Dragon Age: The Veilguard Review

As I excitedly slashed, blasted, wooed, looted, and delved my way through the stunning and enthralling world of Dragon Age: The Veilguard, I kept having one thought: “Wait, BioWare made this? 2024 BioWare?” With this game coming in the wake of the debacle that was Anthem, itself preceded by Dragon Age: Inquisition and Mass Effect: Andromeda, which were both merely alright in hindsight, I wasn’t sure these former masters of the roleplaying game craft could make a game like this anymore. But putting together my team of interesting and endearing companions to save the world felt like getting the old band back together, in more ways than one.

The scope of this adventure is the whole North of Thedas, sending you from the coasts of Rivain to the blighted wilds of the Anderfels as you attempt to prevent the rise of an ancient and menacing evil. It was thrilling as a long-time fan of the series to finally see so many of the places I’d only read about in a journal entry way back in 2009. And the way BioWare has us go about that exploration is very focused and deliberate.

Veilguard’s level design was one of the first things that jumped out at me, reminding me of the original Star Wars: Knights of the Old Republic more than anything. The slick, looping corridors with just enough little nooks to discover are cleverly interconnected in a way that proves how a BioWare-style RPG gains a lot and loses almost nothing by ditching the idea of a fully open world. (The exceptions to that are a couple of the more vertical sections of the city of Minrathous, which can be a pain in the ass to navigate.) Across the board, the environment art is really jaw-dropping, from the desolate peaks of Kal-Sharok to the surreal, floating elven ruins in Arlathan Forest.

I was very pleased with the character designs, too. The armor and outfits are fabulous. I spent more than an hour in the character creator, like I usually do, and came out with a version of our protagonist, Rook, who delighted me every time she was in frame. This might be some of the best-looking hair I’ve ever seen in a video game.

Veilguard’s combat is a refinement of what we saw in Dragon Age 2 and Inquisition.

Even with all of that visual splendor I was able to get a stable 60 fps at 4k on my RTX 4070 Super with DLSS set to maximum performance, which usually didn’t affect the visual quality in very noticeable ways. The one exception to this was in the late game, when there could be so many spell effects going off at once that I’d not only lose frames, it’s also difficult to even see what’s actually going on.

Through the crackle and sparks, though, Veilguard’s combat is definitely a refinement of what we saw in Dragon Age 2 and Inquisition. I’ve always preferred the more tactical style of Dragon Age: Origins or Baldur’s Gate 3, but that ship sailed so long ago for this studio, not even the Evanuris remember what it looked like. And so, judging this very action-focused combat system for what it is, it’s pretty good! BioWare has committed fully to the fast-paced style and refined it to a point that I enjoy it quite a bit. And the ability to pause to issue party members orders, just like in Mass Effect, still gives some opportunity for more tactical players like myself to look around the battlefield and consider our next move. It definitely feels better on a controller than mouse and keyboard, though.

I was somewhat disappointed that party members are more like extensions of your own character in combat at this point rather than their own entities. They don’t even have health bars, for instance. They can’t be knocked out in combat, whereas you instantly lose an encounter if Rook goes down. They do have equipment slots and skill trees, though less than what Rook gets. But overall, the amount of customization available for the whole squad through piles and piles of interesting, upgradeable loot was more than enough to satisfy my RPG appetites, if not fulfill my wildest fantasies of intricate battle management.

In my 100-hour near-100 percent, almost obsessively completionist playthrough, I styled Rook as a Spellblade – a mid-ranged melee hybrid mage – and really enjoyed the play style once I’d unlocked all of my core tools. Dancing with a dagger through a lightning storm I summoned, darting out of danger and then back in for a lethal blow, is just a really good time that rewards precise timing and wise target prioritization. This isn’t the tactical Dragon Age of my youth, but it is a Dragon Age I can vibe with.

And the highlights of combat are definitely the boss fights, which offer a really satisfying challenge even on the default difficulty. While standard mob fights with Darkspawn or Venatori cultists eventually got a little repetitive after 90-plus hours, going up against a High Dragon never failed to get my blood pumping as I had to carefully study attack patterns and think on my feet.

Your whole squad is made up of complex, memorable, and likable companions.

In the sense that a BioWare RPG is really about your companions, also known as the friends we made along the way, this might be the most BioWare game of all time. Not only is the whole squad made up of complex, memorable, likable, distinct personalities from across Thedas, but they’re all treated as the stars of their own story. Veilguard is light on that classic kind of side quest that’s like, “Help Bingo Bongo find some nug grease,” and I don’t miss those much because they’ve been replaced by full-length heroic arcs for each companion, with twists, turns, a personal nemesis, major character developments, and a moment of triumph fit for a protagonist rather than a sidekick. It’s like the writers took the loyalty missions from Mass Effect 2 and blew them up into seven miniature games of their own. Almost every side mission ties into one of these, which obliterates the sense that you’re doing busywork.

Picking a favorite of the seven Veilguard members to talk about genuinely feels like an impossible task. I really want to say all of them are my favorite. But I had a rewarding romance with the stoic Grey Warden, Davrin, and became the mother to his fledgeling griffon pal, Assan, so he’s got to be my pick for this playthrough. Seriously, if anything ever happens to that little guy, I will wash Thedas away in a tide of fire. The Vincent Price-inspired gentleman necromancer Emmerich is also a delightful twist on the usual edgy goth death mage tropes.

And while we’ve been asked by the devs not to spoil specifically who I’m talking about here, as a non-binary person myself, Veilguard includes some of the most authentic representation of coming to terms with gender stuff – and having to navigate your family’s reaction to it – I’ve seen yet in a game. It doesn’t feel like an after school special or like I’m being pandered to. It’s quite well-handled, and finding out that the writer for this character is non-binary themselves did not surprise me at all.

The larger plot that’s threatening the world in the background as we’re doing all of these more personal quests is nothing particularly outstanding in its overall structure. We need to unite some factions to fight some evil gods who are trying to do bad things with tentacles. The major wrinkle that makes that interesting, however, is Solas – also known as the Dread Wolf, elven god of lies and rebellion – waiting in the wings, keeping me guessing about whether he was a friend or foe.

This story feels like both a send-off and a soft reboot, in a way.

As a continuation of the Dragon Age series, Veilguard does feel a little disconnected from where we left off a decade ago. If you were expecting decisions from previous games in the series to carry over, I’m sorry to say they’ve never mattered less. You only get to import three choices, one of which only comes up in the context of a single letter you may or may not find and read. You do get to recreate your Inquisitor from Dragon Age: Inquisition, the same way Inquisition let you recreate your Hawke if you played Dragon Age 2. And the Inquisitor ends up being a fairly important character, which was cool.

