Call of Duty: Black Ops 6 Multiplayer Review in Progress – Beta Impressions

Summer is in the rear view, which means it’s once again Call of Duty beta time. This year Treyarch is in the driver’s seat with a follow-up to Black Ops Cold War set in the early 1990s – and friends, I am all-in on the setting. After spending the weekend grinding multiplayer matches to hit the beta’s level cap, I’m cautiously optimistic that this year’s entry could recapture everything I loved about 2020’s Cold War.

First off, some context: I have about 200 hours of multiplayer time in last year’s Call of Duty: Modern Warfare 3, and found myself enjoying it quite a bit more than our reviewer (which is fine, reviews are opinions, and opinions differ). However, a lot of that has to do with the social aspect of it. I have a core group of friends, the Beeflords, with whom I’ve been playing every Call of Duty multiplayer annually since Black Ops IIII. Having a dedicated squad makes playing multiplayer way more fun, and with regular content additions and balancing updates, I feel like MW3 is now in a much more solid spot.

Despite my fondness for both MW3 and Cold War, I tried to dive into Black Ops 6 with an open mind, and I’m glad to say I’m liking what I’m seeing so far. As far as a beta goes, this is one of the better ones I can remember. For example, back when I did my first impressions of the Modern Warfare 2 beta, I was actually pretty concerned by what I saw, but almost all of the rough edges had been sanded off by release. With the Black Ops 6 beta, I actually find myself with very few concerns already. After 12+ hours of shooting, diving, sliding, and shooting again, I’m left really excited for the full game, because it feels pretty damn good right now.

Probably the biggest change from the old formula is the “Omnimove” system. It seems like Treyarch looked at all the dolphin diving in Call of Duty and said “let’s just lean into that.” You can now sprint, slide, and dive in all directions, including backwards. Diving backwards puts you in a supine position, where you’re laying on your back, with 360-degrees of movement. This is a feature I never knew I wanted. Diving prone in previous Call of Duty games restricts your aiming and movement pretty severely, but the supine position gives you a new tactical strategy to employ. In fact, if you lay prone and move backwards, you’ll switch to the supine position, so you don’t even really need to do the dramatic sprint-to-backwards-dive motion.

The Omnimove system feels amazing once you get the hang of it.

Which, if you’re on PC, is probably a good thing. As cool as the Omnimove system is, it definitely feels like it’s designed with a controller in mind. I don’t play Call of Duty with a controller because I am a man of taste and intellect, but I’m also old and my brain isn’t very elastic. Learning the key combinations in the training missions was a bit like learning to rub my head and pat my belly at the same time. To dive into the supine position, the key combination is S to move backwards plus the Shift key to sprint and then the Ctrl key to dive. It’s the same for any of the sprint-to-dive commands, with their respective keys replaced for S. It took me a few runs through training before I could master it, but the effect is quite awesome. Sliding and diving in every direction is fun, and it makes for an even more fluid and exciting time in multiplayer matches.

From an outside observer’s perspective, it’s pretty dramatic to see someone diving sideways, guns blazing as they dispatch an enemy. It’s awesome, actually, and getting the movement down, especially the slides, feels amazing once you get the hang of it. Again, it does feel specifically designed for use with controllers, but regardless how you play, sliding around and shooting in all directions is just good old fashioned fun.

One thing I do really hope they improve before the final release is the gunsmithing interface, because I don’t like it at all as it stands. Gunsmithing and chasing down weapon skins has always been one of the hooks that keeps me playing Call of Duty, but in the beta it’s kind of a pain (and since it’s a beta, there are no skin challenges to unlock). It resembles the interface when you edit your loadouts in a match in previous games, so you don’t get to see which attachments are still locked until you open up the category in the interface. There’s no “lock” icon on the option to show you the entire category is still unavailable, only locks on the icons for the attachments IN those categories.

I found that pretty frustrating when I was leveling up my weapons. It means I’d have to open up the gunsmithing interface and then open up every attachment category, occasionally having to scroll down the options, to find out “oh, I haven’t unlocked the option to swap out my grip yet.” I ended up backing out of lobbies several times rather than making quick adjustments between matches, because I wasted a lot of that precious time manually checking what categories were open.

The gunplay feels really good, but the guns aren’t as weighty as MW3.

As far as the gunplay, well… it’s Call of Duty, so it feels really good – though I don’t want to say “great” quite yet, because the guns don’t feel as weighty as in MW3 either. My general feel for almost all the guns is they take one or two shots too many to finish off an opponent. The notable exceptions to this are the two sniper rifles, which feel way overpowered as a result. Credit where credit is due, sniper rifles feel perfectly balanced in MW3, probably more so than in any other CoD I can remember. But in Black Ops 6 they currently feel too easy to use. The normal trade-off is still there, in that they’re slow to aim down sights with, but just aiming in the general vicinity of an opponent, particularly with the LR 7.62, often results in a one-shot kill. Of course, sniper rifles in multiplayer are baby guns for babies, except when I’m using them, in which case they’re good, actually. On a medium-sized map like Babylon, the SVD sniper rifle is one of the best choices if you want to rack up kills, and both it and the aforementioned LR 7.62 also make great choices for SCUD, the biggest map in the beta.

