attack on the opposing player or one of their cards in Galaxy Row, and finally, resolve an attack.

Cards in your deck don’t have any “mana” cost to play and are discarded at the end of each turn, so you’re encouraged to play everything in your hand, if possible. Early cards generate resources when played that you can use to purchase more powerful cards from Galaxy Row. Once acquired, these cards are added to your discard pile. When your deck runs out, you shuffle your discard pile to create a new deck. Early on, you’ll be shuffling every couple turns or so, but as you add to your deck you’ll have more to draw through.

Some cards in your deck have attack values that you can use to directly attack your opponent’s base, while other cards will generate Force for your faction, allowing you to move the Force marker one space closer to your faction’s side. While the Force is all the way on your side, you’ll gain an additional resource each turn that you can use to acquire more units and capital ships from Galaxy Row. Certain cards gain additional benefits from having the Force on your faction’s side, so it’s important to always keep an eye on its current location during the game. The Balance of the Force track creates a small metagame of tug of war between you and your opponent that adds an interesting dynamic to the overall game.

If you choose to commit your units to an attack, you can either choose to attack your opponent, or one of their cards in Galaxy Row. If you choose to attack your opponent, you must always attack their Capital ship if they have one before engaging with their current base. Alternatively, you can attack one of their cards in Galaxy Row. As long as your unit’s attack is higher than the unit’s health in Galaxy Row, it is defeated. Not only can you gain the reward printed on the card, but it also removes a potentially beneficial card from your opponent’s overall pool of cards that they might want to add to their deck. This creates some interesting strategy as you’re racing to purchase the best cards for your deck before your opponent potentially sabotages your plans.

The Balance of the Force track creates a small metagame of tug of war between you and your opponent.

At the end of each turn, you must discard all remaining cards in your hand, as well as any units you committed to attacks during your turn and any unspent resources. The only cards that remain in your play area are any remaining Capital ships and your current base. Then, you draw five new cards from your deck and pass the turn to your opponent. The limited availability of units and resources creates a “use it or lose it” mentality that’s very different from many other competitive card games and also keeps the game moving at a steady clip.

Play continues back and forth until one of the players’ bases are defeated. The player who initiated the attack claims the base as a reward, while the opposing player chooses a new base to deploy from their deck of base cards. Each base is vastly different from the others, with some featuring higher overall health and a slightly weaker effect versus lower health and a more powerful effect that can help you in the moment. This creates a level of variability that can shift the overall tempo of the game and potentially help you make up some ground if you are behind. Once all of a given player’s bases are defeated (usually four, but you can play up to 10 if you want a much longer game), then the game is finished and a victor is declared.

For your first game, it’s recommended that you play to three bases and use a preset deck of five bases to choose from during gameplay. These preselected bases feature effects that are a bit simpler to understand for your first game, and the slightly reduced base count ensures your first game can be completed quickly. My first playthrough took about an hour, but subsequent games went much smoother as I became more familiar with the rules. Most of my later games were completed in about 45 minutes, despite having higher base counts.

Despite being fairly quick games, there’s definitely some pacing issues. Because the deckbuilding experience is akin to a light engine building game like Splendor, the early turns feel a bit like you’re going through the motions. The fact that both players have identical starting decks doesn’t help to differentiate the gameplay early on, either. Things really ramp up after the second base falls, though, and it really feels like an all-out war is happening. I found playing to four bases felt the best, as you really got to feel powerful and savor it a bit before the game ends, unlike other engine builders that end just as you’re reaching your full potential.

Most of my later games were completed in about 45 minutes, despite having higher base counts.

As with most card games, your experience is very dependent on card draw. However, since you’re essentially drawing from two decks (your own deck and the shared Galaxy deck), things can quickly begin to snowball if luck isn’t in your favor. Thankfully, there are ways to mitigate some of the RNG you’ll encounter with your own deck. One of the keywords featured on some of the cards is Exile, which allows you to permanently remove one of your cards from the game. While this may seem counterintuitive in a game centered around building a deck, the concept of “thinning” your deck ensures that each card you draw is more impactful.

