The Games Leaving Xbox Game Pass in June 2024 Have Been Revealed

Xbox Game Pass is losing High on Life and more on June 15, Microsoft has announced. Revealed on the Xbox website, High on Life is one of five games leaving the platform in June in the regular rotation of games available on the subscription service. Here are some of the most notable departures.

High on Life

High on Life is a bizarre first person shooter where players take on the role of an intergalactic bounty hunter that uses living, foul-mouthed guns to fight aliens. It launched straight onto Game Pass and quickly proved popular, immediately breaking three records for the biggest launch of 2022, the biggest third-party game launch ever, and the biggest single-player launch of all time.

Rune Factory 4 Special

Rune Factory 4 Special is a very different kind of video game with farming, dungeon crawling, romance, and more. “With dozens of hours of gameplay (and the option of playing well after the story ends) Rune Factory 4 is definitely a good time,” IGN said in our 8/10 review.

Bramble: The Mountain King

Also leaving this month is Bramble: The Mountain King, which joined Game Pass in June 2023. This adventure horror game inspired by Nordic folklore sees players embark on a journey through the dark world of Bramble and encounter towering bosses along the way.

In addition to the games listed above, Xbox Game Pass is also losing Spacelines from the Far Out and The Bookwalker: Thief of Tales. Those who want to play the handful of games should therefore do so before June 15, 2024, though all Game Pass titles can be bought outright and kept for good for 20% off their normal price.

For more, check out our guide to the Xbox Game Pass plans as well as all the rest of the biggest games coming out in 2024.

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

Helldivers 2 Players Win the Day and Birth a New Black Hole, But a Creeping Worry Is Overcoming Some

Helldivers 2 players have succeeded in their mission to destroy a Terminid supercolony by turning its host planet into an all consuming black hole, but are now growing concerned at what might step through.

The creation of the black hole has been brewing since Helldivers 2’s first major order — large scale missions which shape the game’s overall narrative — as it saw players “liberate” a string of planets from the claws of a bug-like alien race known as the Terminids.

This mission, dubbed Operation Valiant Enclosure, allowed for the creation of a network of termicide-dispensing towers which were later activated in a March campaign that was also, seemingly, successful.

But the introduction of the termicide forced the aliens to evolve and create a super colony on the world of Meridian, where they reproduced at an uncontrollable rate. Super Earth’s brightest decided the only measured and reasonable way to stamp out the colony was to inject masses of weaponized “dark fluid” deep into the planet’s crust, where it would merge to transform the world into a fledgling black hole.

Many in the community have taken to social media to celebrate the the birth of their new cosmic child, but others have been left pondering if their latest win will come back to bite them in the long run. Super Earth’s campaigns have an unpleasant habit of accelerating the arrival of an ever greater, previously hidden threat, after all, and some are even questioning whether the dark expanse is even a black hole at all.

Those unsettled players have pointed out the suspected black hole is missing certain elements seen in its real life counterparts, such as a ring of glowing debris known as an accretion disk or a photon ring. Others have theorised that, black hole or n, it may even be a portal through which a new enemy could emerge.

Its impossible for anything to emerge from a black hole’s event horizon in real life, of course, but the existence of legions of murder robots, instantaneous travel between star systems, and countless other sci-fi elements have shown that developer Arrowhead Studios and its galaxy master Joel aren’t necessarily bound to realism.

The portal theory seems perfectly plausible in that regard, and even more so when considering the “dark fluid” used to create the black hole was a form of synthesised exotic matter recovered from a technologically advanced alien race called the Illuminate, who featured in the original 2015 Helldivers title but have yet to make an appearance in its sequel. Many in the Helldivers 2 community are adamant the Illuminate’s reveal is imminent after the appearance of mysterious blue beams sniping players out of nowhere (and a series of leaks revealing enemy models).

Joel only knows what will happen next, but for the time being Helldivers will likely be asked to return to Automaton controlled space to win back the planets lost last month. Super Earth scientists are working on a new and improved termicide formula in the meantime, because why learn from the mistakes of the past?

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Dragon is Dead Preview: Just One More Run…

I beat Dragon is Dead’s first boss at 5 AM. I died about 3 seconds later. I thought I was in a cutscene, watching him die, and I was – for about three seconds. Then the cutscene ended, and one of his little skeleton minions whacked me in the face, and I was back to the start. But I knew I had a build that worked. I felt lucky. Twenty minutes later, he went down again, and I kept going. When I finally bought it and respawned at the Fountain of Life, I was happy to drag myself to bed… but I was also already planning the next run.

What I’m saying, then, is that Dragon is Dead is a game for sickos (complimentary), and I’m sickos. Developed by Team Suneat, who you may know as the team behind Blade Assault, Dragon is Dead is part Castlevania, part Diablo, part roguelite, all pixel art hack-n-slash glory. Throw in some unique RPG and progression elements, and Team Suneat’s latest dish is shaping up to be finger-licking good.

Let’s get it out of the way: whether you’re traipsing around the corrupted, skeleton-infested remnants of a once-sacred forest or just walking through a camp of tired, worn-down, hopeless soldiers, Dragon is Dead features absolutely stunning pixel art. You can practically hear these brittle tree branches swaying in the wind and smell the desperation of the small groups of soldiers working to keep the monsters at bay. Combine that with some excellent and atmospheric music, and Dragon is Dead is selling an aesthetic – and a mood – from the word go.

