Dying Light: The Beast Literally Brings Out the Big Guns for a Shooting-Heavy Spin-Off | gamescom 2024

The original Dying Light’s story ended with protagonist Kyle Crane suffering a miserable fate; either blasted to atoms by a nuclear bomb or twisted into an infected. But that, it turns out, wasn’t the end of his story. Techland’s new entry in the series, Dying Light: The Beast, appears to lock in the latter of those endings as canon, revealing Crane was held captive for 13 years, subjected to experiments by a villain known only as The Baron. Now free, Crane seeks revenge for the trials and tortures that have turned him into the titular beast. But, if what I’ve seen of this new Dying Light is representative of the entire game, it’s not the beast powers that change the game – it’s the guns.

Dying Light: The Beast began life as DLC for Dying Light 2, but developer Techland changed course after some of its work was leaked. The project bloomed into a full, standalone game (although if you did buy Dying Light 2’s ultimate edition you get The Beast for free – Techland promised DLC and intends to fulfil that promise). Perhaps because of this origin, The Beast feels very familiar. Much of what I saw in the 45-minute hands-off demo was very much a continuation of the 2022 zombie smasher, from the robust parkour, to the world design, to the ‘follow the yellow cable’ puzzles that activate UV-protected safe houses. This certainly doesn’t seem like a ‘full’ sequel, but there does appear to be enough fresh ideas to justify its transition to a standalone game.

The new map is more rural, with something of a ‘village’ feel. Yes, there are still buildings and rooftops to leap and vault across, but these are surrounded by dense woodland. The demo showed Kyle creeping through tall grass in an effort to avoid nighttime horrors (which, once again, are much stronger than the zombies that appear during the day). Kyle notably doesn’t seem to suffer from the same infection Adien did in DL2 – there’s no immunity gauge ticking down on the HUD – so he can seemingly stay out in the dark as long as he wants. His own mutations mean he can see the illuminated skeletons of approaching foes, Batman: Arkham detective vision-style, which should aid with stealth encounters.

In beast mode Kyle can perform a ground pound that sends damaging ripples through the concrete.

The most significant new idea, though, is a more prominent use of guns. If you’ve played Dying Light 2 with its recent Firearms update then you already know a little of what to expect – the pistol, shotgun, and assault rifle featured in this demo were all the same as those added to DL2 earlier this year. But they seem key to the experience here, not just a powerful accessory. The Baron’s henchmen are all paramilitary types with body armour and rifles of their own. That means combat encounters with them are very, very different from the melee scraps with zombies and raiders that Dying Light has previously almost exclusively survived on. The Techland employee playing the demo for us used grenades to flush out entrenched gunmen and flanking tactics to snipe others. These encounters were lengthy, too; Kyle seems able to carry more than enough ammunition to chew through multiple squadrons.

Techland’s franchise director, Tymon Smektala, emphasised that Dying Light hasn’t been turned into a shooter. But I’d estimate nearly half the demo was played as an FPS. I don’t think that’s a bad thing, though, provided the combat encounters, associated level design, and weapon feedback all prove successful. It’s a smart way to provide a new spin on Dying Light’s otherwise largely unchanged formula. Not being able to play myself means I can’t say how good all this actually is, but it at least looked like a competent shooter – hardly Call of Duty, but solid enough.

The search for The Baron led Kyle into an underground lab where some kind of huge creature had torn its way out of a cage. A scientist there revealed it could be lured by a special gas, and so a cylinder of it was loaded onto a flatbed truck and driven to a junkyard. Yes, driving returns from Dying Light: The Following, although the truck doesn’t look quite as fun as the expansion’s buggy. Still, being able to hit and run zombies looks as enjoyable as ever, as their undead bodies burst and splatter against the headlights.

Releasing the gas in the junkyard summoned the Behemoth, a hulk-like freak with an inflated health bar and the strength to hurl cars. Firearms were effective at whittling that HP down, but when ammunition ran dry it quickly became clear that melee weapons wouldn’t cut it. And so, with just a few minutes of the demo left, Kyle let the titular beast out of its cage.

In beast mode Kyle becomes stronger and faster. He can pick up stone blocks and hurl them at enemies, as well as perform a ground pound that sends damaging ripples through the concrete, Hulk style. Easily tearing through the Behemoth’s remaining health, the battle concluded with Kyle ripping the monster’s head from its shoulders in a gory victory move. Safe to say beast mode looks very powerful, but also quite similar to the infected powers Aiden had in Dying Light 2. Unlike Aiden, though, it seems like Kyle can transform into the beast freely rather than only at specific story moments.

