V Rising Review

The true test of a vampire game isn’t so much in the ways it lets you do the cool things vampires do – it’s in how it portrays the classic vampire weaknesses, forcing you to live a vampire lifestyle. V Rising does a pretty good job of this, with banes from sunlight to garlic represented, while also featuring a striking and memorable art style alongside exciting and tough ARPG combat. Many of the gripes I had in my Early Access review have been addressed without changing the heart-pounding identity of the experience, especially when playing in a customized single-player world.

As a newly-resurrected vampire in a world where humans have mostly chased your kind into the shadows, this mashup of Diablo and the survival crafting genre doesn’t spend a lot of time on up-front storytelling. The descriptions for its varied bosses give some sense of how the world is put together, but there’s not really a main plot to follow until much later. You build a blood altar, you get a list of special enemies you need to kill to unlock new abilities and better technologies, and you’re off on the hunt. This doesn’t bother me too much, and I did enjoy piecing together how little bits of lore were connected, discovering new areas and factions along the way.

In Early Access, I had a hard time with the amount of resource gathering and waiting around for ore to smelt that you had to do. But with 1.0’s extensive game setup customization, I found that I could dial things like resource yields and crafting speed in to the point where there was really no drudgery involved at all. Some high tech recipes still take longer than I’d like to finish, but there is generally always something rewarding I can be doing while I wait, so it’s not that big of a deal.

Designing and detailing your massive vampire castles can be highly entertaining. On a private server, they can be built up to six stories high, with a huge variety of functional and cosmetic items to unlock – from eerie, floating candelabras to a hungry treasure chest that recycles unwanted items into their component materials. You do have to continue feeding your castle blood essence to keep it active, which comes from just about any enemy you kill. This isn’t much of an issue in an offline game since essence will only be consumed when you’re playing, and you can save up hundreds of real-world days’ worth, so you’re unlikely to ever run out. But on a public server, depending on its settings, your castle could eventually crumble or even be captured by enemy players, causing you to lose that spot on the map if you don’t log in at least once or twice a week to top it off. That can start to feel like a chore after a while.

You’re never splitting hairs between 12 versions of the same axe.

I’m also a little bit disappointed that my castle couldn’t have a basement. Especially when I started imprisoning foolish mortals to use as blood cattle – what? Don’t look at me like that. I longed for the ability to stick them underground in an elaborate dungeon, but had to settle for an above-ground jail.

The other welcome addition since Early Access that cuts back on the downtime of building and crafting is Rift Incursions, which are timed events that pit you against a unique roster of enemies to earn Stygian Shards, which play into a new mid-to-late-game progression system. Among other things, they let you craft more powerful versions of all the base weapons using ruined weapon templates, which can be bought or found in random drops, with modifiers that can vary in strength.

This adds a little bit more of a feeling of personalized loot and progression without being overly random. You’re never going to be splitting hairs between 12 different versions of the same axe, which would have been a bit too much Diablo for me. But there is a reason to keep hitting up rifts if you want the absolute best gear for your build, which is nice.

The fast-paced but deliberate ARPG combat is the star of V Rising, and it’s honestly some of the best in the genre today. The broad array of flashy, fun, and deadly active abilities to unlock allow for some awesome builds. I particularly liked the Blood tree, which focuses on healing yourself throughout battle. I would have appreciated a stamina bar or more ways to get additional combat dashes, because basically everything is cooldown-based, and it can feel really bad in those moments when you don’t have any buttons to push. I prefer more fine-grained resource management and builder-spender combat, myself. But it also encourages you to think carefully about when to deploy your defensive and movement abilities, which keeps bigger fights from feeling too button-mashy.

The more than 50 challenging bosses are really the highlight of V Rising. From zealous human hunters to creepy necromancers, no two feel alike in fighting style or personality, and almost all are very well-designed encounters. The later ones can be cleverly and mercilessly difficult, which is generally a good thing. My main criticism is that some of them feel like they have too many defensive and area denial abilities, to the point that you don’t get enough opportunities to attack them in melee. I can switch to my pistols, sure, but I prefer to slice my food to pieces. Luckily, each one has a fairly unique set of tricks, so it never feels like V Rising is leaning on one thing too much to dial up the challenge.

The survival mechanics really sell the vampire fantasy.