But mood, tone, and aesthetics are only part of the package. Dragon is Dead plays well, too. It’s a side-scrolling hack-n-slash with an obvious reverence for Castlevania – the Spellblade’s dodge animation is a very clear callback to Alucard’s dodge animation in Symphony of the Night – but it marries that with a Diablo-esque UI and loot system that allows you to re-roll individual stats on weapons and armor. The leveling system resembles Diablo IV’s – spells and abilities are segmented into tiers like “Basic Skills” and “Core Skills” with several options and upgrades, and spending enough skill points unlocks the next tier and its corresponding abilities. It opens up some neat build opportunities that encourage you to specialize in abilities that complement each other and build your gear around those skills.

There were two classes in the build I played: the aforementioned Spellblade, who specializes in elemental magic attacks, and the Berserker, who builds Madness by using his Basic Skills and then cashes out for big damage with his Core Skills. They play very differently: the Berserker is slower, tankier, and hits harder, but the Spellblade is faster, has a more generous dodge, and can build combos by stacking skills that use the same kind of magic. Both, however, feel fantastic, and it’s fun to build a cool combination of abilities and spells to cut through the demons infesting Dragon is Dead’s world.

But what I like most so far is the way Dragon is Dead handles death and progression. This is a roguelite. That means that when you die, everything about your character resets: your level, items, power-ups like Artifacts and Soul Gems, everything that makes your build your build, with only two exceptions: your gear, and Magic Stones, a special currency that you can use to buy gear and reroll your stats. After a few runs, you’ll have a good feel for the abilities you like and the stats you’ll want on your gear to support them. Building up your gear after a run matters, but like the best roguelites, what happens during the run is what separates a close victory from a brutal defeat.

During your run, you’ll come across Magic Stones and keys that will allow you to open special chests, which are always useful, and gold you can spend at stores for temporary power-ups or new abilities; Artifacts, which will let you carry more than one potion, upgrade your health and resource pools, boost your damage, or give you special perks like making enemies more likely to drop potions or dropping more Artifacts once you open a certain number of chests; and Soul Gems, which offer flat upgrades to your core stats.

Clearing areas gives you your choice of a pair of chests that contains one of these things, but you’ll also be able to buy them in stores and find them in certain areas. There are also special chests scattered throughout the environment that you can open with unique keys you can find or buy in the store. Artifacts also have synergy, which means that finding two or more of the same type will add bonuses so you can really dish out the hurt if you’re smart about how you build during a run. If you’re looking for depth, Dragon is Dead seems like it’ll have it, but you will have to get a little lucky, too.

That means that you’ll probably have to alter your build on the fly if, say, you’re a Spellblade playing with a lighting build and you get an Artifact that boosts fire damage. Luckily, it’s easy to do… provided you have the coin. Naturally, environments also change each time you go through them, so no two runs are alike, which is good, because you’re probably going to die. A lot. At least initially.

At the start of each run, you can only carry one potion, and whether or not you’ll find another one or the ability to carry more than one at a time is largely luck. Sometimes, a run just isn’t going to work out in your favor, and you’re going to die. Because your gear – and your ability to buy more gear, reroll a stat on any piece of gear you have, and the keys to those special chests – carries over between runs, you’re always progressing, even if it may not feel that way. But once you come back to the opening town after a particularly close run and replace your Magic items with Rares, and see how fast stuff dies as a result? You really feel it.

You’re always progressing, even if it may not feel that way.

And once you get into the groove of Dragon is Dead’s combat, it feels incredible. Like any roguelite, a lot of learning to deal with any given enemy is just practice. At first, you might not know what an enemy does or how to deal with them. The first time I fought Longmore, a three-headed tree that serves as the game’s first boss and the guy that kept me up until 5 in the morning, I had no idea how to deal with the insane number of flaming, demonic skulls he was sending at me, and when I got to him, I barely had any health left to learn. Needless to say, I died real fast.

The last time? I was cutting down the enemies standing between me and him like they were barely there, and when I made it to the fight, the skulls barely hit me. I was wearing items with more dodge, so I was avoiding some of them automatically, but I was also better at dodging them manually. I barely got hit. In my time with it, Dragon is Dead’s progression rewarded me for creating a build over time and being smart with my gear, but it also rewarded me for getting better as a player. It’s a hard line to walk, but Dragon is Dead seems like it’s on the right path.

With Dragon is Dead, I had to stop because I needed to sleep.

I do have a couple of minor concerns. First, while Dragon is Dead’s lore is cool, its writing is a little flat. Characters announce who they are, what they do, how they feel, and then dispense lore without much flavor or personality. It’s a small qualm, but when everything else looks and feels so good, it does stand out. The other is that the UI, especially in shops, doesn’t always give you a good idea of how many resources of each type you have. But it’s early days, and Team Suneat has plenty of time to iron this stuff out.

Usually, when I finish previewing a game, it’s because I’ve done everything I want to do. With Dragon is Dead, I had to stop because I needed to sleep. In a world where I didn’t have to type this up, dear reader, I’m still playing Dragon is Dead. So far, it’s beautiful, feels wonderful to play, has interesting and unique progression systems that reward long-term planning and player skill, and every run feels unique. If Team Suneat can keep this up, well… the sky’s the limit. For now, I’m left thinking of the next run. In another world, I’m past Longmore, past that cave, cutting down demons and slinging spells like the daylight is never coming. Unfortunately, previews don’t write themselves. But tonight? I’m diving right back in. I have a dragon to kill.

Naughty Dog ‘Will Not Be The Last of Us Studio Forever’ as it Works on ‘Multiple’ Single Player Projects, Neil Druckmann Says

The Last of Us and Uncharted developer Naughty Dog has “multiple single player projects” in the works, studio head Neil Druckmann has said.