But things like who you chose to make head of the Chantry at the end of Inquisition never come up. There’s no sign of the Warden from Origins, even though you visit the stronghold of their order. Hawke gets only a passing mention. There are some other cameos from both Origins and Dragon Age 2, but those characters conspicuously don’t reference any important choices you may have made in their presence. This story feels like both a send-off and a soft reboot, in a way, which was paradoxically a bit refreshing and disappointing at the same time.

The pacing early on is kind of weird, too, and I felt like I could practically smell the rewrites. For example, it’s hilarious that no one ever says the word “Veilguard” out loud across the 100 hours I played of this dialogue-packed campaign, exposing a last-minute marketing pivot for what it was. But it doesn’t take too long for things to get on a good track, story-wise, and when they do, they stay on it.

The sacrifices I had to make in the closing hours hurt. The wise decisions I made paid off.

Aside from one huge choice you’ll make early on, the most interesting bits of narrative design don’t come until the very end of Veilguard’s story. And again, it’s hard to dig into this too much without spoiling something, but the finale is also very much in the spirit of Mass Effect 2, which has an ending that, up until now, may have been the best series of complex consequential choices ever featured in an RPG. The sacrifices I had to make in the closing hours hurt. The wise decisions I made paid off. And I even got the chance to dramatically flick an ace out of my sleeve at the last moment, specifically because I took a very thorough and careful approach to everything leading up to it. That felt like the ultimate reward.

Throughout all of that, the cinematic flair is off the charts, proving that BioWare is unmatched in the RPG world in that discipline. So much of the best stuff I can’t even tell you about, but parts of it felt like watching a big-budget fantasy movie in the best ways. A triumphant and effective – if not quite iconic – score elevates these moments further.

Kamala Harris Is Courting Gamers Using Fortnite in the Last Week of the U.S. Presidential Campaign

It’s the final week before the U.S. 2024 presidential election, and in the waning hours of her campaign, Vice President Kamala Harris is making a bid to a group that’s not often targeted in such races: gamers.

Today, Harris’ campaign is launching its own Fortnite map: Freedom Town, USA. It’s a custom creative map themed around some of Harris’ campaign pledges, including tax breaks for small businesses and a focus on affordable housing. The map can be found in Fortnite Creative starting today using code 733155366547.

Freedom Town, USA is joined by political takeovers of at least eight other Fortnite Creative maps by Fortnite creators Jordan “Huskerss” Thomas, Morgan “MODELMORG” Pope, Lyah “Himalyahs” Barberan, and Khairi “Kdot” Harris. These maps (Drive City, Troll Bed Wars, Meme Boxfights, Super Box PVP, Football Boxfights, Bullseye 2v2, Bullseye 1v1, and Bullseye 3v3) will include political in-game signage, custom models, and themed audio cues. One of these cues, played when collecting a cat, plays a quote from Harris’ rival former President Donald Trump: “they’re eating the dogs, eating the cats.”

This move comes as part of a recent, much broader appeal made by the Harris campaign to reach young, male voters through video games. Other recent efforts include a Geeks & Nerds for Harris fundraiser, a weekend Twitch stream where Vice Presidential candidate Governor Tim Walz played Madden NFL and Crazy Taxi with Representative Alexandria Ocasio-Cortez, and a number of advertising efforts across mobile games, sports betting platforms, and YouTube channels. (The Harris campaign has also advertised on IGN. You can view our policy on the separation of editorial and advertising interests here.)

While the Trump campaign has not made a similar targeted push to gamer audiences, the former President has commented on video games before. During his tenure in the White House, President Trump blamed violent video games for a shooting at Marjory Stoneman Douglas High School in Parkland, Florida, saying that such games were “shaping young people’s thoughts” and publishing a reel of “violent video games” that included clips from Call of Duty: Modern Warfare 2, Wolfenstein, Dead by Daylight, Sniper Elite, and Fallout 4. We’ve reached out to former President Trump’s campaign for comment.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Aussies: Win an Epic EA SPORTS FC™ 25 Prize Pack

Uber One is teaming up with IGN to launch an epic giveaway to help budding EA SPORTS FC 25 players who are Uber One members improve their game on the pitch. Thanks to Uber One, three Uber One members have a chance to win an EA SPORTS FC 25 prize pack which includes a 4K Ultra HD TV, PlayStation 5 Slim Disc Console and more!

Better yet, every Uber One member who enters will score an EA SPORTS FC 25 Ultimate Team™ Pack*!

Three prize winners will score:

  • A 4K Ultra HD TV and soundbar
  • A PlayStation 5 Slim Disc Console
  • A copy of EA SPORTS FC™ 25 on PlayStation 5
  • 1-on-1 coaching session with EA SPORTS FC™ 25 pro Dylan Banks FC

For EA SPORTS FC25 players looking for tips on how to improve their in-game skills, be sure to checkout the Uber One Underdog Academy hub to access a series of quick, insightful video guides, presented by Uber One.

For your chance to win, all you need to do is join Uber One if you are not already a member and answer this question:

In 25 words or less, tell us who’d be the star player on your ultimate team, and why?^

Got a good answer? Want to boost your gaming setup? Click here to submit it and you could win!

*Each Uber One member who enters the Uber One X EA SPORTS FC™ 25 Ultimate Team competition between 25 Oct 2024 and 25 Nov 2024 will be entitled to receive an EA SPORTS FC™ 25 Ultimate Team pack. Details on how to redeem the EA SPORTS FC 25 Ultimate Team packs will be shared to members via email within 2 weeks of competition entry. See Uber One T&Cs here.

^T&Cs – See full program terms and conditions [here] (t.uber.com/EAAUTC2).

Daily Deals: Space Marine 2, Sonic X Shadow Generations, LEGO Super Mario, and More

The weekend is officially here, and we’ve rounded up the best deals you can find! Discover the best deals for Sunday, October 27, below:

Sonic X Shadow Generations for $39.99

Sonic X Shadow Generations just released this week, and you can already save $10 off a Nintendo Switch copy at Woot. This package includes a remastered version of Sonic Generations and a brand-new campaign focused on Shadow. Both 2D and 3D levels are included, making for the ultimate package for any Sonic fan.

Save on Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2 is on sale for the very first time at Amazon. With the game’s outstanding success, physical copies have been somewhat hard to come by recently, so this is a great deal overall. If you’re looking for a deeper discount, though, it might be worth waiting for Black Friday. In our 8/10 review, we stated, “Warhammer 40,000: Space Marine 2 is a terrific third-person shooter with a compelling story, loads of weapons that are a blast to use, and a healthy variety of enemies to use them on.”

Silent Hill 2 for PS5

Bloober Team’s remake of Silent Hill 2 is on sale for the very first time this weekend at Amazon. Recreating one of Konami’s most beloved titles was never going to be easy, but the Silent Hill 2 remake delivers an immersive horror experience that preserves almost everything that made the original so great. In our 8/10 review, we said the game “smoothly polishes down the rough edges of the original game’s combat while taking a piece of heavy grit sandpaper to scuff up every rust and mold-covered surface of its nightmarish environments, successfully making them appear far more abrasive and menacing to explore.”