However, Star Wars: The Deckbuilding Game’s biggest design issue lies within Galaxy Row itself. The idea of a shared pool of cards to draft from is unique, but if one player doesn’t get their faction cards to show up for an extended period of time, it can feel oppressive. Not only is your opponent strengthening their deck, they can basically ignore Galaxy Row and start attacking your base while you’re stuck waiting for meaningful cards to show up. They can effectively lock you out of progressing your deck by not purchasing any additional cards and forcing you to defeat their faction cards to (hopefully) make space for your own while they continue piling on the damage to your base. Not to mention, getting some of your faction’s most powerful cards (such as Darth Vader for the Empire or Luke Skywalker for the Rebels) early on can really swing the game in your favor, while leaving your opponent feeling helpless if they don’t have access to any of their heavy hitters yet.

The fact that Star Wars: The Deckbuilding Game is a self-contained experience is both a blessing and a curse. Having a complete game with so many iconic characters all in one box is great as you don’t have to keep up with ongoing expansions and character packs, but with only 30 unique cards per faction in the Galaxy deck (in addition to the 30 neutral cards), games can sometimes feel a bit predictable. Despite all the characters and locations in this box, there’s still so much left to explore in the vast Star Wars galaxy that could be added in the future. I’d love to see new factions such as the Republic and Separatists from the prequels, or the Resistance and First Order from the sequels.

If you find things getting stale after a while, Fantasy Flight Games includes some additional game modes and optional rules to spice things up in the back of the rulebook. For instance, you can play with all 10 bases for an extended game, or implement a rule that allows you to “pay off” neutral faction cards that show up in Galaxy Row, allowing you to cycle in better cards without needing to add the card to your deck if you don’t want it. There’s even a 4-player variant that allows you to battle it out between two teams, although it requires an additional copy of the game.

Where to Buy

Back Page: Forget Pokémon Sleep, Here’s 7 More Pokémon Lifestyle Apps We Definitely Need

APPlin.

In the magazine business, the Back Page is where you’d find all the weird goofs that we couldn’t fit in anywhere else. Some may call it “filler”; we prefer “a whole page to make terrible jokes that are tangentially related to the content of the mag”. We don’t have pages on the internet, but we still love terrible jokes — so welcome to our semi-regular feature, Back Page.

Read the full article on nintendolife.com

Dredge Is an Absorbing Blend of Fishing Simulator and Survival Horror

Just a couple of hours into Dredge, Black Salt Game’s fishing-sim-meets-survival horror RPG adventure, I’ve fallen into a comfortably familiar routine. Thanks to the intriguing genre mashup’s fantastic pacing, engaging progression systems, and fun, intuitive mini-games, I’ve settled nicely into the quaint maritime town of Greater Marrow and its surrounding islands.

My angling business is thriving, as evidenced by the plentiful coin the local fishmonger pays for my daily bounties. I’m doing so well, in fact, I’ve been able to invest in a new rod – capable of plundering both shallow and coastal waters – as well as a faster outboard engine for my customizable craft.

The future looks bright too, as I’ve also earned enough research parts on my seafaring journeys to invest in even better gear. And thanks to my newfound ability to dredge supplies from the ocean’s depths, I’ve also started gathering resources that’ll eventually see my ship upgraded with more space, better lighting, and a sturdier hull.

Life for me on the beautiful archipelago is, literally, smooth sailing, so I offer to help out some of the less fortunate locals. A friendly dockworker seeks a more fulfilling existence North – on the tiny island of Steel Point – so I collect some materials for her residence before ferrying her to the new home.

If I agreed to bring The Collector more relics, he’d continue to reward me for my effort.

I also meet a grieving man in the neighboring Little Marrow. He’s seeking closure from the loss of his son, who apparently perished in a shipwreck years prior. I dredge the wreckage, find the victim’s engraved belt buckle, and return it to his father for some peace of mind.

My extracurricular activities also find me accepting a task from a traveling merchant with an interest in rare ocean species. But with my quest log expanding as quickly as the game’s open-world map, I decide to hold off on catching and cataloging the scarce fish for now.

I’d previously accepted a more pressing assignment, from a rather mysterious chap living in a rundown mansion on nearby Blackstone Isle. I was due to check back in with him, plus his tiny island hosts a small workshop that’s been tugging at my curiosity ever since I learned it was locked up tight.

The man, who calls himself the Collector, had previously outfitted my rig with the aforementioned dredging equipment in exchange for an old handkerchief I’d found in the belly of a fish. While the deal was unquestionably odd, it came with the offer of more work: If I agreed to bring him more relics, he’d continue to reward me for my effort.

