No Rest for the Wicked Early Access Review

In its early access state, No Rest of the Wicked is already full of surprises. Mostly those are great, like how one moment I found myself marveling at its slow and precise combat (all but unprecedented in the action RPG genre) and the next I found myself decorating my home like I was in an M-rated Animal Crossing. On the other side, although it’s certainly to be expected from a game that’s clearly labeled as unfinished, there were also some not-so-fun surprises, like various technical issues, a loot and inventory management system that needs some serious tweaking, and some levels that can be a headache to navigate from an isometric perspective. There’s nothing there that feels unsolvable, though, and all of those problems are eclipsed by just how exciting and special this genre-blending pioneer felt throughout my 30+ hours with the content that’s already available.

The setting doesn’t rock the boat too much: You play as a magically imbued warrior and generic chosen one, sworn to fight back an ancient plague that seems to be a pretty serious problem for folks, since they absolutely cannot stop transforming into Lovecraftian horrors at every opportunity. After arriving in the land of Sacra by boat, you immediately set to the task of helping these poor souls out by slaughtering all manner of ghoulish, feral wildlife, infected humans, and murderous bandits, all while suspiciously side-eyeing the zealous, militant church that will almost definitely become the bad guys in the back half of the campaign. It’s not exactly a peachy world to explore, but the compelling characters with top-notch voice performances and depressing vibes of a beautiful world gone terribly wrong are both exceedingly well done and quickly become an extremely alluring reason to press on through each harrowing area and lethal boss. As of now, this story is cut short 10 hours in, just as things are getting interesting, so time will tell if it delivers on that front. So far, though, it’s off to a very strong start.

It definitely helps that No Rest for the Wicked is quite easy on the eyes at nearly every moment, owing to its painterly art style, expressive and memorable characters, and gobsmackingly beautiful foliage. Man, oh, man does Moon Studios sure know what it’s doing when it comes to plants – clearly that experience working on the Blind Forest that Ori enjoys jumping around in has been put to phenomenal use. I will say, though, that at first glance the bizarre humans can be a bit off putting, with their creepily disproportionate, gorilla-like limbs, especially when you jump into the character creator and immediately see a default that looks like a waxed sasquatch. But once I hopped into the world and saw how it fit in with the stylized art, I was quickly put at ease with how I looked from a bird’s eye view.

When you jump into the character creator you immediately see a default that looks like a waxed sasquatch.

Combat sets itself apart as much as the art style, as this divergent action-RPG takes the brisk skirmishes of Diablo or Path of Exile (where you’re triggering a cascade of powerful abilities to kill hundreds of enemies in seconds) and replaces them with steady, methodical, and wonderfully deadly swordplay against small numbers of opponents. Instead of running around as a god of the battlefield, you’re a squishy adventurer who will have to master dodge rolls, perfect parries, and the rare combat ability here and there to scrape by, which makes battles much more challenging and demanding of your full attention. We’re not racing back to our corpses to recover lost loot or working with a finite number of healing items or anything like that, but there’s still plenty of difficulty for us masochists to enjoy. That fresh take on the genre works incredibly well, making for a journey that starts out as much more challenging than most, and where every downed opponent feels like a victory just barely snatched from the jaws of defeat. For someone who’s delved all of Diablo 4’s dungeons already, that’s a lot more engaging than mindlessly plowing through armies with ease (though that can be a lot of fun too).

Exploring the early access portion of the land of Sacra makes for an extremely enjoyable time, whether you’re wading into rotting sewers filled with bandits or navigating ancient ruins where one false step will send you plummeting to your death (even if some of those spills are annoying). There’s an impressive number of enemy types packed into the small number of areas currently available, from diseased, split-faced rats to slimy, four-legged aliens who multiply when killed, and flying witches who teleport around the map and lob fireballs at you.

You’re given plenty of reasons to revisit areas and dig into every nook and cranny.