Save $100 Off the Corsair iCUE 2000D RGB Airflow Mini-ITX PC Case

For a limited time, you can save $100 off the Corsair iCUE 2000D RGB Airflow Mini-ITX PC Case. If you have a Mini-ITX Build, this is one of the best cases you can buy. Three RGB AF120 SLIM fans are included, alongside steel mesh panels for maximum airflow all around. The iCUE 2000D RGB Airflow has support for full size GPUs from the RTX 40 Series, so you can transfer your build with little to no problems.

EA Sports College Football 25 for $39.99

EA Sports College Football 25 is available on sale for $39.99 this weekend. This game marked the first college football title from EA since NCAA 14, as a lawsuit regarding player NIL (name, image, and likeness) prevented the company from producing further entries. Many of the older modes have returned to College Football 25, including Dynasty, Team Builder, and Road to Glory. Of course, dozens of new features have been added, including Stadium Pulse, which creates challenging road environments in college football’s biggest stadiums.

Super Mario RPG for $31.99

The remake of Super Mario RPG is $31.99 at Woot right now, which is a great price for this classic title. If you’ve yet to either play the original or check out the remake, this is the perfect time to do so. Composer Yoko Shimimura returned to compose the remake’s original soundtrack, and each boss and environment has been expertly recrafted for the Nintendo Switch.

LEGO Shadow the Hedgehog On Sale

If you’ve just finished Sonic X Shadow Generations and don’t want the Sonic fun to end, this Shadow the Hedgehog LEGO set is the perfect item to keep it going! Target has this LEGO set on sale this weekend for 15% off, which will save you over $10. This set includes a stand and nameplate for the model, alongside a few Rings to display with it.

Red Dead Redemption for $35.91

Red Dead Redemption made the jump to PlayStation 4 in October 2023, and this release includes both the base game and Undead Nightmare. For fans of Red Dead Redemption 2 who have never played the original, now is a great time to check out John Marston’s story. This is the lowest price we’ve seen Red Dead Redemption at since last December, so be sure to pick this one up while it’s on sale!

LEGO Super Mario On Sale

Macy’s has multiple LEGO Super Mario sets on sale this weekend for a limited time. You can save on sets like King Boo’s Haunted Mansion, Peach’s Castle, Super Mario Adventures, and the Wiggler Set. If you own LEGO Mario, you can interact with each of these sets in ways like never before!

Luigi’s Mansion 3 for $39.99

Luigi’s Mansion 3 is available this weekend at Woot for only $39.99. This is one of the best games available on Nintendo Switch, filled with charm and all sorts of fun puzzles. With Halloween right around the corner, there’s never been a better time to pick up the game if you haven’t already!

Theatrhythm Final Bar Line

Theatrhythm Final Bar Line is the ultimate collection of Final Fantasy music. Featuring tracks from Final Fantasy I to Final Fantasy XVI, this game is perfect for any fan of the RPG series. As a rhythm-based title, there is plenty of challenge to be had, especially on higher difficulties. For a limited time, you can save on both the Nintendo Switch and PS4 versions of this popular game.

Resident Evil 4’s Creator Explains What Makes a Good Remake

Video game remakes are everywhere these days. We’ve just had a new version of Silent Hill 2, the Final Fantasy 7 remake trilogy is in full swing, and a recreation of Metal Gear Solid 3 is on the horizon. But few people know remakes quite as well as Shinji Mikami. The co-creator of Resident Evil has watched teams craft highly-successful recreations of his own games, and back in 2001 even helmed the remake of the first project he ever headed up – making him the director of both Resident Evil and Resident Evil.

So, if there’s anyone who knows what makes a good remake, it’s Shinji Mikami. “I think the comprehensive and fundamental understanding of what it was that made the original work in the first place is probably the most important point of a good remake,” he tells me.

“Everything from the ground up, basically,” he explains. “There’s a few examples of that with certain series that Capcom has put out.” He is, of course, talking about the recent run of Resident Evil remakes, the most recent of which is the almost universally-celebrated Resident Evil 4. Mikami has played it and offers glowing praise for the team at Capcom.

“I thought that it was really well-made,” he says. He’s particularly impressed by how the remake handles the more nuanced details of combat, such as the timing between aiming and shooting, which in the original was finely balanced to ensure mounting pressure and tension. “I thought that they showed a really good understanding of that element,” he tells me.

“Another thing I thought was really well done was the way they took the half-assed scenario that I just wrote up in two weeks and really built up on that and really fleshed it out,” he adds. “They showed that they really understood the characters and their interactions. They showed a good understanding of the backbone of each character. And they took not just the scenario itself, but even the dialogue, and they improved all that stuff so that was really great.”

The comprehensive and fundamental understanding of what made the original work in the first place is probably the most important point of a good remake.

My conversation with Mikami was part of his promotional work for Shadows of the Damned: Hella Remastered, a spruced-up version of the cult classic he produced back in 2011 (amusingly, Mikami notes that “I personally don’t really have any interest in remasters” during the chat, so a passion project to revive Shadows this isn’t). We were also joined by Goichi Suda (AKA Suda51), Shadows of the Damned’s writer and CEO of developer Grasshopper Manufacture. Suda has more interest in remasters than Mikami; alongside this new version of Shadows, Grasshopper has also remastered Lollipop Chainsaw this year, and had previously restored No More Heroes and Killer7 for modern platforms. But Suda varies his approach when returning to his old games. Sometimes a remake is needed.

“One thing that really stands out about remaking The 25th Ward was, at the time when we did the remake, it was completely unplayable,” Suda explains. “It was originally only available on Japanese flip phones. And, on top of that, it never actually ended. The original version didn’t have a proper conclusion or ending to it.” These factors ensured that, instead of a remaster, The 25th Ward was totally remade in 2018 to both suit the PlayStation 4 console and to finally provide players with a conclusion to the story.

For Shadows of the Damned, Mikami and Suda have chosen to remaster rather than remake. Instead of expanding and reinventing aspects of their 2011 game, which sold poorly but garnered a cult following, the duo have stuck closely to the original version. The approach allows modern audiences to experience the game as it was released back on the Xbox 360 and PS3. Nevertheless, there are some new elements to ensure long-term fans are rewarded.

“I wanted to keep the game as close to the original as possible, but there were definitely things that I wanted to add on and emphasize or accentuate this time around,” says Suda. “For example, there’s some new costumes for the main character, there’s the new game plus mode. There’s a few things that we wanted to use to boost the experience a bit. But yeah, we certainly wanted to keep it as close to the original as possible.”

Personally, I’m more interested in remaking Killer7 than I was in remastering Shadows of the Damned.

