Fire Emblem Engage Review

After putting in some major study sessions and passing its tests in 2019’s Fire Emblem: Three Houses, Fire Emblem Engage makes the potentially surprising decision to take a purposeful step away from that focus on time management and teaching. Many base activities and socializing aspects with your team are still here, but Engage makes the smart move to adjust its sights back toward the roots of the series by putting engaging tactical combat first and foremost. There’s a reverence for Fire Emblems past that is clear in every aspect of it, even including the spirits of legendary heroes from previous games that power up your team, which match the strategic depth they bring with an exciting visual flair every time they’re unleashed. Its classic good vs. evil story may not reach those same heights of its predecessor, but the Divine Dragon’s adventure still stands tall among its peers – both on its own merits and as a wonderful tribute to Fire Emblem’s legacy.

When Fire Emblem Engage first introduced the idea that twelve rings housed the spirits of protagonists of Fire Emblem’s past, I’ll admit I was a bit skeptical. (According to the story, they aren’t actually the exact same heroes from other worlds – more like incorporeal manifestations that retain the knowledge and abilities of their hero’s journey… or something). From Marth to Ike, Celica to Byleth, and plenty more, these legends will advise you, spar with you, and become your battle companions as you try to collect all 12 rings and defeat the big bad Fell Dragon who wants to corrupt them for nefarious purposes. While it’s fun to see familiar faces, there were also plenty I didn’t recognize, which had me worried about how much of the backstory of these heroes were going to be lost on me. Three come from games never officially released outside Japan, and several more have only been featured on the GameBoy Advance or similar decades-old Nintendo consoles — unless you count their inclusion in Smash Bros. or the mobile gacha game Fire Emblem Heroes.

And yet, over the course of my 60+ hour adventure, I found my worries to be unfounded. Fire Emblem Engage manages to celebrate its long history of compelling characters without making you feel left out if you’ve never played through their stories firsthand. Your own character (a Divine Dragon whose name defaults to Alear) has a story that is still the driving force behind your journey in Engage, and while the Emblem Rings play an important role, it’s one that does its best to stay within the context of your current adventure. Did I freak out a little when meeting Ike, the hero from Path of Radiance, since it was the Fire Emblem that really got me interested in the series? Yes, very much so. But even Emblems like Sigurd and Leif were a joy to fight alongside despite me knowing next to nothing about their respective stories. Whether it was offering helpful anecdotes to my character about the trials they faced, or granting me their power and skills to inherit in combat, they became the backbone of my army, and each new Emblem Ring I collected gave me new strategies to work with.

Did I freak out a little when meeting Ike? Yes, very much so.

The true talents of these Emblem Rings shine when taken into battle. Just having one equipped provides a host of passive bonuses and skills. Watching both my unit and their spectral Emblem Ring counterpart slice into foes at the same time was always great to see, even if the animations didn’t actually translate to increased damage. Depending on which rings you use, the skills your team inherits abilities that range from the more mundane stat boosts to incredibly useful skills like attacking twice before opponents can respond, repositioning allies, or altering terrain effects to control the battlefield. All of this culminates in the ability to “engage” their true power for a short period, as your unit essentially fuses with the Emblem hero, gleaming with new shining white armor and inheriting that hero’s hair color or style. These fused characters also sport wild neon blue wings and other crazy effects that felt straight out of The Legend of Zelda: Breath of the Wild’s Sheikah tech, making them unmissable standouts on the battlefield.

Engaging also lets you temporarily equip extremely powerful or unique weapons — often giving units access to attacks they would normally never be able to use. Coupled with special “Engage Skills” that are only available for this brief period, it became a huge game changer for how I approached each mission. By engaging with the Emblem Lyn, my lance-wielding pegasus knight could suddenly become winged Death incarnate; able to launch an extremely powerful ranged salvo of arrows to out-snipe otherwise lethal archers, then fly in close to slice and dice with Lyn’s signature katana, and even create illusory doubles to distract foes and counter with their own attacks. Engaging my units with their Emblem Rings became the highlight of every encounter, and the flashy ultimate attack animations were always worth watching. Since it can often take awhile to recharge this power, finding the perfect time to have one more more units engage to turn the tides always had me trying to plan my moves out in advance, as even the most powerful attacks could still leave my characters in danger if they got surrounded or overwhelmed without backup.

