The Legend of Zelda: Echoes of Wisdom Is Available for Preorder

The Legend of Zelda: Echoes of Wisdom is set to release exclusively for Nintendo Switch on September 26. In the best kind of surprise, Nintendo announced this brand-new mainline Zelda game during the June 2024 Nintendo Direct. Better yet, it’s coming soon. And it stars Princess Zelda. And it features a unique and clever gameplay hook. Preorders are currently rolling out at the usual retailers. Read on for the details.

Preorder The Legend of Zelda: Echoes of Wisdom

There are no special editions of the game, so the standard one is the one to get. And if you’re waiting on it to go up for preorder at Amazon, you may be waiting a while. Recent Switch games have only become available at launch – not for preorder.

What Is The Legend of Zelda: Echoes of Wisdom?

Echoes of Wisdom is the first mainline Zelda game to star Princess Zelda, which is pretty cool. Fans have been asking for that literally for decades, so it’s nice to see Nintendo finally listen. It also uses the same almost claymation-looking art style as the remake of Link’s Awakening. It looks great.

As the game kicks off, purple rifts start opening in Hyrule and swallowing people up. Link gets sucked in, but Zelda escapes. So it’s up to her to save the kingdom (because apparently her military can’t do it for her while she runs the realm? I don’t really understand how the details hash out).

The standout gameplay feature is the use of echoes. Zelda has something called a Tri wand, which lets her summon items and enemies she’s encountered previously. She can use these summoned echoes to fend off other enemies and to solve puzzles and to access previously out-of-reach areas. It looks like it will require players to be creative, which was also a big part of Tears of the Kingdom. It’s cool to see that kind of creative puzzle solving come to a 2D-style Zelda game.

Nintendo Switch Lite Hyrule Edition

In addition to the new Zelda game, Nintendo is releasing a stylish new edition of the portable-only Nintendo Switch Lite console. It’s not available to preorder yet in the US, though it is in the UK (and it ships to the US). The casing is gold, with black buttons and sticks. It has a tiny Triforce symbol under the right stick. The back of the device sports a big version of the winged Triforce Zelda symbol thingy. It looks great.

It also comes with a free 12-month individual subscription to Nintendo Switch Online + Expansion Pack. That lets you play a whole bunch of classic games from Game Boy, NES, Sega Genesis, SNES, Nintendo 64, and Game Boy Advance. You also get free access to massive expansions to games like Mario Kart 8 Deluxe, Animal Crossing, and Splatoon 2.

Other Preorder Guides

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Threads.

SteamWorld Heist 2 Unannounced for Game Pass, PR Says Logo Was a Mistake

SteamWorld Heist 2 is no longer confirmed for a Game Pass launch despite previous messaging from developer Thunderful.

When the studio originally revealed its steampunk strategy follow-up in April of this year, it promised fans that they would see it launch on August 8, 2024, for PC, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X | S, and Game Pass. However, as spotted by XboxEra, social media posts mentioning a Game Pass release have since been deleted, and trailers that included the Xbox service’s branding have seemingly been modified and reuploaded without the logo. Its inclusion can still be seen in re-uploads from third-party accounts like YouTube channel GN Game Trailers.

A representative with Fortyseven PR confirmed with XboxEra that SteamWorld Heist 2 is no longer coming to Game Pass, adding that the Xbox service’s logo was mistakenly added. Thunderful and Fortyseven did not reveal how the Game Pass logo managed to worm its way into an official trailer, but in a statement sent to Kotaku’s Ethan Gach, a spokesperson further clarified that distribution plans for SteamWorld Heist 2 are still being ironed out.

“We inadvertently included a Game Pass logo in our reveal trailer,” the statement says. “We have not finalized our distribution plans for SteamWorld Heist 2 at this time. We’ll share news about our distribution plans closer to launch.”

SteamWorld Heist 2 is still planned to launch for all other previously announced console and PC platforms. The sequel follows Captain Leeway and their struggle against a new menace that threatens the Great Sea. Spicing up the turn-based combat this time around is real-time naval combat, more crew customization, more story, and more steampunk weapons.