On top of that, there are lots of secrets to discover and hidden loot to claim, a surprising amount of things to climb, leap to, or precariously balance across that aren’t usually present in isometric level designs, and some really clever shortcuts that allow you to quickly get back to Sacra’s one and only safe haven, located in the center of the map, you’re given plenty of reasons to revisit areas and dig into every nook and cranny. The only issue is that, because you can’t move the camera as you explore, sometimes the fixed view makes it a little hard to tell what can be climbed on, or to understand the exact dimensions of any given narrow walkway you’re maneuvering through. That caused me to accidentally leap to my death on more than one occasion.

The RPG mechanics are similarly inspired, allowing for a ton of customization without locking you into a specific subclass or role that dictates your playstyle (at least initially). Since your build is largely determined by the weapons and armor you bring into battle, each of which comes with their own attacks, abilities, and stats, you get a nice layer of RPG mechanics to mess around with however you like. In one stretch I played as a lightly armored assassin with dual daggers that applied an elemental burn; later I switched to a katana and a shield that healed me as I blocked attacks. The buildcrafting is quite in-depth, and there are already so many combinations I had a hard time picking any one and running with it. That’s a good problem to have!

Unfortunately, which options are available are limited by how the RNG Gods treat you, since you won’t always get a decent weapon that aligns with how you want to play. Even worse, you might find a weapon you really like but not have the right stats to wield it, and since there’s currently no way to respec, you’ll eventually lock yourself into a certain kind of loadout playstyle and find all other loot basically useless, unless you’re willing to spend attribute points inefficiently just to change styles. For example, I started finding really great two-handed claymores that required lots of strength to use long after I’d committed all my skill points to dexterity. Theoretically you could hand this loot off to your other characters or to fellow players once co-op multiplayer is added, but most of the time it feels like a real bummer to get cool loot you can’t use. That can really pump the brakes on the fun of experimenting with different loadouts, especially after you’ve been playing awhile.

That’s not the only way in which loot can be unkind, either. No Rest for the Wicked falls prey to one of my biggest action-RPG pet peeves: a small inventory that constantly needs to be managed. Loot drops constantly, and even though your carrying capacities can be upgraded little by little, doing so is a slow process and you don’t gain access to real storage options until hours into the adventure, by which time I’d been forced to sell or abandon dozens of items I’d rather have kept. And since there are tons of different materials needed to level up, enchant, and craft weapons, you’re constantly being told to store up stuff you absolutely don’t have room to carry, which creates an infuriating dilemma.

Which options are available are limited by how the RNG Gods treat you.

That kind of thing might work in a game like Baldur’s Gate 3, where something has to stop you from looting every dinner plate you come across (and you have the option to trudge back to camp if you simply refuse to drop your prizes) but here it just doesn’t feel good to pause exploration every couple of minutes to juggle items in my inventory and make gut-wrenching decisions about what to leave behind.

You’ll also find yourself bogged down by the weird way in which healing items are handled. You have to craft them all from raw materials, and they aren’t replenished when you die. This means that if you encounter a particularly tricky part where you’re using lots of healing items and dying a lot, you’ll need to stop what you’re doing, retrace your steps through old areas to harvest herbs and mushrooms, then craft more potions before returning to whichever part was giving you trouble. And if you happen to take damage as you’re foraging and need to use healing items while making these supply runs, you’ll set yourself back even more. (Even Bloodborne’s biggest fans will usually admit restocking health vials is the worst part of it.) It would probably be a better idea to just make healing items more accessible, or make some of them replenish upon death, because it’s always an annoying chore to get through before I can get back to the task of avenging my most recent death.

When you aren’t fighting diseased abominations and stuffing baubles into your cute little fanny pack-sized inventory, you’ll find yourself in the cozy town of Sacrament where the goal surprisingly shifts to rebuilding the place, like you suddenly stepped into a Stardew Valley for goth kids. By bringing back materials to invest in the refurbishing of various local establishments and infrastructure you can turn the place into a veritable oasis of friendly vendors and scenic views, from a warm tavern and diner you can build near the town’s entrance, to an elevator in the center that can quickly ferry you from lowtown to the fancy upper level and back again. You can even purchase property for yourself, then spend way too much time decorating your place and filling it with the loot you don’t have room to carry. It’s very weird to find any of this stuff in such a dark, action-packed crusade, but this ended up being one of my favorite aspects. Every piece of wood or ore harvested from the world could be used to build a new facility, or to upgrade a vendor to expand their inventory and make life a bit easier. Plus, it’s just nice to take a break from the monstrosities trying to chop your head off to chill in your house and craft some furniture. Resting, if you will.