I’m surprised that Techland left the titular power to the very end of the demo. It meant there was little room to properly explore why the beast is so central to the game, so much so that I do wonder if it actually is as important as the title suggests. Instead, I left more interested in how guns and soldier enemies will change the overall rhythm of Dying Light. Hopefully they’ve been smartly woven into the campaign and feel fully integrated rather than awkwardly tacked on. If so, The Beast could well prove a worthy standalone game rather than just a respectable DLC sold separately.

Matt Purslow is IGN’s Senior Features Editor.

Best Xbox Game Pass Deals and Bundles Right Now (August 2024)

With a price hike for existing Xbox Game Pass users coming on September 12, there’s no better time than now to stock up on cheap codes to save some cash. If you’re wondering where to find deals like this, don’t worry, we’re here to help you track down the best offers available on Game Pass right now, like this deal on 3 months of Game Pass Ultimate at Woot that’s still holding strong at just $33.49 (with code VIDEOGAMES). You can learn more about that deal and other discounts available on Game Pass below.

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Best Xbox Game Pass Deals

At the moment, our favorite deal on Game Pass is over at Woot (an Amazon company). They still have an incredible offer available where you can score 3 months of Game Pass Ultimate for just $36.49. This is a great deal on its own, but then you can get an additional $3 knocked off that price by using the code ‘VIDEOGAMES’ at checkout, bringing it down to $33.49! This price definitely won’t stick around for long, so act fast to secure these codes before they’re gone for good.

Considering the new price of Game Pass Ultimate is $19.99/month, you’re saving $26.48 with this 3-month deal. This is the best way to avoid the upcoming Xbox Game Pass price hike in September. By stacking these codes, you can set yourself up to play all of the upcoming Game Pass releases at a lower price. You can prepay for up to 36 months for Game Pass Ultimate, so there’s no better time to stock up.

What’s Coming Soon to Xbox Game Pass?

Game Pass has a nice rotation of new titles to play every month. If you’re curious about what’s in store for the latter half of August and start of September, we’ve got you covered there as well. The Xbox Game Pass August wave 2 lineup is:

Another massive piece of Game Pass news is that Call of Duty: Modern Warfare 3 is officially available to play on Game Pass right now for console, PC Game Pass, and Game Pass Ultimate users. This features the full package for CoD fans: the campaign, multiplayer, and Zombies. Subscribers can also expect to see Call of Duty: Black Ops 6 day-one on Game Pass when it releases on October 25. However, for those subscribing to the new Standard tier (available for $14.99/month), this does not give Game Pass users access to day one releases, meaning Black Ops 6 will likely not be available to those on that tier.

What Games Are Leaving Xbox Game Pass?

Unfortunately, with new games joining the catalog, it means a few must take their leave. Below, we’ve listed the games that’ll be leaving Xbox Game Pass on August 31.

Biggest Games Releasing on Xbox Game Pass

Xbox’s Summer Showcase back in June was a massive success, showcasing an incredible amount of new titles coming to the platform. Alongside the aforementioned Black Ops 6, their showcase also included Doom: The Dark Ages, Perfect Dark, Fable, Gears of War: E-Day, Indiana Jones and the Great Circle, and so many more. But which of these titles will appear as day-one releases on Game Pass? Thankfully, quite a few! Including all of the previously mentioned titles.

While most of the games listed above have release dates in 2025, or no release dates at all at the moment, the one to keep an eye on for now alongside Black Ops 6 is Indiana Jones and the Great Circle. Gamescom’s Opening Night Live revealed that Indy’s latest adventure will be available to play on December 9 for Xbox users, so there’s truly no better time to hop on the Game Pass bandwagon to add this one to your library in the future.

If you’re looking for even more savings on all things Xbox, have a look at our roundup of the best Xbox deals. There, we’ve highlighted all of the latest and greatest discounts on the platform, from incredible game deals to fantastic offers on high-quality headphones. Or, if you’d rather see what’s going on with other platforms, check out our roundups of the best PlayStation deals, the best Nintendo Switch deals, and our overall roundup of the best video game deals.

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

Microsoft Announces October Release Date for All-Digital Xbox Series X

Microsoft has announced two new Xbox Series X consoles and one new Xbox Series S console will be released on October 15, 2024, including a digital-only Xbox Series X.