Although it’s looking like SteamWorld Heist 2 won’t sneak its way into Game Pass when it launches this August, the service does currently offer other SteamWorld games to enjoy. Included in the PC and console tiers today are SteamWorld Dig 2 and SteamWorld Build. Console players also have access to the original SteamWorld Dig. We interviewed the team at Thunderful about SteamWorld Heist 2 when it was revealed earlier this year. During our chat, we learned more about how the team keeps the SteamWorld franchise chugging with each new release as well as how the sequel gives tactical players more to explore.

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

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

Best Secret Identity Games (2024)

Secret identity board games, or social deduction games, are incredibly popular among casual and hardcore audiences, and it isn’t hard to see why. Perhaps it is the thrill of lying to your friends’ faces and knowing that everything will still be okay between you when the game ends, or maybe it’s the excitement of learning that the quiet one in your group secretly harbors an excellent poker face. Either way, these titles often make for some of the best party games, thanks to the memories they frequently create.

Most already know about genre staples like Mafia and Werewolf, but the category is incredibly deep, with diverse games for various audiences. The secret identity genre features longer epic experiences as well as quick playthroughs – games for large groups and titles for just two players. Regardless of skill level and general interest in the hobby, no matter what you’re in the mood for, social deduction games are a surefire hit to break out at your next get-together.

TL;DR The Best Secret Identity Board Games

Blood on the Clocktower

  • Age: 15+
  • Player: 6-21
  • Play Time: 30-120 mins

While Blood on the Clocktower isn’t quite as accessible as some other titles on this list, its additional rules aren’t simply bloat, either. Instead, Blood on the Clocktower adds new wrinkles that often solve problems some players have with other games in the genre. It requires a larger group and a bit more time than some other recommendations in the space, but if you can find the time and the players, Blood on the Clocktower is easily one of the best board games money can buy.

The core mechanics of Blood on the Clocktower play out in a manner that those familiar with the genre will immediately grasp: players each receive a secret role with accompanying abilities, the demon kills another player during the nighttime phase when players’ eyes are closed, and during the daytime phase the townsfolk get together to try and deduce who the villains are and ultimately sentence someone to death. The goal of the good team is to execute the demon, and the goal of the evil team is to survive until the end. However, things get truly interesting when Blood on the Clocktower deviates from classic secret identity games like Mafia and Werewolf.

One notable difference is that executed players remain in the game. They lose their various abilities, but they can still contribute to the deduction and even retain one final vote on who to put to death. Additionally, players can share their secret identities, but this is a double-edged sword as it will also give the demon valuable information. It’s also challenging to know who to trust because the demon gets to see three different unused identities at the beginning of the game, meaning they can pretend to be one of these characters. Blood on the Clocktower is one of those games that your group will have just as much fun discussing afterward as they did actually playing it.

Deception: Murder in Hong Kong

  • Age: 14+
  • Player: 4-12
  • Play Time: 20 mins

Players take on the roles of investigators hoping to solve the titular murder in Hong Kong. However, one of the investigators is secretly the murderer. As a twist, one player knows the killer’s identity but cannot say it. Instead, they are only allowed to give clues concerning aspects of the crime, such as the cause of death or location. In front of each player are cards with potential murder weapons and clues, leaving the investigators to solve the rest. There is still enough ambiguity within the cards that players are left to discuss who they believe the culprit is, resulting in some classic moments of deduction and a mountain of lies. In a sense, Deception: Murder in Hong Kong plays out as a hidden identity version of Clue, making the stakes feel much more personal as a result.

The Resistance: Avalon

  • Age: 13+
  • Player: 5-10
  • Play Time: 30 mins

The Resistance: Avalon is a team-based social deduction game set against the backdrop of Arthurian legend. It’s a classic good versus evil showdown but with hidden identities. Players work to get elected to positions of power to advance their team’s goals, but they attempt to do so without revealing their alliances. Only the player taking on the role of Merlin knows who is who, but disclosing this information risks losing their team the game, meaning there are layers upon layers of deception going on simultaneously. Fans of the Secret Hitler board game will recognize many of the rules and mechanics in The Resistance: Avalon, but the latter title is far less likely to offend anyone at your next get-together.

