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Maybe the Real Code Vein II is the Friends We Make Along the Way

Maybe the Real Code Vein II is the Friends We Make Along the Way

Code Vein II

Summary

  • Code Vein II arrives on Xbox Series X|S on January 30.
  • Building on the first game’s rich combat, Code Vein II remixes its themes and imagery into an original story and setting.
  • The partner system of NPC companions returns as well, reworked and expanded as a central pillar of both the gameplay and narrative.

The monstrous Metagen Remnant really had me on the ropes, crushing me repeatedly with a swipe of its tail, but that stoic, pink-haired woman just wouldn’t let me forget the power of duty, friendship, and anime.

I recently attended a closed preview event for Code Vein II, upcoming sequel to Bandai Namco’s 2019 3rd-person action game with anime aesthetics and narrative. Hosted at a dramatic cathedral church in Los Angeles, I played several hours of a curated demo and took part in a group interview with series director Hiroshi Yoshimura and producer Keita Iizuka, both of whom are returning from the first game to make a bigger and better sequel.

One of the original Code Vein’s main mechanical hooks was the variety of NPC partner characters that you could team up with to overcome the game’s challenges, and Code Vein II has doubled down on that. Yoshimura summed it up well that what he “think[s] defines Code Vein and its identity is really traversing these difficult dungeons and encounters with your partner, and that sense of achievement you get from overcoming them together. So that’s one [piece of positive feedback] we got from Code Vein, one that we’re definitely leaning into more in Code Vein II.”

Same but Different

If, like me, you never got around to the original Code Vein, you don’t need to worry about missing the story. Code Vein II remixes much of the first game’s imagery—powerful, vampiric beings called Revenants in a post-apocalyptic world—into an original setting and story. Fans of the first will no doubt find plenty of rhymes and resonance, but new players need not worry about studying up on the lore to understand what’s going on.

That’s not to say that everyone will easily follow along with everything. A big part of Code Vein’s appeal is that it’s anime as all hell, with a plot that’s as melodramatic as it is convoluted and laden with proper nouns. This time around it’s a time travel story, no less. According to Iizuka that’s why they decided to have it be unrelated to the first game: “If we had done this as continuation of the previous world/character/game, then that could possibly mean players would affect and change events that have already happened in [the original] Code Vein. And we didn’t want to take away from that, because what players experience in Code Vein, we think, belongs to the players.”

Josée and the Pussycats

Code Vein II takes place in a world on the brink of collapse. Humans now live together with Revenants (vampiric beings that had long existed in the shadows). 100 years ago, Revenants worked together to try and defeat a cataclysmic force called The Resurgence but failed to seal it, creating a new entity known as Luna Rapacis. The result was that the Resurgence was only delayed, and Luna Rapacis is turning Revenants into mindless horrors that accelerate its progress.

You play as a Revenant Hunter tasked with saving the world. In order to do that, you have to defeat Fallen Heroes of the Resurgence—the Revenants from 100 years ago that tried and failed to seal it away, and have since been corrupted into monsters and sealed into cocoons. With the help of another Revenant with a unique time travel ability, you must first go back into the past, meet these heroes in their prime, and help them out in their personal quests before returning to the present and defeating them in their monstrous form. According to Yoshimura, “the overarching mission is going to be to defeat all of these heroes, the order of which is up to the players themselves,” so in a very real way, the gameplay and story are structured entirely around these partner characters.

For the demo session we played parts of the section for Josée Anjou, a short, fierce Revenant with a giant sword, pink hair, and an eyepatch. She’s a stoic protector, burdened by guilt from her past. In her present we were helping her cleanse polluted water from the Sunken City, a flooded urban ruin, by fighting our way down to defeat an enormous, sphinxlike beast called the Metagen Remnant. Our exploration down towards the boss was punctuated by flashback scenes in which I’d run past tableaus from Josée and her sister’s past, learning more about her personal story. Eventually I returned to the present to do battle with a monstrous (and monstrously difficult) Josée, burdened by the full pathos of knowing this creature’s tragic backstory as she pounds me into the tile over and over again.

Formae and Function

Combat is the real star of the show. Code Vein II comprises an intricate lattice of interconnected systems that I could only begin to wrap my head around in a few hours of play, but I imagine they’d be engrossing when built up over an extended game. The foundation of stamina management, light/heavy attacks, and dodging should be familiar to anyone who’s dabbled in the Soulslike genre. Code Vein II then heaps on layers and layers of customization.