I really like the art direction overall. It’s a bit stylized and cartoony, but not in a way that detracts from the horror aspects. Whether I’m exploring a misty, haunted forest, slashing my way through a skeleton-infested graveyard, or sneaking into a pastoral human village – bundled head-to-toe in rags, which isn’t suspicious at all – everything is very readable and eye-catching. It’s never a pain to figure out what’s going on in combat, and the environment artists have made great use of color to create a range of moods and vibes. This is only helped by the soundtrack, which does generally fit what I’d call stereotypical vampire music – all mournful strings and melodramatic piano melodies – but it’s executed well.

The survival mechanics really sell the vampire fantasy, too. There is a full day/night cycle, and standing in the sun will start to drain your health quickly after a short grace period. Moving about by day is still fully possible if you’re careful, thanks to the fact that anything that casts a shadow in the environment can serve as a safe haven, including passing clouds. That’s a really cool touch. Shadows even shift throughout the day, so noon is a more dangerous time to be outside than dawn or dusk.

Keeping your blood supply topped up is also appropriately essential, as it’s your main way of healing outside of combat. What’s even better is that the blood type of the last enemy you fed on temporarily gives you a character class, which comes with handy bonuses like increased critical chance for rogues or damage resistance for brutes. How much of a bonus is based on the Blood Quality of your victim, which is semi-randomized and encourages you to seek out particularly tasty prey. I enjoyed how this system let me customize my fighting style on the fly and encouraged me to act like a discerning hunter.

There are also rich options for multiplayer, for everything from building a big castle in a private world with a few of your friends, to PvP free-for-alls with capturable castles and siege golems. I personally prefer the former. But even on public servers, I found a lot of the issues with balance in Early Access – like all of the good plots of land being taken, making the whole world feel like more of a Gothic suburb – have been alleviated quite a bit. The official servers have been very stable during the beta as well. I never felt like I lost a duel because of weird ping or anything like that.

With Switch 2 Waiting in the Wings, Nintendo Believes the OG Switch Has Plenty of Sales Left in It

Nintendo still believes the Switch has plenty of life left even amid steeply declining sales and the console nearing its eight-year anniversary.

The Switch, which launched in March 2017, sold 15.7 million units during the last financial year ending March 31, 2024, a decline of 12.6% on the previous year. However, Nintendo enjoyed 123 million ‘annual playing users’ during the period, the highest figure ever since Switch launched.

For the current financial year ending March 2025, Nintendo forecast 13.5 million Switch sales, which would be a 14% decline on the previous year. The Switch is now up to 141.32 million units sold as of March 31, 2024. Add another 13.5 million on top and you get 154.82 million. If the Switch continues to sell well even after its successor launches, reportedly spring 2025, it may end up as the best-selling console of all-time, ahead of the PS2’s eye-watering 160 million sold.

On this financial year, it’s worth digging into how Nintendo will achieve its aggressive 13.5 million sales figure. In its fiscal report, the company offered a vague statement, similar to those it has issued in the past: “Nintendo Switch has entered its eighth year since launch, and while it will be challenging to sustain the same sales momentum as before, we will work to maintain high user engagement with the hardware and invigorate the platform so that more consumers continue to play Nintendo Switch for longer.”

Nintendo has just announced a Nintendo Direct for June, during which fans will get a better idea of the games to expect during the console’s twilight years. But to achieve such a high number of sales during a console’s eighth year, Nintendo may have significant unannounced games up its sleeve, or may be preparing a long-awaited price cut.

Meanwhile, Nintendo announced updates sales figures for many of its Switch games. The Legend of Zelda: Tears of the Kingdom is now up to 20.61 million sold, Super Mario Bros. Wonder is on 13.44 million, the eternally popular Mario Kart 8 Deluxe sold another 8.18 million during the year, and Nintendo Switch Sports shifted another 3.51 million units. Pikmin 4 has sold 3.48 million, and Super Mario RPG has sold 3.31 million. Princess Peach: Showtime!, which launched in March, hit 1.22 million, and Mario vs. Donkey Kong, which released in February, is on 1.12 million sold.

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

Alan Wake and Control Developer Remedy Entertainment Cancels Mysterious Multiplayer Game Kestrel

Alan Wake and Control developer Remedy Entertainment has cancelled its mysterious multiplayer project Kestrel to focus on already established franchises.

Kestrel was “a premium game with a strong cooperative multiplayer component” in development with Chinese publisher Tencent. Remedy said its other projects — which include remakes of Max Payne 1 and 2, Control 2, and a multiplayer spin-off from Control called Condor — are progressing well and the resources going into Kestrel could therefore be better spent on those.