I also had a lot of fun with the Jackal PWD submachine gun, which is tied with the XMG light machine gun for my favorite option in the beta. I actually don’t have any real complaints with any of the guns, although as I mentioned before, there is a bit of weight missing from them compared with what I’ve grown accustomed to with MW3. The only two categories I didn’t really like too much were the marksman rifles and the shotguns, as I didn’t find a good map where either one of those choices felt appropriate. The marksman rifles didn’t suit me well for the medium and large maps, and the shotgun didn’t feel like a great choice in the small maps, either, so I rarely used them.

The Black Ops 6 beta has six maps split across two different play modes: Core Moshpit and Faceoff. Core has four larger maps with different game modes, while Faceoff takes those same modes and squishes them down into smaller maps. I didn’t love any of the maps, to be honest, especially the smaller ones. My favorites are probably SCUD, a sprawling former SCUD missile site set in Saddam Hussein’s Iraq, and Rewind, another larger map set in a suburban strip mall complete with video rental store.

I didn’t like either of the small maps available in the Faceoff modes. Gala, which is set in what appears to be a Washington D.C. ballroom, is just a little too big for a “small” map, and its multi-level layout makes it feel both crowded and yet somehow still not quite small enough. Modern Warfare 3’s Stash House and Meat, along with the classic Shipment, are good examples of tight layouts that are among my favorites of all time when it comes to Call of Duty’s small map matches. They encourage strategic movement and require you to keep your head on a swivel, whereas Pit in particular has a central hub connecting with tunnels that just doesn’t feel as fluid or fun to move around in. Meanwhile, Gala’s relatively wide-open spaces meant running up the middle to claim an objective in Hardpoint was a death sentence, and a few well-placed snipers on each end of the map dictate the tempo of the entire match.

I loved using the Sleeper Agent Field Upgrade to “switch” teams.

I would rather have maps with lots of corners to peek around than ones with lots of obstacles to hide behind, which is how the beta maps feel for the most part. SCUD might be one of my favorite maps, but even that has several camping spots for snipers to hole up in and there’s no clear path to flank them without a little bit of luck or a well-placed spawn. However, SCUD otherwise does have a great overall layout that invites the use of pretty much any class of gun. There are tight interiors for shotguns and SMGs, medium-length corridors for LMGs and assault rifles, and of course the map-spanning hidey-holes for snipers to infuriate you with their repeated headshots.

Rewind similarly enjoys a layout well-suited to a variety of weapon types, and if you’re good with any single class of weapon you’ll find your rhythm. One of the new Field Upgrades I absolutely love using is Sleeper Agent, which makes you “switch” teams for its duration. To the enemy, you look like one of their own, and you extend the length of this charade every time you get a kill. During a match on Rewind, I activated this upgrade and repeatedly caught my opponents completely unaware, letting them run past before quickly turning on them with an easy shot to the back. I got a triple kill using Sleeper Agent in the beta, all while cackling maniacally. You still show up on the radar as an enemy, but in the heat of the moment, no one notices and it’s a lot of fun to use.

Oh, and the tactical nuke is back. In the entire time I’ve been playing CoD I only met the conditions to trigger it during a multiplayer match once. That was way back in Modern Warfare 2 on Xbox 360, and it required 25 unanswered kills. Black Ops 6 asks for a whopping 30 unanswered kills and, needless to say, I have not triggered it (yet). But the good news is no one else did either! So that’s nice.

As far as scorestreaks go, there’s nothing here that is functionally different from what we’ve seen before. There’s a UAV, a counter-UAV, an RC car with explosives strapped to it – it’s all very familiar. The watchdog helo, which you can call in when your score hits 1,100 points, feels a little too accessible, as almost every match I played on an outdoor map had multiple helo calls. On the flipside, though, if you have an LMG with a big enough magazine, you can shoot them down without needing to reload.

I don’t know if they pulled down some of the Black Ops 6 multiplayer modes before I got to them, but in my time grinding to the level 30 beta cap, I played Team Deathmatch, Domination, Hardpoint, Faceoff Kill Order, and Kill Order. There are supposedly two other modes available, Faceoff Kill Confirmed and Gunfight, but I never saw a single match of them, which is fine since neither is new. In fact, of all the available modes, the only one not in last year’s Call of Duty is Kill Order, which is basically team deathmatch with a High Value Target (HVT). The HVT for both teams appears on the map and radar and is randomly assigned to members of the team after the current HVT is downed. When you’re the HVT, you are completely unable to hide, but you do have three armor plates a la Warzone, as well as the ability to be revived by your teammates when downed, so long as they get to you in time.

As far as betas go, Black Ops 6 already seems to be in a great place.

When I’m playing online without my group, I generally stick to Deathmatch and Team Deathmatch, usually in hardcore mode. When my friends log on, we open the pool up to any game mode. That’s mostly because objective-based modes are most fun when everyone is, you know, actually trying to complete the objective. The entire weekend, in every Kill Order match I played, I was never once revived or even protected as the HVT. That sucks, but it’s also just the nature of the beast when you play with random people. Unfortunately none of my friends and I were able to link up our schedules to play together during the beta weekend, but I’m really looking forward to trying Kill Order with a full team. Even one extra person at your side when you’re the HVT would be hugely helpful, because otherwise people treat it (and pretty much all the objective-based modes) as team deathmatch.