Rather than committing to fixed stats, Blood Codes return from the first game, acting as hot-swappable classes to rescale your stats for different builds. In addition to a variety of one- and two-handed weapons with different base move sets, Formae (a rework and expansion of the first games Gifts) are powerful special moves that you can find over the course of the game and slot into compatible weapons. These cost a resource called Ichor to use, which you replenish by landing special drain attacks.

The resource for using your special abilities being generated by attacking adds a risk/reward dynamic to combat, and keeps it aggressive. In all ways, Code Vein II wants to empower you to experiment and play in your own style, with Formae and Blood Codes allowing you to completely rebuild your strengths and moveset at any time.

And my Greatsword!

Partners take a prominent role in that combat customization, each offering unique passive bonuses to you that improve as your relationship deepens. You can either Summon them to have them fight side by side with you as normal (and as any Elden Ring player knows, just having a summon pulling enemy aggro can make all the difference in a tough fight), or you can Assimilate them into you, absorbing additional power and stats. This enables proud players that want to Let Them Solo Her still engage with the partner system, as it’s so central to the game’s narrative.

One of the biggest benefits I drew from my partner was the Restorative Offering, where they would sacrifice themselves to bring me back when my HP hit zero, before respawning soon thereafter to continue the fight. This brought me back from the brink countless times during the two extremely challenging boss fights in the preview, and can serve as a great buffer to keep you in the fight a little bit longer.

When I asked about mitigating difficulty, Yoshimura emphasized the role partners played here too. When faced with a difficulty spike, you can explore to level up and find more equipment, Formae, and Blood Codes to experiment with. The leeway given by partners pulling attention and reviving you “increase[s] this trial and error cycle, [and] I think that will keep the difficulty balance in check in a way that the players won’t hit this wall or feel this huge level of frustration, because the partner opens up that window for different ways of exploring encounters.”

The difficulty spike between exploration and bosses was enormous, and it’s clear that they will demand a lot, but Code Vein II provides so many different tools and levers for you to tweak that it will really feel like your own victory when you finally do overcome them, even if you did have a helping hand.

You can meet and defeat Josée and all the other partner characters yourself on January 30 when Code Vein II arrives on Xbox Series X|S, available for pre-order now.

CODE VEIN II Pre-Order

Bandai Namco Entertainment America Inc.


18

$69.99

Pre-order now to receive the following bonuses:

• Stylized Forma Set
– Forma Face Paint: A cosmetic item which applies a forma design to the corner of your eyes.
– Twin Fangs of the Lone Wolf (Weapon): Twin blades engraved with a special forma. Cut through your enemies like a wolf sinking its teeth into its prey with a powerful, lunging slice attack.

In a future world where humans and Revenants coexist…
Due to the sudden appearance of the Luna Rapacis, Revenants have transformed into mindless monsters called Horrors. As a Revenant hunter, the player shall halt the world’s inevitable collapse by traveling to the past with a girl called Lou who possesses the power to manipulate time.

An epic adventure awaits, where you and your chosen partners explore a post-apocalyptic world, face fierce battles against powerful enemies, and uncover an epic story that transcends time.

• A Tale Across Time
Embark on a journey that spans both the present and the past as you search for clues to prevent the world’s destruction. Alter the fates of key Revenant characters you encounter in the past, while uncovering lost histories and the hidden truths of the world.

• Intense and Satisfying Combat
Dive into adrenaline-fueled battles where reading enemy moves and mastering your arsenal are key to survival. Unleash powerful skills, adapt on the fly, and conquer relentless foes in fights that deliver both intensity and triumph.

• Unique Battle System
Experience Code Vein II’s unique gameplay mechanic, where the player drains and acquires blood from enemies to unleash a variety of skills. With the series’ new build system, you can freely customize weapons and skills to suit your own battle styles.

• Powerful Partner Characters
Explore the world with trusted and powerful allies who can fight alongside you or enhance your abilities. Each partner brings unique abilities and deep connections that shape your journey.

*Other editions are also available. Be careful of duplicate purchases.

CODE VEIN II Deluxe Edition Pre-Order

Bandai Namco Entertainment America Inc.