But, as noted earlier, Mikami isn’t all that interested in remasters. That’s not to say he’s not interested in revisiting the past, though. “Personally, I’m more interested in remaking Killer7 than I was in remastering Shadows of the Damned,” he tells me. “If I got to choose, I’d rather do a sequel to Killer7 or something.”

Released in 2005, Killer7 was an incredibly stylish action thriller. Its complex story, following the exploits of an assassin with multiple personalities, was co-written by Mikami and Suda. It’s another project from the duo with a cult following, and one that has largely been lost to time: aside from a 2018 PC remaster, Killer7 was only ever made for the GameCube and PS2, with no modern console re-releases available. As such, the game’s small but loyal following has long cried out for a sequel or remake.

Reflecting on the original, Suda says “I was constantly really, really conscious of the fact that I was making an action game together with Mikami, the guy who made the Resident Evil series. And with that, [he] revolutionized the way action games are made.

“Another thing that I was constantly conscious about was the fact that we were trying to make a game to put out to the whole world, not just domestically. All the new ideas that we had, for example, controller inputs and the gameplay and the action itself, we tried to make this stuff as new and original as possible. If we were to do another Killer7 thing, that’s something that I’d like to return to. Making something completely new and original and putting a bunch of revolutionary stuff in it.”

While Mikami likes the idea of returning to Killer7, he feels that his vision for the game’s art may clash with modern expectations. “I feel that, at the time, the art that we used for Killer7 matched really well with the specs of the time,” he says. “And if we were to make a new version of it nowadays, people would probably be expecting something a lot more realistic. And that would just feel funky and weird. That’s not really what the game was about.

“If we were going to redo it, if we were going to do something new with it, there would be a whole lot that would have to be changed,” he theories. “Everything from background settings and the art itself, it would have to be pretty much redone from the ground up.”

“This isn’t any kind of promise that we’re going to be making a sequel or a remake or anything,” he quickly adds. “It’s just two dudes shooting the shit.”

Even though it’s just two dudes shooting the shit, the conversation gives us a good insight into what one of the most celebrated directors in gaming thinks makes a good remake. The best are ground-up recreations that study and dissect the components that made the original game work so well, and then use that understanding to expand on the good and enhance any weaknesses. It’s a simple recipe that requires a deep, intricate understanding of the original game in question. Thankfully, Mikami’s work has inspired such dedication, and the result has been the Resident Evil remakes.

As for the remakes yet to come, let’s hope they’re based on original projects that also inspire such close study and appreciation for every little detail, right down to the microseconds between aiming and squeezing the trigger.

Matt Purslow is IGN’s Senior Features Editor.

Daily Deals: Sonic X Shadow Generations, Silent Hill 2, and More

The weekend is officially here, and we’ve rounded up the best deals you can find! Discover the best deals for Saturday, October 26, below:

Sonic X Shadow Generations for $39.99

Sonic X Shadow Generations just released this week, and you can already save $10 off a Nintendo Switch copy at Woot. This package includes a remastered version of Sonic Generations and a brand-new campaign focused on Shadow. Both 2D and 3D levels are included, making for the ultimate package for any Sonic fan.

Silent Hill 2 for PS5

Bloober Team’s remake of Silent Hill 2 is on sale for the very first time this weekend at Amazon. Recreating one of Konami’s most beloved titles was never going to be easy, but the Silent Hill 2 remake delivers an immersive horror experience that preserves almost everything that made the original so great. In our 8/10 review, we said the game “smoothly polishes down the rough edges of the original game’s combat while taking a piece of heavy grit sandpaper to scuff up every rust and mold-covered surface of its nightmarish environments, successfully making them appear far more abrasive and menacing to explore.”

EA Sports College Football 25 for $42.99

EA Sports College Football 25 is available on sale for $42.99 this weekend. This game marked the first college football title from EA since NCAA 14, as a lawsuit regarding player NIL (name, image, and likeness) prevented the company from producing further entries. Many of the older modes have returned to College Football 25, including Dynasty, Team Builder, and Road to Glory. Of course, dozens of new features have been added, including Stadium Pulse, which creates challenging road environments in college football’s biggest stadiums.

Super Mario RPG for $31.99

The remake of Super Mario RPG is $31.99 at Woot right now, which is a great price for this classic title. If you’ve yet to either play the original or check out the remake, this is the perfect time to do so. Composer Yoko Shimimura returned to compose the remake’s original soundtrack, and each boss and environment has been expertly recrafted for the Nintendo Switch.

Red Dead Redemption for $35.91

Red Dead Redemption made the jump to PlayStation 4 in October 2023, and this release includes both the base game and Undead Nightmare. For fans of Red Dead Redemption 2 who have never played the original, now is a great time to check out John Marston’s story. This is the lowest price we’ve seen Red Dead Redemption at since last December, so be sure to pick this one up while it’s on sale!

LEGO Super Mario On Sale

Macy’s has multiple LEGO Super Mario sets on sale this weekend for a limited time. You can save on sets like King Boo’s Haunted Mansion, Peach’s Castle, Super Mario Adventures, and the Wiggler Set. If you own LEGO Mario, you can interact with each of these sets in ways like never before!

Luigi’s Mansion 3 for $39.99

Luigi’s Mansion 3 is available this weekend at Woot for only $39.99. This is one of the best games available on Nintendo Switch, filled with charm and all sorts of fun puzzles. With Halloween right around the corner, there’s never been a better time to pick up the game if you haven’t already!

How Cyberpunk 2077: Phantom Liberty Became a Survival Horror Game (For One Mission) – Art of the Level

For the majority of its runtime, Cyberpunk 2077 is an action-packed RPG. Even if you hone your protagonist, V, into a stealth ninja assassin, the neon-soaked Night City is still frequently the stage for tense combat encounters. That is, however, until Somewhat Damaged, one of the Phantom Liberty expansion’s final quests. Inside a bunker buried deep beneath the city, Cyberpunk 2077 leaves its RPG structure behind and morphs into a survival horror. A relentless robotic hunter stalks you through chambers and corridors, and there’s nothing your weapons can do to stop it.

To find out how this level and its terrifying mechanical monster were created, we spoke to staff from developer CD Projekt Red. With their insight, we examine how Somewhat Damaged makes use of logical environment design, increasingly stressful objectives, and resourceful AI scripting to manifest Phantom Liberty’s terrifying crescendo.

Phantom Liberty tells the story of Song So Mi, better known as Songbird, and Reed, two NUSA agents and former partners. Throughout the campaign it’s revealed that Songbird is on a personal mission to escape the toxic grip of her employer. If you help her, she will save you from your terminal brain virus (AKA Johnny Silverhand) using a Neural Matrix she plans to steal. As the campaign reaches its climax, you’re given a choice: work with Songbird, or betray her and let Reed take her into NUSA custody. Choosing that second option triggers Somewhat Damaged, a terrifying final quest that’s unique to this branch of the story.