One Night Ultimate Werewolf

  • Age: 8+
  • Player: 3-10
  • Play Time: 10 mins

One Night Ultimate Werewolf has cemented itself as one of the most accessible party games, thanks mainly to an excellent audio app that walks players through each phase. It’s so easy to pick up and play that One Night Ultimate Werewolf has become a favorite among nongamers as well as more serious hobbyists. This bluffing game offers players a single card, each with a different role. Some are villagers, some have special abilities, and some are the titular werewolves. For the most part, the villagers want to identify the werewolves, and the werewolves want to remain anonymous.

One Night Ultimate Werewolf has two phases: night and day. During the nighttime phase, players put their heads down as the app narrates them through various card-swapping, identification, and general trickery. In the day phase, players open their eyes and attempt to deduce what happened the night before. Following the thread of who had what card at what time can get quite confusing, helping to cloak the deceit in uncertainty.

A Fake Artist Goes to New York

  • Age: 8+
  • Player: 5-10
  • Play Time: 20 mins

A Fake Artist Goes to New York is a fun twist on deductive games and drawing-based titles like Pictionary. Players take turns collectively drawing a single picture one line at a time. The twist is that every player except for one knows what the final drawing is supposed to look like. The fake artist must guess what the image is supposed to be and add a line to the drawing when it is their turn, using only a vague category and the picture forming in front of them. After each player draws two lines, the group can guess who they believe the fake artist is. Identifying the phony artist may seem simple, but as many people are simply bad at drawing, it is more challenging to decipher who the trickster is than you might think.

Spyfall 2

  • Age: 13+
  • Player: 3-12
  • Play Time: 15 mins

Spyfall 2 is an ingeniously simple game where players try to deduce who the spy is with only a card and a location. Each player receives a single card, all of which, except for one (or two if you’re playing with multiple spies), has a location on it. The outlier card simply says the word “spy.” Players must discover who the spy is among them by asking questions about the listed location. The key is to pose questions and give answers that won’t reveal the setting so the spy doesn’t catch on. Unless you’re the spy, then the goal is to bluff your way to victory. After just a few minutes, the group concludes the interrogation process and votes on who they think the spy is. Not only is the game fun and addictive, but it’s also simply a joy to locate the cartoon spy lurking in the background in each card’s artwork.

Inhuman Conditions

  • Age: 12+
  • Player: 2
  • Play Time: 5 mins

A true rarity in the secret identity space, Inhuman Conditions is a social deduction game for only two players. It’s not just the player count that makes Inhuman Conditions unique; it’s also that this Blade Runner-inspired bluffing game is centered around a five-minute conversation. In each game, there is one investigator and one suspect. The investigator’s goal is to identify whether the suspect is a human or a robot, and the suspect’s goal is to pass as a human. However, this is easier said than done, as robots are given specific prompts to follow. The trick is to naturally work these prompts into the conversation, which can quickly become tricky when every word you say is being analyzed by the other player. As Inhuman Conditions’ writing can be a bit wacky, it is best suited for two players who can embrace its sillier role-playing elements.

Feed the Kraken: Deluxe Edition

  • Age: 12+
  • Player: 5-11
  • Play Time: 45-90 mins

While most social deduction games omit the board altogether, Feed the Kraken: Deluxe Edition brings players to the figurative and literal table surrounding a beautifully constructed board and stunning minis. Players in Feed the Kraken are split between three secret roles: sailors, pirates, and cultists. The players’ goal is to simply move the ship from one side of the board to the other, but each team is secretly working to navigate toward a different game-ending location. Each game starts with one player selected as the captain, and that player chooses their lieutenant and navigator. This trio ultimately decides the direction the ship will head for that turn, but opportunities for mutiny ensure fate isn’t always left in their hands.

Along the way, the ship might move to spaces with icons that enable the captain to perform various tasks, such as seeing another player’s role or even keeping someone from talking for the rest of the game. If the ship reaches a Kraken tile, the captain will fulfill the title by feeding the sea beast a crew member. However, feeding the cult leader to the Kraken will result in victory for the cultist team, so players should tread carefully.