I still have a lot more to play once Call of Duty: Black Ops 6 comes out next month, but as far as betas go, it already seems to be in a great place. A few adjustments to weapon balance, some more UI tweaks, and the larger selection of maps at launch would fix most of the complaints I have with it right now. The gunplay is, as always, rock-solid, I never ran into a single bug, and graphically it’s really sharp. I’m feeling really good about this year’s installment… I just hope my operator skins from MW3 transfer over. That llama suit wasn’t free, you know.

Minecraft Retires Mob Vote After Players ‘Unionize’ to Put an End to It, Promises More Frequent Updates

Last year, Minecraft players who were fed up with the game’s annual mob vote (which lets players pick the next creature added to the game) “unionized,” spreading war propaganda-inspired posters on TikTok and creating a Change.org petition that garnered over 500,000 signatures. Now, Minecraft has revealed that the tradition is coming to an end as part of a new game update structure.

Today, Mojang announced that Minecraft Live, its annual news livestream, is abandoning the mob vote and being split up into several smaller broadcasts via a post on its blog. The new broadcasts, described as “more focused,” will happen twice per year.

Mojang also revealed that it will release free content updates more often, straying away from its larger annual updates and sticking to smaller updates like the smaller Armored Paws update that came earlier this year.

Alongside this update, Mojang announced that it’s “focusing on long-term initiatives to ensure we can continue to evolve Minecraft long into the future.” Currently, this includes working on the native version of the game for PlayStation 5 that was announced this summer, although the blog post also hints at improvements to multiplayer across all platforms.

Mojang talks about Switch support and what to expect from future updates

In a separate interview with IGN, Minecraft’s Ryan Cooper talked about how big fans can expect the updates to be. “Well, we don’t always use size as the measurement for big. And I don’t mean to sound like size of an update doesn’t matter. I mean, some updates will be large in content size, some might be a bit smaller. What we’re really going for is the impact. We want to deliver more features and content to players based on what we’re hearing, what the community’s telling us. And some of those features might appear to be small from a content size perspective, but they will be really, really impactful for players,” he said.

“And I think that if you look at the last six to eight months, we’ve been experimenting with these game drops going all the way back to last December, and we’ve had a really fantastic positive response from our community. Starting with the bats and pots update. We moved into the spring and we had an armored paws update, which included eight new wolves variants with armor. We also included armadillo. And so we found that the response of that was really, really positive. And so those are the kinds of things that we’re looking forward to going forward. Some of them will really large and some of them will be on the smaller size in comparison, but really we’re going after impact. We really want players to be excited about the game drops.”

I wouldn’t consider Switch old or legacy

As for legacy platforms like the Switch, Cooper said that Nintendo’s platform is still relevant. “I wouldn’t consider Switch old or legacy. I would consider the Switch community a very, very important community. We could call it a sub community, if you will, or a platform community. So yes, I mean we’re focused on all platforms, all platforms equal. It’s very important to us that everyone receives the very best experience possible. And when things do pop up on a specific platform that requires our attention, we’re all hands on deck to make sure those experiences are great.

“And we’re also looking ahead to the future always. And so we absolutely want to continue to make Minecraft available on as many platforms as possible because we’re really a platform-agnostic experience. We want as many people on earth to play Minecraft and experience it because of its uniqueness. It is obviously a game that promotes creativity. It’s a game that brings people together. It’s a game that connects people. And that’s why we do what we do is we want as many people as we can playing the game.”

One way or another, it seems like Minecraft fans are in for some big changes. However, as the game celebrates its 15th anniversary, updates aren’t the only thing in store — Netflix also has a Minecraft animated series in the works (and, of course, we couldn’t forget the trailer for the Minecraft movie that’s seemingly divided the internet).

In the meantime, Minecraft’s most recent major update, Tricky Trials, brought trial chambers, a new weapon, and new paintings for the first time since 2012.

Additional reporting by Kat Bailey.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun, and they recently released a game called Garage Sale. Find them on Twitter: @ameliazollner.

Pokémon TCG: Full Release Schedule for 2024

The Pokémon Trading Card Game (TCG) continues to thrive in 2024, compelling everyone from kids to adults, and certain individuals in art galleries to “catch ’em all!” maybe a little too enthusiastically. This year’s lineup is packed with thrilling releases, from new mechanics to nostalgic throwbacks. It’s been a good run already, but here’s what’s on the slate for the rest of the year. Plus, keep an eye out on IGN as we watch over the best deals for Pokémon TCG here and on socials via @IGNDeals

Upcoming Pokémon TCG Sets In 2024

Pokémon TCG: Stellar Crown (September 13th)

Stellar Crown is set to launch on September 13, 2024, as the seventh main expansion in the Scarlet & Violet series. This highly anticipated set introduces the Legendary Pokémon Terapagos and a new wave of Stellar-type Tera Pokémon. With over 170 cards, including over a dozen new Pokémon ex and a variety of Trainer and ACE SPEC cards, Stellar Crown is packed with powerful new mechanics and stunning artwork.

Fans can look forward to the first English appearances of Illustration Rare cards for classics like Squirtle and Bulbasaur, alongside chase cards like Special Illustration Rare versions of Hydrapple ex, Galvantual ex, and Terapagos ex. This set also introduces innovative strategies with cards like Briar, Sparkling Crystal, and the ACE SPEC Stadium card Great Tree, which could revolutionize Tera-focused decks.

