Fortnite Is Leaving the Samsung Galaxy Store, But Coming to Other Mobile Storefronts Soon

Epic Games has announced a number of new updates to how Fortnite will be distributed on mobile devices, including its planned removal from the Samsung Galaxy Store and its addition to a number of other mobile storefronts in the near future.

In a blog post today, Epic revealed that it would be bringing its mobile games, including Fortnite, to “other mobile stores that give all developers a great deal” and that it would be “ending distribution partnerships with mobile stores that serve as rent collectors without competing robustly and serving all developers fairly, even if those stores offer us a special deal for our own games.”

The post specifically calls out EU and iOS-only storefront AltStore as one of the places Epic Games will soon appear, adding that it expects to announce support for “at least two other third-party stores soon.” Additionally, Epic is preparing to bring its own Epic Games Store app to Android globally and iOS in the EU soon.

Conversely, Fortnite will be removing Fortnite and its other games from the Samsung Galaxy Store “in protest of Samsung’s anticompetitive decision to block side-loading by default on Samsung Android devices.” This is related to a recent change to new Samsung phones which will block sideloading apps by default – though users can turn this function off.

This is especially notable given that way back in 2019, Epic and Samsung were working together, with an exclusive themed skin being offered in Fortnite to Samsung Galaxy owners. That said, relations don’t seem to have fully soured between the two companies. In a tweet, CEO Tim Sweeney reassured that Epic will “continue to support Samsung devices fully and wholeheartedly now and in the future.”

Epic has long used Fortnite as a key piece of leverage in ongoing legal disputes over app store fees and regulations. CEO Tim Sweeney is a vocal critic of storefronts such as the App Store and Google Play taking 30% revenue cuts from developers, and has undergone multiple legal challenges in efforts to bypass that cut via sideloading and bespoke store apps.

Epic’s battles against the major mobile storefronts have led to mixed results against Apple and Google respectively, and further hurdles with Apple have arisen as Epic takes steps to bring its game store to iOS in the EU. However, Epic appears to remain steadfast in retaining as much control as possible over the distribution of its games.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

College Football 25 Review

About a week before College Football 25’s play-early-if-you-give-EA-more-money release on July 16 I found myself at a friend’s wedding in Texas, overhearing someone with plans to buy a brand-new console just to be able to play this game. I knew the long-awaited return of an NCAA game was going to be popular, but I didn’t realize it was going to be a system-seller until that moment. I’ve thought about that guy a lot as I’ve played College Football 25 over the last couple weeks, and about how excited he was – I wonder if he’s bought it yet, and if he’s having a good time. Because my own experience as a longtime football video game-enjoyer has been… mixed. The on-field action and presentation are generally stellar, but the barebones modes, awful UI, lack of tutorials, and slew of other annoyances and poor design choices have made much of what’s off the field a slog. So, a lot like Madden 24. The more things change…

Let’s start with the good stuff: College Football 25 is lightyears beyond what developer EA Orlando has been doing with Madden in terms of its look and feel. You can see sweat on individual players, the lighting is exceptional, the animations are more detailed and free-form during play, and everything pops visually in a way that Madden just doesn’t. There’s also just a lot more stuff to enjoy, from the unique intros for each team as they take the field to mascots dancing around when their school pulls off a big play. There’s even performances from cheerleaders with school-specific cheers, unique turnover celebrations, and live cuts to the crowd reacting to what’s happening in real time. They don’t look nearly as good as the players, but they look good enough, and that adds a lot to the atmosphere of a stadium

Add in a ton of player celebrations, dynamic crowds that get bigger if you’re racking up wins and dress differently depending on the season, multiple commentary teams, and all the bowl games you could ask for and College Football 25 captures a lot of the pageantry and tradition that makes college football unique – and that makes this game feel unique, too. EA Orlando has done absolutely stellar work here, and I hope some of this added focus on subtle but important detail will make it over to Madden in the next few years.

I also love how much faster and more fluid College Football 25 feels. Plays happen more quickly, there’s less delay between them, and players feel like they’re moving more nimbly, too. When real-life players make the transition from college to the NFL you’ll often hear them talk about having to adapt to the faster speed of the NFL game – here, though, it’s the other way around: This game feels dynamic in a way that Madden doesn’t.

There are also a lot of nice little touches throughout. I like how selecting your favorite team (which you do by choosing their helmet, not just a name from a list) decorates the main menu with photos of their mascot, stadium, and other cool, team-specific things like ticket stubs, or how the loading screens and on-field play art look like they’ve been drawn by hand. College Football 25 has personality. Oh, and unlike Madden 24, there’s no menu lag. It’s the little things.

Small quality-of-life changes can go a long, long way.

EA Orlando has also done a lot of work under the hood to make sure the on-field action represents how college football feels. The most noticeable thing is how many options you have for passing the ball. You can choose between the Classic passing controls, Madden’s Skill-Based Passing system, and the all-new Revamped Passing option, where you’ll hold down the button of the receiver you want to aim at in order to determine several aspects of the throw, including the arc on the ball and accuracy. Nailing the timing for the right mix of throw arc and accuracy takes a little bit of learning, but it’s a good system that works well. That said, if you’re like me and just wanna use Madden’s system because it’s familiar and rewiring your brain is hard, it’s right there. Oh, and the Throw Power stat now (at last) affects how hard and fast you throw the ball, not just throw distance, and pump fakes have been improved. Good stuff.