There was no wrong answer for pairing up my teammates with different Emblem Rings — only a wealth of possibilities.

Each Emblem Ring is unique enough that no two ultimate abilities feel the same: Some rely on single target or area-of-effect damage, while others work in support roles like sacrificing health to heal the rest of the team. Many of these abilities also have small but interesting modifiers depending on which unit type has the Emblem Ring equipped, adding even more layers of strategy and customization that I absolutely loved to experiment with. Because of this, there was no wrong answer for pairing up my teammates with different Emblem Rings — only a wealth of possibilities. My thief ended up becoming my natural choice for pairing with Emblem Corrin from Fire Emblem Fates, as her Dragon Vein ability added mist cover to the surrounding terrain when used by covert-type units, and the debilitating effects of Corrin’s draconic aura skill was further bolstered by poisoning daggers.

Rock, Paper, Fist

In addition to the larger changes Emblems introduce, Fire Emblem Engage has refined almost every aspect of its turn-based battles in smaller ways, too. Enhanced visuals have made each mission more pleasing to look at, UI improvements mean the action is easier to follow, and subtle new spins have been introduced to cornerstone combat mechanics. The classic weapon triangle has made its triumphant return after disappearing from Fire Emblem: Three Houses but its not content to simply return to the status quo: this time, using the right weapon like a lance against swords won’t just translate into better accuracy and damage, as the new “break” mechanic can also disarm that opponent for the rest of the turn. Of course, your enemies can do the same to you, making the weapon triangle even more fearsome this time around. Even when certain defensive spaces let units become “unbreakable,” Engage provides an answer with a new heavy weapon type that can shove defenders backwards – of course, the smart trade-off for this powerful effect is that heavy weapons hit dead last regardless of how fast the other opponent is.

These new features are brought to life in a fun way thanks to Engage’s expansive maps, which are quite similar to Three Houses. Battles zoom right down to the action (wonderfully transitioning the music to be more energetic) and look way more dynamic than they have in the past, as mighty attacks can send fighters flying backwards, even breaking apart fences or crates in the process. Watching someone miss an attack no longer feels like a pathetic whiff, as combatants will cleanly translate the numbers game into seamless parries and counter-attacks that feel way more like an active battle than two opponents just rolling the dice one at a time.

My favorite new battlefield addition, by far, is the massive overhaul to the healer class.

My favorite new battlefield addition, by far, is the massive overhaul to the healer class, which has melded them with martial artists to become “Qi Adepts”. Healers in Fire Emblem have historically always been the weakest link, often requiring the most baby-sitting or being shunted to the back of the army – but no longer! While they still might not always be able to face down a knight or axe-wielding berserker, they can break the weapons of archers, mages, and thieves using punches and kicks. They can also guard another unit from the first incoming attack so long as the healer has full health. This became a recurring theme as enemy bosses would often have an entourage of Qi Adepts just waiting to take one for the team, requiring me to strategically wound them first before I could unleash my full force on the enemy leader.

Ringbearers

Where Fire Emblem: Three Houses thrust you into dramatic conflict between rival nations and eventually forced you to fight against the very friends you’d bonded with, Fire Emblem Engage dials things back a bit, for better and for worse. Its story is a classic tale of ancient evils re-awakening, amnesiac protagonists, and various nations uniting under a common banner for good. I’ll admit, I wasn’t quite sold on Alear and their Aquafresh toothpaste hair design, but I got over that fairly quickly – perhaps when you’re stacked against the various blue-haired guys and gals of Fire Emblems past, you gotta stand out any way you can. In truth, what really turned me around was finally having a fully voiced Fire Emblem protagonist (and allowing the past heroes to be voiced as well). The three-pronged story of the last Fire Emblem is a tough act to follow, but having a main character who does more than stare blankly at people during cutscenes and conversations went a long way. It helps sell many of Engage’s plot points, from the growing bonds between Alear and their friends to some insidious plans enacted by the Fell Dragon and his minions. While not every twist or reveal hit its mark, I was generally surprised by some very late game developments that affected more than just the immediate story.