Speaking to the Los Angeles Times, Druckmann didn’t mention what projects the PlayStation studio was working on or if any had entered full development, but did suggest it was looking to break away from being predominantly associated with The Last of Us.

“I promise you, we will not be The Last of Us studio forever,” Druckmann said, speaking of Naughty Dog’s beloved post-apocalyptic franchise that debuted in 2013 and received its “Part 2” sequel in 2020. The studio is otherwise best known for creating the Uncharted franchise, though this was put to bed with 2016’s Uncharted 4: A Thief’s End and smaller follow-up The Lost Legacy a year later.

I promise you, we will not be The Last of Us studio forever.

Naughty Dog hasn’t released a game since The Last of Us: Part 2 beyond remasters, remakes, and collections, and while the studio confirmed it had decided on its next major title in March 2023, nothing is known about it externally.

Druckmann’s comments suggest it may not be a new The Last of Us game, however, if he’s certain Naughty Dog won’t be predominantly known for the franchise in the future. It’s also entirely possible The Last of Us is just one of these “multiple single player projects” in the works at Naughty Dog. Only time will tell.

Druckmann didn’t say these projects were all in development either, but simply being worked on, meaning several, if not all, could still be in early conceptual phases and far from being worked on proper, never mind released. Projects this early in development are also regularly cancelled or drastically changed.

Regardless, Druckmann did say Naughty Dog’s incoming games would follow the same principles as the studio’s previous. “We create experiences that are steeped in story and character, especially relationships,” he said. “The stories have some sort of philosophical core that everything is going to revolve around and feed into.”

These comments will hopefully not be retracted like another media appearance from Druckmann was, as in a bizarre turn of events, Naughty Dog owner Sony published and then deleted an interview with him after several misquotes.

Myriad comments from Druckmann were published incorrectly, forcing him to release clarifying statements online. “We apologize to Neil for misrepresenting his words and for any negative impact this interview might have caused,” Sony said.

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

MultiVersus Dev Bringing Back Some Missing Features

The final version of MultiVersus is missing several features present in the open beta, but developer Player First Games has now said some of these are coming back.

After close to a year long hiatus, the Warner Bros. brawler featuring Gizmo from Gremlins, Rick and Morty, Lebron James, Batman, Arya Stark, Bugs Bunny, Shaggy, Tom and Jerry, Jason, and more returned in May 2024 to many players and many complaints.

“This feels more like a beta than the beta,” complained fans who noted missing team color options, the ability to test characters before buying, leaderboards and after battle reports, and much more. This comes after MultiVersus spent a year in open beta before being taken offline as Player First Games transitioned to Unreal Engine 5 and prepared for the full release.

“Some of the missing settings and features from the open beta are incoming,” wrote game director Tony Huynh on X/Twitter. “Team colors, end of game stats, swapping side and neutral attack, adjustable input buffer settings, etc.”

Huynh then said the team didn’t have time to add these features during Multiversus’s offline period. “Many of these features are currently implemented and are in testing and we had planned, but were left out due to time as we had to rebuild every screen and feature again to support our new netcode and Unreal Engine 5 switch,” he explained.

No timeframe for the features was given, though as Huynh said more information is coming soon, the actual release may not be imminent.

Players are otherwise frustrated with the economy in this version of MultiVersus. While it’s a free-to-play game (with the likes of a battle pass and other microtransactions that let players buy skins and new characters), many players are complaining about major changes to how monetization works.

A cheaper tier of characters has been removed, packs of the in-game currency are often a tad below the amount required to purchase things (encouraging several purchases), only five characters are available immediately at launch and unlocking them all would cost $155, and other similar changes upset many.

MultiVersus was originally released in July 2022 but many didn’t realize its status as an open beta due to its battle pass and other microtransactions, additional downloadable characters, and so on. After the game’s numbers had dwindled to under 1,000 concurrent players on Steam, Player First Games announced the beta’s end date.

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

Daily Deals: iPad Air, Final Fantasy VII Rebirth, Spider-Man 2

June is officially here, and Summer is kicking off! You can save on all sorts of products this weekend, whether you’re looking to pick up a new game or purchase a new piece of technology. The best deals for Sunday, June 2, include Final Fantasy VII Rebirth, Marvel’s Spider-Man 2, Ratchet & Clank: Rift Apart, and more.

Save $200 Off Apple iPad Air (5th Gen)

Currently, Amazon has the 5th Generation Apple iPad Air on sale for $549.99. This device features a 10.9-inch Liquid Retina Display, 256GB of storage, Wi-Fi 6 capabilities, a 12MP camera on both the front and back of the iPad, and more. This is all powered by an M1 Chip, which is still a powerful chip despite its age. You can choose from five different colors, from Blue to Starlight to even Purple.

Final Fantasy VII Rebirth for $54.99

Final Fantasy VII Rebirth is on sale for the very first time. This sequel to 2020’s Final Fantasy VII Remake brings Cloud, Tifa, Aerith, Barret, and Red XIII outside of Midgar for the very first time, with Sephiroth looming and moving in on his goals. This experience offers well over 100 hours of content, with 36 sidequests and a main story over 40 hours long. If you haven’t played Final Fantasy VII Rebirth, now is the time to score one of the best 2024 titles out there at a discount.

