It Took Helldivers 2 Players Less Than 24 Hours to Kill 2 Billion Bugs — and Super Earth Sounds Surprised

Now that’s what I call a big hunt! It took Helldivers 2 players less than 24 hours to complete its latest Major Order: to kill two billion Terminids.

On April 18, developer Arrowhead triggered the next step in Helldivers 2’s ongoing Galactic War after the PC and PlayStation 5 co-op shooter’s community successfully completed a Major Order to slow a significant Automaton invasion. Game Master Joel turned players’ attention to the Terminid front with the biggest kill order since the game’s explosive launch in February.

Helldivers 2 players were given six days to kill two billion Terminids, which sounded like an insurmountable task, but players made it clear they’d hit the kill count sooner rather than later. So fast was progress that some wondered if Helldivers 2’s Terminid kill tracker was bugged.

But today, April 19, the Major Order is complete and medals have been dished out to players as a reward. Cementing the achievement is an in-universe message from the official Helldivers 2 Twitter account:

In the game itself, messages celebrating Super Earth’s victory make clear this bug clearout came as something of a surprise.

”In further proof of their elite training and irreplaceable value, the Helldivers reached the target set for Terminid biomass production far faster than anticipated,” the message reads. “While additional destruction of Liberty’s enemies is always beneficial, E-710 refinement pipelines are full at the present time. However, there will be ample opportunities for additional biomass production in the future.

“Super Earth High Command commends the Helldivers for their boundless enthusiasm to destroy the enemies of Freedom.”

The upshot of this is Helldivers 2 players head into the weekend without a Major Order to work towards, which means it’s weapons free time for the community. That’s no bad thing, really. Kill Automatons or Terminids or whatever you fancy!

As Arrowhead maintains the Galactic War and adds new content to the game, it’s also battling bugs of a different kind. This push and pull was a topic discussed by CEO Johan Pilestedt recently as part of a fascinating insight into Arrowhead’s live service philosophy. If you’re looking for more on Helldivers 2, check out IGN’s feature on the Let Me Solo Her of Helldivers 2, a player who has answered over 100 SOS Beacons as part of a mission to help others.

Helldivers 2 has become one of the surprise hits of 2024 since launching in February, topping the charts on Steam and reportedly selling around three million copies. According to at least one analyst, it’s still growing. Check out IGN’s Helldivers 2 review to find out why it’s going down so well.

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.

Upcoming Dragon’s Dogma 2 Patch to Nerf Dragonsplague and Make Pawns Speak Less, but There’s No Mention of a Performance Mode

Capcom has detailed an upcoming patch for Dragon’s Dogmas 2 that makes a number of changes and fixes, but there’s no mention of the performance mode so many players are waiting for.

Following the release of the sprawling action role–playing game in March, players experienced inconsistent framerate performance, particularly on PC. Whereas games like Final Fantasy 7 Rebirth gives players a Performance or Graphics mode option — prioritizing either a consistent framerate or increased graphical output — Dragon’s Dogma 2 only has one visual mode across all consoles. Check out IGN’s Dragon’s Dogma 2 Performance Review – PS5 vs Xbox Series X/S vs PC, for more.

Now, Capcom has announced an upcoming Dragon’s Dogma 2 patch, due out later in April, and confirmed what it sets out to do, but players shouldn’t expect a performance mode. What is included is a nerf to the pesky dragonsplague illness, which turns pawns murderous but only exhibits a few subtle symptoms up to that point (modders have already made things really obvious for PC players by sticking a big number on the follower’s forehead).

Elsewhere, there are adjustments to pawns’ behavior and dialogue, including a tweak to make it less likely for pawns to fall of cliffs. There’s also a note about reducing the frequency of some pawn dialogue, which should make them a little less annoying to be around.

Dragon’s Dogma 2 arrived more than a decade after its predecessor on March 22, 2024 and proved a monster hit for publisher Capcom despite being seeped in controversy, selling 2.5 million units in 11 days amid microtransaction and the performance complaints.

In our 8/10 review, IGN said: “More of a redo than a sequel, Dragon’s Dogma 2 is a strange and wonderful action-RPG that bolsters the original’s strengths without addressing its weaknesses.”

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.

Valve Updates Team Fortress 2 to 64-Bit, Boosting Performance of the 17-Year-Old FPS

Valve has updated its near 17-year-old competitive first-person shooter Team Fortress 2 to finally add 64-bit support.