I could go on about other changes from the Madden standard (so I will): Receivers have access to 12 hot route options, and your QB won’t need to have a special ability to access them. They’re just there. That rules. Run committing only affects defenders in the box, reducing the risk of one-play TDs if you’re trying to stop the run. One of my favorite changes is the Custom Stems, which allow you to customize the distance of a receiver’s route by one or five-yard increments. If you have a route you like, you can tweak it to get a first down or beat a certain coverage. Oh, and when you take a knee in the victory formation, and the game is mathematically over, College Football 25 will automatically run down the clock. This is a small thing, but man, it’s the kind of quality-of-life change that goes a long, long way.

Similarly, you could talk about all the under-the-hood revisions forever: The new-and-improved option game simplifies option plays by handing the ball off automatically unless you hold the A or X button to have your QB pull it back, and it has new pitch options; there are new coverage shells on defense, which 86 the traditional base alignment option and allow more shells for disguising your defense, including whether you want to appear with single or double-high safeties; new stick options; new animations; direct control over the left and right sides of the O-line; an improved tempo game; the abilities that, while not guaranteed to activate, separate the seniors from the freshmen; the way the screen shakes and players lose composure when stadiums get loud; and so on, and on, and on.

If I rattled them all off we’d be here for a while, so I’ll sum up quickly: EA Orlando has put a ton of work into College Football 25’s on-field game, and it shows. This is, for my money, the best-playing football game on the market, and you have a massive amount of control over what happens on the field. I love that.

I’m also a fan of Wear and Tear, College Football 25’s brand-new injury system. With Wear and Tear, where a player gets hit matters. If your QB is taking shots to his throwing arm, that will lead to decreased accuracy and throwing power. If your RB’s legs are going through it, his change of direction and acceleration stats will take a hit – and the more damage a player takes without resting, the more likely they are to face significant injury. But it’s not just hits; if your players are on the field a lot, they’ll start to wear down, too. If your QB throws 40+ times in a game or you’re running the ball with the same player every down, they’re not going to be 100% next week. Substituting them out will allow them to recover, and a good chunk of that happens automatically, but some of it doesn’t, and it’s another nice layer of strategy to keep an eye on how they’re doing. Wear and Tear does, however, emphasize one of College Football 25’s biggest problems: its UI, especially on the field.

For my money, this is the best-playing football game on the market.

You’re supposed to be able to see Wear and Tear on the field, but the icons representing what’s actually going on with your players are difficult to parse. For one, the meter relaying how much damage they’ve taken only tells you about their most damaged body part. And while you can bring up your entire team’s Wear and Tear status on the field, the icons are so small that it’s hard to see what they represent. The only real way you’ll see the impact of the system is if it shows up during an after-the-play recap or if you pause and go into your depth chart. That’s not good, considering how much of an impact on your players the system has.

For all the steps forward EA Orlando has made in how the on-field action plays out and how it captures the energy of the real sport, its bewildering that the UI is just generally more frustrating than its starting point. Given that Madden’s been the only game in town for the last decade, it’s impossible not to compare the two and fault College Football 25 for the ways in which it fails to give me at least as much information as what came before. For instance, Madden 24 has an automated hat count that will show you how many defenders are lined up on both sides of the box on running plays and whether or not you have an advantage in blockers on either side. It’s not there in College Football 25, so you’d better know how to do that yourself. It’s also hard to see how much stamina defensive linemen have because it’s now represented by small blue circles over players’ heads. Those circles blend in with the green of the field, especially if you’re zoomed out.

On-screen notifications are iffy: there’s no longer messages to tell you whether the pass you threw was accurate, influenced by pressure, or off your back foot, or whether you landed a hit stick. That might make sense if they’d been fully removed, but there are still notifications if you manage a perfectly timed interception. And God help you if you’d like to actually see what abilities your players have mid-match because, like the Wear and Tear icons, the icons for player abilities were made for ants. And while play arts look great on the field, the ones in your playbook are a step down from what recent Maddens have offered in terms of both aesthetic design and visual clarity.

So those aren’t great, but it’s obvious that the on-field play is where EA Orlando’s team has spent most of their time. The flip side of that is, unfortunately, that the modes themselves apparently didn’t get much time at all and are extremely barebones.

You’ve got your standard Play Now feature for jumping into a quick game; Road to the College Football playoffs, which is a quickfire online ranked mode where you’ll pick a team and try to guide them to a National Championship; Road to Glory, which lets you create your own player and pilot them through their college career; the flagship Dynasty mode, where you’ll helm one of College Football 25’s 134(!) teams as either a head coach or an offensive or defensive coordinator; Practice and Minigames; and finally, College Ultimate Team (CUT), the college version of Madden Ultimate Team. Just like its big brother, CUT is a slot machine masquerading as a trading card game that will almost assuredly make EA hundreds of millions of dollars and eventually earn the ire of the community as it gets more updates per year than every other mode combined. Is that cynical? Maybe, but we’ve seen this movie before and we know how it ends.

The modes themselves didn’t get as much attention as the on-field action.

Let’s eat the elephant in the room in one bite: College Ultimate Team is… Ultimate Team. The Challenges you have to do to progress are boring and it’s very clearly designed to take an annoyingly long time so that even decent players have to think opening their wallets might be a good way to relieve the pain. We’ve seen all that before. College Football 25’s original sin, however, is hiding all of the tutorial content inside Ultimate Team.