18

$89.99

Pre-order now to receive the following bonuses:

• Stylized Forma Set
– Forma Face Paint: A cosmetic item which applies a forma design to the corner of your eyes.
– Twin Fangs of the Lone Wolf (Weapon): Twin blades engraved with a special forma. Cut through your enemies like a wolf sinking its teeth into its prey with a powerful, lunging slice attack.

• Early Access (Deluxe/Ultimate Bonus)
– Experience CODE VEIN II 72 hours* ahead of launch!

The Deluxe Edition includes:
• CODE VEIN II
• Custom Outfit Pack: Contains 3 costume sets and 1 weapon
• Expansion DLC: Mask of Idris

In a future world where humans and Revenants coexist…
Due to the sudden appearance of the Luna Rapacis, Revenants have transformed into mindless monsters called Horrors. As a Revenant hunter, the player shall halt the world’s inevitable collapse by traveling to the past with a girl called Lou who possesses the power to manipulate time.

An epic adventure awaits, where you and your chosen partners explore a post-apocalyptic world, face fierce battles against powerful enemies, and uncover an epic story that transcends time.

• A Tale Across Time
Embark on a journey that spans both the present and the past as you search for clues to prevent the world’s destruction. Alter the fates of key Revenant characters you encounter in the past, while uncovering lost histories and the hidden truths of the world.

• Intense and Satisfying Combat
Dive into adrenaline-fueled battles where reading enemy moves and mastering your arsenal are key to survival. Unleash powerful skills, adapt on the fly, and conquer relentless foes in fights that deliver both intensity and triumph.

• Unique Battle System
Experience Code Vein II’s unique gameplay mechanic, where the player drains and acquires blood from enemies to unleash a variety of skills. With the series’ new build system, you can freely customize weapons and skills to suit your own battle styles.

• Powerful Partner Characters
Explore the world with trusted and powerful allies who can fight alongside you or enhance your abilities. Each partner brings unique abilities and deep connections that shape your journey.

*Other editions are also available. Be careful of duplicate purchases.
*Expansion DLC: Mask of Idris will be available by January 2027.

CODE VEIN II Ultimate Edition Pre-Order

Bandai Namco Entertainment America Inc.


18

$99.99

Pre-order now to receive the following bonuses:

• Stylized Forma Set
– Forma Face Paint: A cosmetic item which applies a forma design to the corner of your eyes.
– Twin Fangs of the Lone Wolf (Weapon): Twin blades engraved with a special forma. Cut through your enemies like a wolf sinking its teeth into its prey with a powerful, lunging slice attack.

• Early Access (Deluxe/Ultimate Bonus)
– Experience CODE VEIN II 72 hours* ahead of launch!

The Ultimate Edition includes:
• CODE VEIN II
• Custom Outfit Pack: Contains 3 costume sets and 1 weapon
• Expansion DLC: Mask of Idris
• CODE VEIN Character Costume Set: Contains 6 costumes based on characters from the original game, CODE VEIN
• CODE VEIN II Digital Mini Artbook & Soundtrack

In a future world where humans and Revenants coexist…
Due to the sudden appearance of the Luna Rapacis, Revenants have transformed into mindless monsters called Horrors. As a Revenant hunter, the player shall halt the world’s inevitable collapse by traveling to the past with a girl called Lou who possesses the power to manipulate time.

An epic adventure awaits, where you and your chosen partners explore a post-apocalyptic world, face fierce battles against powerful enemies, and uncover an epic story that transcends time.

• A Tale Across Time
Embark on a journey that spans both the present and the past as you search for clues to prevent the world’s destruction. Alter the fates of key Revenant characters you encounter in the past, while uncovering lost histories and the hidden truths of the world.

• Intense and Satisfying Combat
Dive into adrenaline-fueled battles where reading enemy moves and mastering your arsenal are key to survival. Unleash powerful skills, adapt on the fly, and conquer relentless foes in fights that deliver both intensity and triumph.

• Unique Battle System
Experience Code Vein II’s unique gameplay mechanic, where the player drains and acquires blood from enemies to unleash a variety of skills. With the series’ new build system, you can freely customize weapons and skills to suit your own battle styles.