The update, which some fans are calling the most significant from Valve itself in years, should result in a performance improvement for most users. Reports indicate Team Fortress 2’s frames-per-second count is increased by around 20%, resulting in a much smoother experience.

While this Team Fortress 2 update is certainly welcome, it has done little to calm the constant stream of requests from the player base for Valve to tackle the game’s most troublesome issue: bots. Team Fortress 2 has had a bot problem for years, and despite a community-wide drive to raise awareness for the issue, there is little sign of improvement.

Team Fortress 2 April 18 update patch notes in full:

The major changes include:

  • Added 64-bit support for Windows/Linux client and server
    • Should include performance improvements for most users
    • Bugs can be reported here: https://github.com/ValveSoftware/Source-1-Games/issues
  • Fixed an exploit related to uploading invalid custom decals that would crash other clients

Team Fortress 2 launched in 2007 on PC and console, and it has endured as one of Steam’s most popular games ever since. At the time of this article’s publication, Team Fortress 2 was the 16th most-played game on Valve’s platform, with 50,092 concurrent players. That’s more than the likes of Monster Hunter: World, Call of Duty, and Football Manager.

Despite Team Fortress 2’s ongoing popularity, players have often accused Valve of neglecting the game in favor of other projects, such as Dota 2. In January, Team Fortress: Source 2 and Portal 64 fan projects were shut down by Valve takedowns. In development since at least 2021, Team Fortress: Source 2 was envisioned as a new version of the classic game on Garry’s Mod spiritual successor s&box. With Team Fortress 2 now 17 years old and largely overrun by bots, Team Fortress: Source 2 was intended to inject fresh life into Valve’s beloved shooter. The team at one point had more than 20 volunteers helping to port assets from the base game and rebuild Team Fortress 2 mechanics.

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.

Eiyuden Chronicle Sequel Moving Forward Despite Death of Its Creator

The team at Rabbit & Bear Studios is continuing with the development of a new Eiyuden Chronicle sequel following the death of series creator Yoshitaka Murayama.

The studio opened up about its future and what’s next for the Eiyuden Chronicle series in a recent Reddit AMA conducted with Studio Head and Character Designer Junko Kawano, Director and System Designer Osamu Komuta, and Art Director and Producer Junichi Murakami. With the release of Eiyuden Chronicle: Hundred Heroes only days away, fans were quick to ask about how the team might continue without Murayama at the helm. Rabbit & Bear acknowledges the unfortunate passing of their former studio head but hopes to carry his legacy into the future.

“It is very sad that Murayama is not with us anymore, but we have discussed many things with him.”

“We are moving forward with a sequel,” the studio said. “It is very sad that Murayama is not with us anymore, but we have discussed many things with him. I hope we will be able to carry on Murayama’s legacy, and I always want to treasure his last work. I hope many people will support this game.”

How exactly the series may continue depends on many factors, including how Eiyuden Chronicle: Hundred Heroes will sell when it launches next week. Rabbit & Bear says that it discussed some possibilities with Murayama before he passed.

Respecting the Suikoden creator means staying true to some of the design decisions he made during Eiyuden Chronicle: Hundred Heroes’ development. When one Reddit user suggested Rabbit & Bear implement more options to save their progress, the studio explained how current the design sticks to Murayama’s vision. A limited autosave feature was eventually added in but only because the team felt it could be included without tweaking Murayama’s “concept of play.”

“Murayama always said that playing RPG dungeons is a game of resource management,” Rabbit & Bear said, “and that he wanted to create a tension level by clearly separating ‘preparation,’ in which players prepare equipment and items when they arrive in a new town, and ‘challenge,’ in which players take on new dungeons and enemies. The save point system allows saving only at specific locations in the dungeon, thereby creating a tension until you reach the save point, a satisfaction when reaching it, and a gradual relief when you do reach it.”

Murayama’s passing was announced on the Eiyuden Chronicle X/Twitter account earlier this year. At the time, the social media page revealed that the Rabbit & Bear head had passed on February 6, 2024, following complications with an ongoing illness.

One user took the AMA as an opportunity to not ask the team a question but, instead, pass along their thoughts and condolences following Murayama’s passing.

“Thank you very much, everyone,” Rabbit & Bear replied. “The sadness of our fans is being shared with the entire RB team. We are also one of you.”