I wasn’t quite sold on Alear and their Aquafresh toothpaste hair design, but I got over that fairly quickly.

You’ll gain a host of quirky allies at a reasonable pace along your journey to collect all the Dragon Ba… I mean Emblem Rings. Normally I’d be a bit skeptical at how almost everyone is all too eager to pledge their service to Alear’s quest, but I guess when you’ve been worshiped as divinity during your centuries-long slumber, people are just happy to see you awake and slaying evil at last. I also found myself impressed at how Engage handled padding out the acquisition of the rings. Some clever ideas kept me from getting too overpowered too fast, while giving me just enough Emblem Rings to respect the power they added to my army. Even more humbling was learning what could happen when the enemy used the power of Emblem Rings against me. Boss fights in Fire Emblem have usually been tense standoffs where a wrong move could lead to one of your favorite characters getting demolished – but even in that context Engage had me double and triple-checking the skills and abilities of my adversaries before putting one foot into their lair. Using an Emblem’s power to teleport across the map and explode some poor sucker with the Ragnarok tome is a ton of fun — but when it happened to me it was downright terrifying.

The various missions and maps in Engage tested my strategic knowledge in different ways, and it was fairly common for battles to last more than half an hour as I carefully considered my path forward (or sometimes rewound time by a turn or two if I realized my path was leading to certain death for a few characters). Most chapters usually end with defeating a boss, and the way these bosses are handled has left me feeling a bit conflicted. Not far into your journey you’ll meet the main executors of the big bad’s will: The Four Hounds. They all have different personalities and reasons for being on Team Evil, and made for some challenging opponents, but problems arose when I found that they kept coming back for more. I can’t even count the number of times I’d have to fight these lackeys, beating them to a pulp only to have them laugh it off in the ensuing cutscene, swearing revenge for next time like a cartoon villain. And my army would just… watch them saunter off. Again, and again. I don’t even think they were bad characters, as some late game developments did a great job to make me understand them more – I just really wish Engage had at least tried to offer a passable excuse for why I let them get away so many times. I’d even be okay with an overly convenient teleportation spell!

Even when facing the otherwise decently varied enemy commanders, I still found myself waiting for developer Intelligent Systems to get bold enough to stop relying on “defeat the enemy boss” as the main objective for the bulk of its 26 chapters. Thankfully, this isn’t too big of an issue, as the maps themselves would often involve some inventive hazards or features that I couldn’t just charge through – like changing tides on the beach limiting movement, or obstructions that I could have an easier time dealing with if I had the right Emblem Ring equipped on a unit nearby. When the missions did occasionally change their objectives, things would often get a little harrowing, and one tense chapter in particular that had me on the run did a superb job of making escape feel like it was truly my only option instead of recklessly standing my ground.

Some of my favorite missions didn’t even come from the main chapters.

Some of my favorite missions didn’t even come from the main chapters, as Fire Emblem Engage offers some very interesting takes on paralogue side missions. These challenging encounters revolved around trials to defeat the heroic Emblems in combat, and within these trials are some of the best homages to Fire Emblem’s history. Each trial takes place on a map that’s almost directly lifted from a previous game in the series, and often includes hazards, ambushes, or mechanics from that exact mission. I still believe you won’t feel left out if you haven’t experienced the stories of past Fire Emblems, but those who have will be treated to some very faithfully adapted pivotal moments in time. Moments like Ike taking command of his father’s mercenary company, or Byleth defending the Throne of Knowledge from the theft of its relics. Missions like these, coupled with the care that went into creating skills and abilities for each Emblem Ring that are both fun to use and provide great callbacks, ring with the same reverent tone as when Nintendo expertly adapts fighters into the Super Smash Bros series. Even the music for these side missions are uniquely arranged medleys from previous soundtracks, providing new energetic or dramatic twists on some of my favorite Fire Emblem music. I’m doubly glad I was then able to set these music tracks to play during other side skirmishes, because honestly, even after spending more than 60 hours clearing the story and paralogue missions — I can’t get enough of them.