• Powerful Partner Characters
Explore the world with trusted and powerful allies who can fight alongside you or enhance your abilities. Each partner brings unique abilities and deep connections that shape your journey.

*Other editions are also available. Be careful of duplicate purchases.
*Expansion DLC: Mask of Idris will be available by January 2027.

The post Maybe the Real Code Vein II is the Friends We Make Along the Way appeared first on Xbox Wire.

Code Vein II hands-on report

Code Vein II maintains the core elements of its predecessor, but it feels more like a standalone action-RPG than a sequel. That’s because it greatly expands on the series’ combat systems and ideas to offer a huge amount of customization, while telling an all-new story about vampiric characters called Revenants that’s not linked to the original Code Vein.

Code Vein II hands-on report

I recently got a chance to go hands-on with Code Vein II to check out its new systems, its time-traveling story, and its tough-as-nails bosses. Here’s everything I saw along the way.

A host of combat options

At first blush, Code Vein II feels similar to other Souls-like games, as well as to its predecessor. You can fight with a host of weapons ranging from huge greatswords to fast, gun-mounted bayonets and, new to the sequel, dual blades. Hitting Square gives you a fast, weak attack, while Triangle fires off a stronger, slower one. You can also dodge with Circle and block attacks with L1 to lessen the damage you take, or parry blows completely if you hit L1 just as an attack lands.

Where Code Vein II sets itself apart is in all its combat options. For starters, for each weapon, you can equip four special abilities called Formae; one for each of the face buttons. Holding R1 and hitting one of those buttons activates the Forma equipped to it.

Formae come in three different categories — Combat, Magic, and Support — and they all have different uses in battle. One might give you a powerful attack, while another can help you dodge out of the way of an enemy before striking back when there’s an opening, and another might cover a patch of ground with flames.

Draining your foes

Powering your Formae attacks takes Ichor, and like in the first Code Vein, you only have so much. You steal Ichor from enemies by activating slow but powerful Drain Attacks when you hit or hold R2. These strikes use special weapons, Jails, and, like the Formae, each is useful in its own specific way.

Jails can be equipped like other weapons in Code Vein II, and I tried several to see how they mix with different builds and abilities. The Ogre Jail is a huge claw that slashes away at enemies, while the Hound is a pair of dog-headed gauntlets that latch onto and bite enemies.

Another Jail fires off like a scorpion tail, giving you lots of range, while another lets you send a horde of tiny bats to tear at enemies. Each Jail has particular attributes that fit different Blood Codes, the central aspects of a build that determine your character’s fighting style.

Between weapons, Formae, Jails, and Blood Codes, there’s a huge amount of customization in Code Vein II’s combat.

An adventure through time

The world of Code Vein II lies on the brink of destruction. The only way to save it is for you, the protagonist, to team up with a Revenant named Lou with the ability to travel through time. The plan is to head 100 years into the past to just before an event called the Upheaval, where you can hopefully alter history to stop a world-ending force called the Resurgence.

My preview started on MagMell Island in the present, where humans and Revenants were holed up, fighting to survive. But in the past, the place was under attack from bandits, forcing me to fight my way through its corridors and join other characters as they worked to defend it.

The second level, a dungeon called the Sunken Pylon, was ruined, flooded mall into the ground — a place now overrun by Horrors, the corrupted former humans and Revenants created by the Resurgence. In both levels, there are often side paths with tough, optional fights and hidden rewards to find. Often, you’ll loop back to an earlier checkpoint by unlocking shortcuts and elevators in classic Souls-like style.

Gaining Partners

Time travel also lets you meet characters from the past and team up with them. Partners are a major part of the series, but Code Vein II adds new aspects to the system. Your computer-controlled ally will fight by your side, making them great for taking on multiple enemies or distracting a boss so you can heal. But you can also “assimilate” your partner, fusing the two of you together to give yourself a stat boost while your partner is off the field.

You can activate assimilation whenever you want, making it a handy part of your strategy, assimilating to pull off a few high-power moves before releasing your partner back into the fight.

Partners are also something of an extra life. When your health runs out, your partner will revive you and briefly disappear. If you can stay alive long enough, a timer will run down, bringing your partner back into the fight.

Code Vein II’s story hinges on your partners, with the Sunken Pylon focusing on Josée, a Revenant hero wracked with guilt over the death of her twin sister. After channeling Josée’s memories to unlock her past, the dungeon culminated in a battle with the vicious Horror responsible for her sister’s death.