If you’re looking for more great titles to play with larger groups, check out our picks for the best six-player board games and the best four-player board games.

Bobby Anhalt is a contributing freelancer for IGN covering board games and LEGOs. He has more than 8 years of experience writing about the gaming industry with bylines at Game Rant, Screen Rant, TheXboxHub, and Ranker. You can follow him on Twitter.

PlayStation Plus Games for July 2024 Announced

Sony has announced the PlayStation Plus Essential Tier games for July 2024 are Borderlands 3 (PS4 and PS5), NHL 24 (PS4 and PS5), and Among Us (PS4 and PS5).

Revealed on the PlayStation Blog, all three games will be made available at no extra cost to PlayStation Plus subscribers on July 2. Genshin Impact players will also gain access to the PlayStation Plus Pack on July 16 which includes 160 Primogems, four Fragile Resin, 20 Hero’s Wit, 30 Mystic Enhancement Ore, and 150,000 Mora.

Borderlands 3 is perhaps the biggest game in July’s line-up as the latest game in Gearbox’s beloved looter shooter franchise. Players explore the world of Pandora either solo or with friends, taking on all manner of over the top baddies and teaming up with just as many wacky allies.

In our 9/10 review, IGN said: “Borderlands 3 sticks to its guns and outdoes itself with an amazing arsenal of weapons, humor, and missions.”

Perfectly timed with the NFL season wrapping up, fans can keep the excitement going with NHL 24, the latest in EA Sports’ hockey franchise.

“NHL 24’s new gameplay features reinvigorate the on-ice action, but its collection of unimproved game modes has grown increasingly boring with each passing year,” IGN said in our 7/10 review.

Finally, the PlayStation version of viral deception game Among Us will be available at no extra cost to PlayStation Plus subscribers. Players must work together with a team of crewmates to prepare a spaceship for departure, but not everyone will play nice.

“Among Us successfully transfers the devious gameplay of in-person cloak-and-dagger games to video game form,” IGN said in another 9/10 review. “Murder and deception on a whimsical cartoony spaceship is so much fun that the only real question is what took it so long to catch on?”

Borderlands 3, NHL 24, and Among Us will be available be available at no extra cost until August 6, 2024. Those who’ve yet to add June 2024’s PlayStation Plus games to their library — SpongeBob Squarepants: The Cosmic Shake, AEW Fight Forever, and Streets of Rage 4 — have until July 1 to do so.

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

The Alters: Meet the Jans, aka the Many Alternate-Reality Versions of Yourself – IGN First

Have you ever wondered what you’d do if you ever ran into another version of yourself? What you’d say? How they’d act? What kind of haircut they’d have? Whether or not you’d be proud of them, and vice versa? How their life would be different from yours? Where they live, what they do for work, who they are?

Well, imagine being stranded on a hostile planet and having to create, manage, and work with several versions of yourself to survive. That’s the predicament Jan Dolski finds himself in in The Alters, the latest from This War of Mine creator 11 bit Studios. In a previous interview with game director Tomasz Kisilewicz and lead designer Rafał Włosek, we talked about how The Alters handles branching narratives, but what about the alters themselves? Who are they?

To truly understand The Alters, you need to, well… understand the alters. To do that, we played the Steam demo so we could meet a couple of them in person, and then sat down with game director Tomasz Kisilewicz one more time to get a better idea of who the other Jans were, how many of them there are, and perhaps most importantly, how they interact with you and each other. The interview that follows has been lightly edited and condensed for clarity.

IGN: We’re going to encounter a ton of other Jans on our journey. Can you talk about building a character whose branching paths could lead to such dramatically different people?

Tomasz Kisilewicz: When designing the character of Jan, we really wanted to create the everyman type of character. We felt this way it would be easier for people to relate to him, understand his backstory and the choices that he has made in the past and the choices that shaped him. And it was crucial for Jan’s background to have those points of regret, because from these points we can branch into drastically different scenarios of how his life could turn out if he had made some different choices along the way.

IGN: So far we’ve seen the Technician, the Botanist, the Refiner, and the Miner. How many Jans can we expect to run into in The Alters? How did you go about deciding what these different types of Jans would be, and how they’d impact The Alters?