Up On Cloud Nine

Between fights, you can move around the world map at will, opening up new locations for main missions as you progress, while randomly backfilling previously completed maps with random encounters to gain more experience, money, and materials. This system is much more satisfying to navigate than simply looking at a list to pick my next task, and the option to fast travel directly to a map point or back to my base made things quick and easy. You can even explore the maps you beat in a neat post-battle exploration. It doesn’t really bring anything huge to the table as you have limited actions, but I appreciated being able to enjoy the scope and scale of certain locations I’d fought in – like vibrant palace throne rooms or viewing impossibly-sized statues guarding expansive bridges strewn with barricades. Plus, this activity gives you time to check in with your team for some quick chats, even letting some of the units you didn’t take with you into battle have their chance to add their thoughts, which made me feel like my entire army was still tagging along and not just stuck at home bored to tears.

Speaking of home, Engage has kept the concept of having a large, explorable hub base like in Three Houses, but has wisely dialed back the scope from the mammoth size of Garreg Mach Monastery. A special floating island called The Somniel instead focuses on both managing your team and keeping up with socializing and bonding, but in ways that aren’t as drawn out and time-consuming as those featured in Three Houses (though I am a bit surprised having tea with your friends didn’t make the cut here). You can still partake in fishing, cooking meals to enjoy with friends, and sparing for a bit of extra experience – plus a few new hit-or-miss activities like strength training exercises or petting this weird dopey cat thing that I immediately put sunglasses on, though all are completely optional.

I do wish there were a few more direct ways to bond with another teammate.

Having my character go to sleep also became super optional once I realized random allies would just wander into my bedroom to wake me up in really weird sequences – it’d be cool if we could establish some boundaries on The Somniel! Still, it was nice to see my team enjoy their downtime, whether working out, swimming, dining, or just generally relaxing, rather than having everyone awkwardly stand around until we left for the next mission. Although, I do wish there were a few more direct ways to bond with another teammate besides eating a meal or getting the same old gifts to give en masse. When I found some horse manure on the ground to give away as a joke gift, I thought it was a little funny. Finding more and more poop that was added to my inventory each time I came back to explore my base… not as much.

The Somniel is also where you can manage the Emblem Rings you’ve collected, and there’s a surprising amount to do with them – perhaps even too much. In addition to utilizing skills from an active Emblem Ring, you can also spend points to inherit skills from other rings. This encourages lots of customization and passing rings around so everyone can make use of them, and I had a lot of fun planning out the perfect set of skills for everyone to eventually inherit, though the sheer number of skills and point values can sometimes become a bit of a headache. You can also create smaller stat-boosting rings for your units who don’t have their own Emblem Ring yet through a system that strongly resembles the Fire Emblem Heroes gacha game, with an assortment of tiers for each ring and the ability to meld duplicates into better versions. Certain rings may even have a really useful skill at their highest tier – but only if you get really lucky creating a bunch of rings, or you’re prepared to shell out a lot of in-game currency. (Never fear, though, as there is no option for real-money microtransactions or anything like that here.)

Together We Ride

Perhaps the most surprising addition to The Somniel is a combat tower that lets you take on a variety of challenge missions – two of which feature neat asynchronous multiplayer options. Given how long people can take to move their units in a single turn, this might be the most well-realized multiplayer Fire Emblem can have, but it’s not without a few hiccups. One mode allows you to fully customize one half of a map to either challenge another player’s computer controlled team on their half of the map, or have your AI team defend against other opponents with the base you’ve built. You can place everything from ballistas to breakable walls and healing tiles, and even give units a variety of orders to follow, though if you want to hit the upper limit for tiles to customize, you’ll end up with a mish-mash of random objects that don’t really let you set a theme for your base.

This might be the most well-realized multiplayer Fire Emblem can have.