The studio also explained that it was proud to have brought Murayama’s vision to life, going on to share some of the team’s fondest memories with him: “No matter how bad Murayama’s mood or his health, he was always happy and smiling as soon as he saw the joy and excitement of his fans. I know that he loved you all.”

Eiyuden Chronicle: Hundred Heroes launches for PC, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X | S, as well as Xbox Game Pass, on April 23.

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.

World of Warcraft Exec Says Microsoft Has ‘Let Blizzard Be Blizzard’ Since Acquisition

Gamers worldwide have long wondered whether Microsoft’s historic acquisition of Activision Blizzard would lead to structural and organizational changes for the World of Warcraft developer. Now, six months after the acquisition’s finalization, a higher-up at World of Warcraft has revealed that the Xbox maker has “let Blizzard be Blizzard.”

Speaking with Video Games Chronicle, World of Warcraft executive producer and vice president Holly Longdale revealed that developers’ day-to-day operations have remained largely unchanged.

“There’s no one asking us to do anything,” Longdale told VGC. “World of Warcraft is doing very well and they’re very proud of what it’s been able to accomplish, so it’s almost like just let it be, and let it keep being awesome. They’ve been tremendously supportive and it’s like ‘let Blizzard be Blizzard.’ ”

Longdale went on to laud the company’s post-acquisition life as a beneficial business relationship allowing Activision Blizzard to communicate and access information with fellow Microsoft-owned studios.

“We got time with Helen Chang from Mojang, and we were sharing information, so it’s almost as if we have access to what worked for them,” Longdale said. “We got to speak to the Elder Scrolls Online team and share what we’re up to and what’s been working, it’s almost like we get a benefit.”

Microsoft acquired Activision Blizzard for a smooth $68.7 billion last October. With it came ownership of major video game franchises like Call of Duty, Overwatch, and Diablo. Despite Longdale’s anecdotes about Microsoft’s acquisition not changing the way the studio operates, it has been hit with layoffs since the deal closed. In January, Microsoft laid off 1,900 staff members across its gaming division, including Activision Blizzard. The mass layoffs saw the cancellation of its long-in-development survival game, Odyssey.

“We got to speak to the Elder Scrolls Online team and share what we’re up to and what’s been working, it’s almost like we get a benefit.

In other World of Warcraft-related news, Blizzard recently unveiled the next expansion of World of Warcraft, World of Warcraft: The War Within. In our preview, we said, “While it’s not as earthshattering as its predecessor, Dragonflight, we suspect there’s a lot of undiscovered potential lurking beneath the surface.”

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

Manor Lords Developer Stresses That It’s ‘Not a Total War Competitor,’ Nor an RPG

As Manor Lords prepares to finally make its way to the public, developer Slavic Magic has stepped in to make sure fans’ expectations are in check.

The one-person studio has been painstakingly crafting the medieval city builder for the last few years, and the PC community has taken notice. The promise of city-building features, realistic gameplay mechanics, and more have continuously positioned Manor Lords at the top of Steam’s most Wishlisted titles. Now, with its Early Access release just more than a week away, Slavic Magic has published a post to clarify a few things. Most notably, they want soon-to-be leaders to remember that Manor Lords isn’t an RPG or a game that’s meant to go toe-to-toe with Sega’s Total War franchise.

“Manor Lords is not a Total War competitor.”

“Manor Lords is not a Total War competitor,” Slavic Magic cautions. “It’s a citybuilder with battles. Yes, battles are there, but not as huge or as frequent as some of you might expect. The majority of gameplay is focused on citybuilding and management.”

Manor Lords isn’t competitive like Starcraft, and it doesn’t let players explore in first-person like Kingdom Come: Deliverance. Yes, you’ll be able to wander around town thanks to a third-person bonus mode, but Slavic Magic calls this feature “experimental.” The core Manor Lords experience is more about letting players know what its like to build and maintain their very own medieval city on a smaller scale than other empire management sim and grand strategy games.

Slavic Magic also reiterates that Manor Lords is launching in Early Access. There will inevitably be some kinks to work out, but they are excited to work through to rough edges with community feedback in mind.

“Yes, [Early Access] must be disappointing, but I think it’s the right choice,” Slavic Magic adds. “It’s my first serious game and not only some stuff is still unfinished, but I bet you guys will ask me to change some things you don’t necessarily like. But I want to pursue an open development strategy of a back and forth between me and you, I think it worked great for the game so far (I’m comparing to times where there wasn’t even a testing group and I was developing in a bubble).”