Marvel’s Spider-Man 2 for $49.99

Marvel’s Spider-Man 2 is also on sale for the very first time, priced now at $49.99 with PlayStation’s Days of Play sale. Spider-Man 2 features both Peter Parker and Miles Morales as playable characters, with a whole new area of New York to explore. You can swing through the city with new suit abilities like Web Wings and take down criminals all around. You’ll need to be prepared, as both Kraven the Hunter and the symbiote Venom are prepared to take you down and rule over NYC.

Star Ocean: The Second Story R for $34.99

Star Ocean: The Second Story R is an HD-2.5D remake from Square Enix. Taking the HD-2D sprite style found in titles like Octopath Traveler II, this game adds a 3D camera and 3D environments. There are a total of 99 different endings for you to discover, which makes this adventure one that can last for dozens of hours! Explore the world with fantastic quality-of-life updates, new battle mechanics, and more in this gorgeous remake of Star Ocean 2.

Save 57% Off Ratchet & Clank: Rift Apart

Ratchet & Clank: Rift Apart was one of the first major PlayStation 5 titles, releasing in June 2021. This title featured Rivet for the first time, another Lombax who exists in the universe. Together, Rivet and Ratchet must work to take down Doctor Nefarious and save the galaxy once again. With the classic action gameplay and new features, Rift Apart is an excellent platform you should play if you are a fan of the genre.

Final Fantasy XVI for $34.99

Final Fantasy XVI was one of the biggest releases of 2023, acting as the first mainline Final Fantasy release since 2016. This title follows Clive Rosfield on a journey to take down the Mothercrystals. FFXVI is the first Final Fantasy title to tackle Dark Fantasy, offering a grim but hopeful tale in the world of Valisthea. Additionally, action combat was prioritized for this release, with former Devil May Cry 5 Combat Designer Ryota Suzuki leading the charge for combat in FFXVI.

Rise of the Ronin for $49.99

Rise of the Ronin is one of the latest PlayStation 5 exclusives to release, with the title coming from Team Ninja and Koei Tecmo. Set in 1863 Japan, you play as the Ronin and take down those coming from the West. This action epic offers well over 70 hours of content, with an excellent dive into a history somewhat unexplored in modern gaming.

Demon’s Souls for $29.99

Demon’s Souls has hit an all-time low with the PlayStation Days of Play sale. For $29.99, you can expirence this Bluepoint Games remake of one of FromSoftware’s most memorable titles. Since this title is only on PlayStation 5, you won’t be able to play Demon’s Souls on PC or other platforms. Slay the demons and explore the world of Boletaria like never before.

Nintendo Switch for $259.99

Right now, you can save $40 off a brand-new Nintendo Switch at Woot. This is the V2 model, which features better battery life so you can play more on the go. This model will come in a repackaged brown box, so do know that you will not receive the original Nintendo Switch box. However, the console and all included accessories are brand-new. Grab a discounted Switch today and dive into the console’s incredible library this Summer!

Save 50% Off Death Stranding Director’s Cut

Death Stranding Director’s Cut is the ultimate version of Hideo Kojima’s latest title. Follow Sam Porter Bridges as he journeys throughout the United States of Amercia to reunite the country together. Along the way, he must navigate enemies that have arose as a result of the Death Stranding, a cataclysmic event that separated life and death. The Director’s Cut adds new story content, new weapons, new minigames, and so much more.

Save $500 Off Samsung 49″ Odyssey G9 Series Monitor

In case the other monitors today aren’t too appealing, Amazon has another monitor on sale – the Samsung 49″ Odyssey G9 Series. This massive monitor is 240Hz, featuring a massive field of view that will insantly immerse you. You can expect fantastic and visble picture quality, with a max brightness of 1000 nits and a 1,000,000:1 contrast ratio.

Horizon Forbidden West Complete Edition for $39.99

Horizon Forbidden West Complete Edition features both the main game and DLC Burning Shores. This title follows Aloy after the events of Horizon Zero Dawn as she heads West to uncover more secrets that lie in America. Iconic locations like Las Vegas and San Francisco await as you take down loads of new enemy robots.

Sackboy: A Big Adventure for $19.99

Last but not least, Sackboy: A Big Adventure is another PlayStation Studios title on sale. This 3D platformer is fun for the whole family, with up to four player co-op available. You can race across the different levels and take down massive bosses. This entry grants Sackboy all sorts of new abilities, like a grappling hook to navigate across trenches.

Daily Deals: Final Fantasy VII Rebirth, Spider-Man 2, Ratchet & Clank: Rift Apart

June is officially here, and Summer is kicking off! You can save on all sorts of products this weekend, whether you’re looking to pick up a new game or purchase a new piece of technology. The best deals for Saturday, June 1, include Final Fantasy VII Rebirth, Marvel’s Spider-Man 2, Ratchet & Clank: Rift Apart, and more.

Final Fantasy VII Rebirth for $54.99

Final Fantasy VII Rebirth is on sale for the very first time. This sequel to 2020’s Final Fantasy VII Remake brings Cloud, Tifa, Aerith, Barret, and Red XIII outside of Midgar for the very first time, with Sephiroth looming and moving in on his goals. This experience offers well over 100 hours of content, with 36 sidequests and a main story over 40 hours long. If you haven’t played Final Fantasy VII Rebirth, now is the time to score one of the best 2024 titles out there at a discount.

Marvel’s Spider-Man 2 for $49.99

Marvel’s Spider-Man 2 is also on sale for the very first time, priced now at $49.99 with PlayStation’s Days of Play sale. Spider-Man 2 features both Peter Parker and Miles Morales as playable characters, with a whole new area of New York to explore. You can swing through the city with new suit abilities like Web Wings and take down criminals all around. You’ll need to be prepared, as both Kraven the Hunter and the symbiote Venom are prepared to take you down and rule over NYC.