The goal surprisingly shifts to rebuilding, like you suddenly stepped into a Stardew Valley for goth kids.

Once you beat the campaign, you’ll unlock a roguelike endgame activity that pits you against a dungeon filled with powerful enemies and enormous amounts of loot (assuming you have inventory space for it). This mode is a lot of fun and makes the early access version of No Rest for the Wicked feel much more substantial. Unfortunately, every run at this activity requires a consumable that you have to grind to earn, and because you’ll likely be using lots of healing items during runs as well, you’ll more than likely have to stop whatever you’re doing to grind out areas you’ve already explored to stock up on items you’ll need to power your future attempts. Between that and juggling my inventory, I found myself spending an awful lot of time staring at menus instead of practicing my perfect parry.

Another caveat is that, while it might be unsurprising for an early access game (or heck, a lot of full launches these days), No Rest for the Wicked has performance and tech issues to iron out. The frame rate is known to dip no matter how powerful your PC is (as evidenced by my own Ryzen 9 and RTX 4090), your character can get stuck in the side of a cliff until you spend some time dodge-rolling to break free, and sometimes massive parts of the environment (like a bridge or part of the ground) are invisible when you approach them until they awkwardly pop into existence right in front of you. Or sometimes they appear to be there when they aren’t: One time I dodge-rolled away from an enemy and went straight through the ground to die in the empty space below. But again, these are the sorts of things one would expect to encounter in early access and then watch as they’re ironed out as development continues, and none of them were such a big deal that I wanted to stop and play something else. Except falling through the map – that’s never fun.

It’s also important to note one of the major things unavailable in this version of No Rest for the Wicked: multiplayer of any type. While this is the very first thing listed on the roadmap of things Moon plans to roll out, its absence is acutely felt by those who, like me, really look forward to playing a game like this with friends. It’ll also be interesting to see how much the balance of combat is altered by adding allies to the mix, because right now the whole campaign feels very specifically tuned for solo play – I almost can’t imagine what a multiplayer version of these quests would feel like. But I’m intrigued to find out!

Metaphor: ReFantazio, Xbox Exclusive From Persona Team, Gets October Release Date

Metaphor: ReFantazio, the Xbox-exclusive RPG by the team behind Persona 5 among other RPGs, officially has a release date. In a special showcase streamed Monday, Atlus revealed that Metaphor will be out October 11, putting it squarely in the holidays.

The release date was revealed amid a 25-minute showcase hosted by director Katsura Hashino, which showed off the gameplay, music, and other elements. It offered a glimpse of what Persona fans can expect from Hashino’s latest project, which bears some resemblance to Persona 5 but is in other respects very different.

Unlike Persona, which seeks to capture the feeling of being in a Japanese high school, Metaphor is a much more high-concept fantasy adventure. It retains several of the elements of the Persona series, including the turn-based combat and the passage of time, but reimagines them. For instance, instead of a school year that progresses day by day, Metaphor is more of a fantasy roadtrip.

It’s all a bit difficult to describe, but the trailer above should give you an idea of what to expect. One way or another, expect Metaphor to feature the same memorable art and music that made the Persona games so famous.

Hashino has been working on Metaphor since at least 2017, when he left P-Studio to establish Studio Zero with the intention of working on a new IP. He was joined by composer Shoji Meguro and artist Shigenori Soejima among others, all of whom had a hand in shaping the Persona series. Metaphor made its debut at the Xbox Game Showcase in 2023, with Atlus steadily revealing more details in the months since.

Metaphor: ReFantazio will be available on Xbox Series X|S and PC when it releases later this year. In the meantime, Xbox is holding an ID @ Xbox showcase next week, which will be presented exclusively right here on IGN.

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.