Madden’s excellent Skills Trainer, which will walk you through everything from basic gameplay to identifying and beating certain defensive coverages? Not here. Instead, it’s been replaced with Ultimate Team Challenges, and the change is as bad as it sounds. One early challenge put me inside the red zone and asked me to throw a lob pass for some reason. (You know, the kind you throw on deep balls after your receiver beats their corner and is running free down the field, not to cover 10 yards for a touchdown.) And because it’s Ultimate Team and not the Skills Trainer, you have to choose the right play from your playbook and make the pass in a single try. Otherwise, you’re staring at the “Challenge Failed” message over and over and over again. Remember, this is meant to be a tutorial – but its the kind of teacher who doesn’t teach you much and raps your knuckles when you get something wrong.

There are no tutorials outside of Ultimate Team. None. (And no, the mini games don’t count.) There’s nothing that will teach you to read defenses, learn route combinations, or understand play concepts. If you don’t know how to tell Cover 1 from Cover 3, College Football 25 is not interested in helping you. If you haven’t played an NCAA game before (reminder: the last one came out in 2013) and don’t know how recruiting works, you’re probably going to need to watch a YouTube video. If you’d like to learn about all of the differences between a Spread, Option, and Air Raid offense, you won’t be able to do it in-game. Madden spawned a cottage industry of YouTubers and websites whose sole goal is to explain How Things Work TM, and College Football 25 will be great for their business.

I’m sure it’s cheaper to leave all of this to the community or a webpage instead of developing tutorials or other teaching tools, but I’m not a fan of going to YouTube or Reddit every single time I have a question, and I’m familiar with these games. If you’re a complete newbie? The learning process is brutal. You shouldn’t have to leave a game to learn how to play it, but you will, because the tutorials are hidden in Ultimate Team and even if you manage to find them, they’re not very good.

It’s hard not to be deeply cynical about this design choice. Surely EA Orlando could have taken the Skills Trainer, which is a decade old at this point, and put a refined version of it into College Football 25. The only reason to do it this way is to corral new players into CUT so they can fall down the money hole – of course, it’s somewhat self-defeating that they have to figure out that the tutorials are in CUT in the first place, which is something College Football 25 doesn’t actually tell you. As someone who doesn’t play Ultimate Team beyond my obligations as a critic for obvious reasons, I would’ve just assumed that there were no tutorials at all and EA simply wanted college football-curious folk who didn’t regularly play Madden (or spend the last decade modding NCAA Football 14) to wander around aimlessly until they figured it out for themselves. In actuality, EA wants all of us to get hooked on CUT and spend lots and lots of money. I’m not sure which is worse.

Road to Glory is better, but still not great. Unfortunately, there are no high school games to play here, which you might pine for if you played NCAA Football 14. Instead, you spawn your player from the ether, choose a position (you can play as a QB, HB, WR, MLB, or CB), and determine whether you want to start as a 5-star, 4-star, 3-star, or 2-star recruit. The better you are as a prospect the sooner you’ll see the field, and the better you’ll play when you do – but starting off as a less desirable recruit is more challenging and ultimately more rewarding if you manage to make it to a starting position. After all, everyone loves an underdog story. I started as a 5-star QB named Joe Throw who got picked up by 5-star Michigan because I already work hard enough at my day job, thank you very much, and I’m pretty whelmed by how repetitive the whole thing is.

It’s hard not to be deeply cynical about how the tutorials were handled.

Each week, you’ll allocate Energy to stats like Academics, Health, Training, Leadership, Brand, and so on. You only have so much, and sometimes you’ll get a text from a sponsor offering you a NIL endorsement deal (a new feature for College Football 25, since previous college football games used fake players) or from your academic advisor offering some extra study time, which will take up a good chunk of your weekly allotment. Spending points the right way is important because you have to maintain a certain GPA and don’t want to be so tired you open yourself up to injury. It’s pretty basic resource management and the lack of any cutscenes means you’re mostly just navigating menus and responding to imaginary cell phone conversations that repeat themselves a lot. Think of a somehow more barebones version of Madden’s already barebones Superstar mode, and you’re on the right track. It’s pretty dull.

What’s really frustrating, though, is the on-field Road to Glory experience. As a quarterback, you’re only given one play call option each down, and you’ll have to run that play unless you spend limited Play Change points to unlock two other choices. Earn more of your coach’s trust by playing well and spend your Energy wisely throughout the week, and you’ll get more plays to choose from. Makes sense, right? The issue is that even with maximum trust, you can’t audible, so if the plays you are given look like a bad fit against what the defense is showing you, there’s nothing you can do besides hot route your receivers on passing plays and hope it works out. On running plays? You’re out of luck, Jack.

Even if you spent the Play Change points, you’re still limited in what you can call, and sometimes it barely makes a difference anyway. If you don’t want a running play and spend a Play Change point, there’s no guarantee you won’t get two more running plays. Spending a point and getting what are essentially two more versions of the same play feels bad because you don’t earn more points as a game goes on. You’re playing as a quarterback here, and not a coach; this restriction is meant to simulate building your coach’s trust. That’s all well and good, but at least let me have one or two pre-approved audibles. Give me something. Don’t get me wrong: Michigan is, as of now, undefeated and Joe Throw is almighty. But I’m not having that much fun winning.

And that’s the experience if you start as a 5-star QB. If you start as a 2 or 3-star recruit, there’s a decent chance you won’t see the field all season. That’s what happened to my 2-star running back, which basically meant I was just playing one of the running back mini games over and over and sitting in menus managing Energy. It’s not a great experience. The sweet spot is probably a 3 or 4-star recruit, but again, it’s really a shame you don’t get to play high school games to determine where your player falls.