We needed to build a variety of Jans, not only for gameplay reasons, but also to create a compelling story of Jan and truly dive into the topic of the “what if?” question. Different alters, have very different skill set that strongly affects your strategy in the game. You can’t create all possible alters in a single playthrough. So the decision on who you bring on board will affect the way you handle the base and how you handle your objectives.

Having various sets of characters with very different personalities will strongly affect our story and also create very different dynamics between Jans. When it comes to how many alters we can create, when you look at the cover of the game, there are 11 characters and I think it gives a good sense of magnitude. But we have some surprises up our sleeves about that. So I don’t want to spoil the fun, and I think I will leave it at that.

IGN: Based on the demo, the first Jan you’ll create is the Technician, who is basically just a more competent version of our Jan, despite taking a very different, less traditional path at an early age. Why did you choose to start off with the Technician?

Kisilewicz: We decided to start with the Technician because, in many ways, he is the polar opposite of the main Jan and he is more competent in some ways, while at the same time, he can be quite flawed in others. But what’s interesting about him is he always keeps challenging our Jan. That’s why he’s so useful at the very early stage of the game when we are onboarding the player with the whole idea of engaging in the relationship with your alters.

Jan and the Technician, they branched out quite early in their life paths. The Technician is someone who stayed with his family. He stood up to their abusive father, something that the main Jan was never able to do. And that’s why he’s a very important axis of the story of our main Jan because that’s one of his biggest regrets that he has.

IGN: One of the immediate differences between Technician Jan and our Jan is that Technician Jan is a little more standoffish, and much more assertive, which seems like it came from the decision to stand up to Jan’s father, and has influenced a lot of his decisions since. Can you talk about how the decisions each Jan makes influence not only their skills and profession but as a person, and how we might see that play out?

Kisilewicz: From the point of branching between Jans, their lives can go in very different directions. It’s like this butterfly effect where changing one little decision can affect your entire life and in the end make you a different person. So understanding those differences helps us understand alters as people, and in the end, helps us effectively manage our crew.

Different Jans can react to our decisions in different ways. For example, one of them can expect us to be a very efficient and mission-oriented leader. While the other might want us to be more empathetic towards the rest of the crew. And pleasing everyone won’t be easy, if not impossible.

IGN: As you interact with the Jans, you can see their responses in real-time, and that seems to determine their reactions to what you see and how they view you. Can you talk about how your choices affect your relationships with the Jans or influence their behavior?

Kisilewicz: The alters have their emotional state that affects how they work, how they behave. And if it’s not managed well, it can lead to some drastic results, including rebelling against us. We can influence their emotions both through economic strategic decisions that we make, and also through interactions.

A big part of the game is dialogue, and actually, every dialogue choice in the game affects the emotional state of our alters. So it is crucial to understand who they are, and where they’re coming from, because different approaches can work better with different alters.

IGN: The more Jans you get, the more complicated it seems those relationships will become. Can you talk about how the Jans react to other Jans? Do you have to mediate disputes? Do they get jealous if you don’t hang out with one of them enough or become friends with another Jan they don’t like?

Kisilewicz: The more Jans we create, the more different dynamics between them are generated, and that can of course lead to fights and arguments. We have a chance to intervene or pick one of the sides. For example, alters can argue about the quality of food in the base. One can think we should invest in a better quality to food while the other thinks that this is a waste of precious resources. So every time we make a promise, we need to make sure we can fulfill it, otherwise there will be consequences.

IGN: Speaking of getting along, a large part of whether Jan and the other Jans get along seems to be shared experience, which you can track via the quantum computer in the base. Jan bonds with the Technician by trying to recreate the pierogi their mom made when they were kids. Is it harder to relate to the other Jans if your common experiences diverge more drastically, and if so, how do you deal with that?

The relationship between Jans is always about what we have in common, but also what makes us different. And that can lead to both emerging conflicts, but also it can help us in resolving them. So no matter how far different Jans are from each other on the branches of the tree of life, there is always something we share. There is always something we have in common. It’s just that, sometimes, it will require us to do a little bit more digging to find this common ground.