The consoles, which are now available to preorder, were outlined on Xbox Wire, where Microsoft confirmed the impending simultaneous release for the All-Digital Xbox Series X, the Special Edition 2TB Xbox Series X, and the 1TB Xbox Series S in Robot White (previously only available in Carbon Black).

The All-Digital Xbox Series X is only available in Robot White and comes with a 1TB SSD hard drive for $449.99, down $50 from the launch Xbox Series X which has a disc drive installed. The Robot White 1TB Xbox Series S, meanwhile, costs $349.99, the same as the Carbon Black version already available.

The Special Editon Xbox Series X is available in black but speckled with green and white, and its 2TB hard drive and inclusion of a disc drive ramps the price up to $599.99. The controller has a black front and green back, though the speckled design seeps into the directional pad too.

These console variants don’t come with any extra power or features but are simply alternatives to Microsoft’s current offerings, likely targeted at brand new buyers. Increased hard drive space is becoming increasingly more relevant, however, as the size of video games continues to rise.

The release of these three new Xbox consoles comes amid plummeting sales of the Xbox Series X and S, which lag behind competitor PlayStation 5 as both sets of consoles near their fourth birthday, and tough questions over Microsoft’s committment to the console business from its hardcore fans.

At gamescom 2024, Xbox boss Phil Spencer explained Microsoft’s decision to release upcoming first-party game Indiana Jones and the Great Circle on PS5, and indicated more Xbox games will make the multiplatform jump.

In our 8/10 launch review of the Xbox Series X, IGN called it “a quiet, compact, laser-targeted games machine that should make 4K/60fps gaming the wonderful new norm” that “still lacks as many must-play games as the competition.”

The Xbox Series S received a 7/10 in our review, though its base storage of 512GB was raised as an issue even then. “The Xbox Series S has its place and could shine as a second console, but it’s hard to recommend as your primary gaming platform due to its 1440p resolution and claustrophobic storage capacity,” we said.

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

Capcom Reveals Who’s Voicing Frank West in Dead Rising Deluxe Remaster

Dead Rising fans rejoiced a few months back when Capcom announced that it was remastering the first game in the series. But many were surprised that Capcom had recast the voice of beloved protagonist Frank West. After weeks of speculation, Capcom has finally announced the new West: Jas Patrick.

Speaking to IGN in a recent interview, the development team behind Dead Rising Deluxe Remaster confirmed that Patrick would voice Frank West. Patrick is best known for his work on Octopath Traveler 2, where he voiced Partitio. Additionally, Patrick has lent his voice to other projects, such as Genshin Impact, Jojo’s Bizarre Adventure, and the 2023 version of the Rurouni Kenshin anime, to name a few, as shown on his YouTube account and listed on his IMDb page.

“Jas Patrick is the new voice of Frank West for Dead Rising Deluxe Remaster. We’re very pleased with the work he’s done for this project,” the Dead Rising Deluxe Remaster Development Team confirmed to IGN in the interview.

Dead Rising Deluxe Remaster was announced in late June. The first teaser trailer revealed that T.J. Rotolo, the original voice actor for Frank West, was not voicing the character. Following the trailer’s release, Rotolo revealed to a fan on Instagram that he was not reprising his role in Deluxe Remaster because Capcom did not contact him, and “the reasons are the producers’ own.”

When we asked them about this, the development team said they regret that “[they] were unable to have TJ Rotolo reprise his role in Dead Rising Deluxe Remaster.” However, Capcom added that the studio “sincerely” appreciates all of the work Rotolo did for the Dead Rising series.

Frank West is just one of many characters who received a new voice actor in Deluxe Remaster. Nevertheless, as I mentioned briefly in an episode of Unlocked, Frank West’s new voice grew on me.

Dead Rising Dexlue Remaster is the second remastering of the 2006 original. Powered by the RE Engine, Deluxe Remaster improves the lighting, in-game backgrounds, and environments. More importantly, a ton of quality-of-life changes have been introduced, such as the ability to move while aiming and improved survivor AI. Some things have also been removed, such as the “Erotica’ genre in the photography mini-game.

Dead Rising Deluxe Remaster will be released on September 19 for digital storefronts, while the physical version will be released on November 8. For more, check out our hands-on preview and a video comparing Dead Rising (2006) to Deluxe Remaster.