First on the docket was an old key supposedly located not far from my new home of Greater Marrow. I secured the artifact with little effort and immediately delivered it to the Collector. Strangely though, he accepted the treasure with more agitation than gratitude. Stranger still, he began flipping through a dusty old book, before a blinding beam of light shot up from its pages.

Now mind you, my unexpected encounter with this man’s seemingly magical tome was not my first brush with the strange or unexplainable in Dredge. In addition to chatting up the eccentric locals – many of whom warned me not to take my boat out after dark – I’d also caught a couple of mutated fish, including a mackerel with five eyes.

I’d also caught a couple of mutated fish, including a mackerel with five eyes.

I’d also been swarmed by red-eyed ravens, had an unidentified “something” slither onto my deck, and saw my hull damaged by an illuminated, bulbous fish that was nearly as big as my boat. But while these encounters ran the gamut from somewhat unsettling to downright ominous, none interrupted my peaceful routine or provided proof of the supernatural like this ancient work the Collector now cradled in his hands.

He cryptically spoke of the book holding “power from the deep,” a claim he backed up by granting me an ability dubbed “Haste.” Described as “otherworldly speed,” the gift came at a cost. While it’d imbue my aging engine with newfound momentum, it’d also threaten to burn it out. On top of stressing my motor, though, the ability came with the foreboding promise of also straining my increasingly fragile psyche.

With my tranquil existence now turned upside down, I set out with a new sense of urgency – and fear – to track down the remaining four relics on the Collector’s list. But with my clockwork routine tossed overboard in favor of a feverish schedule, fueled by incoherent pursuits, it wasn’t long before I met my demise.

As I raced toward Gale Cliffs – where a coveted music box supposedly rests on the ocean floor – I began to appreciate the peppy benefits of the haste ability. But I also worried about my motor, which according to a rising HUD meter, was threatening to burn out.

An overheating engine was the least of my concerns, however, because – as promised – it seems my anxiety was beginning to boil over.

An overheating engine was the least of my concerns, however, because – as promised – it seems my anxiety was beginning to boil over as well. As I pushed forward through a thick fog, rocks seemed to appear out of nowhere, forcing me to frantically steer clear of them. While I was able to narrowly escape these jagged obstacles, I wasn’t sure how to evade the dozens of red eyeballs that were now hovering above the water’s surface.

I ignored the menacing peepers, as I believed them to be figments of my spiraling imagination. It was more difficult to discount the massive, stretching tentacle emerging from the sea, however. I prayed the towering limb was just another sign of my character’s mind playing tricks on me, but seeing as it soon swatted me from existence – and effectively ended my demo – I’ll have to assume I’ll find more than relics lurking in Dredge’s depths when it launches later this month.

Destiny 2: Where Is Xur Today? Location and Exotic Items for March 3-7

The animate bowl of squid ink pasta, 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 March 3 through March 7. 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

Trinity Ghoul – Exotic Combat Bow

Knucklehead Radar – Exotic Hunter Helmet

  • 17 Mobility
  • 13 Resilience
  • 2 Recovery
  • 19 Discipline
  • 6 Intellect
  • 8 Strength
  • Total: 65

Synthoceps – Exotic Titan Gauntlets

  • 2 Mobility
  • 17 Resilience
  • 14 Recovery
  • 17 Discipline
  • 2 Intellect
  • 10 Strength
  • Total: 62

Claws of Ahamkara – Exotic Warlock Gauntlets

  • 10 Mobility
  • 10 Resilience
  • 13 Recovery
  • 7 Discipline
  • 2 Intellect
  • 23 Strength
  • Total: 65

The Hunter and Warlock exotics are decent tools of the trade with rolls that are just okay — definitely don’t buy those Titan gloves.

Exotic Weapons

Hawkmoon – Exotic Hand Cannon

  • Paracausal Shot
  • Corkscrew Rifling
  • Alloy Magazine
  • Snapshot Sights
  • Polymer Grip

Dead Man’s Tale – Exotic Scout Rifle

  • Cranial Spike
  • Full Bore
  • Light Mag
  • Snapshot Sights
  • Composite Stock

The DMT roll is sorta whatever, but Hawkmoon is in rare form this week with a roll I’d describe as godlike, if not quite a God Roll. Grab that beaut for sure!