IGN: Can you tell us about the other Jans, and give us some insight into what we might expect of them? Do you have a favorite Jan that you’re excited for players to meet?

Kisilewicz: With Jans you can expect the unexpected. We put a lot of effort into creating these multi-layered characters that you’ll uncover piece by piece. At first, when you learn the life path of one of the Jans, you feel like you understand that character just by knowing what he went through. But then you go deeper and deeper and you are uncovering different surprises in not just his outlook on things, but also how he behaves, how he interacts with us, and how he interacts with other alters.

I do have a favorite alter, although it’s a bit like picking your favorite child. [Whispers] It’s the scientist.

IGN: Obviously, it might be a little weird if several Jan Dolskis came back from this mission. Is that something we see the Jans discuss? Does that cause friction in the group? How do they deal with that?

Kisilewicz: Between alters, there is this question of “what’s going to happen to us? What is our future? Do we even have a future?” And the closer we get to actually going back home ,this question will raise more and more tension inside the base. Different alters are different people, so they also differ in their outlook on this topic. That will put even more pressure on us as a captain regarding what are we going to do about it.

IGN: This question may be a bit silly, but can I create multiple versions of the same Jan? Can I have five Technician Jans running around if I want to?

Kisilewicz: Something we knew very early on in development was that we don’t want to allow to create multiple versions of the same alter. First of all, the game was never really about cloning. So multiplication of the same character, it’s an extremely interesting topic, but it’s just not the topic of our game. But most importantly, we always wanted alters to feel like real people with real emotions and real stories. We were afraid that making too many of them would make them more of an NPC or a unit in the game rather than a character with his own thoughts and emotions. So we felt that increasing the number of them might, in the end, reduce their significance as individuals.

IGN: Is there anything we haven’t covered about the Jans that you’d like folks to know about?

Kisilewicz: I think the biggest surprises about the alters lie in their backstories, in their storylines, in the situations they can generate. So we really can’t wait for the players to start unraveling it all and start making their own decisions about the shape of their crew, about what alters they bring on board, in what order, and most importantly, what decisions they make about the alters and about the fate of our main Jan.

Our month of exclusive IGN First content is almost over. If your curiosity has been piqued by this game, you can wishlist The Alters on Steam if you’re interested.

College Football 25: EA Sports Details the Immersion Created by College Sights, Sounds, and Tradition

EA Sports continues its week-long push to provide new information on College Football 25, with today’s deep dive revealing how the development team incorporates sights and sounds to give the game an authentic and immersive experience.

EA revealed five key features highlighting how it captured the traditions, unique details, sights, and sounds across all 134 Division 1 Football Bowl Subdivision schools. These include Authentic Gameday Experiences, Detailed Traditions, Motion Capture Efforts, Mascots, and Turnover Traditions.

To capture the spirit of a college football game, EA Sports said it provided pre-game atmospheres with crowd chants and team runouts. A few notable examples include Clemson University’s run down The Hill before the start of the game or Notre Dame’s tradition of tapping the “Play Like a Champion Today” sign before running out the tunnel.

With those authentic experiences, EA Sports revealed that it even built props and sets to provide accurate motion capture for some of these traditions, using real people and stunt actors to get the most realistic movement possible.

EA Sports said it didn’t neglect the unique turnover traditions at some schools either. These include Pitt’s turnover hoop, Oregon State’s Chainsaw, and the Alabama Ball Out Belt. Some of these traditions are briefly seen in the official reveal trailer for College Football 25.

Of course, mascots are also a big component of college football atmospheres, traditions, and spirit. College Football 25 will feature 50 mascots in the game, 40 of them being costumed mascots such as Wake Forest’s Demon Deacon and Ohio State’s Brutus Buckeye. There will also be 10 real mascots, like Texas’ Bevo, the longhorn steer, or Uga, the bulldog from the University of Georgia.

College Football 25 will be released on July 19 for PS5 and Xbox Series X/S. For more, check out our hands-on preview, how Name, Image, and Likeness (NIL) deals will be incorporated into the game, and yesterday’s news story where EA revealed the top 25 toughest stadiums to play in College Football 25.