Somewhat Damaged sees a devastated, mentally unstable Songbird flee to Cynosure, an abandoned facility beneath Night City. There she connects with the Blackwall, a defence network that protects the world from unknowable digital horrors, and activates a rogue AI to stalk, hunt, and kill you. Within the dark, decaying corridors of the bunker, all you can do is run and hide. It’s a bold left turn for a game normally so focused on action.

“I really wanted to do something Eldritch horror,” says Patrick Mills, CD Projekt Red’s former Cyberpunk 2077 loremaster and the person responsible for Somewhat Damaged’s initial design document. “I went to [quest director] Paweł Sasko and I said, ‘Hey, I want to do this. A lot of people aren’t going to like this, but I think the people who do are really going to like it.”

From near enough the very beginning, Mills wanted to create the quest alongside Miles Tost, a senior level designer he knew would be on the same page. Tost immediately agreed to join the project. “I wanted to make something that was way out of my comfort zone,” he says, “and just pushed everything that I knew about working with our engine. We tried to come up with how we could push our technology and our encounter system to create this truly unique experience for the player.”

The Invincible Beast

Like some kind of restless spirit from beyond the veil, Songbird’s rogue AI possesses a Cerberus. It’s a maintenance robot, but don’t let that basic purpose fool you: this is a relentless, powerful beast. And, unlike any robot you’ve faced in the campaign before this point, it’s completely impervious to damage or hacking. The first thing the development team had to do, then, was to teach players that the Cerberus wasn’t a boss to fight, but a monster to avoid at all costs.

“The ideal of a great RPG boss fight is a boss that acknowledges the skills that you’ve chosen in order to defeat the boss,” says Mills. “But in this case, I went completely against that. None of your abilities are really going to help you here. We just have to disable all of those things because if you give a player the ability to chase the thing off or to disable the thing, if your guns do anything to this thing, that’s what players are going to try to do to get through it.”

“We need them to understand the very first time it kills them there’s nothing you can do,” he explains. “It’s the only way to immediately communicate that idea.”

To put players in the right headspace, the development team carefully designed the path towards the initial Cerberus encounter with a focus on tone. After betraying Songbird in the previous quest, Reed and V attempt to capture her in an explosive raid on a MaxTac convoy. From that point onwards, as V follows Songbird into the bunker, things begin to veer further and further away from the experience you typically expect of Cyberpunk 2077.

“I need to make sure as you’re moving through this space that there isn’t any shooting,” says Mills. “There’s as little traditional gameplay as possible. I’m moving you through thematic airlocks, one after the other, to just keep that sense of space between those things. The objective is to make sure that the player understands that it’s a different game now.”

That different game is, perhaps rather obviously, partially informed by a landmark survival horror. “The Cerberus monster itself came from Alien: Isolation,” reveals Paweł Gąska, who took over quest design duties from Mills. “They nailed this idea of an unpredictable predator that is hunting you on the level and is keeping you tense even when it’s absent. We thought ‘This is exactly what we want.’”

Achieving such an experience is easier said than done, though. The entirety of Alien: Isolation revolves around the cat and mouse gameplay between the player and the xenomorph, and so developer Creative Assembly could put significant time and resources into coding its sophisticated artificial intelligence system. CDPR, on the other hand, only needed such a hunter for one single quest… a quest that many players wouldn’t even experience thanks to the branching narrative. And so the team had to find a way to replicate that hunted feeling using craftier techniques.

From the robot’s perspective, it’s never actively actually hunting the player, sorry!

The first section of the level, known internally as the outer bunker, is a collection of five rooms linked by a T-shaped corridor. “The game does a check of where V is,” explains Tost. “Is V in this room? No. Okay. Is V in that room? No. Okay. Is V in that room? Yes. And then it basically sends the Cerberus into that room.”

It’s a fairly straightforward process, but there are layers to the programming that ensure the robot feels authentically autonomous. For example, there are multiple different patrol paths that the robot can follow. When the system completes its room check and discovers where you are, it randomly assigns one of those paths to the Cerberus. The robot then follows that circuit, which will by design eventually lead it to the room you were discovered in.

“From the robot’s perspective, it’s never actively actually hunting the player, sorry!” laughs Tost. “It happens to walk within the area that V is in. So that coincides, which is a bit of a problem for V, but really the robot is just on a walk.”

It may be just an illusion, but that doesn’t keep the terror from feeling very real. That result is partly thanks to Tost and the team realising that “the horror really lives in the absence of the robot compared to its presence.” That’s why close attention was paid to the Cerberus’ distinct audio signature. Its six metal legs thud against the flooring with a regular pattern, allowing you to approximate its position even when it’s far out of view. You can hear the whine of its servo motors as it climbs into the air vents that snake around the facility – a signal that the corridors are now free of its presence.

But making this hunter operate as intended was a much more difficult task than making it sound right. Before the final Cerberus was a prototype based on Royce, the cybernetic psychopath from the main Cyberpunk 2077 campaign, but his programming “had the issue of not really understanding when to stop running after you and fighting you,” says Tost. Royce was later replaced with another enemy, the Blood Ritual cyberpsycho, who “was less of what we wanted in the final version, but functionally worked a bit better.” Finally, after a less than ideal length of time, the final Cerberus mesh was given to the design team. “He worked even worse than both [Royce and the cyberpsycho]!” laughs Tost. “He would just glitch in animations. Most of the time he didn’t have animations!”

These difficulties almost saw the entire idea of a stalking enemy scrapped. “There were quite a few moments throughout development where we were this [close to] just making it a combat encounter,” Tost reveals. “There was actually a long time where we did have a fight with the robot planned, but we really couldn’t get it to work. That basically forced us to really commit to [the hunter idea].”

The Haunted Bunker

The Cerberus is an important part of Somewhat Damaged, but avoiding it is not your primary task. Instead, this predator is a constant threat as you attempt to fulfil your main goal of venturing deeper into the Cynosure facility and finding Songbird at its core. Accessing the core first requires opening the colossal bulkhead door that connects the inner and outer bunker, done by disabling four different data terminals: Alpha, Bravo, Sierra, and Victor. Each is located in different rooms around the facility. It’s hardly a scary prospect for a horror-themed level, but a smart shift in how the world is presented makes the simple act of finding computers much more interesting than you’d first expect.

“The belief that I had back then, together with Patrick and the rest of the team, was that in order to really put the player into this horror mindset, we need to get their attention and their eyes on what was happening as much as possible,” says Tost.