Battling the Metagen Remnant

At the bottom of the Pylon was the Metagen Remnant, a colossal creature that showed how brutally tough Code Vein II’s massive bosses can be. The trick to the fight was to get in close, dodging the Remnant’s enormous, burly arms, and then hitting it in the face whenever there was an opening — while also being careful not to over-commit and get pummeled.

Even once I had the hang of what the Metagen Remnant could throw at me, it was an arduous battle. Bosses have huge health pools and lots of deadly tricks up their sleeves. But if you can hammer them hard enough, you can stagger bosses just like other enemies, allowing you to perform Special Drain Attacks to do massive damage.

Taking on Josée

The last part of the preview, and the final boss fight, saw Lou and me returning to the present to complete our true goal. During the Upheaval, several heroic Revenants used their life force to seal the Resurgence, but the calamity facing the world is a result of those seals weakening. In order to stop it, we need to release the heroes — now corrupted into horrible monsters — and defeat them.

Josée wasn’t exactly as we remembered her; she was now a towering, katana-wielding, armored warrior. Her fighting style is all about fast, sweeping attacks, and using a status effect that can root you to the ground and leave you open to strikes. I had the most success battling Josée with speed, pummeling her with fast attacks and staying light on our feet to dodge her strikes. But like the Metagen Remnant, Josée puts up a serious fight, making it clear that Souls-like fans are going to need to hone their skills to defeat Code Vein II’s toughest challenges.

Altering history

The boss fight is a tragic addendum to Josée’s tale. But as Director Hiroshi Yoshimura mentioned during the event, after beating Josée, you’ll potentially have the option to return to the past and change her fate. That might give you the chance to save her, but it could put your overall mission at risk, too. While I didn’t get to see how the timeline might change in Code Vein II, it’s clear time travel is a big part of how its deep story will unfold.

Code Vein II has added a lot to its predecessor’s foundations, offering versatility in playstyles and plenty of options with your partner, your weapons, and your Formae. But the most interesting part might be its time-hopping story, with the chance to get close to Code Vein II’s characters and, ultimately, change history.

You can see how it all comes together when Code Vein II launches for PS5 on January 29. 

A Code Vein II Character Creator Demo will be available January 23 on PlayStation Store, letting you explore the game’s central hub, MagMell Institute, experiment with Photo Mode and try the game’s character customization options. Your custom character can be transferred to the full game.

Code Vein 2: The Final Preview

“Anime Souls” is a term often used to describe the original Code Vein. And while that is a very simple but fair descriptor – it is after all one of the very few soulslike games with an undeniably anime aesthetic – it also doesn’t really describe what was actually cool about the 2019 action RPG. For instance: the emotional storylines of your companion characters, delivered in these excellent sequences where you relive their most tragic memories; the phenomenal score by the wonderful Go Shiina; the flexible Blood Code system that allowed players to switch up their stats and playstyle without having to respect their whole character while also being able to pick and choose skills from other “classes.” There was certainly room for improvement in the core combat and level design, but it had great ideas, and would benefit from some refinement and iteration.

And that’s what Code Vein 2 seems to be all about: Refinement and iteration. Based on the three or so hours that I’ve played, Code Vein 2 felt familiar, but altogether much more confident and focused on the strengths of the original, while also getting off to an immediately more interesting start thanks to a brand new story with some intriguing time travel twists.

Like the first game, at the heart of Code Vein 2’s plot is a catastrophe that occurred many, many years ago. This time around, it’s known as the Resurgence, a calamity that corrupted everything it touched and gave rise to a new being known as a Revenant. Somehow, the Revenants managed to seal the Resurgence, but the victory was short-lived, as soon after, the Resurgence… well, surged again. This led to a battle that became known as the Upheaval, in which several heroes gave their lives to seal the Resurgence once again. One hundred years later, that seal is weakening, causing existence-erasing explosions all over the world, and this time, the means to save everything exists not in the present, but in the past.

And thus the stage is set for Code Vein 2’s time-hopping story that sees the nameless protagonist teaming up with Lou Magmell, a Revenant with the power to jump back and forth through time as they link up with the heroes of the past to try and find a way to stop the imminent world-ending threats of the future.