Lastly, as development on Manor Lords progresses, fans should know that Slavic Magic has no plans to release any sort of content roadmap. The developer is unsure if the testing phase for future patches will remain closed or open to the public, though they are considering hosting a pre-release beta branch for owners.

“I’ve made a mistake once or twice before, of promising and working on a feature only to find out that the testers didn’t care as much as I did and that they actually wanted something else,” they explain. “So even if I have a plan, I want to adopt the philosophy of ‘listen, verify, implement.’”

Manor Lords launches in Early Access for PC via the Epic Games Store, Steam, and GOG, as well as PC Game Pass on April 26. A release on consoles and Xbox Game Pass is set to arrive at a later date. While we count down those last remaining days, hours, and minutes, be sure to check out more upcoming Game Pass titles. After that, don’t forget to look into more of April’s biggest releases.

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.

The Best Harry Potter Board Games (2024)

It may come as a surprise to hear that there is actually a solid slate of Potter themed board games. While there are certainly more than a few soulless licensed products, such as Harry Potter Monopoly, there are several legitimate titles that offer deep and varied gameplay. These aren’t just reskins of traditional games, but wholly original experiences with engaging systems.

For my money, these eight titles are the best of the bunch. There are options for kids, as well as casual board gamers and dedicated hobbyists. So put down the broomstick and trade out the quidditch pitch for the tabletop.

TL;DR: The Best Harry Potter Board Games

Don’t have time to read blurbs? Click the games above to go straight to the Amazon listings.

Harry Potter: Hogwarts Battle

  • Ages: 11+
  • Players: 2-4
  • Play Time: 30-60 min

This cooperative deckbuilding game has players defending Hogwarts castle from the forces of evil. Each player takes on the role of a student – including Harry, Hermione, Ron, or Neville – and wields a personal deck of cards they use to combat foes. Through gaining influence, additional cards can be attained that represent spells, items, and familiar characters. The game-controlled adversaries will attempt to thwart players with attacks and hindering effects. Scenarios progress across all seven movies, featuring key locations and events that are familiar and inspiring. This is a relatively comprehensive and engaging experience that builds across multiple sessions.

Talisman: Harry Potter

  • Ages: 13+
  • Players: 2-6
  • Play Time: 90-120 min

Talisman is a 40-year-old fantasy adventure game that has endured across many editions and spinoffs. This Harry Potter-themed Talisman is a recent release that takes this well-worn engine and iterates upon the core nicely. It infuses a sense of wonder by having players pursue a meeting with Lord Voldemort at the center of the board. A key twist on the Talisman formula is the affiliation system, aligning players with either the Order of the Phoenix or the Death Eaters. As players race through encounters and gain experience, they will either greet Lord Voldemort and present him with one of the Deathly Hallows, or confront him with courage and might. This is a relatively simple game of rolling dice, moving about a linear board, and having colorful random encounters with various locations and people of the Potterverse. With these few pieces it constructs a wild adventure that is memorable and amusing.

Harry Potter: Hogwarts Battle – Defence Against the Dark Arts

  • Ages: 11+
  • Players: 2
  • Play Time: 30-60 min

This spinoff of Harry Potter: Hogwarts Battle (see above) is more inspired by that previous game than merely revising it. Instead of a fully cooperative board game, this one is a competitive head-to-head bout where two players spend turns adding new cards to their deck, launching attacks, and pulling off various tricks. New cards are acquired from a central rotating market making for a variable game state with dynamic options. As new options are added to each player’s deck, gameplay opens up and new combinations of abilities emerge. It’s a quicker and tighter overall affair than the original Hogwarts Battle, and its fundamentally different tone due to the competitive structure.

Harry Potter: House Cup Competition

  • Ages: 11+
  • Players: 2-4
  • Play Time: 75 min

The yearly house cup competition is underway as players compete in challenges of wizardry to achieve success. This colorful experience is known as a worker placement style game where players send characters such Harry, Cedric, Cho, and Draco out on the game board to improve their skills and grow in strength. Ultimately, the goal is for players to earn the most points through feats of magic in order for their house to be declared house cup champion. The game is adorned with wonderful components, including fancy test tubes and gems. This helps to elevate play and adds a touch of beauty to the proceedings.