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

It Looks Like Keanu Reeves Is in Amazon’s Armored Core Animation

Announced during Opening Night Live, Amazon’s Secret Level adult animation anthology series from the people behind Netflix’s Love Death + Robots stole the show with its eye-catching trailer packed with video game adaptations. But one short flew under the radar — and it looks like it stars one of the most popular actors on earth.

The glimpse and you’ll miss it look at the Armored Core animation that’s a part of the Secret Level anthology series includes a snapshot of a character that looks a lot like The Matrix and John Wick star Keanu Reeves. Check it out:

If that’s not Keanu Reeves, then I expect his agent will be on the phone to Amazon first thing in the morning demanding a royalty payment. Surely this is in fact Keanu Reeves — the face is instantly recognisable.

Reeves, of course, is no stranger to the world of video games. Most recently he starred in CD Projekt’s 2020 action RPG Cyberpunk 2077 as Johnny Silverhand. Now, in a surprise move, he’s turned his attention to FromSoftware’s Armored Core, which, while a popular series, is not considered one of the bigger video game franchises around. But then, there are other surprising entries on the Secret Level anthology list. No-one was expecting an animation for Unreal Tournament, for example, or Spelunky, but here we are.

Secret Level will have 15 episodes based on various video games. Here’s the list:

  • PlayStation Studios
  • Sifu
  • Warhammer 40,000
  • Unreal Tournament
  • New World: Aeternum
  • Dungeons & Dragons
  • The Outer Worlds 2
  • Pac-Man
  • Honor of Kings
  • Armored Core
  • Mega Man
  • Exodus
  • Spelunky
  • Crossfire
  • Concord

A word on the Warhammer 40,000 animation: Games Workshop has confirmed it’s “inspired” by the upcoming video game Space Marine 2, which is due out in September. It stars “Titus and the boys” in animated action, which is certainly something for Warhammer 40,000 fans to get excited about.

The 15-episode Secret Level series premieres December 10. For more, check out everything announced at Opening Night Live.

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.

One Very Early Black Myth Wukong Boss Is Absolutely Destroying Players

With Black Myth Wukong now out in the wild and breaking records left and right on Steam, players are finally getting to grips with its sort of soulslike gameplay, and running up against its spectacular and often tough boss fights.

While Black Myth Wukong is more easy-going than FromSoftware’s games, for example, with no meaningful punishment upon death, there’s one mini-boss encountered very early in the game that’s ripping unsuspecting players to shreds.

Warning! Black Myth Wukong spoilers follow:

In the Outside the Forest area of the Forest of the Wolves, which you’ll get to about half an hour or so into the game, you’ll hear an odd noise coming from across the way. It’s an extremely tough and, we must stress very optional, mini-boss with a giant head.

This is the Wandering Wight, which Black Myth Wukong players are already singling out as one of the toughest mini-bosses in Chapter One. Some fans have already given it various nicknames (‘Blue Bobblehead Thanos’ made me laugh).

Across Discords, subreddits, and social media, Black Myth Wukong players are reporting that they have spent or are still spending hours dying to the Wandering Wight before they either emerged victorious or moved on. And here’s something I can relate to: some are saying they’re too stubborn to move on until they’ve defeated the Wandering Wight, even though it’s entirely optional, encountered very early in the game, and would be a much easier fight later on once you’ve improved your character’s abilities and stats a bit.

The Wandering Wight is causing so much trouble because its fast, hard to avoid attacks do a huge amount of damage to early game players who are yet to increase their health pool. Similarly, it has loads of health itself, making it a bruising fight to take on.

If you’re currently banging your head against the Wandering Wight, be sure to check out IGN’s Wandering Wight Boss Fight and Guide. While you’re here, IGN has plenty more Black Myth Wukong guides to help you out, including Essential Tips and Tricks, Things Black Myth Wukong Doesn’t Tell You, and our Boss List and Guides.

Meanwhile, developer Game Science has apologized for any tech or performance issues players have encountered since the game went on sale earlier this week. Game Science took to Black Myth: Wukong’s Steam page to issue a statement promising patches aimed at these performance issues.

IGN’s Black Myth: Wukong review returned an 8/10. We said: “Despite some frustrating technical issues, Black Myth: Wukong is a great action game with fantastic combat, exciting bosses, tantalizing secrets, and a beautiful world.”