The second mode is a clever attempt at Fire Emblem co-op: Relay Trials. One player starts a trial that must be completed in 10 turns, picking a small group of units to go up against a horde of enemies. The twist is that the initial player only has two turns to move their team before their time is up, at which point the data is uploaded and another player can then download that trial and pick up where the first player left off, potentially adding a few reinforcements of their own. Players who join get a fun and quick recap of the battle so far, then need to do their best to forge ahead and put a plan in motion to clear the map, even if they won’t be around to finish it. I really love the idea of having to adapt to someone else’s strategy mid-battle, pick the right reinforcements to help bolster any lacking defenses, and decide whether to utilize as many Emblem Rings as possible or hold off in engaging in case the next player may need them to get out of a bad situation. Players who have beaten the story can unlock a sort of “post game” trial map which is a great way to keep the fun going — but it’s the earlier players I worry about, thanks to some very vague matchmaking. Unlike offline trials, you can’t really set a specific difficulty level, nor can you see one when Engage picks a random relay trial for you to join (aside from maps being listed simply as Normal or Hard). Whoever starts the trial seems to set the bar for the level of the enemies within, which means you may find your reinforcements either under or over-leveled for the task at hand. I would have loved for a way to at least get an idea of how challenging the multiplayer battles were going to be so I could decide whether it was worth my time, instead of being thrown into the first result without an easy way to back out. Worse yet, it’s possible to join a trial and find characters you haven’t yet encountered on the team, which may spoil you to later reveals.

PlayStation Store’s top downloads of 2022

Last week we revealed the top downloads on PlayStation Store for December. Today, it’s time to look at the top downloads for the entirety of 2022. Blockbusters rubbed shoulders with great indie titles, but even in a year of heavy hitters, there’s some surprises as older classics snuck into the charts.

Check the full lists below.

PS5 Games

US/CanadaEU
1Call of Duty: Modern Warfare IIFIFA 23
2God of War RagnarökCall of Duty: Modern Warfare II
3NBA 2K23God of War Ragnarök
4ELDEN RINGELDEN RING
5Madden NFL 23Grand Theft Auto V
6Grand Theft Auto VGRAN TURISMO 7
7FIFA 23Cyberpunk 2077
8Horizon Forbidden WestHorizon Forbidden West
9GRAN TURISMO 7LEGO Star Wars: The Skywalker Saga
10Dying Light 2Dying Light 2
11MLB The Show 22Star Wars Jedi: Fallen Order
12Cyberpunk 2077Among Us
13LEGO Star Wars: The Skywalker SagaNBA 2K23
14Marvel’s Spider-Man: Miles MoralesF1 22
15NBA 2K22It Takes Two
16WWE 2K22Stray
17Gotham KnightsFIFA 22
18SifuAssassin’s Creed Valhalla
19Star Wars Jedi: Fallen OrderSifu
20StrayFAR CRY 6

*Naming of products may differ between regions
*Upgrades not included

PS4 Games      

US/CanadaEU
1Call of Duty: Modern Warfare IIFIFA 23
2Grand Theft Auto VGrand Theft Auto V
3MinecraftCall of Duty: Modern Warfare II
4ELDEN RINGMinecraft
5NBA 2K23FIFA 22
6Red Dead Redemption 2Red Dead Redemption 2
7NBA 2K22Among Us
8Madden NFL 23The Last of Us Part II
9God of War RagnarökELDEN RING
10FIFA 23The Forest
11MLB The Show 22Need for Speed Heat
12The Last of Us Part IIThe Witcher 3: Wild Hunt
13Horizon Forbidden WestThe Crew 2
14Batman: Arkham KnightNBA 2K22
15Gang BeastsGod of War Ragnarök
16Need for Speed HeatA Way Out
17WWE 2K22Gang Beasts
18Dying Light 2F1 22
19Among UsGRAN TURISMO 7
20The ForestHorizon Forbidden West

*Naming of products may differ between regions

PS VR Games

US/CanadaEU
1Beat SaberBeat Saber
2Job SimulatorJob Simulator
3SUPERHOT VRSUPERHOT VR
4Creed: Rise to GloryCreed: Rise to Glory
5Swordsman VRSniper Elite VR
6Astro Bot Rescue MissionSwordsman VR
7Rick and Morty: Virtual Rick-alityRick and Morty: Virtual Rick-ality
8GORNBatman: Arkham VR
9Batman: Arkham VRArizona Sunshine
10The Walking Dead: Saints & SinnersAstro Bot Rescue Mission