Pokémon TCG: Surging Sparks (November 3rd)

Releasing on November 8, 2024, Surging Sparks will be the last Pokémon TCG Scarlet & Violet series main expansion for 2024. Adapted from the Japanese sets Supercharged Breaker and Paradise Dragona, this expansion combines the raw power of electric Pokémon with the majestic strength of Dragon-types like Alolan Exeggutor ex and Latias ex.

With over 250 cards, including new ACE SPEC cards and Stellar Tera ex Pokémon, Surging Sparks has exciting new additions that will shake up the competitive scene and include some epic chase cards for collectors. Beyond the headlining Pikachu ex, Surging Sparks offers a diverse range of powerful cards, including nine regular ex Tera Pokémon, 23 illustration rares, and six golden secret rares, making it a must-have for any serious Pokémon TCG fan.

Honorable Mention: Pokémon TCG Trick or Trade Booster Bundles

If you’re looking to get into the Halloween spirit a little bit early, Pokémon’s 2024 Trick or Trade BOOster Bundle is officially available to buy for $14.99 (see it at Amazon). This year’s bundle comes with 35 mini packs that each contain 3 cards, so there’s plenty of treats within to enjoy.

The BOOster bundle makes for a fun alternative to candy to give out on Halloween night. And if you were to hold onto a pack or two (or 10) for yourself, who’s to know or care? Check it out at various retailers at the links below.

Pokémon TCG 2024 – Released Sets So Far

Recent Releases: Shrouded Fable (August 2nd, 2024)

Shrouded Fable brings Pokémon from the Mochi Mayhem mission to the TCG. This set features woodcut-style illustration rares and introduces new ex-cards for Pecharunt and The Loyal Three. With unique cards and showcase collections, Shrouded Fable promises to be a visually stunning and strategically rich set.

Recent Releases: Twilight Masquerade (May 24)

Twilight Masquerade is inspired by the Teal Mask DLC from Pokémon Scarlet and Violet. This set features four different Ogerpon ex cards, each with unique types and abilities based on the mask it wears. New Ace Spec cards are also introduced, adding strategic depth to the game.

Stay tuned for more exciting Pokémon TCG releases throughout 2024. With each set bringing unique themes and mechanics, there’s something for every fan to enjoy. While waiting, why not check out today’s best Pokémon TCG deals? That’s right, we’re that awesome!

Paldean Fates Set (January 26th – February 23rd)

Paldean Fates released in three waves, offering a unique approach with no individual booster packs. Instead, products like the Elite Trainer Box and Premium Collections provided a variety of boosters and exclusive cards. The set’s focus on Shiny and Baby, Shiny Pokémon with vibrant foil treatments, made it a hit among collectors and players alike.

Combined Powers Premium Collection (Late February 2024)

This collection brought back exclusive cards from the 2023 Pokémon TCG Classic set, offering a more affordable way to acquire these Legendary Pokémon. With foil variants and multiple booster packs, it was a must-have for collectors and competitive players.

Mabosstiff ex Box (Late February 2024)

This box features the Dark-type Pokémon Mabosstiff ex and its Basic form, Maschiff. It provides powerful cards with efficient energy costs. Including four booster packs, it’s a practical addition for players looking to strengthen their Dark decks.

Houndoom and Melmetal ex-Battle Decks (February 23)

These ex-Battle Decks were perfect for intermediate players. They offered ready-to-play decks focused on specific Pokémon types. The balanced design and included accessories made them great for refining strategies and exploring new deck combinations.

Paldea Adventure Chest (March 1st, 2024)

Though aimed at younger fans, the Paldea Adventure Chest included valuable promo cards and fun accessories. The high price might be a barrier for some, but the unique contents and attractive packaging made it a delightful addition to any collection.

2023 World Championship Decks (March 1)

These decks offered a glimpse into the strategies of world champions, providing excellent value with powerful cards and themed accessories. While not tournament-legal, they were ideal for casual play and honing advanced tactics.

Ninetales and Zapdos Deluxe ex Battle Decks (March 22)

Arriving on March 22nd, the Deluxe ex Battle Decks feature Ninetales ex and Zapdos ex. These decks are designed for experienced players and include a Pokémon coin, themed playmat, damage counters, condition markers, a strategy sheet, and a Pokémon TCG Live code card.

Temporal Forces (March 22)

Temporal Forces, releasing on March 22nd, is the next main set following Paradox Rift. It includes booster packs, boxes, and two Elite Trainer Boxes, each with its exclusive foil promo card and themed accessories. This set continues exploring time-based mechanics, offering exciting new cards and gameplay possibilities.

Iono Premium Tournament Collection (April 5th, 2024)

The Iono Premium Tournament Collection, launching on April 5th, celebrates the popular Supporter Iono with themed accessories, booster packs, and four Iono cards, including a full art variant. This collection is ideal for fans looking to enhance their decks with powerful support cards and stylish accessories.

Grafaiai ex Box (April 5)

Releasing alongside the Iono Premium Tournament Collection, the Grafaiai ex Box includes:

  • A foil Grafaiai ex card.
  • An oversized version.
  • A holographic Shroodle card.
  • Four booster packs.
  • A Pokémon TCG Live code card.