Zenless Zone Zero Release Date May Have Been Leaked by Mistake on App Store

The release date for Genshin Impact maker HoYoverse’s upcoming urban role-playing game, Zenless Zone Zero, might have leaked before its official announcement. The action RPG’s soft “coming soon in 2024” placeholder text may actually mean this summer.

According to Zenless Zone Zero’s Apple App Store page, the anime-inspired third-person action RPG is expected to release on July 3. As of the time of writing, developer HoYoverse has yet to announce an official release date on its official social media accounts. So far, only Zenless Zone Zero’s Apple store page has a listed release date, though the storefront does couch the expected date with supplemental text, saying, “This content may change without notice, and the final product may be different.”

Zenless Zone Zero’s seemingly leaked expected release date may hold some water, considering the whoopsie daisy comes weeks after the free-to-play urban fantasy RPG’s official PlayStation 5 technical test sign-up announcement. Prior to Zenless Zone Zero’s PS5 technical test sign-ups — which ended on April 17 — HoYoverse invited players to Amplifying Tests for PC and mobile platforms. Taking all of this into consideration, it wouldn’t be wild to assume the conclusion of ZZZ’s PS5 technical test serves as the action RPG’s final pitstop before its official release. The sooner we’re able to play as a bazooka-wielding grizzly bear, the better.

Zenless Zone Zero was first revealed in May of 2022. In it, players take on the role of mercenaries for hire named Proxys tasked with defending the last vestiges of the post-apocalyptic world of New Eridu from Bleach-esque monsters called Hollows.

Zenless Zone Zero will also be available on Android, PlayStation 5, and PC. Be sure to check out our Zenless Zone Zero guide to get yourself well acquanted with the game’s sprawling lore and enemble cast of anime-inspired characters.

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

Fallout 4 Next-Gen Update Left Fallout London Dev Feeling ‘Blindsided’

Team Folon’s Dean Carter, project lead on the highly anticipated mod Fallout London, has opened up about how Bethesda’s upcoming Fallout 4 update impacted the studio, saying the team felt “blindsided” by the move.

Carter delved into how the Fallout developer’s next-gen update, which is set to release on April 25, has affected Folon’s development timeline during an interview with the BBC. He says his team had no communication from Bethesda when it came to the update’s release plans, resulting in the unforeseen delay of Fallout London. While the team pivots to account for a relatively substantial new update for Fallout 4, Folon is left wishing it had a heads-up.

“So that has, for lack of a better term, sort of screwed us over, somewhat.”

“This is the thing: they randomly dropped it, that they were going to bring it out on the 25th of April. So that has, for lack of a better term, sort of screwed us over, somewhat,” Carter said.

Folon has been set to bring London to Fallout 4 for years. Although it’s unofficial, its popularity has positioned it as one of the most important game releases for the franchise since Fallout 76 launched in 2018. The mod was set to drop April 23, 2024, until Bethesda threw a wrench into the timeline by announcing earlier this month that its own update for Fallout 4 would drop just two days later. An official, somewhat important change to Fallout 4 is something Folon would have needed to account for during development, so when the update was announced without warning, Fallout London was delayed.

“We’ve signed NDAs (non-disclosure agreements) with big companies. Why haven’t we done that?” Carter continued. “They could just say, ‘Well, look, this is when it’s due to come out. Maybe, get your PR in order, or talk to your fans, cage expectations, because this is what’s going to happen,’ rather than just blindsiding us out of nowhere, which is what has happened.”

@bbcnews Fallout London’s lead developer has said they weren’t told about Fallout 4’s update this week which will delay their unofficial mod for the foreseeable future. #Fallout4 #FalloutLondon #Fallout #FalloutMods #Bethesda #Xbox #PlayStation #GamingTok #GamingNews #BBCNews ♬ original sound – BBC News

Bethesda’s Fallout 4 update adds improvements across PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X | S. The list of changes includes stability improvements and fixes, up to 60fps support, quest updates, and more. It’s a long-awaited update that many no doubt excited to dive into following the success of Season 1 of Amazon Prime Video’s Fallout series, but the lack of communication with Folon means that some fans will be left waiting.