Free-to-Play (PS5 + PS4)

US/CanadaEU
1Fall GuysFall Guys
2FortniteCall of Duty: Warzone/Warzone 2.0
3Call of Duty: Warzone/Warzone 2.0Fortnite
4MultiVersusMultiVersus
5Overwatch 2Overwatch 2
6Apex LegendsRocket League
7Rocket LeagueeFootball 2023
8PUBG: BATTLEGROUNDSApex Legends
9Rec RoomRumbleverse
10RumbleverseRec Room

The Last Of Us show teases the rest of the first season with its Weeks Ahead trailer

The Last Of Us debuted on streaming services on both sides of the Atlantic over the past few days, and now a follow-up trailer shows what’s coming for the rest of the show’s first season. It has plenty of cordyceps-infected baddies, gritty human drama, and Pedro Pascal being Pedro Pascal. You can watch the Weeks Ahead trailer below, and wonder where The Mandalorian’s left his helmet again.

Read more

Leaked screenshot shows Suicide Squad: Kill The Justice League has a battle pass

Suicide Squad: Kill The Justice League has revealed the game will feature a battle pass and a store. The image was originally posted to 4Chan, but made its way onto Reddit and Twitter. An unnamed development source has since confirmed to VGC that the Suicide Squad image is legit, and shows the menus in a recent test build of the third-person shooter.

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We’re finally getting a “clear glimpse” of Steam wishlist hit The Day Before just weeks ahead of release

The Day Before may have slipped out of its top spot on Steam’s most wanted games list, but it’s still the second most anticipated game on Valve’s storefront. Up to now, devs Fntastic haven’t shared unedited footage of the game in the lead up to its planned release on March 1st, but they say that’s about to change with a showcase of features at some point in January. You can watch the most recent, very short clip of edited ray-traced footage from The Day Before from this month’s CES show below.

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Random: Pet Fish Reveals Credit Card Details During Pokémon Violet Livestream

That fish deserves a schooling.

Pets can do silly things. They eat newspapers, tear up fabric, and make us laugh. But one famous fish has accidentally revealed its owner’s credit card details during a Pokémon Violet livestream. Automaton Media reports that the fish found its way onto the eShop and did a number of things, including changing the user nickname and adding funds to the owner’s wallet.

Okay, this one needs some context, doesn’t it? Mutekimaru Channel is a Japanese YouTuber whose most well-known livestream series is called ‘Fish Play Pokémon’. On these streams — you guessed it — some pet fish actually manages to play through entire Pokémon games. The channel has played through Pokémon Crystal, LeafGreen, and Sapphire, among many others — with 20,00 hours of playtime under their belt, this school of fish is incredibly impressive.

Read the full article on nintendolife.com

Disney Lorcana: The First Chapter Release Date and Starter Decks Announced

No card game has captured the interest of players and collectors alike more than Ravensburger’s upcoming Disney card game, Disney Lorcana. Now, Ravensburger announced that the card game will be released this year starting in August 2023.

IGN has learned exclusively that Disney Lorcana will be released in the United States, Canada, United Kingdom, France, and Germany starting this August with Disney Lorcana: The First Chapter.

On August 18th in the United States, Disney Lorcana: The First Chapter will be released in local game stores followed by a mass retail launch on September 1. Attendees at this year’s Gen Con 2023 will also have an opportunity to purchase select Disney Lorcana: The First Chapter products.

“Players and the community is absolutely the most important component of a TCG,” says Disney Lorcana co-designer Ryan Miller. “We are partnering with hobby and game stores to host our organized play programs as they bring people together to learn, play and trade and help welcome new players to the game.”

“We also want to make sure that hobby stores know how much we value them. As someone who has worked at a retail hobby store and run 100s of tournaments, I know firsthand how much effort, time and care goes into running in-store events,” Miller adds.

At launch, over 200 game cards will be available in various products including starter decks, booster packs, a gift set, and the “Illumineer’s Trove.”