This week, IGN verified an email sent from the Black Myth: Wukong marketing team that told content creators who were granted a Steam key that they must not include “feminist propaganda” or use what are called “trigger words” such as COVID-19 in their coverage.

Chinese studio Game Science has yet to respond to IGN’s previous report compiling numerous sexist comments made by the studio’s founders and other developers spanning the last decade.

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.

Monster Hunter Wilds Hands-on Preview: Exactly What I Hoped For

The first thing that jumped out to me as I began Monster Hunter Wilds’ introductory mission was how quickly I got invested in its story now that both my character and my Palico companion had voice acting of their own. The second thing, sadly, was how poorly this early preview build ran once I took control. Wilds is exceptionally exciting to me, recapturing what I love about Monster Hunter World while learning from the joy that came from Monster Hunter Rise’s enhanced mobility, finding a balance of both that felt great across the handful of missions I tried. It’s unfortunate that its rough, in-development performance put a little bit of a damper on my demo time, but if Capcom can sort those issues out by launch next year, Wilds could be exactly what I was dreaming of from the next Monster Hunter.

What’s immediately clear is that Wilds has continued to put a priority on smoothing out some of the traditionally rougher edges of this series. For instance, rideable monster mounts make a return after first being introduced as an automated option in World’s Iceborne expansion and then expanded into full control in Rise. This iteration leans more toward the latter, defaulting to follow a target but allowing you to take the reins directly anytime. Your dino-bird, called a Seikret, can scamper across special paths, glide, and give you time to use or collect items, which makes travel engaging in a way that feels less artificial than Rise’s Spiribird busywork.

But it’s not just a matter of convenience, as your mount also stores a second weapon option that you can swap to while riding. As a lifelong Insect Glaive main, this didn’t really appeal to me at first… until I realized that you can also use ranged weapons like Bowguns while mounted. That fully recontextualized this system, letting me pepper a retreating monster with bullets while my Seikret automatically chased it down, then swap back to my Glaive when it was time to hop off. I guess we’re all learning ranged weapons now, and I am very okay with that added flexibility.

I can only really speak to my experience with the Insect Glaive when it comes to how weapons have changed, but I was surprised by the adjustments I saw there – most of which seem to be in service of the new Focus Mode option that lets you more precisely aim your attacks at specific monster parts and special weak points. I found myself with a lot more options to sidestep or make micro-adjustments while attacking, with seemingly fewer combos that would end with a move that killed my momentum and more opportunities to really control how I was laying down the hurt. Again, I didn’t play enough to have the clearest sense of that shift just yet, but it feels like that Rise philosophy of speeding up some of the clunkier parts of combat is alive and well, even if you aren’t flying around on a Wirebug this time.

Wilds has continued to put a priority on smoothing out rough edges.

And if you’ll indulge some Glaive-specific gushing, there are two massive changes that radically changed the combat pattern I was used to. First, landing your aerial attack no longer bounces you back into the air for a chain of helicopter-blade slicing, which was admittedly a huge drag to discover. But the loss of that goofy fun is at least partly made up for by more convenience tweaks, as hitting a weak point with a special Focus Strike move will not only deal tons of damage, it also immediately collects all three Kinsect essences at once, massively speeding up that process in the mid-to-late part of a hunt. (Your aiming reticle now also has a helpful indicator that tells you which essence the monster part you are aiming will provide, and managing that system feels like less of a hassle all around.)

Even in my short playtime, I saw so many little examples of things like this – stuff that doesn’t undermine the challenge and deliberate pace that makes Monster Hunter what it is but does make the experience that much smoother. There’s a quick option to use whatever recovery items you have that will minimize waste, your hook can grab most items from afar (even while mounted), collecting at gathering points moves just a bit quicker, you can finally pick up bomb barrels after placing them, and firing an SOS flare will even fill your team with AI hunters if you’re offline or until real people online are able to join. It’s a laundry list of tweaks that aren’t necessarily revolutionary, but all make so much sense you wonder why it wasn’t like this before.

Of course, the big, buggy Gammoth in the room is how it all ran. I am willing to give Capcom the benefit of the doubt to a pretty substantial degree here given Wilds doesn’t even have a release date beyond “2025” yet – there is presumably a lot of time left to polish things up – but it’s still worth mentioning that this demo ran badly. Like, really distractingly badly. During busy moments, the framerate dropped to a degree that almost made it hard to play, and the group I was playing with saw multiple hard crashes. Again, this in-development build is by no means the final version of Wilds, but it is the version Capcom chose to show us, and I can’t help but be just a touch concerned that maybe that’s an indication that, at best, Wilds might drop later in 2025 than I was expecting, or at worst, that Capcom bit off a little more than it will ultimately be able to chew.