Since we’ve touched on mini games, let’s cover those quickly. There are 39 in College Football 25’s Mini Game mode (and a few more that only seem to pop up in Road to Glory), and they’re actually pretty good. Some, like Rushing Attacks, WR Battle, and Coverage Skeleton, are variations of the ones we got in Madden 24, and they work more or less the same way here as they do there. Others, like Option Attack, are brand new. In general, I like College Football 25’s take on the minigames more than Madden’s, and several of them, like the aforementioned Option Attack, and new stuff like Pocket Presence – where you’ll hit targets and try to avoid projectiles while staying in a small area representing the pocket – are a lot of fun. That said, some are much more difficult to achieve good scores on than others, and since doing so means maintaining a high multiplier, there are times when the best thing to do is restart if you lose your streak.

Bafflingly, when you’re doing one of these mini games in Road to Glory, there’s no option to restart it if you aren’t happy with your score like there is in both the standalone mode and Madden’s version of Road to Glory. You can restart during the mini game, but if you want to try again to hit a higher score (and increase the experience your player gets for doing so) once it’s over, you have to close and reopen the entire game before it saves. As a result, I’ve found myself picking easy ones like Option Attack and just running them over and over again because I didn’t want to waste my time restarting.

Dynasty is fun, but its menu management gets repetitive quickly.

The real draw for most people will be Dynasty, where you select a program and play as a Head Coach, Offensive Coordinator, or Defensive Coordinator who recruits athletes and then builds up your school. It’s a cool idea, but like every other mode in College Football 25, it feels underbaked. Besides playing the games on your schedule, all you do is recruit players. You only have so much time in a given week, so you’ll manage how many hours you spend on each recruit. You can do things like talk to their family or check their social media to up your influence with them, but you also spend some of your limited weekly hours scouting them to get a feel for their potential. All the while, you’re competing against other programs vying for the same prospects, and things like your school’s academic programs, prestige, the player’s ability to start, and how close the school is to their home all matter. If you’re a 1-star program, it will be very difficult to get 5-star recruits.

It sounds cooler in theory than it is in practice. Mostly, you just navigate menus and choose how you spend your program’s time. Scouting players will show you their exact stats, which is a little less interesting than Madden’s “they fall into this range” letter grade system, but it is fun to find a hidden gem who’s better than their rating implies. Of course, your coach’s backstory matters — you can choose between a Motivator who trains players faster, a Recruiter who scouts and recruits more efficiently, and a Tactician who’s better on game day — and you’ll level up your coach and unlock new abilities as your program wins, but it’s all done in menus, and it’s a bit repetitive. You don’t manage or lead your players in any way, and all of them always have the GPA to play and never get into trouble.

Strangely, there’s also no option to directly train your players. It kind of makes sense; past NCAA games didn’t have this, and college players aren’t pros; players level up by playing well and during the offseason, but it also means that Dynasty gets very tedious very quickly. You play around on your recruiting board and you play your games and… That’s it, which is a little weird given College Football 25’s focus on mini games elsewhere. You’d think they would be available in more than Road to Glory and as a standalone mode. And while it’s very satisfying to lead your team to the College Football Playoffs and Conference Championships (my Pittsburgh Panthers lost in round two to Alabama, but did win the ACC Championship), it means that the week-to-week menu-based gameplay is kind of a slog. Playing the games and building up your program is great, but actually doing the recruiting is a little one note. You can let the CPU handle it if you need a break, but it’s going to make different decisions than you would. Ultimately, Dynasty is a fun mode and there are neat strategic elements to managing your recruiting and building your program – I just wish it had a little more to it beyond that.

College Football 25 also features a Team Builder that lets you create a school, customize their logos, uniforms, and stadiums, and import them into Dynasty or share them with other players if you like. It’s a cool feature, and I’m glad EA brought it back for College Football 25 even if you have to use a website to get it to work. I hope they’ll continue to build on it as the years go on.

And then there are bugs. Mini games glitch out or fail to score what you’re doing properly. At one point, while I was doing the Reaction and Footwork Drill with my Road to Glory running back, one of the Hot Spots I was running through stayed on the field for each drill, which made completing subsequent drills harder because there were multiple Hot Spots with the same number, or because it was covering up the one I was supposed to be running through. In-game commentary is often wrong about points, what team threw an interception, how many yards were gained, and so on. This happens in Madden, too, but it’s still disappointing here.

Some schools also have outdated logos – EA has publicly admitted to Stanford, Western Michigan, and Jacksonville State already – and certain player likenesses are inaccurate, which they promise will be fixed in a future patch. I understand that College Football 25 is a massive undertaking, and EA hasn’t made a game like this in a long time, but the whole thing feels rushed, incomplete, and in many ways – especially off the field – not up to par with Madden, much less the other sports games that Madden already wasn’t up to par with. Which is basically all of them. Oh, and I really don’t appreciate seeing an Ultimate Team pop-up every time I exit any game mode, including Ultimate Team. I know it’s there, EA. We all do. I just don’t want to play it.

Alaskan Road Truckers: Highway Edition – Ten Tips for Success

Summary

  • Alaskan Road Truckers: Highway Edition is available now.
  • Alaskan Road Truckers: Highway Edition adds survival and management elements to the beloved trucking simulation genre.
  • Includes all DLC to date in one package.