“We need to talk to people so that we can know these things,” Carter added. “This has definitely snowballed. We see ourselves as just developers who sit around in our pajamas, quite frankly, to then have this big corporation where we get millions of views on YouTube videos, we’ve out performed some of their Fallout 76 announcements, which is another game that they’re doing that relates to the series. You’d think that they’d have at least had a conversation to just be like, ‘Look, you guys are clearly at least notable, you’re not official, but let’s make sure that we don’t ruin this for the fans.’ ”

He continued: “We’re doing this for the fans at the end of the day. The same fans, and this has just caused us to delay which hurts a lot of our team and our hard work for the past four years, and it’s let down a lot of fans. As a result, which we’ve seen from the backlash from the video, is that people are blaming Bethesda even though I’ve asked them not to. I think that’s inevitable when there’s that lack of communication. I just wish they had a conversation with us.”

Fallout London has no new released date. For more on the DLC-sized mod, be sure to read up on its recent cast addition, Neil Newbon. Newbon is best known as the voice of Astarion in Baldur’s Gate 3 and plays an unannounced role in the upcoming mod.

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

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

Best 6-Player Board Games (2024)

In the vast majority of cases, board games are inherently social gathering activities. While there are some great solo board games, many of the best, most fun-filled gaming experiences I’ve had are from consistent, larger play groups. And while it isn’t always that easy to get six players to find time to get together, that magical moment when you do is always memorable. In this list we offer some of the best six-player board games around, ranging from various age recommendations and levels of difficulty. While a full group isn’t necessary for many of these, these games shine when you do have a group of six players at the table.

TL;DR Best 6 Player Board Games

Age of Wonders: Planetfall

Based on the sci-fi real-time strategy video game, Age of Wonders: Planetfall is a competitive resource management game played over seven rounds, and each round has players exploring a different planet. The game ends once all seven planets are explored and your precious resources are added up, earning you Empire points. The player with the most Empire points wins. Sporting a unique card drafting system and six playable unique commanders, this is perfect for ongoing gaming groups.

Dune

If your entire personality isn’t Dune in 2024, what are you even doing? Gale Force Nine’s Dune is an asymmetrical conquest and diplomacy game set on the titular desert planet Arrakis of Frank Herbert’s creation. Players take control of one of the six available factions, including the Atreides and the Harkonnens, as you fight for control of the planet and the precious spice. Played over 10 rounds, each lasting nine phases, you’ll manage resources, avoid the dreaded sandstorm, and battle opposing armies. The play time is admittedly above average, but rounds will go by in no time due to how much fun you’ll be having.

One Night Ultimate Werewolf

A fast-paced secret role game, One Night Ultimate Werewolf can be played with up to 10 players, and is a much more entertaining experience with more players involved. Each player takes a role card, noting it without telling other players, then the night begins. Throughout the night phase, each player closes their eyes, then the moderator will give specific instructions based on your role card. In the day phase, players will have conversations to determine who to kill. If a werewolf is killed, the villagers win, and if a villager is killed, the werewolves win. Each round lasts around 10 minutes, perfect for kids and parties.

Zombicide: Black Plague

Zombicide: Black Plague is a cooperative RPG board game with light campaign elements. Play is done with various miniatures and item cards, with each player taking control of one of six survivors as they work together to escape the hordes of the undead in multiple scenarios. Be warned: you will die. A lot. Luckily, with a full party of six players, breaking down doors and taking out Abominations is a much less daunting task. Featuring detailed miniatures, a robust level up and skill system, and an extensive scenario book, Zombicide is the perfect ongoing game for consistent play groups. It’s also a great board game for teens. Be sure to check out their other themes as well.

Munchkin

A silly fantasy-themed game, featuring cards like the Horny Helmet or the Peanut Butter and Orc Guts Spreader, Munchkin is a D&D-lite card game that pits players against each other as they delve into the dungeon, nab loot, and backstab their friends to level up. The first player to level 10 wins the game. Another one that’s best enjoyed with a full group, the 168 card base set offers a ton of variety for multiple rounds, with the option of eventually adding some of their numerous expansions later on.