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

Helldivers 2 Director Defends Elden Ring: Shadow of the Erdtree Difficulty

Helldivers 2 director Johan Pilestedt has defended FromSoftware for the difficulty of Elden Ring expansion Shadow of the Erdtree.

As reported by PC Gamer, Pilestedt responded to someone on X/Twitter who complained about the intense difficulty of Shadow of the Erdtree, which has been a heavily discussed topic since its launch on June 21, 2024.

Pilestedt initially shared another post saying FromSoftware doesn’t make bosses hard for the sake of it, but for the feeling overcoming them gives players. “Indeed, this 1,000%,” Pilestedt said. “Good game design is evoking emotion more than anything.”

X/Twitter user @Indoor_Carrot responded, saying “the problem with this design philosophy is it only caters to a select audience. I tried Dark Souls 1. After defeating the first couple of bosses, I realized it wasn’t fun or rewarding. I only felt relief, not accomplished. I stopped playing Dark Souls because of this.”

Pilestedt disagreed. “A game for everyone is a game for no one,” he said, which is essentially the motto of his developer Arrowhead Game Studios. “Always cater to a select audience.”

FromSoftware games like Elden Ring, Dark Souls, Bloodborne, and Sekiro: Shadows Die Twice are famously difficult but have been praised across the board for their overall game design, challenge included.

IGN’s Shadow of the Erdtree review awarded it a 10/10, for example. “Like the base game did before it, Elden Ring: Shadow of the Erdtree raises the bar for single player expansions,” we said. “It takes everything that made the base game such a landmark role-playing game, condenses it into a relatively compact 20 to 25 hour campaign, and provides fantastic new challenges for heavily invested fans to chew on.”

But some who’ve purchased the expansion have expressed frustration at the difficulty, even review bombing it on Steam because of it and performance issues. Regardless, FromSoftware boss and Elden Ring director Hidetaka Miyazaki has remained true to his vision, saying making things easier would “break the game.”

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

Cattle Country Aims to Mix Stardew Valley With a Dash of Red Dead Redemption

Developer Castle Pixel and publisher Playtonic Friends have announced Cattle Country, a new “cozy cowboy life-sim adventure” in the works for PC (via Steam). It promises pixel-art graphics, 18 romanceable characters, cattle to raise, bandits to fend off, and buried treasure to dig up, among other gameplay elements. Watch the announcement trailer above or check out the first screenshots in the gallery below.

Fishing, hunting, and farming will make up the core of the gameplay in what Castle Pixel and Playtonic Friends bill as a game that aims to be “Red Dead Redemption meets Stardew Valley.”

Playtonic Friends is the publishing arm of Yooka-Laylee developer Playtonic, while Castle Pixel previously developed Blossom Tales and Rex Rocket.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Ex Destiny and Halo Producer Says Live Service Is ‘Better for Developers and Players’

A former Halo and Destiny executive producer at Bungie has said the live service model is “so much better for developers and players” than the one-off $60 or $70 purchase model.

Speaking to PC Gamer, Theorycraft Games CEO and former Halo: Reach and Destiny executive producer Joe Tung said the traditional method of buying video games, meaning to make a single payment of around $60 or $70, causes developers to make decisions which were not “in the best interest” of players.

“I always felt like, in the $60 boxed product model, I was having to make decisions that were not in the best interest of players,” Tung said.

The games as a service model is so much better for developers and players.

“It was in the best interest of: ‘How do we sell as many copies in the first 48 hours as we can?’ One of the huge strengths of the games as a service model is you can be long term, you can think long term in terms of what is best for the player, and how does that overlap with what is best for the company. I think it allows you to make much, much, much better decisions overall.”

Tung referenced the now defunct E3 and the trailers and gameplay clips which premiered there, promising what he called “bulls**t vaporware” that players would never actually get to experience, because all developers had to do was convince them to spend $60.

“I would wager that any developer who has ever worked in the $60 box product model, up until the point where E3 was cancelled, has a story about the E3 build,” he said. “It’s like, let’s jam as much bulls**t vaporware into the build as we can in the next three months because we have to have a huge showing at E3, because it’s our one opportunity to talk to our audience before we launch the game.”