Star Ocean: The Second Story R for $34.99

Star Ocean: The Second Story R is an HD-2.5D remake from Square Enix. Taking the HD-2D sprite style found in titles like Octopath Traveler II, this game adds a 3D camera and 3D environments. There are a total of 99 different endings for you to discover, which makes this adventure one that can last for dozens of hours! Explore the world with fantastic quality-of-life updates, new battle mechanics, and more in this gorgeous remake of Star Ocean 2.

Save 57% Off Ratchet & Clank: Rift Apart

Ratchet & Clank: Rift Apart was one of the first major PlayStation 5 titles, releasing in June 2021. This title featured Rivet for the first time, another Lombax who exists in the universe. Together, Rivet and Ratchet must work to take down Doctor Nefarious and save the galaxy once again. With the classic action gameplay and new features, Rift Apart is an excellent platform you should play if you are a fan of the genre.

Final Fantasy XVI for $34.99

Final Fantasy XVI was one of the biggest releases of 2023, acting as the first mainline Final Fantasy release since 2016. This title follows Clive Rosfield on a journey to take down the Mothercrystals. FFXVI is the first Final Fantasy title to tackle Dark Fantasy, offering a grim but hopeful tale in the world of Valisthea. Additionally, action combat was prioritized for this release, with former Devil May Cry 5 Combat Designer Ryota Suzuki leading the charge for combat in FFXVI.

Nintendo Switch for $259.99

Right now, you can save $40 off a brand-new Nintendo Switch at Woot. This is the V2 model, which features better battery life so you can play more on the go. This model will come in a repackaged brown box, so do know that you will not receive the original Nintendo Switch box. However, the console and all included accessories are brand-new. Grab a discounted Switch today and dive into the console’s incredible library this Summer!

Save $500 Off Samsung 49″ Odyssey G9 Series Monitor

In case the other monitors today aren’t too appealing, Amazon has another monitor on sale – the Samsung 49″ Odyssey G9 Series. This massive monitor is 240Hz, featuring a massive field of view that will insantly immerse you. You can expect fantastic and visble picture quality, with a max brightness of 1000 nits and a 1,000,000:1 contrast ratio.

Disney Dreamlight Valley Review

Like grabbing a hot drink and unwinding with a good book, Disney Dreamlight Valley makes the hours pleasantly fly by. With two beefy maps to unlock and explore, more than 30 Disney characters to befriend, and a plethora of quests to complete, this Disney-infused cozy life simulator kept me blissfully entertained for dozens of hours – even having already played a whole bunch of it during its Early Access over a year ago. But despite hitting 1.0, Dreamlight Valley still feels as unfinished as it ever has in some ways thanks to persistent bugs, a newer storyline that ends on another unsatisfying cliffhanger, and a merciless grind that not even the wonderful cast of characters can entirely compensate for. That means it still has plenty more room to grow, but this effortlessly charming town game can still feel like stepping into a therapeutic hot spring all the same.

Despite a whole lot being added since my initial Early Access review, very little has changed about the heart of Dreamlight Valley – it shrewdly puts building social links with its iconic Disney characters front and center, then places you on a nigh-endless treadmill of relaxing fetch quests to take on (preferably while covered in a pile of blankets). It doesn’t necessarily stand up to its peers in most other regards, whether that’s its village decorating, its crafting system, or the resource gathering minigames like fishing and farming, all of which are overly simplistic and occasionally monotonous on their own. But what Dreamlight Valley continues to get right is how it makes you happy to tackle those chores when you’re doing so alongside quintessential characters from your childhood, all of whom are perfectly realized and extremely well-written.

Like a Disney-laced Animal Crossing, you’ll walk around town catching fish with Scar, tending to your garden with Mickey Mouse, and upgrading both your home and the village shops by giving big sacks of gold to the ever-greedy Scrooge McDuck in lieu of Tom Nook. You’ll also buy and craft furniture to decorate your abode, and build houses for your growing roster of villagers to settle down in once you’ve completed a quest to unlock each one. But unlike Animal Crossing, Dreamlight Valley focuses a lot less on completing daily rituals to earn money and much more on running quests and telling stories with its memorable cast of characters, who may ask you to deliver flowers to their love interests or investigate the dark presence that’s corrupting the valley. Even if many of those quests require grinding out resources through mining ore or picking fruit from trees, the payoff is often worth it, and adding new pals to the village and leveling up your friendship level with them through questing is very rewarding.

There’s a whole heck of a lot of characters to recruit and build bonds with, from Rapunzel, whose giddy and erratic animations are just the best, to Woody, who will sometimes hilariously decide to play dead in the middle of the level like he’s waiting for Andy to leave. My current favorite is Gaston, who is probably the best written cast member so far. Egotistical, chauvinistic, and lacking the sense God promised a goat, this guy is just the worst… so obviously I had a blast spending a bunch of time hanging out with the dim knucklehead.

Adding new Disney pals to the village through questing is very rewarding.

Others aren’t quite as exciting, like WALL-E and EVE, who are mostly non-speaking characters that don’t make for riveting company. Similarly, The Fairy Godmother and Merlin are both wise, old magicians who play very similar parental roles in the community, and I don’t know that we needed to pad out the roster with two zany fowls by including both Donald and Daisy Duck. Jack Skellington from The Nightmare Before Christmas, Vannelope from Wreck-It Ralph, and even the old school legend Oswald (who was just added to the mix recently) are all much more interesting, but with so many great options to pick from, it’s odd how many of the additions feel like repeats of one another.