Toil and Troublez

The ultimate test of risk and reward, Toil and Troublez is a simple card game of pressing your luck. The game determines who goes first by the players discussing who most recently ate a mushroom (yes, really!). That starts by revealing a card from the top of the deck and trying to match it up with a card from one of the three rows, referred to as the Enchanted Forest, and can either end their turn there or risk it all by continuously playing more cards. Their turn also ends if the drawn card cannot be played. Then, in clockwise order, the remaining players pick a card from the Enchanted Forest and try to create matching sets of cards to earn points, goldfish style. The player with the most points at the end of the game wins.

For more, check out our picks for best 3-player board games, as well as our favorite dexterity board games.

Popular Indie Game El Paso, Elsewhere Getting Movie Adaptation Starring LaKeith Stanfield

Developer Strange Scaffold’s third-person neo-noir shooter, El Paso, Elsewhere, is heading to the big screen, per Deadline.

LaKeith Stanfield (Judas and the Black Messiah, Sorry to Bother You) is currently in talks to star and produce the project alongside Lorenzo di Bonaventura’s Di Bonaventura Pictures and Colin Stark. The adaptation is said to follow protagonist James Savage as he navigates a monster-filled world in order to bring an end to his vicious ex-girlfriend and his own inner turmoil.

The indie hit from studio head and narrative director Xalavier Nelson Jr., who also voices its main character, released last year and tells the story of a vampire hunter who sets out to destroy his ex-girlfriend before she destroys the world. In other words, these first details promise a movie version of this story that will stick close to the game it is based on. Although Stanfield is seemingly still only in talks to join the video-game-to-movie project, Nelson Jr. took to X/Twitter to share his excitement.

El Paso, Elsewhere is Strange Scaffold’s 2023 take on third-person shooting gameplay, but it’s not the studio’s first crack at this world. That status goes to El Paso, Nightmare, a first person shooter that released in 2022. According to the game’s Steam page, this entry is treated as a “standalone survival horror FPS side story” that takes place within the same universe as El Paso, Elsewhere. It’s unclear if that story will be featured in or tie into the movie.

For more on El Paso, Elsewhere and a better look at how the movie might tackle its monster love story, be sure to check out some of its gameplay. You can also take a look at its animated trailer from last year, which gives fans a more cinematic look at its story before diving in.

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.

Tales of the Shire: A the Lord of the Rings Game Looks Like a Cosy Time With Hobbits

We finally have the first full trailer for Tales of the Shire: A The Lord of the Rings Game, an upcoming single-player life simulation set in the Middle-earth universe inspired by the books of J.R.R. Tolkien.

Tales of the Shire, published by Take-Two-owned Private Division and developed by Wētā Workshop Game Studio, lets you live life as a Hobbit in the idyllic town of Bywater, which is not yet established as an official village in Hobbiton. The idea of the game is to help bring the community together and achieve official village status by throwing the greatest Bywater Festival the Shire has ever seen.

Expect plenty of wholesome, Hobbit-centric gameplay, including creating and personalizing a Hobbit with an array of customisations, decorating a cosy Hobbit home, and venturing outside for cooking, fishing, foraging, gardening, and more relaxing activities in the Shire.

According to Private Division, the Embracer Group-owned Middle-earth Enterprises has licensed the literary works of The Lord of the Rings series, providing Wētā Workshop Game Studio with “the broadest creative license to interpret the underlying lore of the books.”

Here’s the official blurb:

Toss your lure to catch trout from the glistening waters of Bywater Pool, gather wild mushrooms, and then use the collected ingredients to bake a succulent pie to serve for luncheon. With a full belly, stroll back outside to explore the Shire and build relationships with the Bywater locals by helping them to build a garden, sharing one of the many daily Hobbit meals, and more.

There’s also word that you’ll meet “iconic characters and familiar Hobbit families” to trade for upgrades to skills, clothes, home, and more. Private Division failed to say which characters, although the trailer shows a glimpse at a famous wizard.