There will be three different Starter decks available at launch, each with a specific list of 60 cards in two of the six “inks” which include Amber and Amethyst, Emerald and Ruby, or Steel and Sapphire. Think of them as different colors in games like Magic: The Gathering. Starter decks will also include one booster pack with 12 randomized cards, with one foil card and two cars with rare, super rare, or legendary rarity.

The Illumneer’s Trove is set to be the biggest collectible set at launch, which will include eight booster packs, two deck boxes, a player’s guide, and a themed storage box. The gift set will feature Mulan and Hades, two oversized foil cards, two foil game cards, four booster packs, and game tokens.

“We have put together a robust line of fun and exciting products for the first set of Disney Lorcana. Having a variety of products let’s players engage at whatever level they would like to – be it pick up a starter set to get a taste of each ink color’s gameplay and style or snag an Illumineer’s Trove to experience as much of the game as possible,” says Miller. “Also, we also want to show that we are serious and that we are here to stay.”

At launch, Disney Lorcana: The First Chapter will be available in English, French, and or German, with plans to release four sets a year.

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

Activision Blizzard Says NetEase Declined an Offer to Extend Publishing Deal in China

Overwatch 2 and World of Warcraft publisher Activision Blizzard has claimed NetEase declined an offer to extend its publishing deal in China.

As reported by Reuters, Blizzard China published a statement to Weibo claiming it contacted NetEase earlier in January with an offer to extend their deal by six months, allowing gamers in the country to continue playing the likes of Overwatch 2, Hearthstone, and other Blizzard titles.

NetEase declined the offer according to Blizzard China, however, meaning the discontinuing of these game services will go ahead as planned on January 23.

“It is a pity that NetEase is not willing to extend services of our game for another six months on the basis of existing terms as we look for a new partner,” Blizzard China said

The company claimed in November that it was looking for alternative ways to bring its games to China but no concrete information regarding how it might do so has been revealed.

World of Warcraft, Hearthstone, Warcraft III: Reforged, Overwatch 2, the StarCraft series, Diablo III, and Heroes of the Storm will therefore all be unplayable as of January 23. Diablo: Immortal, Blizzard’s controversial mobile game, is published under a separate agreement and is therefore unaffected at the moment.

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Atomic Heart: The Final Preview

After nearly five years since its stunning announcement trailer, we’re now just one month away from the launch of Atomic Heart, the strictly single-player first-person shooter that thrusts you into an alternate history Soviet setting and tasks you with taking on an army of angry androids. The good news is that after going hands-on with the first couple of hours of a near final build of the game, this bolshevik BioShock seems as though it could well be worth the wait – its superpowered combat, fascinating story and spectacular setting all appear to be clicking seamlessly into place to form a cohesive whole, blinking into vibrant life like one of its many deadly assembly line creations.

The opening moments of Atomic Heart’s reportedly 25-hour campaign takes you from the sun-kissed streets of Chelomey City floating high among the clouds, all the way down to the shadowy subterranean depths of the ruined Vavilov facility, where a violent robot uprising has wiped out almost all human workers. Weapons and skills are doled out fairly slowly in this initial stretch, and with only a fireman’s axe and limited shells for my shotgun I found myself favouring stealth wherever possible – so it’s just as well that the earliest upgrades you unlock are the abilities to track enemies through walls and shock the Dandelion surveillance cameras in order to avoid alarm-raising detection.

On the occasion that I did alert a guard to my presence, the stiff challenge presented by Atomic Heart’s early enemy types came as a bit of a shock to my system (or indeed, a system shock if you’d prefer). These resilient terminator types ignore cover in favour of making a beeline to deliver you a beatdown, and even if you manage to circle-strafe and dash in order to create some distance they’re still liable to open up their animatronic maws and blast hot laser death in your direction. I must admit to perishing a few times early on as I got to grips with the rhythms of the weighty melee combat system, but that struggle grew into a sense of satisfaction as I unlocked alternate attacks and gradually became more capable of turning these robot Russkis into sparking shards of Soviet scrap.

I gradually became more capable of turning these robot Russkis into sparking shards of Soviet scrap.