So far Disney Dreamlight has two major areas to explore: Dreamlight Valley itself, and the more recently added Eternity Isle that’s available as a paid DLC. Both feature the same progression system of doing village activities like cooking and gardening to get a special material that lets you unlock new areas of the map that have more characters to recruit, all while completing quests to improve your social links with said characters and progressing through each area’s self-contained stories. In the non-DLC map, that grind is mostly paced out well, with new areas and characters unlocking just as things start to get monotonous – but in Eternity Isle, it really gets dialed up to 11, with each of the three areas on the island being divided into tiny slices of space that require tons of a currency called Mist to unlock. Even worse, you mostly get Mist by using an item called the Royal Hourglass to play a minigame where you essentially follow a compass to find an invisible point on the map. It’s not a very compelling way to spend your time, but it at least makes for a decent distraction from watering dried out plants.

Dreamlight Valley’s main story, which has you chasing down the physical embodiment of your childhood memories called The Forgetting, can now be completed in its entirety (having previously been drip fed via impressively meaty updates over its Early Access period), and deals with teenage anxiety and the joy of rediscovering childhood fancies in surprisingly poignant ways. It moves a bit slow as you go back to the grind between each major plot development, but the campaign, which took me well over 30 hours to complete, still ends up delivering a memorable tale that covers some serious topics without ever losing those essential, feel-good vibes.

Meanwhile, Eternity Isles has you repairing a ruined kingdom for a holographic Jafar who totally isn’t very clearly planning to betray you the entire time, but its story currently ends on an underwhelming cliffhanger that will presumably be wrapped up in due time like the original’s was. Where that main plot kept me interested with a central mystery that slowly revealed itself, so far Eternity Isles has played out like one of those super cliche stories where the obvious villain (who, in this case, is also literally a very recognizable villain from a Disney movie) tricks you into helping him obtain power, and I just don’t know if it’ll ever be able to pay off super well. But for right now it’s just an annoying dangling thread after hours of grinding, and at least that grinding is still as fun as it was on the mainland.

Aside from completing quests, hanging with characters, and unlocking or exploring new parts of these ever-expanding maps, you’ll also be able to visit the worlds of your real-life friends via multiplayer. While I hoped multiplayer functionality would offer a whole new way to enjoy Dreamlight Valley, it’s pretty limited in practice. You can only do very minor things while visiting, like steal your buddy’s vegetables or buy items from their shops, which might differ from your world. Having visitors or visiting someone else locks everyone’s ability to progress in the story or interact with NPCs, so the most important activities are completely gutted when you’re with a friend. For this reason, my friends and I mostly just hung out in the same Discord chat and played asynchronously, which is a bit of a bummer. It’s great that they included multiplayer at all, but its current implementation is mostly a wash.

On the other hand, a diversion that works out a little better is Scramblecoin, a board game you can play with any of the valley’s NPC residents. By placing miniatures of Disney characters onto a board and competing to see which player can gobble up the most coins, you get to wind down with a nice, little strategy game that serves as an excellent change of pace. And by accruing victories, you unlock new character pieces, each of which has its own movement patterns and special abilities with pros and cons to consider. It might not be the most challenging or sophisticated minigame, but it’s nice to be able to take a break from mindlessly fishing salmon out of the river to give your brain some exercise.

With how solid Disney Dreamlight Valley has shaped up to be in 2024, one thing that’s a little surprising is how many bugs I ran into after returning to it. It’s certainly not as bad as it was during the Early Access period, but I still stumbled into quite a few, whether it was buildings and furniture curiously disappearing during extended play periods, menus locking up until I backed out and reloaded, or even the occasional hard crash on Xbox. This still isn’t The Stablest Place on Earth™, but it’s not so bad that it ever actively knocked me out of that good vibe groove.

To that end, developer Gameloft Montreal has been steadfastly committed to supporting Dreamlight Valley with seasonal updates, regular patches and improvements, and new content (including characters) that continue to give me reasons to return to my beloved valley. They’ve teased both Mulan characters and Tiana from The Princess and the Frog in upcoming drops, and even while I was working on this review, added Mickey’s brother Oswald. They’ve also said that Eternity Isle’s currently incomplete story will get its finale sometime this summer, so it’ll be nice to hopefully get some payoff there.

Killer Klowns from Outer Space: The Game Review

A bunch of smarmy teenagers with ridiculous haircuts trying to escape the gloved clutches of an alien race of clowns is the kind of absurd and cheesy premise that makes perfect fodder for the asymmetrical multiplayer horror genre. Following in the footsteps of Friday the 13th, Evil Dead, and many more licensed games, the 1988 cult classic film Killer Klowns from Outer Space is the latest horror movie to try its hand at stealing our still-beating hearts with high-stakes murder sports – and it largely succeeded at capturing mine. The chaotic, unabashedly goofy competitive matches had me and my crew screaming with delight round after round, as we turned each other into cotton candy ornaments and popped one another’s red noses. The silly rounds of mayhem do lack variety and eventually begin to feel as shallow as the graves you’ll dig for your victims, which can make the good times fairly short-lived, but the 25 hours I got out of it before hitting that wall were quite memorable indeed.