The solution was to eliminate the minimap. When you enter Cynosure, Songbird hacks your GPS link. This removes the distraction from your screen, but also cuts you off from your location data and objective markers. That manifested a whole new challenge – the bunker had to be designed as a space that clearly communicated its pathways through architecture and in-game signage. While the majority of Night City’s geography does adhere to some level of real-world logic, this was a new and unfamiliar approach for Somewhat Damaged. Thankfully, Tost had recently conducted a deep-dive analysis on how immersive sim developer Arkane Studios approaches its best-in-class level design. The findings of that investigation formed the bedrock of Cynosure’s layout.

“What we came up with was that we gave each room a name, and we put the names very visible on the level,” explains Tost. “We needed to have an in-game map. We needed to have this terminal where you can look at the status of the door and for it to be really, really clear that it has four locks and these locks are linked to these data terminals that you need to get to them.

“How does the player understand which data terminal is activated and which one isn’t and all that? We worked with the UI team in a collaboration and they really helped us with that.”

The inner bunker tends to be much more stressful. The rooms are smaller, the spaces are more claustrophobic.

This meticulously designed, easy-to-read environment is just one of the components that make this whole level work as intended. The second is the Cerberus and its clever AI behaviour. The final piece comes in the form of objectives. With the Cerberus inflicting so much pressure, the mission’s tasks had to be carefully balanced. They couldn’t ask players to do anything overly-complex. And so opening the bulkhead door is simply a case of activating four data terminals. The resulting challenge is not the terminals themselves, but the tense exploration required to find them.

“It’s a high stress environment so it’s difficult to make complicated decisions,” explains Tost. “So we make the [objective] difficult through the Cerberus being around, but we keep the things themselves simple.”

“A lot of this is really inspired by other horror games and looking at what they’re doing,” Mills reveals. “What is it that you have to do in Soma or Alien: Isolation to progress? Well, the gameplay comes from you’re being hunted. You need to go and press this switch and operate this device and when you’re doing it, you can’t see behind you, and there’s that fear of this thing lurking.”

While much of the objective design was fuelled by the quest’s horror approach, the team still had to ensure that some element of Cyberpunk’s RPG design remained. “Your objective has to give you some chance [against the indestructible Cerberus],” says Gąska. “You are not a passive person here. You are disempowered, you cannot do what you’ve been doing before, but bits of [your character build] remain. If you invested in the stealth tree, your footsteps will not be as loud, so you have more room to check stuff out.”

To allow all players, not just those with high stealth stats, to successfully avoid the Cerberus while exploring the outer bunker, a number of hiding spots were built into the design of each room and corridor. Such areas of cover are signposted through lighting, with flashing bulbs indicating safe havens. “One benefit of having the fixed patrol lines [for the Cerberus] was that I could predict for each patrol point where cover should be to make each and every one of them fair,” says Tost.

With all four data terminals activated, the door to the inner bunker opens and you can continue your search for Songbird. The next task is to shut down the facility’s core, which requires you to sabotage three key systems: the Neural Network, the Datafront’s firewall devices, and the Thermic Control. Similar to the outer bunker, you once again need to cautiously explore the environment to find these objectives, but this time each task involves more risk and danger. With the Cerberus still very much on your tail, the section ratchets up stress and panic levels.

“The idea was always to have the outer bunker be the tutorial area, and the [inner bunker] was where we wanted to switch it from just the sheer terror of being in this space to you being confronted by that thing much, much more often,” Tost reveals. “So this section tends to be much more stressful. The rooms are smaller, the spaces are more claustrophobic.”

We’re really forcing the player to interact with the robot in a way that they know will end badly for them.

“The objectives are no longer just you hooking yourself to the system and shutting it down,” says Gąska. “You have to be more visceral, you have to rip the cables, you have to destroy stuff.”

That destruction always, without fail, summons the Cerberus. “We’re really forcing the player to interact with the robot and the environment in a way that they know will end badly for them,” says Tost with a smile.

With all three objectives complete, the facility goes into emergency lockdown, trapping you in the observation room. It makes you a sitting duck for the Cerberus, which of course turns up for one final hunt. Thankfully the room is arranged in a circle, allowing just enough space for you to stay out of the patrolling robot’s vision cone provided you keep moving. It makes for a white-knuckle finale to Night City’s most terrifying game of hide-and-seek.

“We have this issue of balancing how often the robot should be there,” explains Tost. “In this particular section, which generally is smaller, we had moments where the player would be able to simply speed run it without the robot having any chance to show itself. So the decision was made to just lock the door and you have to endure the robot being in there.”

With the objective locked in, Tost settled on using the observation room as the Cerberus’ final hunting ground, as no matter what order you complete the inner bunker objectives, it’s always the last room you progress through. To suit the envisioned gameplay, the room was increased in size to create a large, circuit-loop environment.

“The patrol there is basically just an ‘O’, and what the player needs to do in order to hide is basically either tail him or be ahead of him,” Tost says. “But you can’t stay static.”

Successfully avoiding the Cerberus here isn’t the final showdown, though. That comes as you head back to Core Control to shut the system down for good. But rather than an explosive battle, the Cerberus is instead defeated thanks to an emotional heart-to-heart with Songbird. Convinced by your words and worn down by the world, she finally calls off the hunt and powers down the robot.

As previously mentioned by Tost, an early draft of the quest involved a traditional boss battle with the robot. Its temporary inclusion was an admission of defeat – a blip in the design timeline that marks a period when the team just couldn’t get the Cerberus to work correctly. But it wasn’t just the team’s determination to realise their ambition that saw the boss battle wiped from the level.

“We decided that [defeating the Cerberus in a boss battle] would give you a sense of victory,” says Gąska. “But we don’t want you to have that sense of victory. We want you to be in the stage of, ‘Okay, damn, I survived this’ and not ‘I finally killed that bastard.’ And then we let you settle down, and after all this we hit you with the big question at the end.”

The Final Choice

Two missions prior, Phantom Liberty serves up the campaign’s biggest choice: will you stand by Songbird, or betray her? During Somewhat Damaged, in the very heart of the Cynosure bunker, you reach the campaign’s most important choice. You betrayed Songbird to get here, but will you stick by your decision? Will you force this devastated woman into the clutches of the people who broke her, or will you allow her one final mercy and end her suffering – knowing full well that if you do, your chance to cure your own terminal illness will be lost forever? It’s a duology of decisions that demanded a huge amount of work to ensure they felt both challenging and satisfying for players to navigate.

“Do I help So Mi or do I betray So Mi?” asks Mills. “And if you help So Mi, you learn things that make you doubt your choice. And then in the other path, where you decide to betray So Mi, you’re going to learn things that make you doubt your choice. And that’s really important because then we offer you another choice at the end of those two paths. Do you regret your decision now? How do you feel about this? So it was really necessary to get So Mi’s story in there once we had a better idea of who she was, what her backstory was, and what those dilemmas were going to be.”

To reveal the final, vital pieces of Songbird’s story, a series of flashback visions were added to V’s journey through the bunker. Each one shows a key moment of So Mi’s life, pulling the curtain back on her mistakes and misfortunes.