We also have a full preview schedule available for Magic the Gathering, if you’re interested in cracking on with some other collectible card games this year.

Christian Wait is a UK-based freelancer for IGN, you can follow him @ChrisReggieWait on Twitter/X.

Warhammer 40,000: Space Marine 2’s First Update Detailed

Warhammer 40,000: Space Marine 2 publisher Focus Interactive and developer Saber Interactive have detailed the game’s first update.

The patch, due out this week, “should” make:

  • Multiple crashfix (start of the game, 1st cutscene crash, etc…)
  • Improvement to CPU overheat issue
  • Server improvements
  • Render bug improvements

Since Space Marine 2’s early access launch, players have complained about numerous server problems and crash issues. The server problems in particular, and the dreaded “joining server bug,” have made co-op play difficult for some problems, and even caused lost progression and rewards.

Space Marine 2’s global release date is today, September 9, so it’s early days in the melee shooter’s life. But already its developers have talked about upcoming changes. IGN has reported on the addition of class matching for co-op, after players found themselves locked in a class standoff ahead of Operations mode missions.

Meanwhile, we also have details on what fans can expect from Space Marine 2’s seasonal post-launch content model. Season 2 runs from October until the end of 2024, and includes a new Operations map, a new enemy, a harder difficulty level, a new weapon, and various other improvements.

Generally speaking, Space Marine 2 has enjoyed a huge early access launch and it looks set for increased popularity as it heads into its first full weekend on sale. IGN’s Space Marine 2 review returned an 8/10. We said: “Warhammer 40,000: Space Marine 2 may not break the third-person shooter mold, but it looks amazing, makes good use of its Warhammer lore, and has brutal combat that just feels great.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Destiny 2 Set for ‘Major Changes’ as Bungie Battles to Win Back Players

Destiny 2 is set for what developer Bungie has called “major changes” as it works to win back players amid troubling times at the studio.

The live service first-person shooter, currently seeing its lowest concurrent player count ever on PC platform Steam, will adopt a new model moving forward that includes the release of two medium-sized expansions and four major free content updates annually, Bungie said.

“This evolution aims to enhance the player experience through a new multi-year saga, introducing a non-linear story, more systemic innovation, and significant improvements to core game activities and rewards,” Bungie said.

This new expansion model kicks off with Codename Apollo, a nonlinear character-driven adventure due out in the summer of 2025. The winter 2025 expansion is Codename Behemoth, with the fourth major update of the 12-month period following the release of Codename Apollo due out spring 2026. Each expansion includes new stories, locations, missions, weapons, gear, raids, and dungeons.

The news arrives following a period of speculation and unrest within the Destiny community about the franchise’s future at Bungie. Uncertainty grew when the Sony-owned studio announced it would cut 220 staff in late July, with an additional 155 workers planned to move from Bungie into Sony Interactive Entertainment in the coming months. That left the developer with around 850 employees.

“I realize all of this is hard news, especially following the success we have seen with The Final Shape,” controversial studio head Pete Parsons said in a statement. “But as we’ve navigated the broader economic realities over the last year, and after exhausting all other mitigation options, this has become a necessary decision to refocus our studio and our business with more realistic goals and viable financials.”

Bloomberg then reported that Bungie would move away from large expansions and instead focus on smaller, potentially free updates for Destiny 2. Bungie reportedly has no plans for Destiny 3 and has canceled a Destiny spinoff project known as Payback. Development on its Marathon revival is said to still be ongoing.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Astro Bot End Credits Spark Cameo DLC Speculation

Astro Bot’s end credits thank the various third-party developers and publishers who licensed their characters for use as cameo bots — including those currently not in the game.

The PlayStation 5 exclusive 3D platformer features 173 bot cameos from PlayStation games past and present (check out IGN’s feature, Astro Bot: Every PlayStation Character – Easter Eggs, for more).

But, as VGC spotted, Astro Bot’s end credits thank various companies whose characters have so far failed to show up, prompting speculation that the credits point to upcoming DLC.

Warning! Potential Astro Bot spoilers ahead:

The credits thank Ubisoft, for example, for the inclusion of Assassin’s Creed, Beyond Good & Evil, and Rayman, even though characters from those franchises are not in the game yet.

There’s also a mention of the recently revived Croc, Worms, and the more recently released Stellar Blade and Rise of the Ronin (both of which are currently PS5 exclusives). There is no mention, however, of Square Enix, whose iconic Final Fantasy characters are conspicuous by their absence in Astro Bot — an omission fans have picked up on in the context of Final Fantasy’s long-standing association with PlayStation.

Astro Bot developer Team Asobi is yet to confirm the exact nature of any DLC, although has said it’s working on adding new challenge levels at some point, and these will feature new cameo bots to unlock. In our 9/10 review of Astro Bot, IGN said: “A fantastically inventive platformer in its own right, Astro Bot is particularly special for anyone with a place in their heart for PlayStation.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Super Mario Party Jamboree Learns the Right Lessons from Superstars

When you walk into a party, it doesn’t take long to figure out if you’re going to stick around for a while or call it an early night. Who’s on the guest list? How’s the venue? What are the activities? The same can be said about booting up a new Mario Party for the first time, and after spending roughly an hour with Super Mario Party Jamboree, I’m confident saying I’ll probably hang out until the house lights come on at last call.