“Codename Kestrel showed early promise but the project was still in its early concept stage,” said Remedy CEO Tero Virtala. “Our other projects have advanced well and are moving to the next stages of development, and increasing focus on them provides us with benefits.

“We can reallocate talented Kestrel developers to these other game projects, and many of our support functions get additional focus on their operations. This is yet another means to ensure that our game projects continue advancing well. I want to thank our Kestrel development team. Though we decided to discontinue the project for wider Remedy benefits, our team has done good work and provided us with valuable learnings.”

Kestrel had previously shown signs of development trouble as Remedy announced a “reboot” in November 2023, changing it from a free-to-play game to a full, premium project. Kestrel would “lean more into Remedy’s core strengths and be built on many of the features, assets, and themes already designed for Vanguard,” Remedy said at the time.

Condor will now be the only multiplayer game in development at the studio, with this one set to be a four-player, cooperative, “player versus environment” game. Little else has been said about the project, but it will seemingly get a development boost from the employees leaving the cancelled Kestrel behind.

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

Nintendo Confirms It Will Announce Switch Successor Console ‘Within This Fiscal Year’

Nintendo has said it will finally announce its Switch successor console “within this fiscal year”, so at some point before March 31, 2025.

In a statement published to X / Twitter, Shuntaro Furukawa, President of Nintendo, confirmed the new console as Nintendo published its financial report for the fiscal year ending March 31, 2024. Furukawa also confirmed a Nintendo Direct for this June, but said there will be no mention of the Switch successor during that presentation. Instead, it will focus on Switch games for the latter half of 2024.

The wording suggests fans will have to wait until at least July for a first glimpse at Nintendo’s next-gen console, dubbed Switch 2 by many. Here’s Furukawa’s statement in full:

“This is Furukawa, President of Nintendo. We will make an announcement about the successor to Nintendo Switch within this fiscal year. It will have been over nine years since we announced the existence of Nintendo Switch back in March 2015. We will be holding a Nintendo Direct this June regarding the Nintendo Switch software lineup for the latter half of 2024, but please be aware that there will be no mention of the Nintendo Switch successor during that presentation.”

In February, reports indicated the Switch 2 was delayed until the early months of 2025. As reported by Bloomberg, VGC, and Eurogamer, sources claimed Nintendo had told publishers the Switch 2 was originally planned to be released at the end of 2024 but was now expected to slip to “March 2025 at the earliest.”

“We will make an announcement about the successor to Nintendo Switch within this fiscal year.

Recent alleged details on the power of the Switch 2 weren’t the first rumors to spread about Nintendo’s new console. Other allegedly leaked details have suggested that the device will feature magnetic versions of the Joy-Cons and maybe even let players use their old controllers, too. If these recent rumors are to be believed, you’ll also be able to enjoy your physical and digital games on the Switch 2.

For more on what may eventually become the Switch 2, you can read everything else we know about the company’s next console.

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

Manor Lords Mods Aren’t Even Supported Yet, But Someone Put Shrek in Anyway

Manor Lords launched for PC players late last month, and it only took about a week for modders to add Shrek as a playable character.

The animated ogre icon can now be used to terrorize innocent medieval citizens thanks to developer NorskPL on Nexus Mods. It’s a simple mod that allows players to control Shrek as part of Manor Lords’ third-person Visit mode. Parading around town as the green menace might be a bit immersion-breaking, but there is no denying that the character fits into the setting extremely well.

Manor Lords was one of Steam’s most Wishlisted titles for quite some time, so while developer Slavic Magic hasn’t officially added mod support, it isn’t much of a surprise to see players creating new content on their own. Of course, that also means Shrek is just the tip of the iceberg when it comes to some of the project’s currently available mods.

Some highlights allow players to control a Knight or even Kingdom Come: Deliverance’s Henry. Others push things a bit further, like the mod that adds The Witcher’s Geralt as a playable character. Most modifications, however, focus on gameplay tweaks for those who may want to alter the experience. There are also already a wide selection of custom Coat of Arms mods for Halo, Fallout, Berserk, Harry Potter, and more.

One mod in particular allows players to experience Manor Lords in VR. It’s a custom gameplay change so impressive that even developer Slavic Magic couldn’t help but praise it.