Legendary Weapons

Iota Draconis – Fusion Rifle

  • Full Bore/Polygonal Rifling
  • Liquid Coils/Particle Repeater
  • Surplus
  • Cornered
  • Charge Time Masterwork

Interference VI – Grenade Launcher

  • Confined Launch/Smart Drift Control
  • Proximity Grenades/High-Explosive Ordinance
  • Auto-Loading Holster
  • Full Court
  • Velocity Masterwork

IKELOS_HC_V1.0.3 – Hand Cannon

  • Extended Barrel/Hammer-Forged Rifling
  • Tactical Mag/Alloy Magazine
  • Triple Tap
  • Frenzy
  • Rasputin’s Arsenal
  • Stability Masterwork

Disparity – Pulse Rifle

  • Arrowhead Brake/Hammer-Forged Rifling
  • Tactical Mag/Extended Mag
  • Eye of the Storm
  • Swashbuckler
  • Ambush
  • Handling Masterwork

First In, Last Out – Shotgun

  • Extended Barrel/Fluted Barrel
  • Tactical Mag/Light Mag
  • Auto-Loading Holster
  • Vorpal Weapon
  • Stability Masterwork

Lonesome – Sidearm

  • Corkscrew Rifling/Hammer-Forged Rifling
  • High-Caliber Rounds/Flared Magwell
  • Grave Robber
  • Opening Shot
  • Range Masterwork

Extraordinary Rendition – Submachine Gun

  • Arrowhead Brake/Chambered Compensator
  • Steady Rounds/Alloy Magazine
  • Overflow
  • Rampage
  • Stability Masterwork

My top picks this week are the Ikelos hand cannon with Triple Tap and Frenzy, which is sure to be a delight, and First In, Last Out, which has Auto-Loading Holster and Vorpal Weapon for some choice DPS that skips the reload animation.

Warlock Legendary Armor

For Warlocks, Xûr is selling the Simulator set which includes:

Simulator Gauntlets

  • 12 Mobility
  • 13 Resilience
  • 7 Recovery
  • 15 Discipline
  • 10 Intellect
  • 7 Strength
  • Total: 64

Simulator Chest Armor

  • 7 Mobility
  • 2 Resilience
  • 22 Recovery
  • 14 Discipline
  • 15 Intellect
  • 2 Strength
  • Total: 62

Simulator Helmet

  • 12 Mobility
  • 10 Resilience
  • 9 Recovery
  • 14 Discipline
  • 2 Intellect
  • 15 Strength
  • Total: 62

Simulator Leg Armor

  • 22 Mobility
  • 7 Resilience
  • 2 Recovery
  • 14 Discipline
  • 14 Intellect
  • 2 Strength
  • Total: 61

Simulator Bond

Warlocks got one decent drop with the gloves, but without any spikiness it’s hardly worth getting excited about.

Titan Legendary Armor

For Titans, Xûr is selling the Simulator set which includes:

Simulator Gauntlets

  • 15 Mobility
  • 14 Resilience
  • 2 Recovery
  • 20 Discipline
  • 9 Intellect
  • 2 Strength
  • Total: 62

Simulator Chest Armor

  • 7 Mobility
  • 14 Resilience
  • 9 Recovery
  • 14 Discipline
  • 2 Intellect
  • 14 Strength
  • Total: 60

Simulator Helmet

  • 8 Mobility
  • 9 Resilience
  • 15 Recovery
  • 2 Discipline
  • 16 Intellect
  • 9 Strength
  • Total: 59

Simulator Leg Armor

  • 12 Mobility
  • 8 Resilience
  • 9 Recovery
  • 6 Discipline
  • 6 Intellect
  • 18 Strength
  • Total: 59

Simulator Mark

Titans got skunked this week! Don’t buy this stuff.

Hunter Legendary Armor

For Hunters, Xûr is selling the Simulator set which includes:

Simulator Gauntlets

  • 12 Mobility
  • 16 Resilience
  • 2 Recovery
  • 2 Discipline
  • 12 Intellect
  • 20 Strength
  • Total: 64

Simulator Chest Armor

  • 13 Mobility
  • 6 Resilience
  • 12 Recovery
  • 7 Discipline
  • 9 Intellect
  • 14 Strength
  • Total: 61

Simulator Helmet

  • 6 Mobility
  • 25 Resilience
  • 2 Recovery
  • 2 Discipline
  • 17 Intellect
  • 12 Strength
  • Total: 64

Simulator Leg Armor

  • 6 Mobility
  • 8 Resilience
  • 16 Recovery
  • 2 Discipline
  • 2 Intellect
  • 29 Strength
  • Total: 63

Simulator Cloak

Hunters have a couple decent rolls, especially the helmet with spiky Resilience. The strength-heavy gauntlets are also worth considering!