Harry Potter Strike Dice Game

  • Ages: 8+
  • Players: 2-5
  • Play Time: 15 min

Strike is a relatively unheralded dice game of modest distinction. Players take on the roles of gladiators, rolling dice into a central bowl that represents the arena. Any dice that show an “X” are removed from play, but if multiple dice match, they’re instead claimed by the rolling player. This Potter version of Strike uses the same core concept, but adds in the notion of triggering spells with specific results. Just like its predecessor, it’s a surprisingly joyful game that can elicit large moments of drama with the right crowd. It requires a bit of playfulness as it wants rowdy players that can muster enthusiasm. With this mindset, it offers an experience that is much larger than its meager set of pieces.

Harry Potter: Mischief in Diagon Alley

  • Ages: 6+
  • Players: 3-5
  • Play Time: 15 min

The second dice game on this list, Mischief in Diagon Alley is a fast paced game of simultaneous play. As first year Hogwarts students, you’re rushing to Diagon Alley with shopping lists, but the magical items have been cursed and have been scattered among all of the alley’s shoppes. Everyone quickly rolls dice at the same time in order to cast aside useless clutter such as books and broomsticks. It’s a chaotic game that’s in constant motion, but this is also the draw as it’s a delightful flurry of action. There is a real level of excitement that supersedes the basic strategy to produce something memorable.

Harry Potter: Unmask the Death Eaters

  • Ages: 11+
  • Players: 4-8
  • Play Time: 60-90 min

Unmask the Death Eaters is a team-based hidden identity game. Each participant will take on the role of a member of the Order of the Phoenix during the second wizarding war. A portion of the players, however, are actually villainous Death Eaters loyal to Lord Voldemort. As the group works together to battle creatures such as giants, dementors, and inferi, the Death Eaters will attempt to sabotage their efforts while remaining hidden so they may operate in the shadows. Members of the Order will need to deduce who is working against them and out their foes in the game’s dramatic climax. This is a reworking of The Thing: Infection at Outpost 31, a surprisingly successful board game adaptation of the hit John Carpenter film. The Harry Potter setting fits seamlessly over the strong foundation, utilizing these systems expertly to craft a tense outing.

Harry Potter: Memory Master

  • Ages: 6+
  • Players: 4
  • Play Time: 30 min

This family friendly game hinges on memory to produce a hilarious tabletop card game that can be enjoyed by a wide range of players. Each player receives five cards to study and (hopefully) memorize. Then they’re paired with another player, and each switches cards. After studying their new set of cards, each player selects a card that they believe will match the card their partner plays. In practice, it’s about identifying the most obvious match from each set, leaning on intuition and memory to facilitate your selection. It touches on a similar vibe to popular card games Hanabi and The Mind, producing magical moments where you mentally align with another human being. There’s some surprising nuance here and it’s quite a fulfilling game for how few components there are.

Kingdom Come: Deliverance 2 Announced, Will be ‘Twice as Big’ as the Original: ‘A Behemoth of a Game’

Warhorse Studios has officially announced Kingdom Come: Deliverance II, the sequel to its popular RPG set in medieval Bohemia. Warhorse Studios fully unveiled the sequel at a private event last week, confirming among other things that it will be twice as large as the original, touting it as a “behemoth” of a game.

“What we are making now is what it was supposed to be in the beginning, but we weren’t able to do it because we didn’t have enough resources and experiences and all that stuff,” creative director Daniel Vavra said in a presentation. “We’ve proven the concept works, so now we can take it to another level, which is what we always wanted.”

To that end, Kingdom Come will be “much bigger in scope,” with “five hours of cutscenes instead of three” and a story that’s “much more epic.” It will pick up the story where the original left off with the game’s protagonist, Henry, and his traveling companion, Sir Hans Capon, but where the previous game was about “small nobility,” Kingdom Come II will be about the “problems of kings.”

Kingdom Come: Deliverance II will seek to build on the success of the original game, which drew attention for the way that it mixed Elder Scrolls-like first-person exploration with a granular focus on historical detail. While it received mixed reviews from critics, who among other issues criticized its technical performance, it managed to sell around 6 million units by February 2024. Warhorse Studios has grown considerably since then, rising to around 250 employees from a team that numbered just 11 a little more than a decade ago, and is currently one of the studios under Plaion – a subsidiary of the Embracer Group.

We’ve proven the concept works, so now we can take it to another level, which is what we always wanted

Like other recent RPG success stories, most notably Baldur’s Gate 3 and Cyberpunk 2077, Kingdom Come: Deliverance II will seek to craft a highly-reactive world in which players can develop Henry in any way they see fit.