With or without Shrek, we think Manor Lords is a good time. In our 7/10 early access review, we said, “Manor Lords is a gorgeous medieval city-builder that kept me occupied for hours building my perfect, cozy hamlets, but it definitely feels very early in its Early Access development.”

Image credit: NorskPL

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.

Helldivers 2 Fans are Making Cape Designs Out of Steam Reviews, and They Might Appear in the Game

With the PSN account linking fiasco now in the rearview mirror, what was nearly a disaster moment for Helldivers 2 is now becoming a part of community lore. Fans have been busy working on cape designs since Sony reversed course, at least some of which have seemingly caught the eye of the development team.

The movement began after Arrowhead CEO Johan Pilestedt noted an “accidental cape design” from a member on Discord — four red lines denoting Helldivers 2’s plummeting reviews over the weekend.

Another community member soon responded to Pilestedt’s post with a more refined design, leading to other fans coming forward with ideas of their own.

Since then, designs have rapidly proliferated. Over on Reddit, one Helldivers 2 fan made a full-blown concept they refer to as “The Prodigal Son.” The cape contains a visual reference to Helldivers 2’s Steam reviews and a description that reads, “The cape’s cropped length symbolizes the brevity of galactic conflicts, thanks to the efficiency of the Helldivers.”

The final blue arrow is a reference to what fans are calling “Operation Cleanup” — an attempt to reverse the effects of the review bombing campaign that sent Helldivers 2’s broadly positive Steam reviews plummeting. The effort has already pushed recent reviews to “Mixed,” which is a substantial improvement over the “Overwhelmingly Negative” sentiment that appeared over the weekend. More than a few fans noted the similarities of the red bars to Helldivers’ familiar drop pods.

Apparently inspired, the Helldivers 2 team appears to be working on an official version of the cape, though Pilestedt says they’re still thinking of a good name for it. Asked if it will be free, Pilestedt joked that it will be “$999.99 easy” before promising that it will “ofc be free.”

The community effort follows a three-day saga that began with the notice that Helldivers 2 would require Steam players to link a PSN account beginning May 7. The subsequent uproar included Helldivers 2 getting hammered by hundreds of thousands of negative reviews while being delisted in 177 countries. PlayStation finally backed down on Sunday night, saying that it is “still learning what is best for PC players.”

Now that the weekend-long fiasco is behind it, Arrowhead Studios is considerably more upbeat, with Pilestedt posting a photo of flowers sent by a community member. Earlier today, Pilestedt said that he was “impressed by the willpower of the Helldivers 2 community” while thanking PlayStation for acting quickly to roll back the unpopular policy.

One way or another, it seems like business as usual again as fans celebrate one of the biggest games of 2024. And even if the great PSN account linking debacle winds up being a footnote in Helldivers 2’s history, it looks like the community will have a way to remember it.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Final Fantasy 14 Servers Worldwide Hit by DDoS Attacks, Square Enix Working on a Solution

Final Fantasy 14’s servers are currently under a worldwide DDoS attack that’s preventing players from logging into Square Enix’s MMORPG.

In a blog post, Square Enix informed players that Final Fantasy 14’s technical issues began around 6 a.m. on March 6. As of right now, the DDoS attack may cause players to experience difficulty logging in, accessing/sending data, and disconnecting from Japanese, North American, European, and Oceania data centers.

While Square Enix has yet to pinpoint the cause of the technical difficulties, the developer has promised players that an investigation into the attack, as well as countermeasures is underway.

Today’s DDoS attack comes weeks after director Naoki Yoshida announced a graphical update was in development for Final Fantasy 14’s upcoming expansion, Dawntrail. The graphical update is a direct response to fans’ negative feedback over character model’s lifeless eyes in Dawntrail’s benchmark trailer.

In a follow-up blog post, Yoshida revealed Final Fantasy 14’s updated Benchmark Tool is slated to release either on May 23 or sometime later in the week. Final Fantasy 14’s DDoS attack also comes a week ahead of the game’s upcoming live letter which will showcase new jobs and patch note adjustments on May 16

Final Fantasy 14: Dawntrail launches on PlayStation 4, PlayStation 5, Xbox Series X/S, and PC on July 2, with early access kicking starting on June 28 for those who pre-order.