It feels good to say that, because Mario Party’s quality has been all over the board since franchise developer Nintendo Cube (recently rebranded from NDcube) took over party planning duties over a decade ago. They threw all four players together in a car for some reason, had us face off against a giant Bowser who used the Wii U GamePad, and developed a few middling 3DS entries that tried – but ultimately failed – to refresh the Mario Party formula.

But things started to turn around with 2018’s Super Mario Party, which took us out of the car and put us back on the board in a game that was definitely a step in the right direction. Nintendo Cube followed that up with 2021’s Mario Party Superstars, a brilliant prance through past parties that reminded us of the series’ glory days back on Nintendo 64 and GameCube.

Now, this entry looks to combine all the learnings from both Super and Superstars into one new ultimate party package, and based on my time with it so far, Super Mario Party Jamboree has the potential to be the best original Mario Party game in over 15 years.

Super Mario Party Jamboree has the potential to be the best original Mario Party game in over 15 years.

First off, the guest list is on point. Jamboree features 22 playable characters (that we know of so far), already the largest roster the series has ever seen. The classics are all here – for years the Mario Party series toyed with characters like Donkey Kong, Toad, and Toadette, relegating them to hosting duties or minigame side modes, but they’re all back on the roster. Newcomers Pauline and Ninji are welcome additions, and I was personally thrilled to see my beloved Boo make a comeback, and I didn’t hesitate to pick him for my first jamboree.

Our party planners also picked a great venue. There are seven boards in Jamboree, and I got to take a few turns on Mega Wiggler’s Tree Party, a beautiful forest-themed map with a giant Wiggler in the center that rotated positions if someone landed on a specific space, unlocking alternate paths and faster routes to the Star. This mechanic led to that perfect mixture of Mario Party luck and strategy where you can try to outline out your next few turns to make sure you get to the Star first, but something is bound to come up that will throw a banana peel in those plans.

I had a blast playing classic Mario Party rules on a brand new board for the first time since Mario Party 8 and Mario Party DS in 2007. Stars cost 20 coins as they should, and there were no character-specific dice blocks that made things feel unnecessarily unbalanced in Super Mario Party. The board was also big, which is a relief after Super Mario Party’s tiny locations that were so small you could barely justify a 10-turn game on them. But in Jamboree, it’s looking like you’ll be able to get a lot of mileage out of the boards, and I was told you can party for up to 30 turns if you want.

On my first turn, I swung by the item shop to buy something from Koopa Troopa. While browsing the wares, I noticed a few new items, like a Shop Hop Box that warps you right to a random shop, which could get interesting if the shops stock powerful items like Golden Pipes in the latter half of each game. And, board-specific items have made a comeback, with a Wiggler Bell that gives you the power to change the position of the Mega Wiggler sleeping in the middle of the map.

Thanks to some lucky high rolls and a strategic item purchase of some Double Dice, I snagged the first Star of the game on Turn 2. This is definitely a nitpick, but I was disappointed to see that no one was there to sell me the star as in previous Mario Party games, and instead it felt like I completed my transaction at self checkout, but that’s probably only going to bother the most diehard of Mario Party fans.

Speaking of things you’ll only notice if you’ve played hundreds of Mario Party games, the UI has seen a major revamp when characters are exploring the board. Instead of the standings occupying the screen’s four corners, your coins, Stars, and item inventory are all lined up on the bottom screen in such a way where you can see who is up next and how long until the next minigame. Stickers make a return from Superstars, and this UI change benefits that as well, because players can still taunt each other endlessly without rudely blocking important options, like when a player is trying to buy a Star.

I don’t know why the Mario Party series has built a reputation for having amazing-looking steak, but I’m happy it’s back.

No Mario Party is complete without a great collection of minigames, and I was impressed with virtually every competition I played. Prime Cut was a great two-vs-two minigame where I had to work with my partner to cut a steak perfectly in half. I don’t know why the Mario Party series has built a reputation for having amazing-looking steak, but I’m happy it’s back.

The best new minigame I saw, though, was Sandwiched, which was reminiscent of Mario Party 4’s Booksquirm, where we were standing in a picnic basket and had to avoid getting crushed by a downpour of endless finger sandwiches until only one of us was left. I narrowly got second place, and it left me wanting to get right back in for another round.

Meanwhile, Granite Getaway returns from Mario Party 6, where I frantically ran (or in Boo’s case, floated?) away from a giant boulder, Indiana Jones-style. Much like the set of seven boards in Jamboree, it’s fun to see the series combine old and new with the minigame selection. Because even though new minigames always have the chance to be great, let’s face it, you just can’t beat the classics.

We didn’t get to finish our game of Mario Party before moving on, but I did squeeze in a couple more classic moments, like passing another Boo who stole coins from an opponent for me, or unfortunately landing on a space that moved the Wiggler, allowing Goomba to scamper by and steal the next Star from right under my nose.

Next, I said goodbye to Boo and hello to Goomba as I transitioned to see Jamboree’s new 20-player online multiplayer modes. Nintendo is leaning hard into Jamboree’s online offerings, proven by the fact that it’s bundling Jamboree with a three-month individual membership for Nintendo Switch Online.