That’s a wrap on Xûr for this week, Guardians! What are your impressions of Lightfall so far? Let us know in the comments! For more on Destiny, check out some of the new weapons and gear you can find in Lightfall or our walkthrough of Lightfall’s campaign.

Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.

The Sims 4 Growing Together adds some much-needed spark to Sims’ relationships

The Sims 4‘s upcoming Growing Together expansion pack and its supporting free base game update. This was obviously a real treat for me as RPS’ resident Sims fanatic, but I’ll admit I went in with my expectations parked in neutral. After all, the theme of this new-content duo is young families, and that just isn’t part of the game I engage with too much these days.

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Every FromSoftware SoulsBorne DLC Ranked

FromSoftware has finally announced the first DLC expansion for Elden Ring, Shadow of the Erdtree.

While we only know that the new expansion is officially being developed, FromSoftware has a history of releasing substantial expansions that are rich with both new areas and bosses as well as new story content. They are often essentially mini sequels to the base game that usually finish the game’s story and hide the true ending.

With this in mind, we ranked all the past FromSoftware DLC for Dark Souls and Bloodborne and revisited the expansions from a studio that has arguably done DLC better than anyone else. Check below for our ranked list of FromSoftware DLC.

Spoilers for Dark Souls and Bloodborne DLC below.

7-6.) Dark Souls 2: Crown of the Old Iron King and Dark Souls 2: Crown of the Sunken King

As a Dark Souls 2 apologist, my main criticism with the Dark Souls sequel comes down to balance issues. While Dark Souls 2 would end up pioneering some of the open-world elements of the game that we’ll see later on in Elden Ring (Dark Souls 2 co-director Yui Tanimura will go on to co-direct Elden Ring alongside Hidetaka Miyazaki), Dark Souls 2 also felt bewilderingly difficult in a way that was neither fun nor particularly rewarding.

The DLC for Dark Souls 2 suffers from the same problem, and in fact adds some of the most frustrating areas in the entire Dark Souls series, that are as tedious as they are narratively fascinating. Whether it’s Shulva, an underground city built to worship a poisonous dragon, but also features incredibly annoying platforming and hidden switches. To Brume Tower, a beautiful fortress guarded by several gameplay-modifying enemies called Ashen Idols.

While I personally preferred the darker aesthetics of Sunken King, which takes place in a series of Mesoamerican-inspired pyramids in a sprawling underground kingdom, both DLC seem to take the most joy in seeing just how aggravating a Souls area can be.

Along with the Crown of the Ivory King, Crown of the Sunken King and Crown of the Old Iron King make up the Lost Crown Trilogy for Dark Souls 2, and the first two DLC are placed at the bottom of the rankings for the same reason as why Dark Souls 2 is often remembered less fondly than the other two games in the trilogy.

5.) Dark Souls 3: Ashes of Ariandel

The first of two Dark Souls 3 DLC, Ashes of Ariandel revisits the concept of painted worlds first introduced in Dark Souls 1.

While The Ringed City sets the stage for the final act of the Dark Souls trilogy, the initial DLC takes place in a relatively small and sparse world. The Snowfield area is simply a large open field populated by tough warrior enemies, and while it’s gorgeous, feels largely optional, Though does feature a great twist on a fan-favorite boss fight from Dark Souls 1.

The real heart of the DLC doesn’t appear until you meet Sir Vilhelm and Sister Friede at the Cathedral. FromSoftware seems to make up for the DLC’s lack of enemy variety by putting an exciting, three-phase boss battle within the chapel walls. The only other area is a PvP arena behind a very cool boss fight, set in an area that almost feels like an homage to the final fight in Metal Gear Solid 3.

One note, when players finally face Sir Vilhelm, he delivers a blistering meta critique at the player accusing the player of needing to “unearth every secret” even if it ends up destroying the world. The idea that the inhabitants of the Dark Souls world knows that progressing through the game means only certain doom for both the world and its residents appears to be the main theme of both Dark Souls 3 DLC, and a wonderful bit of meta storytelling.

4.) Dark Souls 2: Crown of the Ivory King

The final DLC in the Dark Souls 2 DLC trilogy stands apart from the previous two in terms of both what it adds to the Dark Souls story and having an amazing final boss fight.