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Hades 2 Early Access Review

It is shocking to see that Hades 2 is only in early access, and that Supergiant Games plans to let it spend at least the rest of 2024 there before it’s ready to call it version 1.0. Shocking, because it already has just about everything I want from a sequel to one of the best roguelite action games of all time. Hades 2 manages to keep everything that made the original such a masterclass of design, but it does so in a way that changes up how each of the pieces fits together and gives it its own unique identity rather than feeling like a glorified expansion. The result is a familiar, but fresh follow up that challenged, surprised, and delighted me with every triumph and failure in equal measure. There are a few things missing, with an actual ending to its story being the most substantial among them, but once it’s complete it’s hard to imagine Hades 2 not living up to the mythological legacy of the first.

I’m not going to spend too long explaining why what’s carried over from the original Hades works so well. IGN gave it our Game of the Year Award in 2020 for a reason, and if you haven’t played the Greek gods’ gift to gamers yet and think you might enjoy some of the smoothest, most stylish isometric action ever made, tied up with a story that just keeps getting deeper with each run, you absolutely should before jumping into round two. I’ll wait.

Alright, now that you’re up to speed you can appreciate that what Hades 2 does exceptionally well is swap out all of the old weapons, boons, boosts, and other pieces from the previous game with brand new ones that do a lot of the same things, but in fresh and exciting ways. To begin with, this time around you play as Melinoe, Zagreus’s sister and the daughter of Hades, who very much shares her brother’s smooth vocal tones and cool demeanor. She’s a bit more proper and less playful than Zag, with a personality befitting of the Princess of the Underworld, but she’s no less likable and equally well written.

Mel’s no less likable than Zag, and equally well written.

She controls largely the same as Zag, but with a couple of key changes that lead to some dramatically different playstyles. For instance, there’s a sprint that can be used endlessly to escape danger, or – if you have the proper boons enhancing it – to charge head-first into it. The increased sustained speed comes at a price, though: She’s far less dash-happy than Zag. She still has a dash that allows her to slip through enemy attacks or cross gaps, but in my 40 or so hours of play so far, I’ve yet to see an upgrade that allows her to increase the number of dashes she has. This is a big change because Hades is a game where I dash a lot. Heck, I dash more than I run for the most part. But Supergiant has done a great job of designing its enemies and bosses around that gameplay change, and as a result I never found myself missing multi-dashes too much. Eventually I fell in love with the sprint and the boons that enhanced it, which might increase its speed to make it better at evasion, or turn it into an aquatic bulldozing attack, or turn you into a moving crosshair for Zeus’s lightning, electrocuting any enemy you run close to.

Since Melinoe is a witch, she’s also got a completely revamped magic system that adds several wrinkles to combat that require you to think a bit more about resource management. By holding down the button for her three offensive techniques – attack, special, and cast – she can use an Omega variation of those abilities that use mana. So for example, the starting magic staff has a regular attack that just does a standard three-hit combo, but if you hold down the attack button to charge up an Omega attack, when you release it you’ll shoot out a powerful magic blast that extends a great distance both in front of and behind you. Omega attacks are an incredible addition that not only improve the moment-to-moment action and decision making of Hades’ combat, but also add some new options when it comes to build crafting.

I always felt like I had a shot of getting further than I did before, regardless of my build.

And this is where Hades 2 really shines even brighter than Hades did before: There are just so many options you can build your character toward during any given run that dramatically change how you approach it. And the beauty is that, while there are certainly builds that are stronger than others, I always felt like I had a shot of getting further than I did before, regardless of what kind of build I tried. So many roguelites suffer from this feeling of having “doomed runs” where you just don’t get the kind of scaling or key upgrades that you need to survive in later levels, but that was never my experience with Hades 2. My deaths largely came down to encountering new enemies that I wasn’t yet familiar with, getting too greedy with my attacks, or just simply making too many mistakes, as opposed to feeling like I just fell behind the power curve. (Though I will say that the final boss in the Underworld currently seems a little overpowered compared to everything leading up to him.)

One run had me getting a bunch of powerups for my cast, which is now a circular sigil you can place on the floor that will temporarily snare enemies that run into it. One particular boon, though, made it so that after remaining on the floor for a few seconds, the sigil would do rapid-fire explosions and deal huge damage to anything snared inside. So I would dart in, drop my Omega cCast down, then charge up my Omega special – which, on this run caused multiple projectiles to circle me – and just watch with glee as the enemies melted in my circle of death.