That’s partly because the ambitious scope here is truly impressive, seemingly hoping to keep hunters out in the field longer. Rather than kicking you back to town after a successful hunt, the second mission I did was structured more like Iceborne’s Guiding Lands, where you could stick around after to explore or immediately take on a new one, with world events and other dynamic things coming and going around you. Rather than starting from a single tent, there was even a surprisingly large outpost on the map I saw, complete with NPCs to talk to. I didn’t really get to see much of this side of Wilds in my demo, but it could add up to a very different feel between fights.

From what I did see, Wilds is shaping up to be pretty much what I hoped for: a Monster Hunter that embraces the parts of Rise that made it so much more inviting, but also doesn’t shy away from the larger scale and spectacle that helped make World the more enduring entry for me. It’s hard to tell exactly which way that needle will point after just a few missions (or if these structural changes will swing it somewhere else entirely), but I certainly can’t wait to play more so I can find out.

Tom Marks is IGN’s Executive Reviews Editor. He loves puzzles, platformers, puzzle-platformers, and lots more.

Civilization 7 In-Game Narrator Revealed — and the Game of Thrones Line of Succession Continues

Civilization fans will know the in-game narrator plays a huge part in the strategy series. For a start, you hear their voice a lot as they impart wisdom about humanity itself throughout the course of the game. And the Civilization games have had some high-profile actors play the role over the years. The late and great Star Trek legend Leonard Nimoy voiced Civilization 4, William Morgan Sheppard voiced Civilization 5, and Ned Stark himself, Sean Bean, voiced Civilization 6.

Now, Civilization developer Firaxis has maintained the Game of Thrones line of succession by drafting Gwendoline Christie to play the in-game narrator in Civilization 7. Fresh from a gameplay reveal at Opening Night Live, Firaxis announced Christie’s role in the game with a new trailer, below, that offers a glimpse at what to expect when Civilization 7 releases early next year.

Christie, like Sean Bean, is a Game of Thrones alum, having exploded into the mainstream by playing Brienne of Tarth in the HBO fantasy-drama series. Here, Christie seems a little more relaxed than the overcharged Brienne, setting the scene for perfectly for Civilization 7.

IGN went hands-on with Civilization 7 ahead of its Opening Night Live reveal and came away impressed. Civilization 7 launches February 11, 2025, on PlayStation 5, PlayStation 4, Xbox Series X and S, Xbox One, Nintendo Switch, PC via Steam and Epic Games Store, and Mac and Linux via Steam.

Check out everything announced at Opening Night Live to catch up.

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.

Kingdom Come: Deliverance 2 – The First Preview

It’s about to kick off in the centre of Kuttenberg, the sprawling medieval city at the heart of Kingdom Come: Deliverance 2. Menhard the sword master has offered to teach protagonist Henry of Skalitz a few tricks with the blade, but the lesson has been interrupted by Kuttenberg’s official fencing guild. They won’t let Menhard teach so much as a pommel strike, despite him having a charter from King Wenceslas to do just that. Moreover, they’re going to fine the old Fechtmeister for breaching their rules.

Things are getting heated, with the chance of a real swordfight breaking out growing by the second. But Henry has an idea. “Menhard wasn’t teaching me anything,” he blurts out. “We were duelling because I insulted his honour!”

Unconvinced, the guild master asks what the duel was about, at which point I’m given an array of choices for Henry to respond with. Reacting quickly, I decide to have Henry say that he slept with Menhard’s daughter. I don’t know whether Menhard has a daughter, but it seems like the sort of thing medieval people would get into a duel over, so I roll with it.

The guild master buys my bald-faced lie and waives the fine…

It works. The guild master buys my bald-faced lie and waives the fine, though Menhard is still prohibited from teaching longsword in the city. With a fight avoided, I turn to Menhard expecting him to be grateful. Instead, he’s furious. It seems Menhard really does have a daughter, and the very idea of Henry sleeping with her has genuinely insulted his honour. Oops. With their relationship damaged, Henry must desperately placate the raging swordmaster before they can focus on more important matters, like plotting how to get back at Kuttenberg’s fencing guild.