Bucking the traditional asymmetrical structure slightly, each match pits seven hapless humans against three killers, as opposed to the usual four on one you see in most games that followed in Dead by Daylight’s bloody footsteps. The Klowns are preposterously over the top, and run around turning humans into sacks of cotton candy with ray guns, hunting teens using a balloon hound on a leash, and mowing terrified victims down with an invisible car. It’s truly some of the zaniest stuff I’ve seen in a multiplayer game in a long time, and it never fails to make me laugh. I especially appreciate the little details, like how the Klowns’ shoes make a comical squeak when you walk, alerting everyone nearby to your presence and leaving cartoonish boot prints all over the floor.

Admittedly, it’s nowhere near as much fun to play as a human because they’re just not as original or goofy as their pursuers. You mostly just sneak around searching for weapons, keys, gas canisters, and other things they need to mount an escape. However, getting away does have a novel twist, because none of the rescue options will allow more than three of the seven teens to leave at once. The boat can be repaired, but only fits three people, while the bridge exit is so rickety it could collapse after it’s been crossed by just two (if they’re not slow and careful as they’re crossing it).

During my time in these outlandish bouts, this led to several hilarious and tense interactions where someone on our team would panic and use up one of the exits to escape a dicey situation alone, leaving the remaining survivors in a lurch. Because there’s only four or five possible exits on each of the five maps, that makes evacuation for the remaining six humans a lot more difficult, and you don’t wanna be that person.

Amusing minigames let humans stay engaged even after they’ve completed their role in a match.

It’s also cool that if a human gets killed or manages to get out of Dodge early on, they’re given the option to play a series of simple but amusing carnival-themed minigames, like Whack-a-Klown or a Simon Says memorization game. By completing these, they’re able to help out their remaining teammates with items to improve their chances, like health, weapons, or even a keycard they might need to escape through one of the exits. I’ve never seen something like this implemented in the genre before, and it’s a great way to keep you engaged after you’ve completed your role in the match – especially if you’ve got survivor’s guilt after taking one of the exits for yourself and leaving the others to fend for themselves.

It’s because of things like this that, even though Killer Klowns borrows a whole heck of a lot from the asymmetrical horror games that came before it, it doesn’t feel like an immediately dull carbon copy with yet another cult horror movie’s skin draped over it. Aside from the macabre humor, the biggest shakeup is that, with a full 10-player match, there’s a whole lot more action happening around the map at all times. As a human, you might find yourself coordinating with a small group of survivors to repair a boat and make an escape, while another posse across the map stages a daring rescue attempt to free an ally that’s been cocooned in cotton candy and is slowly being turned into Klown juice. Meanwhile, as a Klown, you might find yourself hunting down and killing a teenager hiding in a porta-potty, while elsewhere your two allies are collecting cotton candy to power their Klown machines in order to trigger the Klownpocalypse and win the match.

Compare that to a single bad guy slowly stalking the halls trying to kill everyone and Killer Klowns feels a lot more chaotic and casually enjoyable, which fits pretty appropriately with its silly-as-heck vibe. With so much going on in every match, the vast majority of them end with at least a few humans making a successful escape, while the Klowns almost always get at least a few kills in, which makes things feel a lot less sweaty since it’s not so all or nothing.

It feels a lot more chaotic and casual compared to a single bad guy slowly stalking the halls.

Another way Killer Klowns achieves this is in how effectively humans are able to fight back (and even kill Klowns relatively easily) once they find the right weapons. A solo Klown chasing a squad of four humans is likely to be in quite a pickle once those teens realize they can just turn around and wail on the grinning goof with axes and baseball bats until it’s forced to spend a minute in timeout before respawning. And there’s no carnival games for you to play, silly Klown! But because Klowns don’t have to loot to be powerful, don’t run out of ammo, and only die temporarily, there’s still a ton of reasons for humans to fear their wacky assailants, especially since ammo is scarce and human weapons break after just a few swings.

This means that both sides, Klowns and humans, have to work with their teammates to achieve victory consistently, and whichever side forms a more cohesive unit is likely to win. That’s exactly what I want in a game like this, and it’s absolutely fantastic. It’s an all too common problem for asymmetrical games to become one-sided fights when it’s a single baddie versus a group of survivors. But in Killer Klowns nobody can really go it alone, and I’ve seen a lot more close matches and interesting interactions than I’d usually expect as a result.

Although the tug-o-war between Klowns and humans is pretty nicely balanced overall, there is one major misstep with it: While humans are given multiple ways to learn about and navigate the map as they find an escape, like compasses they can loot that will point them in the direction of the exits, Klowns have no easy way to identify those areas. This means that unless the Klowns get a lucky spawn and wind up near one or two of the exits, they can spend quite a lot of time running around blindly wondering where players ran off to. This is especially painful for newcomers who don’t understand the maps yet and have an even tougher time figuring out where players might be headed. After the first few minutes of a match, when Klowns will have hopefully found a few exits and gained the ability to instantly jump to any point on the map they’ve already discovered, it becomes a lot more of an even fight – but early on the humans have a huge advantage and often find ways to escape before the Klowns even spot them.

As yet another ongoing game you’re expected to play a whole lot of, Killer Klowns has unlockables earned by playing matches, including both cosmetic stuff for pure flair and new character classes and abilities that can have a very real impact in-game. You can get the beefy Tank Klown class that has health to spare, or the small but mighty Brawler, who moves in quickly and uses boxing gloves to knock the snot out of any annoying adolescents. Meanwhile, the humans unlock different archetypes with names like Rebellious and Tough that mostly play the same, differentiated only by some simple stats that might make one person have more stamina while another does more damage with melee weapons. Unlocking the various Klown classes helped inject some variety into my time, and most of them feel great. My favorite is the Tracker Klown, who is an expert at sniffing out slippery earthlings and turning them into spools of sugar with his shotgun.