The first mode I tried was Koopathlon, where you race 19 other players to be the first to complete five laps around a long track. I was only playing against three other people and 16 NPCs, but when Jamboree goes online at launch it’s designed to be played with 19 other real people. You progress along the track by collecting coins in various single-player minigames that everyone competes in simultaneously. This included tasks like collecting as many coins as possible while running up a sandy hill, a bread-baking challenge where I had to watch seven different pastries cook and remove them from the oven before they burned, and a whack-a-mole contest where I had to hit the Monty Moles and pass over the Bob-ombs. I had a great time with all of these, as the right side of the screen showed an up-to-date map of the race track, so I could see how I was faring against my human competitors on the overall leaderboard.

After three rounds of minigames, we were faced with a Bowser minigame where we had to survive as long as we could or risk losing serious progress on the track. Seeing my Goomba run for dear life while Bowser chased us down across a collapsing bridge surrounded by lava was memorable, intense, and very reminiscent of the GameCube days of Mario Party, where losing a Bowser minigame could throw you completely off the rails. The Koopathlon was fun, but to be honest I don’t see myself ever picking it over either the classic Mario Party experience or the myriad of other online battle royales that are out there.

Finally, Kaboom Squad is Jamboree’s cooperative mode, and it was the last thing I got to try out. Twenty players had to work together to load bombs into a cannon to take down a giant Bowser that was stomping around doing his best Godzilla impression. After the clock runs out each round, we would play a cooperative minigame to earn power-ups for the next bout against the King of the Koopas. The power-ups allowed us to carry more bombs or drop boost pads on the map to get to and from the cannon faster. The cooperative minigames were fine, like a tower defense game where we had to defend a gate from Bob-ombs swarming us from all directions, but I don’t play Mario Party to work together, I play it to ruin friendships like everyone else.

I don’t play Mario Party to work together, I play it to ruin friendships like everyone else.

It took us about 15 minutes to take Bowser down, and it just felt a little too long. With how many other choices there are at the Super Mario Party Jamboree buffet, I’m not sure how often I’ll go back for seconds in this mode. Finally defeating Bowser was satisfying enough, but certainly didn’t provide the same rush as outlasting my opponents in a minigame or being the first to buy a Star on the board.

Apart from the 20-player modes that didn’t leave a huge impression, Super Mario Party Jamboree is shaping up to be an excellent return to form for the series. After Superstars successfully returned to the franchise’s greatest hits, I’ve been hopeful that the next new entry would be a worthy followup to the classics. And so far, the time I spent rolling dice, buying Stars, and betraying friends on Jamboree’s opening board has me convinced that it has a strong understanding of what longtime Mario Party fans want. While I’ve only seen a handful of Jamboree’s enormous lineup of 110+ minigames, I was genuinely impressed with the ones I played, and I’m thrilled some of the classic minigames are coming back to accompany the new ones. We’ll have to wait and see if the rest of the boards can stay away from some of the unwelcome gimmicks that have plagued the series in recent years, but for now I’m optimistic that Jamboree is the party I’ve been waiting for an invitation to.

Baldur’s Gate 3 Modder Unlocks Complete Dev Toolkit to Create Entirely New Campaigns and Content

One Baldur’s Gate 3 player has already unlocked Larian Studios’ complete developer toolkit meaning modders can now create fully custom content and campaigns in the Dungeons & Dragons based role-playing game.

GamesRadar spotted the BG3 Toolkit Unlocked mod from Siegfre on NexusMods, which “unlocks all features and write permissions for the BG3 Toolkit including level editing, save editing, and more.”

The BG3 Toolkit arrived alongside Baldur’s Gate 3’s highly anticipated Patch 7 and acts as an official modding tool for the beloved game, letting players pull assets already made by Larian and create custom content with them.

But the BG3 Toolkit Unlocked mod takes this one step further, essentially breaking through the pre-approved list of features and granting players full access to Baldur’s Gate 3. Larian didn’t intend on players having access to this much, as CEO Swen Vincke told PC Gamer in March 2024 that Baldur’s Gate 3’s mod support wouldn’t be as extensive as the one released for Larian’s previous game, Divinity: Original Sin 2.

This was because its “tools are very complicated” so Larian instead focused on things it knew players wanted to mod. “Not all tools are going to be shipped, because we wouldn’t be able to support them,” Vincke said.

Only time will tell what players do with both the official mod support and now the unofficial unlocked version. Baldur’s Gate 3 captured the attention of fans to such an extent that it’s still a regular topic of conversation one year later, despite it being a predominantly single-player game with no expansions.

Players are already hard at work too, as Vincke revealed on X/Twitter more than a million mods had been installed within 24 hours of the Toolkit’s release. The founder of ModDB replied later that day to reveal the number had crossed three million and was “accelerating.”

Patch 7 added much more than just official mod support though, including an “absolutely metal” ending for Karlach and a hidden evil ending too. Players will also be relieved to hear that it’s not the final Baldur’s Gate 3 patch after all.

In our 10/10 review of the game, IGN said: “With crunchy, tactical RPG combat, a memorable story with complex characters, highly polished cinematic presentation, and a world that always rewards exploration and creativity, Baldur’s Gate 3 is the new high-water mark for CRPGs.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

First 90 Minutes of Silent Hill 2 Remake Appear Online

The first 90 minutes of Bloober Team’s Silent Hill 2 remake have appeared online ahead of its October 8, 2024 release date.