It’s a pretty good hook! As someone who never really got invested in the world of Code Vein 1, outside of learning more about my companions, I was pretty happy that I was immediately invested this time around. I looked forward to seeing how the heroes of the past fought back against the Resurgence and what ultimately brought about their fates. I got a chance to ask Code Vein 2’s director, Hiroshi Yoshimura, if he looked to any specific sources of inspiration with regards to their interpretation of time travel, or the rules that govern it, and he said, “I wouldn’t say there’s one film or work in particular, but one golden rule that we had within the development was that once the player has observed or seen something happen within the game, then that becomes truth, or that becomes locked in the sense that it can’t be overturned.”

Thicker Than Blood

On the gameplay side of things, much of the core of Code Vein 1 is still intact in the sequel. It’s still a stamina-governed combat system with a big focus on special abilities tied to various Blood Codes, which essentially determine your class or playstyle. Switching to a new Blood Code changes your stats, defense, and your max Ichor, which is essentially the mana that powers your special abilities. One of the interesting new twists of Blood Codes is that they also now come with a series of traits that can dramatically affect how you approach combat. For example, traditionally, the way combat works is you attack an enemy to inflict stacks of bleed, and then use a special technique known as a jail attack (previously known as “Drain Attacks”) to collect that blood, which then gets converted into the Ichor that you use to use your special skills.

Pretty much every aspect of Code Vein 2’s combat is more customizable than before.

But if that doesn’t sound like your style of play, you could instead use Josée’s Blood Code, which lets you gain Ichor simply by attacking, but that boon comes with a catch. If you gain more than your maximum Ichor, you take a significant chunk of damage. This was my preferred method of play, as it meant that I didn’t have to fish for opportunities to use my jail attacks to regain my Ichor, and it helped me be extra vigilant about using my abilities regularly so I didn’t end up overflowing with Ichor. Of course, my attention would occasionally wane, and this would occasionally be the death of me, but regardless, I appreciated the added twist to the gameplay.

In fact, pretty much every aspect of Code Vein 2’s combat is more customizable than before. While Drain Attacks used to be tied to your Blood Codes, they’re now got their own equippable slot in your inventory, and there are a ton of different types. You’ve got the returning Ogre claw for a fast and short ranged option; Hounds for a powerful two-hitting mid-range attack; Stinger to nail enemies from afar; and then you’ve got a handful of completely new attacks like Ivy, which caused spikes to emerge from the ground and can be placed by charging the attack and moving the targeting circle; Bat, which causes you to grow wings and sends out a swarm of bats, and Reaper, which is a scythe that can be swung around to hit enemies in an AOE.

In addition to Jails, you can also equip powerful subweapons known as Bequeathed Formae, and you can also choose a Defensive Formae as well.. With regards to the Bequeathed Formae, I only got to see two of these in my demo: a Battle Axe known as Idris’s Conceit, and a Longbow called Statesman’s Longbow. I opted more for a strength build throughout most of my demo time, so I primarily used the Battle Axe, and it certainly was a difference- maker in fights where I would get swarmed by enemies. All I needed to do was create some space to account for the lengthy windup, and boom. Once it hit, it would create a temporal field that slowed everything down, making it easy to clean up the survivors.

As for the Defensive Formae, you’re able to basically choose whether you want a standard block, a parry, or a dodge, with a couple of others thrown in there with some slight differences in how they perform. Im a huge fan of all these changes, as they allow even finer tuning of a build to your personal preference without becoming too overwhelming or complicated.

The Big Question

One of the most common things that always gets discussed anytime there’s a new soulslike in town is how difficult it is, so let’s talk about it. For the most part, I got through this demo without much issue. Granted, this was a provided save, so it’s hard to say how things would have been if I got to this point on my own playthrough with my own loadout, but Bandai Namco was very generous in giving us a wide selection of weapons, Blood Codes, and jails, and I never felt like I was particularly under- or overlevelled.

Code Vein 2 also smartly lets you decide on whether you want your companion to follow you and participate in combat like an AI coop partner, or whether you’d prefer to have them be assimilated into you, providing you with specific buffs, but without giving you the benefit of another body to deal damage or distract enemies. It’s a great trade-off that allows Code Vein 2 to maintain the companion element that makes it such a distinct soulslike in the first place, while also allowing players who enjoy tackling these challenges as a solo player to do so without feeling like they’re being severely punished.