Unfortunately, all the gameplay-altering stuff can be unlocked after just a handful of hours (depending on how well you’re doing), and after getting a feel for each of them, things become pretty predictable – and therein lies Killer Klowns’ biggest shortcoming. Each of the five maps has a different layout to learn, but all the exits are the same; there’s always a boat in need of fuel and a spark plug, and there’s always a bridge or tunnel exit that requires a melee weapon and a gate key to pass through, so playing as a human never has any variety to it. As a Klown, you’re always just guarding exits, collecting cotton candy cocoons, and killing teens, so your role remains similarly unchanged every match. After 10+ hours, when everyone I was playing with understood the map layouts and all the possible exits, things began to feel pretty repetitive as we started to run out of ways to keep the fun alive.

That’s a major problem for a multiplayer game that only has one game mode and that you’re supposed to be interested in grinding endlessly. There’s certainly plenty of room to keep honing your skills as a human or Klown, learning to dominate those with inferior map knowledge or combat prowess, but that climb becomes a bit monotonous after you’ve seen the same map 50 times and have repeated the same escape/murdering mechanics ad nauseam. It would be great if more maps, game modes, Klown/human character classes, or alternate escape options were thrown into the mix to revitalize things – here’s hoping developer Illfonic is eyeing those kinds of updates in the near future, but for now I found my interest waning after just a week.

Tales of Kenzera: Zau Director Addresses ‘Constant Targeted Harassment,’ Lowers Price of Game on Switch

Abubakar Salim, the founder of Surgent Studios and creative director of Tales of Kenzera: ZAU, issued a strong statement today addressing harassment both he and his studio have faced since the release of Tales of Kenzera in April.

In a five-minute video posted to X/Twitter (which you can watch below), Salim opens by saying he didn’t want to address the harassment, and that he’s dealt with assertions that he didn’t “deserve the opportunit[ies]” he got from the beginning of his career: “No, it was simply because I’m Black, and I’ve turned my other cheek and just kept doing my thing,” he says.

Salim is also an actor known for roles in Assassin’s Creed Origins, Max’s Raised by Wolves, and an upcoming part in Season 2 of HBO’s House of the Dragon. He goes on to say that he can brush off some of the comments, but “when there’s a constant barrage of them, it’s exhausting.” And, when it came to Tales of Kenzera in particular, the situation reached “a fever pitch,” especially as the game was roped into ongoing harassment campaigns targeting diversity and equity (DEI) efforts on social media.

“Don’t get me wrong, there’s been so much amazing and beautiful support for this game. The fact that it’s inspired so many people and touched, you know, so many lives, it was one of our goals from the outset — to have this positive impact, right?” Salim says. “But at the same time, we are being faced with constant targeted harassment from people who see diversity as a threat. From people who look across the vast landscape of modern media and decide that anything that doesn’t speak to them or centers around them is unnecessary and inauthentic.”

“And look,” he continues, “there’s always a reason why diverse stories can’t exist. You know, it’s always either we’re doing it the wrong way or it’s just there to tick boxes and it’s just beginning to feel like there is no right way. You know, these exclusionary rules continue to stack up and the goalposts continue to shift until, you know, me, my studio, people who look like us, just sit down, be quiet and just accept the fact that you’re outsiders. But I won’t do that.”

“We are being faced with constant targeted harassment from people who see diversity as a threat.

“If there are people who aren’t like you in a game, I want you to know that game is still for you,” Salim continues. “You know, if the characters are a different race or a different gender or you know, a different ideology or different perspective, that doesn’t mean the game isn’t for you. It can still be for you.”

It’s that philosophy, Salim says, that inspired him to set Tales of Kenzera at a more affordable price than many other games, going for $20 across Nintendo Switch, PlayStation 5, Xbox Series X/S, and PC. But the harassment, he continues, has spurred him to make the price of the game even lower to try to make it more accessible to a larger audience.

He announces that, starting today, the price of Tales of Kenzera will be lower than $15 on Switch, giving Nintendo a shoutout for “acting fast on this.”

“I’m working with the team in bringing this discount to all platforms and it’s gonna start from now to until the end of June because, you know, it just means so much to me, man,” he says.

“I believe this is just one way that I can show you how serious I am about this,” he says. “Games are for everyone. Diverse games, they’re not about taking something away from you. They’re about adding something new because there’s room for all of us.”

Salim’s statement comes at a time where the games industry has seen an uptick in harassment on social media, spurring the International Game Developers Association (IDGA) to issue a statement on the matter in March. At the time, the organization said it was “deeply concerned about the increased harassment of historically marginalized developers and those advancing diversity, equity, and inclusion initiatives.”

Tales of Kenzera: ZAU is a side-scrolling action game that follows a young shaman named Zau as he embarks on capturing spirits of three monsters as offerings to Kalunga, the God of Death, so that he may revive his father. Salim has been open about the fact that the game was inspired by the death of his own father, and in our review, IGN called it a “touching love letter from a grieving son to their deceased father, told in clever and moving allegories about sending restless spirits to the afterlife, that helps it stand out in the pack.”

In his video today, Salim concludes by sending a message to other developers who have told personal stories that “uplift the marginalized and underrepresented.”

“Your work is so important, so important today,” he says. “Whether you realize it or not, you are actually setting an example for the next generation of developers, of creators, of artists, just take that in. Keep doing what you’re doing. Thank you.”

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.