I can drive a car, so surely I can drive a truck, right? The answer is yes, sort of. Alaskan Road Truckers: Highway Edition, available now Xbox Series X|S, is unlike any truck simulation I’ve played before, which is a good thing! I built a business in the frozen wilderness of Alaska and now I’m here to help all you aspiring trucking magnates to get a jump start on your careers.

Alaskan Road Truckers dashboard

How Many Truck Drivers Does It Take to Screw in a Lightbulb?

I love how involved you can get with your truck, and that means making sure you’re prepared for every eventuality! I’m changing light bulbs, batteries, air filters, wipers, you name it. You definitely do not want to be found without spare parts for these, as I found making sure you take the survival side seriously can be make or break for your business. (Bonus tip, look under the driver’s door for a storage with a radiator cover and tire chains from the start).

Alaskan Road Truckers open road

There’s No Place Like Truck

Your cab is your home, so it’s worth getting to know it and what you can do there. I had a little explore and I must say, it’s quite cozy. I took a nap, I made a meal with the radio on and I got to know the tools in there too. Knowing my way around the cab became vital on longer challenging winter drives, as it meant I was always prepared to act fast in an emergency. Taking a few minutes to know your cab means the difference between a successful job, or calling in an expensive rescue.

Alaskan Road Truckers garage

A Little DIY Never Hurt Anyone

Remember how we talked about keeping all those spare parts around? This is where they come in handy. I found fixing things myself meant not only did I save money compared to using the workshop, but I also gained precious experience points that in turn help me gain new skills. Every little bit helps as they say, and fixing your own truck is also incredibly satisfying.

Repair Kit, Repair kit, Wherefor art thou, Repair Kit?

Once you have your workshop ready to go, make sure you buy a repair kit. I foolishly didn’t on my first drive, broke something and saw the error of my ways. Learn from my mistakes, bring the repair kit.

Alaskan Road Truckers evening

Ready, Steady, Cook

Any good chef will tell you that having a good set of core ingredients is the key to a great meal. I found myself scouring shops for new ingredients to bring back to my HQ where I could use the kitchen to cook myself some great meals to take on the road. Ingredients like reindeer meat and king crab legs can only be used at HQ and gave me three meals at once. That’s huge value for your money as well, giving you another opportunity to collect some experience points.

Alaskan Road Truckers rounding the bend

Repeat After Me – Coffee is Not a Balanced Diet

I know I know, we all love drinking coffee, but everything in moderation! If you’re tired, an energy drink or a coffee is a great quick fix, but I found drinking more than two in a short span actually gave me negative effects (art imitates life). I saw the same thing happen with eating too many hot dogs (don’t judge me), so the lesson here is to eat junk food and drink coffee in moderation.

Alaskan Road Truckers screenshot

I’ve Seen the Light

Don’t underestimate how dark it can get when you’re in Alaskan winters. Always carry a flashlight (with some batteries) so you don’t get caught out. I found myself attaching trailers in the dark with the aid of my trusty flashlight as well as carrying out a repair or two.

Alaskan Road Truckers refinery

Staycation or Vacation?

I love my truck, the freedom to rest anywhere on the road and deliver on my own schedule is fantastic. However, I sometimes wanted to have a little extra comfort and that’s where hotels came in. If I rested at a hotel, I’d get all my energy back compared to 75 percent in the truck. It makes sense, a full bed and room will always be better, but it’s nice to have options.

Alaskan Road Truckers night highway

Whatever the Weather, Dress Appropriately

I don’t like being cold. I also don’t like being hot. I like being in a lovely tepid environment, and my character is no different. Stock up on jackets and warm drinks for winter, but ditch them when it comes to summer so you don’t overheat. Both aren’t good for you, and Alaskan seasons will challenge you to adapt.

Alaskan Road Truckers lot

Thanks for the Memories

I loved traveling around Alaska and like with any trip, one of the best ways to remember the sights was with a camera. An underrated feature for sure, I would recommend seeking out a store that is selling one. I had the best time snapping away as I went through the world of Alaskan Road Truckers: Highway Edition and built the most adorable collection of postcards back at my HQ (the experience points didn’t hurt either).

Alaskan Road Truckers: Highway Edition is available now on Xbox Series X|S and includes three DLC packs (Ice Road Truckers, Mother Truckers, Trucking Hell) in one package. I loved being able to explore a new twist on driving simulation, and having survival, driving and simulation in one game, what’s not to love?

Xbox Live

Alaskan Road Truckers: Highway Edition

Green Man Gaming Publishing, Movie Games S.A.


141

$29.04

Step into the boots of an Alaskan Trucker!
Live the thrill of a new kind of driving simulator and risk it all in the challenge to become an Alaskan trucking legend. Balance the risk vs reward of taking perilous routes to save time, perform roadside repairs on your rig and brave the dangerous conditions on foot in challenging survival-based gameplay. Highway Edition includes all DLC released to date, adding new trucks and skins as well as the Ice Roads expansion.

Drive
– Travel the wilds of Alaska in a sprawling map as you battle a dynamic weather system
– Haul a range of cargo through the toughest conditions
– Gear up and prepare for the journey ahead, with truck maintenance, emergency repairs and other challenges to contend with

Survive
– Stranded and low on funds for roadside assistance? Leave the safety of your cab and fix your truck, if you can brave the wintery conditions
– Don’t just fuel your rig; contend with hunger, fatigue and body temperature to keep yourself healthy
– Battle the elements with mud slides, avalanches, fallen trees and blizzards
– Tackle three game modes; casual, standard and hardcore, for the most challenging experience

Thrive
– Make your mobile home your own – customise your truck and stand out from the crowd
– Build your reputation, manage your HQ and be the master of your own destiny

The post Alaskan Road Truckers: Highway Edition – Ten Tips for Success appeared first on Xbox Wire.