Whereas the Sunken King and Old Iron King DLC employed new mechanics to primarily up the difficulty, the Ivory King DLC feels like a fully-fleshed location thanks to the frozen kingdom of Eleum Loyce.

From the moment you step foot into Eleum Loyce, every challenge keeping you from progressing is tied to the tragic story of Alsanna and the Burnt Ivory King. Its main gameplay twist, which involves rescuing several imprisoned knights of Eleum Loyce, builds towards one of the most unique boss fights in the series which takes the concept of fighting multiple bosses at once and flips it on its head so that the player employs a small army to take on the main enemy.

While they rank bottom of our list, the Lost Crown Trilogy was still an ambitious series of DLC that added a proper narrative thread that bridges the events between Dark Souls 1 and 2. Manus, the main boss of the first Dark Souls DLC, casts a large shadow over the events of Dark Souls 2 and its expansions. While the disjointed nature of Dark Souls 2 ultimately backfires, the idea that the Dark Souls universe is comprised of countless kingdoms and cultures, across so many different eras and time is probably Dark Souls 2’s greatest contribution to the series as a whole.

3.) Dark Souls 3: The Ringed City

Dark Souls 3 is on a mission to put an end to the events that started in the first game. The second DLC, The Ringed City is meant to serve as the penultimate chapter of the Dark Souls trilogy, with the player venturing into the Ringed City, the kingdom of the Pygmy Lords first revealed in Dark Souls 1.

The Ringed City ranks up there with some of the best cities introduced in the Souls series. The walls of the kingdom can be seen caving in on themselves as if being sucked into a vortex, possibly a reference to Junji Ito’s tragic town in Uzumaki.

The enemies that roam the city are both dynamic to fight against and striking in their design, such as the angels of death literally guarding the skies and raining down hellfire, or the Judicators who summon the spirits of armies to defend the city. Then, when the player finally travels deeper into its walls and past time and space itself, they’ll face off against one of the best sword-to-sword enemies in the game that is both a remix of one of Dark Souls’ best DLC bosses, Artorias of the Abyss.

The real gems hidden in The Ringed City DLC are how it converges the longstanding storylines of the Dark Souls series. There’re factions that cling to the cult of Gwyn, Lord of Cinder, and like in the Ashes of Ariandel, The Ringed City is home to one of the game’s great NPCs who will put the player on trial for all their ambitions. As a bookend to the series, The Ringed City is a triumph and as narratively straightforward as you can get in the Dark Souls series.

2.) Dark Souls: Artorias of the Abyss

The first DLC released in the Souls series, Artorias of the Abyss would introduce the template for all Souls DLC. When FromSoftware integrated the DLC content directly into the base game, adding a hidden portal that players need to find in order to even access the DLC, it opened up a world of possibilities for the Souls franchise. Suddenly each new Dark Souls game was hiding a pathway to some potential new area and questlines that would be introduced later via an expansion DLC.

Everything else, like a difficult doorkeeper boss, dedicated PvP area, would go on to become FromSoftware staples. And of course one of the best (and most tragic) boss fights in the entire series is tucked away in the expansion. Crucially, the new area of Oolacile also introduced Manus, Father of the Abyss, whose influence would extend through the series all the way to Dark Souls 3.

With Artorias of the Abyss, FromSoftware showed that it wasn’t just releasing DLC to extend the shelf life of its games. The DLC expansions in Dark Souls are transformative, finishing crucial storylines while also flexing the studio’s world-building muscles. The boss fights are also almost always some of the best in the series or at the very least the most difficult.

1.) Bloodborne: The Old Hunters

In the Cathedral Ward, past the gravestones, an eldritch abomination will transport you to The Hunter’s Nightmare, an epitome of FromSoftware’s ambitious achievement that is Bloodborne.

The Old Hunters DLC is a perfect, three-part play that takes the Hunter through a true, Lovecraftian nightmare that becomes more sinister the deeper players go. The Hunter’s Nightmare begins as if it were just another new Ward to explore. But once players get past Ludwig, they’ll find Bloodborne’s darkest secrets hidden away in the Old Hunters DLC.

The Astral Tower, a research facility used for human experimentation, is one of the most disturbing sources of lore FromSoftware has ever created, culminating in a boss fight against the truly unforgettable Lady Maria. A duel-style boss that FromSoftware truly loves to add to its DLC expansions.