As I explored deeper into the darkened corners of Atomic Heart’s first facility I was pleasantly surprised by numerous examples of intelligent design. Rummaging through corpses and cabinets for ammo and crafting materials is a cumbersome yet necessary evil in most other first-person shooters, so being able to swiftly vacuum up a room’s worth of items with a wave of your AI-enhanced glove like you’re sucking up gold coins from a level in Luigi’s Mansion is a welcome timesaver. That’s not to say you aren’t still rewarded for taking your time to pore over every inch of your surroundings, and I enjoyed the occasional optional diversions like pausing to watch Soviet spins on Looney Tunes cartoons on the in-game televisions or making prank calls in a public phone booth.

Robot Rock

Of course if you’re going to fill your game with mechanical maniacs then you’re going to need a soundtrack that’s equally heavy with metal, and as a big Doom fan I was delighted when composer Mick Gordon’s signature detuned guitars and double-kicked drums surged through the speakers to accompany a boss fight against a hulking robot wrecking ball that pinballed around the arena like an over caffeinated Chain Chomp. Gordon’s ability to masterfully pair headbanging riffs with headshots like some sort of first-person shooter sommelier is not to be understated, and Atomic Heart’s more intense action sequences are made all the more invigorating as a result of his involvement.

While I couldn’t get enough of the heavy metal shredding that accompanied the shredding of heavy metal, I’m yet to be completely won over by Atomic Heart’s mouthy main star. Agent P-3’s quips aim for action hero-style swagger but come across as something closer to the repetitive trash-talking of a fourteen-year-old Fortnite fan, and given Atomic Heart appropriates so much from the likes of Half-Life 2, BioShock and Doom, at times I did find myself wishing it had poached one of their silent protagonists while it was at it.

I was at least entertained by a number of the more friendly robots I encountered – although the constant dirty talk and double entendres from NORA, the surprisingly horny weapons vendor typically found near Atomic Heart’s save points – had me wondering if it was actually possible to report an AI to HR. She seems like a particularly sleazy sort of Siri, and signs off on every transaction with a flirtatious remark like, “I can’t wait for your strong hands to grasp my interface with lustful abandon!”

There’s also a slight concern that the wide open spaces in between Atomic Heart’s five main facilities may be lacking in interesting things to discover. While I definitely enjoyed testing out my electro-shock and force-slam abilities on groups of patrolling sentries, and then frantically scrambling to take down the repair robots before they could resurrect their tin can comrades, I couldn’t help but notice that my surroundings were seemingly populated by the the same handful of farmhouses and drivable vehicles in the short amount of time I spent exploring one corner of the overworld. This is in contrast to the opening of the game in Chelomey City, which looks dense with unique detail but can only be experienced in a very linear fashion.

That said, even if the open world area does primarily serve as a place to blast robotic hordes to bits in order to farm for spare parts to craft weapon upgrades with, it seems like there will be enough creativity contained within Atomic Heart’s main facilities to sustain the adventure, from underground labs with bodies of water suspended in air that you can swim through in order to quickly evade attackers, and various puzzle rooms to neatly take advantage of your growing suite of glove-based powers. My short time with Atomic Heart definitely left me with my curiosity piqued and my pulse racing, and if it can sustain its intrigue and ingenuity for the full length of its journey it could be something very special indeed.

Tristan Ogilvie is a video producer in IGN’s Sydney office. He’s never fought any machines in real life, although he did once have a tense altercation with a robot bartender in Tokyo. He almost never tweets here.

Atomic Heart may be a beautiful FPS, but I wish it had a silent protagonist

Atomic Heart, which took me from the story’s opening moments to plenty of the game’s earliest bits. The final hour or so was split into two parts, thanks to a lovely dev who time-skipped me forwards and into the game’s open world, before warping me through a gate and into an early boss’s lair. There was a lot to take in, from robo-gloves, to sex-dom vending machines, to grannies with bazookas.

I went in with expectations that it might be a little like BioShock, all steely and serious in its delivery of some vaguely philosophical truth. But I emerged with a totally different impression. Far from polished seriousness, Atomic Heart seems a little disjointed in its ambition, with a main character who almost immediately kills any atmosphere when he opens his mouth.

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