Meet the Concord crew with new animated shorts and gameplay trailers 

With each of the Freegunners in Concord, our team has focused on taking a holistic approach to development by working across all disciplines–from gameplay design to narrative to art and beyond–to ensure that they’re not just fun and engaging to play, but that they feel like fully formed characters. From their core gameplay to the way they move and the performances of our cast, every detail is meant to feel like extensions of their personalities, backstories, and journey through the Concord galaxy.

This past weekend during the Open Beta and with the Early Access Beta earlier this month, you were able to experience a small slice of the game and each of our characters for the first time.

As we look ahead to launch in August, we’re excited to further unpack our launch roster of 16 playable Freegunners, including a limited animated series called Concord: Freegunner Adventures. The first episode drops today with Concord Freegunner Adventures: Crew First, which features Teo, Jabali, and It-Z taking a high-stakes job and going up against a rival crew: 


Meet the Concord crew with new animated shorts and gameplay trailers 

In the days and weeks ahead, we’ll also be launching new gameplay trailers for each Freegunner in the launch roster, giving you a deeper look at their abilities and gear. Each episode of Concord Freegunner Adventures and gameplay trailer will launch on the official PlayStation YouTube channel.


For all the latest on Concord, be sure to follow us on Twitter/X, Instagram, and TikTok, as well as by joining the community in the Official Concord Discord.

IGN Plus Games: Claim a Free My Lovely Daughter Steam Key!

If you’re an IGN Plus member, a new game is available to claim now with IGN Rewards. You can claim a free My Lovely Daughter Steam key with your membership while supplies last. If you’re a fan of simulation games or visual novels, this game is perfect for you! Developed by GameChanger Studio, My Lovely Daughter has something for everyone, especially with this Deluxe key that includes a free artbook, soundtrack, and ReBorn DLC.

Claim a Free My Lovely Daughter Steam Key!

This My Lovely Daughter Deluxe Steam Key offers plenty of extras. First, you’ll get the My Lovely Daughter game, which follows a father who aims to revive his daughter using alchemy. This dark story features dozens of different “daughters” to raise and care for, with simulation-based gameplay that can impact the narrative directly. Additionally, there are multiple endings to discover, with secrets in store at every corner.

Also included in this Deluxe edition is the recently released My Lovely Daughter: ReBorn, a DLC that provides 4K support and updated artwork. Additionally, a digital artbook and a 12-track soundtrack release are bundled in. For the ultimate My Lovely Daughter package, be sure to claim your free Steam Key while supplies last!

Now is the perfect time to jump into the My Lovely series, as the third game, My Lovely Empress, is set to launch on August 21 across Nintendo Switch, Xbox Series X|S, and PC via Steam! My Lovely Daughter is the best starting point, as it is the beginning of the series.

About IGN Plus

If you’re unfamiliar with IGN Plus, it’s the ultimate subscription to get the most out of your IGN experience! Some of the perks include no ads across IGN, unlimited maps and checklists for games, free games each month, and even discounts at IGN Store! Learn more and try IGN Plus today.

Blizzard Is Looking at Bringing 6v6 Back to Overwatch, But it Won’t be Easy

Blizzard Entertainment has laid out plans to begin testing for the potential return of 6v6 matchups in Overwatch 2…eventually.

The update on the controversy plaguing the Overwatch community comes from game director Aaron Keller, who posted a 3600-word Director’s Take blog post on the subject today. It’s a lengthy statement on the history of 6v6, why it was removed with the launch of Overwatch 2, and how Blizzard plans to experiment with the mode once again. That’s right – the team is interested in bringing back the 12-player option nearly two years after it was swapped out for the faster-paced 5v5 mode.

“The community has, juuuust once or twice, suggested a test,” Keller says. “Why not put various forms of 6v6 in the game in order to gauge the results? We agree, and based on your feedback, we’re exploring how we can test different forms of 6v6 in the game to gauge the results.”

Keller says that while the team remains focused on ironing out 5v5, it is also “looking at running a series of events to try out different core team composition formats in Overwatch 2.” Even the smallest sign of 6v6 is enough to reignite interest in players who have begged for its return, but implementing these tests is not as simple as just flipping a switch. Technological challenges presented by 12-player lobbies is one of the biggest hurdles to overcome. The game director explains that, while the team is investigating a permanent performance increase across all platforms, it’s a “large effort that would most likely take at least several seasons to accomplish.” There’s also the issue of queue times, which could be potentially inflated across the entire Overwatch 2 experience should something like 6v6 stick around.

No matter how badly some players want 6v6 back, alterations to the Overwatch 2 formula present new challenges to overcome. Though Keller says a new iteration of Quick Play: Hacked will experiment with team assembly at some point during Season 13, it’s not exactly clear when official testing will begin. He cautions that this proposed reintroduction of 6v6 will be a long process and that today’s post is only the “start of this conversation.”

“We’d run the test for a few weeks and gauge interest from the community,” Keller explains when speaking on the benefit of the tests. “Then we’d measure the impact it had on the other experiences in Overwatch 2, like 5v5, Arcade, etc. We’d take the lessons from this playtest to see what we can learn about the mode within the current game ecosystem and for the future of Overwatch. We would reflect carefully on the learnings from whatever test we run and explore how to best give players what’s being asked for. Whether that’s a world of 5v5, 6v6 or even both, is for future us to figure out.”