Kingdom Come: Deliverance 2 is shaping up to be an even bigger RPG than the original, a 100+ hour epic featuring massive battles, sweeping Bohemian landscapes, and a fully simulated medieval metropolis. But at Warhorse Studios’ preview event hosted in the real-life city of Kutná Hora (the modern Czech name for Kuttenberg) it was this throwaway detail that stuck with me the most. Warhorse claims every choice the player makes in its RPG will feel like it matters, and this dramatic response to a decision I barely thought about was the first (but not the last) indicator that KCD2 could well deliver on this promise.

It’ll be several hours before KCD 2 opens-up to you in this way, however. Warhorse provided access to two separate chunks of the game, the first of which took place right at the beginning. Kingdom Come: Deliverance 2 opens in medias res, with an explosive castle siege where you defend the ramparts with crossbow and longsword. Warhorse says KCD 2 will feature substantially larger battles than the previous game, and this initial sequence was an impressive taster of playing at a larger scale, from booting down siege ladders from the castle wall, to firing crossbow bolts into a crush of enemy soldiers as they come barrelling through the gate.

Following this exciting opening, KCD 2 rewinds to connect with the end of the first game, as we rejoin Henry and his friend and liege lord Sir Hans Capon on a mission to deliver a letter to neighbouring lord Otto von Bergow. This initial hour is strictly linear and heavy on cutscenes, but it keeps you engaged through the feelgood vibes of Henry and Hans’ friendship. Like the first Kingdom Come, the sequel is written in a very humanistic style. Henry remains a deeply affable, fish-out-of-water protagonist, while his position as Sir Hans’ squire leads to an interesting blend of camaraderie and tension between the two.

Together, the pair have big “lads on tour” energy, clearly revelling in the rare freedom their position and assignment affords them in medieval society. It isn’t all fun and games, however. An encounter with a retinue of Bergow’s knights emphasises the danger that lurks around every corner, as the two have to convince the armed horsemen that they aren’t bandits. It’s the first of many elaborate dialogue sequences, with numerous player choices and a lot of exposition. Indeed, while KCD’s conversations are generally interesting, I did wonder if they might benefit from some sterner editing at times.

KCD2 is built to be played with no foreknowledge of the original. As such, the opening hours fold in several refresher tutorials, such as Henry and Hans having a friendly duel that reintroduces you to KCD’s unique swordfighting system. This has been refined for the sequel, reducing the number of directions you can swing your sword from five to four, and making actions like parrying and riposting easier to pull off. While it’s been years since I played the first game, I was nonetheless able to hold my own against Sir Hans after a few minutes of instruction, suggesting that Warhorse’s changes have indeed made the system easier to grapple with. The sequel also introduces bespoke fighting systems for certain non-sword weapons like maces, letting players who don’t fancy mastering the blade to adopt the simpler approach of cracking skulls.

KCD2 is built to be played with no foreknowledge of the original.

The introduction culminates in Henry and Hans taking a bath in the river, followed by a goofy scene where they sneak through the reeds along the riverbank, drawn by the sound of peasant women singing nearby. The scene quickly takes a darker turn, however, as the pair’s camp is attacked by bandits, whereupon they’re forced to flee into the woods wearing nothing but their pants. It’s a sequence that shifts between dramatic and comedic multiple times, and the game handles those tonal changes well.

Through a series of unfortunate events, Henry and Hans end up in the care of a local peasant woman, where we get a chance to see the quieter side of KCD2. One of the original’s strengths was how it strived to immerse players in moment-to-moment play, and KCD2 seems just as indulgent in this regard. Simple actions like eating stew from a pot and picking herbs to make potions are depicted with intensely detailed first-person animations, while the Bohemian forests you explore are verdant and alive with birdsong. There’s a chance to experiment with the updated alchemy system, which is even more tactile and involved than the first game, with you sprinkling ingredients into a big cauldron, before adjusting its height with a lever to change the heat level. Later, when Henry has to fight and kill a couple of bandits who come looking for him, an optional objective unlocks to bury the bodies away from the peasant woman’s home, and you can go through the entire process of putting these wayward souls to rest.

Everything in this initial demo suggests KCD 2 will retain the original’s capacity for letting players steep in its medieval setting. What it didn’t show was anything wildly new. For this, the second demo was more promising. This fast-forwarded the campaign to the 50-hour mark, where Henry arrives in Kuttenberg. This medieval metropolis is the largest urban space seen in the series yet, a bustling environment where every NPC has their own daily routines and behaviours.