Where the difficulty really turned up several notches was in the two boss battles that I got to experience.

Where the difficulty really turned up several notches was in the two boss battles that I got to experience. These were true tests of skills and reflexes and took nearly half of my allotted three hours of playtime, and that’s without even delivering the final blow against the second one. The first boss could simply wipe out my health with just one or two hits, while also afflicting me with the acid status effect, which would deal damage over time. My windows to punish were very small, making me opt for a strength-oriented build so I could land a powerful and chargeable overhead slash with my greatsword to make the most out of those opportunities. Eventually, I prevailed, only to be hard stuck against the second boss. This boss was fast, had an extremely dangerous second phase that I didn’t get to see enough of to really learn its new attacks, and had the nasty habit of electrifying the floor and inflicting bind on me, which would paralyze me long enough for the boss to land another free attack.

Despite the difficulty spike, I loved both these encounters, and while I’m a bit salty that I couldn’t finish the job at the preview event, I’m looking forward to the runback once I get the full game in my hands and can attempt the boss with my own personal build. Overall, Code Vein 2 is shaping up to be a marked improvement over the original in just about every area. We’ll see if Bandai Namco is able to stick the landing when this soulslike sequel releases on January 30, 2026 for PlayStation 5, Xbox Series X|S, and PC.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

‘The Biggest Discovery in Red Dead Redemption 2 in Years’ — Rockstar Fans Uncover Spiderweb Mystery Unnoticed Since Release, and Now the Hunt Is on for Answers

Red Dead Redemption 2 fans are searching for answers to a newly-discovered mystery that’s been hidden within Rockstar’s cowboy sequel since its original release.

After more than seven years, a group of Red Dead aficianados recently realized they’d stumbled on something no one had reported previously — a series of mysterious spiderwebs that began spawning on eight telegraph poles throughout the game’s vast world, each during a specific hour of the night.

Two weeks on, more clues have now been found, and it’s become clear that this is a deliberate secret included by Rockstar within the game, which players are now rushing to uncover the full meaning of.

Similar to Red Dead Redemption 2’s quest involving dreamcatchers (and a familiar spiderweb mystery in GTA 5), players discovered in late December 2025 that these newly-found spiderwebs contain a feather which can be shot free — though the webs themselves only appear for one hour of in-game time each night.

An initial video on the mystery by Rockstar fan channel Strange Man credits this discovery to a trio of fans, goldenplaysterraria, pariah87 and u/FL4VA-01, while comments on the video from others say they’ve checked and discovered this secret really has been there since the game’s original launch — all the way back in 2018.

Fast forward to last week, and a fresh update detailed a second phase of the mystery’s unravelling. Here, players discovered that the various spiderwebs lead to one central web that contained a cryptic direction in its web design: “N” and a symbol for another telegraph pole. Heading north (as directed by “N”) leads to another wooden pole which, once found, can be shot at to reveal yet another direction under its bark.

All of that brings us pretty much up to date, and up to a new video published just yesterday which details where the mystery is at now. Currently, players are following one final cryptic telegraph pole message that depicts a final direction, and the symbol for a guitar.

Where is this all leading? Players are not sure, but the sense is that there’s definitely more to this mystery to solve. Players are now hurriedly searching the Fort Wallace location — which holds the nearest guitars to the mystery’s most recent clue — and are mapping every other guitar found in the game, in case it sparks some new revelation.

With this secret having existed for so long, there’s little chance that Rockstar itself is teasing anything big or new at the end. (Though, what a way to reveal single-player DLC this would be!) For Red Dead Redemption 2 fans, though, this is an exciting moment — something new to ponder at last in their beloved game, as the wait for news of a re-release or new content stretches on.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

GTA’s Ned Luke gets swatted for the 8th time while streaming with Red Dead’s Rob Wiethoff: “there’s so many douchebags out there, Rob”

GTA 5 voice actor Ned Luke – aka Michael de Santa – got swatted for the eighth time over Xmas. I don’t mean that somebody belted him on the nose with a rolled-up newspaper. I mean that somebody put in a hoax call to emergency services in a bid to have armed police sent to his house. The latest incident happened this December while Luke was streaming GTA Online with Rob Wiethoff, the voice of John Marston in Red Dead Redemption and Red Dead Redemption 2. YouTuber IceBladeNinja has the whole clip for you to watch below.