Once Hunters get past her, FromSoftware puts to rest any question that it’s a Lovecraftian horror game by directly adapting Lovecraft’s ‘The Shadow over Innsmouth.’ The fishing village from Lovecraft’s famous novella is recreated here. Wading through the oppressive fog and rain, the mazelike village, with the terrifying moon hanging low, too low, overhead, the Fishing Hamlet is a little nightmare made real.

The Old Hunters DLC takes Bloodborne and distills it into its most perfect form. Even if only The Old Hunters DLC was released, Bloodborne would still be considered a masterpiece, but because — like all FromSoftware DLC — it builds on top of such a solid foundation, it completes a game that was already firing on all cylinders and shows that when FromSoftware releases and expansion, it’s not optional content but essential.

We’ll have to wait and see what FromSoftware does with the Shadow of the Erdtree DLC, but with such a rich pedigree of expansions already under its belt, the bar is certainly high for the first Elden Ring expansion.

Matt T.M. Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.

Countdown: 3DS eShop Spotlight – Nano Assault EX

#8 – Na-no letting this one go.

For the month before the 3DS and Wii U eShops close for new purchases on 27th March, each day we’re going to highlight a specific eShop game for one of those consoles and give a short pitch as to why we think it deserves your love and attention — before it’s too late. The chance to add these to your library will be gone for good soon and, for one reason or another, these eShop-exclusives are close to our hearts.

Today, Ollie nominates Nano Assault EX, an excellent shmup from the folks who brought you Fast RMX and The Touryst.

Read the full article on nintendolife.com

Best Xbox Series X/S Accessories 2023

You’ve got the Xbox Series X/S, and now you’re ready to grab the best accessories to make playing even more enjoyable. Sure, many Xbox One products are compatible with the latest console, but there’s something to be said for the newer peripherals that let you take full advantage of everything the Series X/S has to offer.

There are a number of excellent gaming headsets and quite a few controllers. While an immersive experience in flying, fighting, or racing games, can be found in specialty controllers, like flight sticks, racing wheels, and fight sticks. That makes choosing reliable Xbox Series X/S accessories a tad tricky, which is why we are here to help. From controllers and headsets to storage and charging stations, we’ve compiled a list of the best options while keeping in mind quality, budget, and functionality.

TL;DR – These are our picks for the Best Xbox Series X/S Accessories:

Xbox Wireless Headset

Best Headset for Xbox Series X/S

It’s hard to beat the Xbox Wireless Headset, a gaming headset that is literally made for Xbox, even matching the design while costing under $100. Thanks to Xbox Wireless connectivity, pairing to your console is simple and leaves more USB ports free for other accessories, and Bluetooth or a USB-C dongle lets you listen on a host of other devices. However, since you’ll always be listening wirelessly, we would’ve loved a slightly longer battery life, though 15 hours should last through most marathon gaming sessions.

In terms of performance, the Xbox Wireless Headset keeps up with the best of them, even supporting Windows Sonic, Dolby Atmos, and DTS Headphone:X, making it easier to hear and place sound cues in games. The Xbox Accessories App also allows you to adjust the EQ presets, making the audio customized to your ears. And the headset itself offers nifty rotating dials on the ultra-soft earcups to control volume and game/chat balance, making it intuitive and easy to use, a boon during tense game moments.

Xbox Core Controller

Best Controller for Xbox Series X/S

The Xbox Core controller is as close to perfection as you get, offering superb value in a comfortable and familiar ergonomic form factor. This version keeps the same highly responsive, satisfying to-press buttons, triggers, and bumpers but sees a few minor improvements, like a share button, textured grip, and an easier-to-use, more tactile D-pad. Many of those buttons are also remappable, and you can even make the controller uniquely yours by visiting the Xbox Design Lab to give it personalized coats of paint.

Support of the Xbox Wireless protocol means you won’t have to jump through hoops when using the Core controller with your Xbox, while multi-device connectivity with both Bluetooth and a lag-free wired USB-C are ready for when you want to switch to a PC. The only real place we can fault this gamepad is its seemingly archaic use of AA batteries, but you can always use that USB-C to skip the battery hassle altogether.

Logitech G923 TrueForce

Best Racing Wheel for Xbox Series X/S

Sure, your average gamepad can handle racing and driving games, but for a richer and more immersive experience, you want a steering wheel and a full set of metal pedals. The Logitech G923 gives you both for under $400 and is the best option available for Xbox. Its gear-driven force feedback wheel is realistic enough, though it’s not the most nuanced and can be noisy.