That was completely different from my run with the Giant Axe weapon, which had me enhancing my sprint speed so I could put a ton of distance between me and my enemies before charging up an extremely powerful Omega special that would virtually wipe out all enemies in a line in front of me – if I got a chance to let the move rock, which takes a little time. Like any good roguelite, every run of Hades 2 has felt different, taught me a lesson I could use in the future, and was fun in its own unique way.

Every run of Hades 2 has felt different, and was fun in its own unique way. 

Everything that we’ve covered so far has largely been stuff that was already good in the first game that’s tuned to be just a bit better in this sequel, but the one area where Hades 2 absolutely blows the original out of the water is in the depth and variety of its regions. No two are anything alike, with the third Underworld area in particular being a series of more open fields that requires you to clear multiple encounters and obtain multiple rewards before being able to move on to the next.

You may have noticed that I keep specifying the Underworld regions, which is because there’s a whole separate set of levels, enemies, and bosses waiting for you above ground as well. I don’t want to spoil too much of what awaits you if you take the stairs going up, but suffice it to say that these levels are where Supergiant really experiments with the level design, to great effect.

I Went Down to the Crossroads

In between runs you’ll find yourself back at the Crossroads, a hidden sanctuary in between the surface and the Underworld. Pretty much everything that you could do in the House of Hades in the first game can be done in the Crossroads as well: You’ll go around gifting nectars to NPCs in order to increase your bonds with them and gain their keepsakes, you can cross off long-term milestone goals from the prophecy list for a variety of rewards, and you can engage in seemingly endless dialogues with the many legendary Greek figures who inhabit it, from the heroic Odysseus, to the rebellious Nemesis, to the adorably sassy shade, Dora.

Arcana Cards are a great system that balance powerful bonuses with higher costs.

That said, the way in which you progress Mel’s strength is very different from how it worked with Zag. This time around there’s a grid of Arcana cards that each require a certain amount of resources to unlock; once you do you can equip its bonuses (assuming you have enough Grasp, which limits how many cards can be equipped simultaneously), and will also reveal the bonuses of the two adjacent cards on the grid. It’s a great system that balances powerful bonuses with higher Grasp costs, and also makes the decision of what you want to prioritize finding once you’re in a run feel even more important. Do you go for more of the resources needed to actually unlock more Arcana cards, or more Psyche, which is used to increase your maximum Grasp and allows you to equip more cards?

In addition to these resources, there’s a lot more to find in the levels of Hades 2. There are different types of flowers, metals, and monster parts, with all of them being used to concoct incantations that unlock some sort of new gameplay element or mechanic. This is very similar to the House Contractor from the first game, but it works even better in Hades 2 where you can make more decisions about what kind of resource-collecting tool you want to take with you into a run and prioritize one concoction over another.

You can invite NPCs on a bit more of an intimate hot springs date.

One of my favorite incantations actually adds a hot spring to the Crossroads, and that allows you to invite NPCs on a bit more of an intimate hot springs date. As you might imagine, this leads to some fun conversations that dive a little bit deeper into these characters than your standard chats when they’ve got an exclamation point over their heads.

While I can’t say there’s been a dramatic improvement in how Hades 2 looks relative to the first game, that’s an extremely high bar and I’m not sure I’d want it to change that much anyway. The art style remains as stellar as ever, with a soundtrack to match. My favorite boss fight is currently Scylla and the Sirens, which has a banger theme song that dynamically adjusts whenever you take out one of the performers to remove their part from the song. That’s a really cool touch on an already awesome boss fight, and it’s things like that that make me especially excited to see what Supergiant has held back to really wow us when Hades 2 launches out of early access.

I’m especially excited to see what Supergiant has held back.

It’s also worth mentioning that after beating the final boss of the underworld, you unlock Hades 2’s equivalent of the Pact of Punishment, called the Testament of Night. This allows you to add specific difficulty modifiers to your next run that might increase the damage of enemies, or make healing items less effective, or make all enemies faster. It’s basically a customizable New Game+ mode with rewards and incentives that was brilliant in Hades 1, and I’m stoked to see it already in Hades 2.

So, what’s unfinished about Hades 2 to make it release in Early Access? Well, there are still some placeholder portraits for characters like Charon, Narcissus, and a few others I won’t spoil; some boon icons are missing unique art and just have letters to differentiate them; there are a few visual effects that I imagine will be cleaned up when the game reaches version 1.0, and most importantly, even though you can unlock it’s version of New Game+, the story doesn’t currently have an ending. The development road map on the title screen also makes it clear that they’re still working on a whole new region to explore, new cosmetic features for the Crossroads, and another new weapon to be released in the next major update.