It’s here where Henry encounters the swordmaster Menhard and becomes embroiled in the dispute over who has the rights to teach longsword in the city. To settle the disagreement, Menhard hatches a plan, and asks Henry to steal the fencing guild’s official sword and hang it on the wall of the Rathaus (the town hall). This, Menhard explains, is the formal way of issuing a challenge of arms to the town, a challenge which Menhard could then accept to prove his martial superiority.

Of course, this means sneaking into a guildhall filled with master swordsmen, which Menhard wisely suggests you do at night (though you are free to try it in the daytime if you wish). Yet even in darkness, clandestine activities are a risky business in Kuttenberg. Anyone walking around at night is expected to carry a torch, and not doing so will get you in trouble with the guards. Having successfully evaded the city watch, I then have to climb over the wall of the guild house, pick the lock on one of several potential entrances, find the sword, and escape.

Here, the open-ended nature of KCD 2 becomes much more apparent, with the quest feeling closer in spirit to a game like Dishonored than the more directed sequences of the early game. The first time I attempt the theft, things go south quickly. I pick the lock but attract the attention of one of the nightwatchmen, who relocks the door after searching for me. I pick the lock again, and proceed three steps into the building before I’m rumbled. I try to fight my way out with fisticuffs, managing to knock out one of the nightwatchmen, but another has roused the town guard, who come barrelling in with swords drawn to quickly cut me down.

The quest can alter in multiple ways depending on your actions, both in narrative choices and general play.

In my second attempt, I’m more careful, and succeed in lifting the sword unnoticed and hanging it on the wall of the Rathaus. This would be a natural endpoint for the quest, but it proves to be far from over. Succeeding in the theft leads to a multi-stage longsword tournament between Menhard and the swordmasters’ guild, and you can choose to be sworn in under Menhard’s stewardship and fight for his honour and right to teach longsword in the city. Moreover, the quest can alter in multiple ways depending on your actions, both in narrative choices and general play. If you steal the sword but are spotted doing so, for example, the guild will accuse you of the theft when Menhard accepts their challenge. Consequently, the swordmasters’ guild is given heavier armour during the tournament, making the fight more difficult on your end.

This elaborate structure isn’t entirely surprising; quest design was one of the first game’s strengths too. Nonetheless, it certainly feels like the sequel is operating at a higher level amid the busy streets of Kuttenberg. And if Menhard’s quest is reflective of the sequel’s 100+ hour total, then Kingdom Come: Deliverance 2 could end up being something rather special indeed.

Starfield Update 1.13.61 Full Patch Notes Details New Settings and Other Additions as Starfield Becomes Carfield

Earlier today, Bethesda announced that in the lead-up to Starfield’s upcoming Shattered Space DLC, players would be treated to the game’s first land vehicle, the Rev-8, in an update coming later tonight. Well, it’s now later tonight, and Starfield’s 1.13.61 update is now live.

The big centerpiece of this patch is, of course, the Rev-8. It’s the game’s first land vehicle, and we got our first look at it earlier today in a trailer. It’s kinda cute, bouncing around craters and things with its little hover jets and turret. Take a look:

The update isn’t just car-centric, though the Rev-8 is a pretty big deal. There are a number of new settings being added such as a frame rate target setting allowing players to pick between 30, 40, 60, or uncapped on VRR displays. Non-VRR displays will still be able to select between 30 and 60, though players are warned screen tearing may occur on non-VRR displays if 60 is selected. There’s also a new setting allowing you to prioritize between visuals and performance, and toggling Vsync on and off. And there are new Xbox Series S performance options added as well.

Gameplay-wise, the majority of the changes appear to be fixing various bugs or minor other adjustments to make gameplay a bit smoother. You can read the full patch notes here.

Today’s update comes ahead of a much larger DLC expansion entitled Shattered Space, which we learned today would be releasing on September 30. Shattered Space was first revealed back in June at the Xbox Games Showcase and is the game’s first story expansion. It takes place on the homeworld of House Va’Ruun and includes a new planet, weapons, spacesuits, gear, and more.

We gave Starfield a 7/10 in our launch review, saying that it “has a lot of forces working against it, but eventually the allure of its expansive roleplaying quests and respectable combat make its gravitational pull difficult to resist.”

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.