Adding to the realism of the Logitech G923 is a programmable dual-clutch system, a premium brushed metal build and automotive-style leather stitching on the wheel. A “TrueForce” feature is even available for compatible games that helps to simulate things like engine revs, terrain changes, and weather conditions. The wheel also rocks all the Xbox console controls for easy navigation and handy extras like a 24-point selection dial and LED rev indicator lights.

MAYFLASH F500 Elite

Best Fight Stick for Xbox Series X/S

Xbox’s selection of fight sticks is somewhat limited, but fortunately, the tournament-grade MAYFLASH F500 Elite works seamlessly with the Xbox Series X/S. Just plug your Xbox controller into the fight stick via USB, and you’ll get to enjoy the authentic arcade-style feel and high-end Sanwa components in all your favorite fighting games. Those components include nine wildly responsive buttons and a perfectly precise joystick for pulling off combos and smashing opponents.

The MAYFLASH F500 Elite may have rather subdued looks, but it’s super comfortable to use and feels secure thanks to two metal panels that help increase its almost seven-pound weight. Another handy design feature is the easy-to-open compartment for storing cables, and it’s even ready for modding out. Plus, you aren’t limited to using your Xbox, as you’re good to game on your PS5, PC, Mac, and Switch, making the $150 cost very digestible.

Turtle Beach VelocityOne Flightstick

Best Flight Stick for Xbox Series X/S

When you’re ready to take it to the skies, grab the Turtle Beach VelocityOne Flightstick. It offers an ergonomic, ambidextrous grip and eight axes with contactless hall effect sensors to deliver excellent precision and an immersive, realistic flying experience. More than just a stick but not a full-on HOTAS, Turtle Beach includes a multifunction throttle and flap levers to control the engine power and activate secondary controls.

Once you get the hang of the stick and throttle, there are 27 programmable buttons and switches to figure out, including an 8-way digital POV hat and rapid-fire trigger to easily takeout enemies in games like Star Wars Squadrons. You’ll also find an integrated OLED Flight Management Display, allowing you to tune performance and swap profiles to fit your game’s needs. All this functionality comes in a surprisingly sturdy, streamlined design that won’t be a massive eyesore in your living room and is available at a relatively affordable midrange price.

Razer Universal Quick Charging Stand

Best Controller Charger for Xbox Series X/S

As we mentioned, the Xbox Core controller is a bit behind the times with its use of two AA batteries giving you 40 hours of playtime, rather than a rechargeable one. The Razer Universal Quick Charging Stand skirts around this issue by first providing a rechargeable battery, so you don’t have to buy one separately, and then including a stand to make juicing up a breeze.

This stand comes in multiple color options to match the controller, while a magnetic contact system ensures it won’t dismount or disconnect at every knock or bump. There’s even overcharge protection in place to prevent overheating and short-circuiting. Given the name, Razer’s Universal Quick Charging Stand can also get that rechargeable battery back to full in less than 3 hours. And though you don’t get as much playtime out of each charge as the AA batteries, you won’t need to scavenge for them around your home every couple of weeks.

Seagate Storage Expansion Card

Best Storage Expansion Drive for Xbox Series X/S

The Xbox Series X comes with a 1TB internal SSD drive, and the Xbox Series S offers a 512GB drive, which is hardly enough in the gaming world, especially for those with an Xbox Game Pass subscription. Unlike the PS5, you don’t get a second internal SSD slot to add in some speedy storage. Instead, Microsoft lets these consoles expand storage with memory card-style SSDs that easily slot into the back of the Xbox without needing a USB port.

Our favorite one of these cards is the Seagate Storage Expansion Card, increasing memory up to 2TB. It’s designed specifically for the consoles, offering seamless integration into the Xbox Velocity Architecture. You’ll find this plug-and-play option delivers fast, lag-free read and write capabilities, letting you focus on your game rather than being distracted (or frustrated) by sluggish transfer speeds. However, since it is an SSD, it ain’t cheap, with the 2TB capacity setting you back over $350.

Michelle Rae Uy is a freelance tech and travel writer, part-time production editor, and a full-time traveler from Los Angeles, California. She currently splits her time between Los Angeles, London and the rest of the world. Follow her on Instagram @straywithRae.

Image Credit: Annalee Tsujino is a multi disciplinary designer and illustrator. Check them out on Instagram @antsu_illustrations.