The 2BRO YouTube channel streamed Silent Hill 2 from the beginning as part of a paid promotion with publisher Konami, meaning that unlike most early gameplay reveals, this one won’t be taken down for copyright infringements.

While the commentary is in Japanese the gameplay itself is in English, and introduces protagonist James Sunderland as he comes across the ever so spooky town of Silent Hill and all the nastiness one would expect from a survival horror title.

Those looking forward to the remake can therefore check out the gameplay, though should be warned that, as there isn’t any branching paths in the game’s opening, it is also full of spoilers. The first 90 minutes will cover just under 10% of Silent Hill 2 according to Bloober Team’s own estimates, as it said players could complete it in “around 16 to 18 hours.”

This increase over the original’s length will account for myriad gameplay changes but apparently nothing in the story department, as Bloober Team has been adamant about not changing any plot points of the original game.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

The Best PS5 2TB SSD Deals (September 2024)

With PS5 games getting bigger each year and SSD prices on the rise in 2024, we want to make sure you can find the best amount of storage for the lowest price possible. Here, we’ll point you in the direction of some of the greatest 2TB SSD deals we can find at the moment, like this incredible Acer Predator GM7000 2TB SSD for $110!

It’s worth noting that you can’t use any old SSD and expect it to perform well on the PS5 console. You’ll want to pick up a PCIe Gen4 x4 M.2 solid-state drive with at least a 5,500MB/s read speed to match the PS5’s internal drive. We’ve gathered up SSDs that match or exceed these specs in the list below to make your search easier.

Note that Sony recommends a heatsink attached to your SSD and not all SSDs listed here have pre-installed heatsinks. For the ones that do, we’ll be sure to mention it. For the ones that don’t, all you have to do is purchase your own heatsink (like this one for $9) and install it yourself. For our top recommended picks for 2024, check out our full breakdown for the Best PS5 SSDs.

Acer Predator GM7000 2TB M.2 SSD for $110

With sequential read/write speeds of up to 7400 MB/s and 6700 MB/s, this is an excellent SSD for your PS5. It currently has a fantastic discount at Amazon, down to $110 from its MSRP of $169.99, however it does not come with a heatsink so you’ll need to invest in one.

TEAMGROUP MP44Q 2TB SSD for $110.99

This is one of the best deals on a 2TB SSD at the moment: Amazon is offering the TEAMGROUP MP44Q 2TB SSD for just $110.99. It unfortunately does not have a heatsink so you’ll have to invest in one, but you can easily do that here for under $10. It also offers transfer speeds of up to 7,400MB/s read and 6,500MB/s write.

Crucial T500 2TB SSD with Heatsink for $133.86

Amazon is offering a nice deal at the moment on the Crucial T500 2TB SSD, which is discounted down to $133.86. This SSD has a heatsink all ready to go, so you can install it right away in your PS5, and offers excellent read/write speeds of 7,400/7,000MB/s.

SAMSUNG 980 PRO 2TB SSD with Heatsink for $149.99

You can never go wrong with a Samsung SSD. The 2TB 980 PRO is currently marked down 35% to $149.99, which is an excellent deal! Featuring read speeds of up to 7,000 MB/s, it’s a great fit for your PS5 and even comes with an integrated heatsink so you don’t need to worry about shelling out extra cash for a separate one.

WD_Black 2TB SN850X SSD for $154.99

Right now Amazon has the WD_Black 2TB SN850X SSD available for just $154.99. Normally priced at $189.99, this 2TB SSD features read speeds of up to 7,300MB/s to ensure your games load as fast as possible. This model will work with a PS5 but you will need to purchase a heatsink to go with it (which you can do here for just $9).

Seagate Game Drive 2TB SSD with Heatsink for $159.99

Currently marked down $100 from its MSRP at Best Buy is Seagate’s 2TB SSD, which is down to $159.99. This SSD features read and write speeds of 7300MB/s and 6900MB/S, respectively, and even comes fitted with a heatsink. That’s a deal well worth taking advantage of before it’s gone for good, so act fast to grab yourself some extra storage!

2024 Crucial T705 2TB SSD for $250

This is the newest model from Crucial and it already has an excellent discount on Amazon. For a limited time you can get 37% off this SSD, bringing it down to $250 from $399.99. It’s well worth the investment as well as it offers crazy good sequential read/write speeds up to 14,500/12,700MB/s. If you feel the need for speed, this SSD will certainly get you there.

What if the SSD Doesn’t Include a Heatsink?

Sony recommends you install an SSD that has an attached heatsink. If the SSD you purchase doesn’t include one, it’s simple enough to buy one for $9 on Amazon and add it yourself. Most of these heatsinks are just attached using an adhesive like thermal tape.

Budget to Best: PS5 SSDs

There may be other SSD deals out there, but these are the PS5 SSDs we’ve tried ourselves and highly recommend. They also double up as outstanding boot drives for your gaming PC, so they’re useful for more than just those who need additional storage for their PS5 console.

How To Install a New PS5 SSD

It’s extremely easy! Removing the case cover is completely toolless. In fact, the only screw you have to remove is the one that keeps the cover for the SSD bay in place. You don’t even put it back when you’re done. Sony has a quick and easy YouTube video guide.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

Original article by Eric Song.