Let’s break it down

Overwatch launched in 2016 and has since slowly evolved into an entirely different beast. As Blizzard has worked to establish fair and fun game environments, it has added, gutted, and altered a wide variety of game modes. As noted by Keller, these changes include stricter Hero limits in Quick Play, the addition of the more rigid mode known as Role Queue, and of course, the switch to 5v5.

The original Overwatch used the 6v6 format as its go-to structure until the entire experience was replaced with Overwatch 2 in 2022. This free-to-play sequel swapped in 5v5 matches, with Blizzard’s reasoning at the time being that it would reduce battlefield clutter and lead to a cleaner, more enjoyable experience for all three roles – Tank, Damage, and Support. Keller stands by the decision, saying that 5v5 is “more cognitively manageable” than the 6v6 matchups. It also led to drastically shorter queue times in Role Queue, especially for those who queued up to play Damage Heroes.

Keller acknowledges that 6v6 still has its upsides, and the decision to remove it was not made lightly. Still, there are those who prefer the original format to this day and have even campaigned for its return. Calls for Blizzard to include a 6v6 option reached a boiling point the last few months, with many players complaining that 5v5 is more punishing on an individual level, especially when queueing up to play Tank. With tensions in the Overwatch community rising, Blizzard has finally stepped in.

Keller has been teasing plans to offer more insight into Blizzard’s point of view for several weeks, and today’s post likely goes into more detail than many were expecting. However, as the director mentioned, the studio has a lot of work and listening to do before team composition tests begin, and even then, it’s unclear if these experiments will yield the results its community desires.

Meanwhile, Overwatch 2 is barreling toward the end of Season 11 of its post-launch roadmap. While details on how Season 12 will up the ante mostly remain a mystery, the studio did just wrap up a weekend playtest for its new Support Hero, Juno, an agile space-themed competitor with interesting ties to the Overwatch universe. This latest addition to the roster will return as a fully playable character when Season 12 launches next month.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Review: Abathor (Switch) – Retro Fantasy Hack ‘N’ Slash Is Great Fun With Friends

Golden axiom.

Pow Pixel Games slices its way onto the indie game scene with Abathor, an arcade-style throwback to fantasy belt scrollers of the ’80s and ’90s. It’s a pleasingly old-fashioned hack-‘n’-slash platformer that will conjure memories of childhood couch co-op.

Golden Axe is the obvious influence, despite the side-on perspective, but there are also shades of more recent pixelated homages. A heavy metal aesthetic recalls the dark fantasy of Slain and Blasphemous, though its tone is much lighter than those games. Character designs, power-ups, and enemies are ripped straight from genre media. Abathor wears these influences proudly. It isn’t trying to do anything different and it’s all the more entertaining for it.

Read the full article on nintendolife.com

World of Tanks Metal Fest: How Motorhead’s Iconic Mascot Was Brought to Life By… A Puggle

Summary

  • Headbang with Motörhead and Rob Zombie as Metal Fest’s main acts
  • Learn how the developers worked on the new content, including a canine cameo
  • Get a preview of the tune-ups made to World of Tanks Modern Armor

World of Tanks Modern Armor: Metal Fest is back for 2024, with Motörhead and Rob Zombie as the main acts! New vehicles, Commanders, and more heavy-as-TOG-II content is ready to blast your eardrums as soon as you fire up World of Tanks Modern Armor.  

Here, you’ll get insight from the developers themselves on the creation process, followed by a preview of what’s to come throughout the Heavy Metal season. If you thought the game was loud before…

This edition of Metal Fest brings two legendary acts whose integration was as epic as their legacy. According to Art Director Andy Dorizas, the team followed the bands’ lore to the letter to ensure that everything was both unique and loyal to the source material.

Starting with the tanks, you have the Thunder Chief Object 452K (Motörhead) and the Dragula T-55AGM (Rob Zombie). These are two collector’s tanks with unlockable discounts (more on that below) that play their associated songs when on display in the garage ꟷ “Ace of Spades” for the Thunder Chief and “Dragula” for the Dragula T-55AGM. The same will also happen with the band-specific Skins that will be released in special Metal Fest bundles.

New Commanders

Metal Fest also brings three new 3D Commanders to the fray. Who wouldn’t want to have Warpig, Lemmy Kilmister, and Rob Zombie as 3D Hero Commanders by their side?

Yep, you read that right. World of Tanks Modern Armor worked directly with Motörhead to create a true-to-life version of the band’s legendary frontman. The band was thrilled to be involved in integrating the Lemmy’s legacy into a video game – something that he really enjoyed

Bringing Warpig to life has an even wackier story. Audio Director Brendan Blewett says that when working with Motörhead, the band contributed several ideas around the voice design for the Warpig 3D Commander, based on Motorhead’s iconic mascot of the same name. They wanted a character that was a cross between a wild, free-wheeling-no-rules biker, and an English bulldog.

This will be the first time that fans and players hear Warpig’s voice, so it needed to feel authentic to the character and the band. Following the directions of Motörhead, Blewett recorded hours of his sister in-law’s puggle (Ollie) snorting and grunting, and mixed them together with a British voice actor’s lines to bring the band’s mascot to life as an imposing 3D Hero Commander.

As for the Rob Zombie Commander, the man himself picked the in-game 3D model he liked the most, according to Dorizas.