“I would have to wager that some hugely significant percentage of those E3 efforts ended up on the cutting room floor because they were half-baked and caused people to crunch and really make huge sacrifices to get it in,” Tung added. “That’s my favorite example of hugely impactful decisions that were not about what is best for the player.”

Live service, on the other hand, allows developers to continue working on games after launch, communicate with their audience to see what players actually want, and so on. Tung therefore believes “the games as a service model is so much better for developers and players.”

The topic has proved controversial amongst gamers, with many frustrated that even single player games now have microtransactions, preorder bonuses, early access periods, and so on, and as a result the $60 purchase, which is more commonly $70 in 2024, no longer grants everything a game has to offer.

Ubisoft titles Star Wars: Outlaws and Assassin’s Creed Shadows have both faced criticism for this recently, as both have missions locked behind more expensive editions and can’t be played on their true launch date unless players spend upwards of $100.

Some developers have seemingly managed to thread the needle between one-off purchase and live service, however, with PlayStation and PC hit Helldivers 2 being the best recent example of a successful game balancing both models.

It launched for a lesser $40 and still features microtransactions, but its live service components feature incredible depth as the game’s story is weaved around them and changes depending on what players can and can’t accomplish in timed events.

This combination appears to have worked as Helldivers 2 wasn’t just received well by critics but had sold more than 12 million copies by May 14, 2024.

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

Elden Ring: Shadow of the Erdtree Gets First Patch in Update 1.12.2

Elden Ring developer FromSoftware has released its first patch for the game following the release of Shadow of the Erdtree, bringing it up to Update 1.12.2.

A blog post from Bandai Namco outlined the changes, which mainly involve a handful of balancing updates. Shadow Realm Blessings have been revised, affecting their attack and damage negation curve scaling.

The patch also addresses a PC bug where raytracing settings are automatically enabled if players have previously loaded save data from previous game versions. This can be addressed by visiting System, then Graphics Settings, then Raytracing Quality, and setting Raytracing to Off.

FromSoftware made no mention of the bug affecting Steam Deck users that makes the game unplayable if left idle for more than five minutes, potentially leading to corrupted data.

It did, unsurprisingly, note that more updates are on the way, however. “Other balance adjustments as well as bug fixes are also planned for a future patch,” FromSoftware said. The full patch notes are available below.

Shadow of the Erdtree, which arrived June 21, 2024, features bosses with which FromSoftware “really pushed the envelope” on what the player can withstand, director Hidetaka Miyazaki said ahead of its release. In fact, getting into the expansion even poses a challenge as players must defeat an optional boss.

Those eager to explore every inch of the expansion can check out IGN’s extensive guide, which covers Shadow of the Erdtree’s new weapons, its various quest lines, and how to defeat those pesky new bosses.

In our 10/10 review, IGN said: “Like the base game did before it, Elden Ring: Shadow of the Erdtree raises the bar for single player expansions,” we said. “It takes everything that made the base game such a landmark RPG, condenses it into a relatively compact 20-25 hour campaign, and provides fantastic new challenges for heavily invested fans to chew on.”

Elden Ring: Shadow of the Erdtree Update 1.12.2 Patch Notes

Attack and damage negation curve scaling of the Shadow Realm Blessings has been revised.

  • The attack and damage negation has been increased for the first half of the maximum amount of Blessing enhancements, and the second half will now be more gradual.
  • The attack and damage negation granted by the final level of Blessing enhancements has been slightly increased.

The calibration update can be applied by logging into the multiplayer server.

If the Calibration Ver. listed at the bottom right of the title menu is not “1.12.2”, then select LOGIN and apply the latest regulations before enjoying the game.

About graphics settings (PC version only)

We have confirmed a bug where the raytracing settings are automatically enabled if you have previously loaded saved data from previous game versions.

If your framerate is unstable, please check in the ‘SYSTEM’ > ‘Graphics Settings’ > ‘Raytracing Quality’ settings from the title menu or in-game menu to check if it has been unintentionally set to ‘ON’. Once set to ‘OFF’, Ray Tracing will no longer be automatically enabled.

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