“The bunker was a metaphor of going deep into Songbird’s mind,” says Gąska. “But there are two sides of Songbird. One is this caged bird. We wanted to tell you that ‘Okay, she did betray you and all that, but while she’s wrong, she was also a victim of circumstances.

Those circumstances are depicted through each flashback. The first shows Songbird meeting with Phantom Liberty’s villain, Kurt Hansen, during the events of the expansion itself. Each subsequent flashback winds the clock further and further back. “You have her operation, so you see her still without cyberware,” explains Gąska. “You have her oath to Myers, just like you had your oath. You have her first encounter with Reed.

“And then you jump into Brooklyn, where it’s an even happier time,” he continues. “This is the core of her identity, her happy place, where she’s safe from whatever else was happening in the world. Where she had friends, where she had relationships. Relationships that she herself failed and when it all went down she was forced into this life. We wanted you to have this knowledge because you would soon be choosing what to do with her. If you just see her as this crazy person who betrays you, you will just be antagonistic towards her. You already chose [to hand her over to] Reed once, so there is no reason for you to not choose him again unless we give you additional information.”

I’m not that concerned if people are having fun. Am I engaged? That’s the important thing.

While the flashbacks tell a very sympathetic story, CD Projekt Red prides itself on moral ambiguity. Its narrative branches are rarely, if ever, a choice between good and evil. To communicate the two sides of the upcoming choice, the visions of Songbird’s troubled life are delivered while her broken, current-day self is trying to kill you with a deadly robot. “She is an unstable individual that is packed with top cyberware and has an active connection to AIs from beyond Blackwall,” says Gąska. “She is like a cyber nuke in this world, and left alone she’s extremely dangerous. If you think that running away from one maintenance robot in one small area of the world was scary, think of what would happen if she hacked the whole of Arasaka headquarters!”

Armed with that knowledge, you can make your final decision: will you hand Songbird over to the NUSA, the organisation that ruined her life and turned her into a cybernetic weapon? Or will you grant her wish of death, finally allowing her some peace?

“Killing So Mi felt to me like the mercy option,” says Mills. “Returning her to the people who effectively tortured her should feel gross. It should feel really icky.

“She’s broken, she’s pathetic,” he says. “She is someone who has been tortured. She’s been mistreated, and whatever your feelings about her, I want you to feel sympathy. I want you to feel that nobody deserves this. That whatever she’s done, that’s wrong. This is too much. This is not okay. I want you to really be torn up when you make that decision whether to mercy kill her or give her back to Reed. I want the player to find that place in themselves that has sympathy for broken things.”

“I’m not that concerned if people are having fun,” Mills admits. “Am I engaged? That’s the important thing. Are my emotions being played with? How am I doing it? And I don’t want you to feel manipulated either. I want you to just go with it, feel the vibes, go with the vibes.”

Somewhat Damaged is, arguably, not a very fun mission – at least in the traditional sense of the word. It’s an incredibly stressful experience in which you must face Phantom Liberty’s most terrifying foe using a set of unfamiliar gameplay tools. It forces you to confront one of Cyberpunk’s most depressing storylines and then asks you to permanently pull the plug on one of its best characters. It is, in almost every way, a bad time. And yet that’s what makes it one of CD Projekt Red’s finest ever creations. It is undeniably engaging thanks to its complete commitment to the vision; a vision that jettisons many of the game’s fundamentals in the search for something special. The result is a truly unique mission. This is a horror level through and through. Of course it isn’t meant to be fun. It’s meant to be terrifying. And that’s exactly what Something Damaged is.

Matt Purslow is IGN’s Senior Features Editor.

Apple Making Oregon Trail Movie That Will be an Action-Comedy With Barbie-Style Musical Numbers – Report

Apple is developing a movie based on Oregon Trail, the beloved educational computer game that has spawned multiple generations of in-jokes and memes among gamers.

THR reports that the film, which is currently early in development, will be an action-comedy with a handful of musical numbers in the vein of Barbie. Will Speck and Josh Gordon are reportedly attached to direct, with Kenny and Keith Lucas penning the screenplay alongside Max Reisman. The story, as you might expect, will be about a 19th-century covered wagon train traveling to the Willamette Valley in Oregon.

The musical aspect offers a glimpse of what to expect, suggesting that it will be a fairly irreverent take on the historical adventure. Songwriters and producers Benji Pasek and Justin Paul, who are best-known for their work on La La Land, are among those involved in the film.

The original game was developed as a text-based adventure in 1971 and produced by the Minnesota Educational Computer Consortium starting in 1975. It found a lasting place in pop culture as generations of American school children watched their characters die of typhoid, dysentary, and all manner of other maladies, or wandered around shooting way too many buffalo.

Oregon Trail looks to be the latest classic game to get its own movie, following in the footsteps of Super Mario Bros. and other well-known franchises. The trend has found mixed success, with Mario earning more than a billion dollars, but Borderlands being a flop at the box office.

The Oregon Trail does not yet have a release date. You can find the rest of the biggest movies releasing in 2024 right here.

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.

Spider-Man 2 Version 1.004.000 Adds New Graphics Modes and Ray Tracing

Insomniac Games has published an update for Marvel’s Spider-Man 2 that allows players to take advantage of the graphics and performance options for the upcoming PlayStation 5 Pro.

The Sony developer announced the update, along with a similar update for 2021’s Ratchet & Clank: Rift Apart, on social media today. Marvel’s Spider-Man 2 patch 1.004 is almost entirely focused granting owners of the soon-to-release console additional visual options to ensure they are either swinging through New York City with improved graphics or a higher framerate.

Insomniac says that the default will be set to Performance Pro mode, which targets 60fps “while retaining the image quality of the standard Fidelity mode through use of PlayStation Spectral Super Resolution (PSSR).” This is the setting that the team recommends, as it also toggles on all ray-tracing (RT) features.

On the flip side is the 30fps Fidelity Pro mode. Insomniac says this is the visual option for those looking to “experiment” with some of the new ray-tracing features offered by the PS5 Pro, which can be tuned to each player’s preference. With Fidelity Pro, you may also notice that pedestrian and traffic density may be increased in a few locations in Marvel’s Spider-Man 2, with hair detail also getting a bump.

Update 1.004 also comes with a trio of new graphical toggles: RT Key Light Shadows, RT Reflections & Interiors, and RT Ambient Occlusion. All three tools are for those who like to tailor their gaming experiences right down to the finest details, though Insomniac warns that you’ll notice changes in certain portions of New York more than others.

Expect many of the same PS5 Pro enhancements if you check out Ratchet & Clank: Rift Apart update 1.005, too, including a default Performance Pro mode and Fidelity Pro mode. This patch also fixes “missing fur wetness” in some of the cinematics that take place on Corson V.