New Tanks

Once your lineup’s ready, stage dive into Metal Fest’s community event and Earn Challenge!

For this event, choose between Team Rob Zombie or Team Motörhead and earn points with the community toward team-specific rewards and discounts for both the Thunder Chief Object 452K (pictured) and the Dragula T-55AGM. If you side with Rob Zombie, you’ll earn the HMH AMX Modèle 58 as your final reward, and if you pick Motörhead, you’ll receive the HMH Huntsman Centurion. Both vehicles belong to the game’s legendary Heavy Metal Heroes roster.

Metal Fest is set to rock your socks off! With it, you can also expect new tank contracts, returning Metal Fest content from last year, and more! It’s a great build-up for the upcoming World War II Soviet line and new light tank of Brazilian origin for World War II mode.

Get ready to rock on Xbox this summerWorld of Tanks Modern Armor: Metal Fest kicks off on July 30.

The post World of Tanks Metal Fest: How Motorhead’s Iconic Mascot Was Brought to Life By… A Puggle appeared first on Xbox Wire.

San Diego Comic-Con 2024: Everything Announced

San Diego Comic-Con is back, and while its future is still shrouded in mystery, this year’s convention is set to provide a slew of news and announcements from the entertainment world.

If you cannot attend SDCC 2024, no worries. IGN is covering it live and in-person, bringing you all the biggest news, from upcoming films in the MCU to the latest comic books and things you can expect to hit the small screen soon.

Here’s everything announced at San Diego Comic-Con 2024.

Monty Python and the Holy Gail Is Coming to Magic: The Gathering

IGN can exclusively reveal that Monty Python and the Holy Grail is coming to Magic: The Gathering. This new collaboration will be released as two limited-edition Secret Lair drops, featuring reprints of classic Magic cards with new art based on the 1975 British comedy film.

LEGO Unveils New Star Wars and D&D Sets

Ahead of SDCC 2024, IGN exclusively revealed two new LEGO sets based on the Star Wars and Dungeons & Dragons franchises.

The first LEGO set based on Jedi Bob’s Starfighter. This new LEGO set will commemorate the upcoming LEGO Star Wars: Rebuild the Galaxy special, which arrives on Disney+ on September 13. However, the LEGO set will be available for purchase starting August 8, retailing for $39.99.

The second LEGO set features minifigures based on 12 characters from the Dungeons & Dragons series. Some of the minifigures include a Dwarf Barbarian, an Elf Bard, and a Dragonborn Paladin. These miniatures will sell for $4.99 starting September 1 and are packaged in a mystery box, providing a randomized component.

Oni Press Reveals the Twisted Future of the EC Comics Horror Line

Following the quick success of the recently revivied EC Comic brand, Oni Press announced it is expanding the EC Comics line in the coming year.

During SDCC 2024, Oni Press confirmed that the horror anthology series Epitaphs From the Abyss is expanding from its initially planned 5-issue run to a 12-issue maxi-series. The comic series is set to conclude sometime next Summer; following its conclusion, a new EC Comics title will debut.

Additionally, Oni confirmed that a holiday-themed anthology special will be released this December. The first issue of this comic, titled Shiver Suspenstories, will feature a fusion of horror, sci-fi, and military-themed tales.

Lastly, Oni announced Cruel Kingdom, a successor to the 5-issue run sci-fi anthology comic series Cruel Universe. Cruel Kingdom will debut next January.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Whoopi Goldberg Presented With ‘Key to Hell’ After Blizzard Rift Over Diablo 4 Release

Whoopi Goldberg has gracefully accepted the “Key to Hell” from the Blizzard Entertainment team one year after calling them out over the release of Diablo 4.

As reported by Entertainment Weekly, Diablo general manager Rod Fergusson attended ‘A Night With Whoopi’ on July 20, an event celebrating the actress’ cannabis brand, Emma & Clyde. He joined Inarius and Lilith cosplayers to gift Goldberg a replica of the Diablo 4 key that unlocks the gates of the underworld.

While there are no guarantees it unlocks any doors, it might be the key to Goldberg’s heart after the Star Trek actress shared an impassioned plea to Blizzard last year to release Diablo 4 on Mac shortly after she bought the action RPG and discovered she couldn’t play it because it was only available on PC, PlayStation, and Xbox.

“You know how much I love Diablo. I would like y’all to let those of us who use our Apples to play… allow us to play on the Apple. Take Diablo 4 and let us do it and have a great time,” she said in a now-deleted social media video. “Give me my [Diablo] 4, because I paid for it, I was all excited for it, I went to play on it, and I’m telling you, this really p***ed me off.”

Entertainment Weekly noted that Goldberg also demanded a refund, which she received after getting the studio’s attention. Fergusson publically addressed the matter on X/Twitter at the time, writing in a post: “I did not have ‘Whoopi Goldberg yelling at me on Instagram’ on my #DiabloIV launch bingo card.”

Diablo 4 released last year and became a mega-hit for Blizzard despite some controversy regarding updates and monetization. IGN gave the game a 9/10 in its review, calling it “a stunning sequel with near-perfect endgame and progression design that makes it absolutely excruciating to put down.”

Be sure to check out IGN’s Diablo 4 guide for tips and tricks on how to get the most out of your journey, and use our interactive map to keep track of your progress.

Image credit: Blizzard Entertainment.

Adele Ankers-Range is a freelance entertainment writer for IGN. You can follow her on X/Twitter here.