Mortal Kombat 1: The Boys’ Homelander Gets First Gameplay Trailer

Yesterday, NetherRealm released the first gameplay trailer for The Boys’ Homelander in Mortal Kombat 1.

The trailer, which you can check out above, is a quick look at gameplay for the upcoming DLC character. Those who have watched The Boys will quickly notice that Homelander’s super strength and heat vision are present despite the trailer being less than a minute long. NetherRealm even went the extra mile to open the trailer with a bit of The Boys comedy, showing a scene of Homelander slurping milk from a baby bottle, much like was depicted in The Boys Priem Video series.

Although Anthony Starr, the actor who portrays Homelander in the Prime Video series The Boys, confirmed he would not be voicing the character in Mortal Kombat 1, NeatherRealm did secure Starr’s likeness for the character. Fortunately, NeatherRealm found an excellent soundalike for Homelander.

Some Mortal Kombat and The Boys fans have reacted to the first trailer online, with many praising the character’s design, saying they are “not upset anymore” that Starr is not voicing the Homelander in Mortal Kombat 1.

NetherRealm is releasing a first look at Homelander as a playable character in Mortal Kombat 1, which comes a few days after Prime Video released a new trailer for The Boys Season 4, which premieres on June 14. Though the company has yet to reveal a release date, let alone a release window for Homelander, hopefully, NetherRealm plans to make the character available around the same time The Boys’ fourth season releases.

Homelander was one of six DLC characters in the Mortal Kombat 1 Kombat Pack, including Incincible’s Omni-Man and returning character Quan-Chi. The former, released last November, was quickly discovered to be equal parts broken and hilarious to play as.

In our review of Mortal Kombat 1, IGN wrote: “The bone-crunching gameplay of Mortal Kombat 1 is some of the best the series has ever seen, thanks to the game-changing Kameo system. Netherrealm delivers a fantastic single-player story mode as well. However, the new Invasions mode is a grind and the online options feel dated.”

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

Helldivers 2 Boss Impressed by Players’ ‘Willpower’ in Reversing PlayStation Network Requirement

The creative director of Helldivers 2 has said he’s impressed by the “willpower” of fans after their feedback caused Sony to reverse its decision regarding PlayStation Network accounts being required by all players.

In a post on X/Twitter, Helldivers 2 creative director and CEO of developer Arrowhead Game Studios Johan Pilestedt thanked Sony for “quickly and effectively” addressing the community’s concern and suggested this sort of feedback loop should be the “new standard” for live service games.

“Firstly, I am impressed by the willpower of the Helldivers 2 community and your ability to collaborate,” Pilestedt said.

“Secondly I want to thank our partners and friends at PlayStation for quickly and effectively making the decision to leave PSN linking optional. We together want to set a new standard for what a live game is and how developers and community can support each other to create the best game experiences.”

I am impressed by the willpower of the Helldivers 2 community.

PlayStation announced it had cancelled its plans to force a PSN account on even PC players after the community shared its frustration online in what’s essentially been the first piece of bad press for the cooperative sci-fi shooter.

The entire saga barely lasted three days but it was enough to swing Helldivers 2’s Steam reviews down to “mixed” after being “mostly positive” for its first three months on the market, with most of its recent reviews being “mostly negative”.

The uptick has begun again following the reversed PSN plans, however, with many fans sharing a familiar message of the game online. “Democracy has prevailed,” wrote one Steam user. “Major order complete. We dive together or not at all,” said another.

A Reddit post revealing Sony’s backtrack has more than 72,000 likes too, with over 5,000 comments from players celebrating the change. “Threat eliminated. Congrats for all helldivers,” wrote JV_TBZ. “Wait… They really listened?,” asked Pixel_Block_2077. “Companies don’t usually do that. Guess democracy actually did win this one.”

Others encouraged those who left negative reviews to change them back, and to try to see the whole fiasco as a good thing instead of instead of bad. “Reminder that this whole thing was like a two day affair over the weekend and was never implemented in the first place,” said ControlWurst. “That’s at least a good turnaround to feedback.”

Helldivers 2 has otherwise proved a smash hit for Arrowhead and Sony, with it being the latter’s biggest ever launch on PC. Its take on live service sees players’ actions affect the overall story going forward, all of which is controlled by a Dungeons & Dragons esque game master called Joel.

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