Tales of the Shire: A The Lord of the Rings Game launches in the second half of 2024 on the Nintendo Switch, PlayStation 5, Xbox Series X|S, and PC via Steam.

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.

ID@Xbox Showcase Announced for April 2024, Exclusively Presented by IGN

IGN is proud to once again partner with ID@Xbox to exclusively present the next ID@Xbox Showcase, which promises to feature some of the most exciting upcoming indie games from around the world, including Vampire Survivors, Dungeons of Hinterberg, 33 Immortals, Lost Records Bloom & Rage, and more.

This next ID@Xbox Showcase will premiere on Monday, April 29, 2024, at 10am PT/1pm ET/6pm BST. In addition to being packed full of trailers, gameplay, reveals, and much more, the crew of IGN’s Podcast Unlocked will be breaking down all the biggest moments revealed in the post-show, immediately following the main show.

If you’d like to tune into the ID@Xbox Showcase, IGN will be hosting the livestream on IGN.com as well as across our accounts on YouTube, Twitch, Twitter, Facebook, and more. You can check out the full list below:

While we wait for the big game reveals, we encourage you to check out what was shown at July 2023’s ID@Xbox Showcase, including Karateka, Sea of Stars, Axiom Verge 2, Texas Chainsaw Massacre, Hellboy Web of Wyrd, and Mythforce.

This is another big show from Xbox in 2024 and follows its Xbox Developer Direct, which was headlined by such heavy hitters as Indiana Jones and the Great Circle, Senua’s Saga: Hellblade 2, and Avowed.

The ID@Xbox Showcase is also a great sign that we are getting ever closer to all the video game fun happening this summer, including IGN Live – our one-of-a-kind in-person fan event that will take place June 7 – 9 in downtown Los Angeles. Alongside exclusive reveals, trailers, and interviews from some of the biggest names in gaming and entertainment, IGN Live will also have demos, photo ops, exclusive merch, screenings, food trucks, live music, and more.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Tales of Kenzera: Zau Review

In an ocean of new action-platformers, it’d be easy to overlook Tales of Kenzera: Zau, but casting it away without a second thought would be a mistake. This is a short, sweet side-scrolling action game inspired by the many, many children of Metroid and Castlevania. It’s full of crunchy combat and springy platforming, all of which is fun if not groundbreaking in a genre where others seem to raise the bar on a regular basis. But most importantly, its the touching love letter from a grieving son to their deceased father, told in clever and moving allegories about sending restless spirits to the afterlife, that helps it stand out in the pack.

The biggest first impression Tales of Kenzera makes is how great it looks. With a bold color palette and dynamic environments like lush jungles and rolling hills, finding a screenshot of this game that looks anything less than beautiful would take an act from a spiteful god. Though some of the human characters have clunky or stilted animations, the monsters you’ll fight move with a supernatural gait that is fitting for restless spirits, but also useful for clearly identifying when to attack and when to dodge.

Tales of Kenzera’s African inspirations don’t stop at its looks. Its story of a shaman named Zau that must usher restless spirits into the after life – itself being told as a story within a story about the loss of a loved one – is rich with parables about surviving through grief. This is a common refrain in much of the ancestor-worshiping mythology of Central and East African people, where death, though painful, can be a rite of passage. Besides being a solid representation of a culture that goes under-represented in fiction outside of royal cats fighting over space rocks, it’s also an extremely personal tale about a son losing his dad, inspired by director Abubakar Salim’s own relationship with his late father. The simple, delicate, and poignant way Tales of Kenzera speaks to loss is one that will stay with me long after any specific platforming sections or enemies fade from memory.

The simple, delicate, and poignant way Tales of Kenzera speaks to loss is one that will stay with me.

This is partially because of how well each of its three big sections entwine the actual game mechanics with those larger themes – for instance, the key ability gained during a section that involves climbing a volcanically active mountain to chase the Great Spirit of Humanity is one that lets your indomitable human will run through walls like a charging bull. But its also effective thanks to how well written and acted the sparse cast of characters is, especially Zau himself and Kalunga, the God of Death who is more wise uncle than Grim Reaper.