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The Witcher 3 reporting winds continue to howl of mysterious extra DLC allegedly arriving this year, and there’s one thing I’d love to see it do

Gerry from the River rides up to a noticeboard. Between contracts, he scans the pinned scraps for a fresh job to take on, only for his eyes to rest on one particularly peculiar bit of prose. ‘There’s a mysterious extra DLC for The Witcher 3 in the works’, this bit of paper claims. ‘Oh, you mean that anniversary patch which was delayed last year?’ Gerry’s mutant brain asks in response. ‘No, seemingly not that one,’ the sentient scrap replies.

Gerry grumbles to himself in mild confusion. The RPG‘s a decade old at this point, and while CD’s love of relentlessly adding more stuff to their games is well-documented, they’re surely busy focusing on the likes of The Witcher 4 and Cyberpunk 2?

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Random: Lego Fans Have Apparently Forgotten What Game Boy Cartridges Look Like

Including us..?

The Lego Game Boy has, to be expected, proven to be a smash hit with Nintendo fans, and has no doubt been a blisteringly hot product over the Christmas period.

But it seems as though many folks have forgotten what a Game Boy cartridge actually looks like, as photos cropping up online showcase the Lego cartridges with the top panel placed in the centre, not offset to the left as it should be (thanks, Polygon).

Read the full article on nintendolife.com

Fallout: London’s next DLC, Last Orders, will be served up early this year if current pint-pulling plans hold

It’s a new year, and Fallout: London developers Team FOLON have kicked it off by revealing that the massive Fallout 4 mod’s second DLC is currently planned to rock up in the irradiated tube station of our lives pretty soon. This add-on’s dubbed Last Orders and looks to have at least something to do with a trip to the pub.

To be fair, that makes perfect sense. Fallout: London’s first DLC was dubbed Rabbit and Pork, so following up last year’s meal of new quests with a drink is only human.

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Resident Evil 4 Remake Originally Began With a New Introduction Where You Played as Ashley

Resident Evil 4’s helpless companion character Ashley was once planned to star in a newly-designed intro made for Capcom’s acclaimed remake.

Everyone knows by now how Resident Evil 4 opens: with fan-favorite character Leon S. Kennedy thrown into the action as he investigates the abduction of Ashley Graham, the U.S. president’s daughter. And in the final version of the brilliant Resident Evil 4 Remake, this is again how the game begins.

But Capcom planned — and at least partially built — a new introduction sequence dubbed Chapter 0 which would have seen players sneak around as Ashley, before she’s finally dragged off by brainwashed ganados. And now, a fresh video showing some of the mission has been put together.

Ashley’s Chapter 0 would have taken place in an expanded version of the forested area outside the game’s main village, close to where Leon is ultimately seen creeping along at the beginning of the remake. A snippet of this survived in a trailer for the remake, where Ashley witnesses a grisly ritual sacrifice prior to getting captured.

The non-combat mission sees Ashley sneak along, hiding from a patrolling ganado, and spotting another who is carrying Luis — presumably to the basement where Leon finds him later. But, ultimately, we all know Ashley is going to get captured — something that, after a brief chase sequence, we then see play out.

If you’re keen to see the remains of this mission in action, modder Michael “Thekempy” Kemp has a video of its surviving elements — though it seems like much of the mission was unfinished, or removed from the game’s final version.

While Resident Evil 4 remake features plenty of extra sequences not found in the original Resi 4, it’s easy to see why this one fell by the wayside. It’s hard to imagine anyone being surprised by Ashley’s capture, since that sets up the whole game, and the character already has her own short sections of gameplay later on.

And then there’s the fact that Ashley is, well, not loved by some Resident Evil fans. The Resi 4 remake goes some way to making her less of a damsel in distress, but it’s perhaps unsurprising that Capcom ultimately chose not to open the game with her, rather than simply letting players jump straight in to Leon’s mission.

“The Resident Evil 4 remake is the series’ most relentlessly exciting adventure rebuilt, refined, and realised to the full extent of its enormous potential,” IGN wrote in our Resident Evil 4 Remake review, scoring it 10/10.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social