The PS5 5 Pro won’t be out for another few weeks, but it’s still caused quite the stir among fans of Sony’s gaming endeavors since the company pulled back the curtain last month. The device was revealed to cost a steep $700, drawing criticism from those who believe the upgrade isn’t worth the price. We’ll know more about just how substantial the improvements are come launch next month.

While we wait for the PS5 Pro to launch on November 7, you can check out our hands-on preview. You can also check out why we think Sony’s latest hardware release is too much for too little. Finally, you can see full patch notes for both Marvel’s Spider-Man 2 and Ratchet & Clank: Rift Apart below.

Marvel’s Spider-Man 2 Update 1.004.000 Patch Notes

THE NEW GRAPHICS MODES

PERFORMANCE PRO (Default for PlayStation 5 Pro)

This mode targets a smooth 60 frames per second while retaining the image quality of the standard Fidelity mode through use of PlayStation Spectral Super Resolution (PSSR). All ray-tracing (RT) features are on, including ray-traced reflections, ray-tracing on water, and ray-traced window interiors. This mode is recommended for most players.

FIDELITY PRO

This mode targets 30 frames per second for players who want to experiment with new ray-tracing graphical features. These new features can be tuned individually to reach higher intermediate frame rates, especially when using the “VRR” or “120 Hz Display Mode” options. Pedestrian and traffic density may be increased in some areas, and fine hair detail is increased.

NEW GRAPHICAL TOGGLES

RT Key Light Shadows : Off (Performance) / On (Fidelity default)
Use ray-tracing to calculate sun shadows at mid- to far-distance, replacing cascaded shadow maps. This improvement is most impactful on city views. Only available in the “Fidelity Pro” graphics mode.

RT Reflections & Interiors : Medium (Performance) / High (Fidelity default)
Set the quality level for ray-traced reflections and building window interiors. The “Medium” setting ray-traces at half render resolution, and the “High” setting ray-traces at full render resolution. The “High” setting will also improve smoothness of animation in reflections and interiors. Only available in the “Fidelity Pro” graphics mode.

RT Ambient Occlusion : Off (Performance) / Medium / High (Fidelity default)
Use ray-tracing to compute additional ambient occlusion lighting information. The “Medium” setting uses that information to augment screen-space ambient occlusion. The “High” setting also adds a screen-space GI bounce for additional ambient lighting information. The visual impact of this feature will vary greatly based on the scene.

Ratchet & Clank: Rift Apart Update 1.005.000 Patch Notes

THE NEW GRAPHICS MODES

PERFORMANCE PRO (Default for PlayStation 5 Pro)

This mode targets a smooth 60 frames per second while retaining the image quality of the standard Fidelity mode through use of PlayStation Spectral Super Resolution (PSSR). All ray-tracing (RT) features are on, including ray-traced reflections, ray-tracing on water, and ray-traced window interiors. This mode is recommended for most players.

FIDELITY PRO

This mode targets 30 frames per second for players who want to experiment with new ray-tracing graphical features. These new features can be tuned individually to reach higher intermediate frame rates, especially when using the “VRR” or “120 Hz Display Mode” options. Pedestrian and traffic density may be increased in some areas, and fine hair detail is increased.

NEW GRAPHICAL TOGGLES

RT Reflections: Medium (Performance) / High (Fidelity default)
Set the quality level for ray-traced reflections. The “Medium” setting ray-traces at half render resolution, and the “High” setting ray-traces at full render resolution. The “High” setting will also improve smoothness of animation in reflections. Only available in the “Fidelity Pro” graphics mode.

RT Ambient Occlusion : Off (Performance) / Medium / High (Fidelity default)
Use ray-tracing to compute additional ambient occlusion lighting information. The “Medium” setting uses that information to augment screen-space ambient occlusion. The “High” setting also adds a screen-space GI bounce for additional ambient lighting information. The visual impact of this feature will vary greatly based on the scene.

MISCELLANEOUS FIXES

  • Fixes missing fur wetness in some cinematics on Corson V that was introduced in a previous patch.

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.

Call of Duty: Black Ops 6 Multiplayer Review in Progress

Note: This review specifically covers the multiplayer of Call of Duty: Black Ops 6. For our thoughts on the other modes, see our single-player campaign review – and for Zombies, stand by!

Launch Update – October 25, 2024:

No surprise here, but I’m still having a blast with Black Ops 6 multiplayer now that it’s out properly. What is surprising to me, however, is how much more I’m enjoying it than I anticipated I would. I have around 220 hours into Modern Warfare III multiplayer, but so far BLOPS 6 just feels better in every way – from the maps to the movement to even the gunplay. Have you ever had a really fancy steak? It’s kind of like that. Steak rules, and you think “how could this get any better?” Then you have the fancy one and it’s a revelation. I still have plenty more to play before my final review next week, but I am already excited to eat more steak.

Movement on the battlefield feels excellent. It’s so smooth, and the new Omnimove system adds a dose of dramatic flair to the way you can flop around the map. I will say, I don’t use the Omnimove system much yet, just because I’m having a bit of a time learning a new way to run, slide, and dive across the maps, but it looks like I’m not the only one still trying to figure it out. That being said, there are already clips out there of people who’ve mastered it and are now pulling off sick Max Payne-style moves, which is what it’s really all about anyway.

I was a little bummed to discover my progress from the beta didn’t move over to the final game, because I worked really hard to cap out after a late start when the beta went live (and you can read my initial beta impressions further down). But that’s not too much of a big deal as the multiplayer progression is the hook that keeps me coming back to COD, and I love unlocking weapon camos.

Speaking of which, the requirements for unlocking weapon camo are hugely simplified from last year, and the previous years as well. There was always at least one unlock requirement I dreaded in my usual quest for camos, but this year (so far) it looks like it’s just getting more and more of the same challenge. Get 10 headshots with the XM4, unlock the first camo. Get 20 and unlock the second. You can see where it’s going here. The design of the skins, especially the Special and Mastery level camos, are sick as hell, too. I’m glad I won’t have to kill two opponents in a row 10 times without releasing the trigger or any of those other kind-of-crappy challenges from Modern Warfare 3.

The design of the Special and Mastery level camos are sick as hell.

Gunsmithing in the Beta was one of my biggest concerns, as it just felt clunky and unfriendly, but it’s rock-solid in the final game. Overall, that seems to be the theme of every part of BLOPS 6: it just feels awesome and works really well. Optimization is crazy, too, as I cranked the preset to Extreme and I’m using just under 7GB of VRAM.

I’ll have my final thoughts after the weekend, but so far I’m having a freaking awesome time. While none of the multiplayer modes are really jumping out at me yet, Gunfight’s super-small maps and 2v2 play is a blast if you’re playing with a friend, and Hardcore is open right off the rip.

Oh look, I just got a notification the playlist has updated. Time to get back to it.

Original Beta Impressions – September 9, 2024:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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