On the other hand, the action of this roughly six-hour adventure through the exotic land of Kenzera meets modern Metroidvania standards, but rarely exceeds them. Each zone is jam packed with platforming sequences that don’t really test your reflexes or abilities, with the exception of some optional sections that limit checkpoints and push the pace for some sort of reward. I enjoyed all of the dashing, diving, and wall jumping in Tales of Kenzera, especially a mid-game chase through a shadowy pocket dimension – but there are very few moments that stand out like this, let alone when compared to the impressive areas of contemporaries like Prince of Persia: The Lost Crown.

I enjoyed all of the dashing, diving, and wall jumping, but there are very few moments that stand out.

There’s a distinct lack of collectible chasing in Tales of Kenzera, too. That might bum out folks who enjoy the treasure hunting aspect of Metroidvanias, but I quite enjoyed the trade off of having to do much less backtracking through winding paths I’ve already explored. And some findables do exist like Echoes, which are voice notes for unexplored lore bits, I just didn’t feel much incentive to stick around any particular place simply to find them. Approachability seems to be the main focus here, and I think Tales of Kenzera succeeds in that regard.

Combat is simple but satisfyingly quick and impactful. Zau’s shaman masks grant him powers of the moon and the sun, which have ranged and melee focuses, respectively. You can switch back and forth between them instantly to adapt to whatever an encounter calls for, usually breaking color-coded shields to open monsters up for big damage. As a fan of Housemarque’s Outland from 2014, I was happy to see this mechanic return in an evolved and more refined form. The moon and sun also have other unique utilities, be it shooting hovering enemies or rushing down ground-based baddies.

Synergies between these enemies add an extra challenge that is by no means controller-breaking, but still clever enough.

Enemy variety is rather small, but the monsters are all pretty different from one another, and they are introduced at a gradual pace. That includes things like the tanky Ngao thats near invulnerable head on, or the bug-like Adze that drains life from all creatures in the area, friend or foe. In the later half of the campaign, the synergies between these enemies add an extra challenge that is by no means controller-breaking, but still clever enough to force tactical thinking and prioritization.

Zau doesn’t have many skills to choose from, and the skill tree itself is limited, but after the first tier of upgrades I didn’t feel like I was truly missing out on much. You get all of his vital skills through progressing the story, such as Kabili, which lets you hover across gaps, or the Zawadi grappling hook, and a few of them have some value both in and out of fights. For example, the same cerulean spear that can freeze waterfalls into walls to kick off of can also freeze enemies and open them up to free damage.

That said, freezing enemies and then nailing them with Zau’s big spirit attacks really trivialized some encounters toward the endgame. This includes some of the bosses, who are high in spectacle but low in difficulty, with fights that end up being pretty similar to one another. I wish there were more of the Spirit Journey trials, which are sets of enemy gauntlets that were consistently the most demanding fights available, forcing me to mix all of my skills and know how to survive.

Star Wars Jedi: Survivor Part of EA Play in Some PlayStation Regions

EA has made Star Wars Jedi: Survivor part of the EA Play subscription in some PlayStation regions.

IGN has confirmed Respawn’s action adventure is now part of EA Play on PlayStation in the UK. EA has yet to made an announcement, but the move comes ahead of an expected price hike for the subscription service.

Earlier in April it emerged that EA Play would get a price increase starting May 10. EA plans to increase the standard tier for EA Play from $4.99 to $5.99 per month, or for those that prefer to pay for a year in advance, the price will increase from $29.99 to $39.99. In contrast, the Pro tier of EA Play will increase from a monthly fee of $14.99 to $16.99 or $119.99 annually (a $20 increase).

The inclusion of Star Wars Jedi: Survivor in EA Play would soften the blow of a price rise. Presumably it will also be available as part of an Xbox Game Pass Ultimate subscription, which includes EA Play, although the Microsoft Store is yet to show it.

IGN’s Star Wars Jedi: Survivor review returned a 9/10. We said: “If Respawn makes a third game like Star Wars Jedi: Survivor and Fallen Order, it’ll complete the best Star Wars trilogy in 30 years, hands down.”

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.