“Henry is a young guy, so he’s not so deeply entrenched in his already, you know, set character traits,” lead designer Prokop Jirsa explains, “so you can build your Henry in different ways.”

Among other details revealed by Warhorse, Kingdom Come II will include a reputation system in which NPCs will call out Henry if he develops a reputation for drinking or thieving, and he can respond in kind. At a higher level, Henry will be able to “save the world” or “punish it for its sins,” implying a multitude of different paths for the young knight.

Kingdom Come: Deliverance II will once again utilize the CryEngine, which studio spokesperson Tobias Stolz-Zwilling attributed to familiarity and established pipelines, and will feature a variety of environments, including lush forests and other areas. Players will be encouraged to explore the countryside, which Warhorse Studios hints will be “serene and full of secrets.” It will also be dangerous, of course, and the initial trailer shows plenty of period accurate medieval combat, but Warhorse didn’t delve into too many details on that front. That said, players can expect new missile weapons like crossbows – which were sorely missed in the original game – as well as early firearms.

Kuttenberg may change Kingdom Come in more ways than one

Beyond the countryside, Kingdom Come II’s story is mainly set in Kuttenberg, also known as Kutná Hora in Czech – a real-life silver mining city mentioned multiple times in the original game but never shown. It figures to be one of the game’s stars as a large, explorable medieval urban center.

“Kuttenberg is a huge step forward for us and I will say it was the biggest challenge in the game,” art director Viktor Höschl said.

Vavra added, “It’s really big, it’s even too big in my opinion.”

Kuttenberg may also be a change for the series in another notable way. When the original Kingdom Come: Deliverance was released in 2018, it came under scrutiny for its decision to more or less leave out people of color, which Vavra attributed to a desire for historical accuracy. In a 2015 tweet he wrote, “Would you please explain to me whats racist about telling the truth? There were no black people in medieval Bohemia. Period.”

But when asked if Warhorse’s philosophy had changed at all for the sequel, or if it would incorporate more stories like the original game’s DLC, A Woman’s Lot, Stolz-Zwilling told IGN, “The story and plot of KCD has evolved—it’s darker, deeper, and more cinematic, yet also crueler with pivotal decisions and plot twists that challenge the players’s conscience. Nevertheless, it retains its humor and down-to-earth approach. As mentioned already, Henry is embarking on a journey from the countryside and local quarrels to a relatively Cosmopolitan city. that is besieged and occupied by the invading king. Naturally, in a place like this, people can expect a wide range of ethnicities and different characters that Henry will meet on his journey.

“Kuttenberg is playing a very important role in Henry’s story, so I can’t really tell you too much for spoiler reasons, but as I mentioned before—in KCD I, Henry grew from a boy to a man, and now in KCD2, he is growing from a man to a warrior. However, he can’t do this by himself, and he needs a strong cast of friends to help him on his journey.

Naturally, in a place like [Kuttenberg], people can expect a wide range of ethnicities and different characters that Henry will meet on his journey

“We are trying to depict a realistic, immersive, and believable medieval world that is being reconstructed to the best of our knowledge. And naturally to achieve that we are not only having our own in-house historian, but we are very closely working together with universities, historians, museums, reenactors, and a group of experts from different ethnicities or religious beliefs that we are actively incorporating into development as external advisors.”

One way or another, Kingdom Come: Deliverance II will be a test of whether the series can take a step forward as Warhorse Studios seeks to broaden its ambitions. It is currently targeting a 2024 release date, and will release on Xbox Series X|S, PS5, and PC. For more, check out our full Kingdom Come: Deliverance II interview with Warhorse Studios.

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.

The SteelSeries Arctis Nova 7X Wireless Gaming Headset Is Down to the Lowest Price Ever

Today Amazon is offering the SteelSeries Arctis Nova 7X wireless gaming headset for only $119.99. That’s a 33% discount and the best price we’ve ever seen. For our hands-on impressions, check out our IGN SteelSeries Arctis Nova 7 review. We picked the Nova 7 as one of the best wireless gaming headsets and the Nova 7X as the most comfortable Xbox headset.

A quick note on compatibility. The Nova 7X is compatible with the Xbox Series X|S consoles and PC. Unlike the 7p (PS5) and 7 (PC) versions, this one is also technically compatible with the PlayStation 5 console as well, albeit with a little more limited support.

SteelSeries Arctis Nova 7X Wireless Multi-Platform Gaming Headset for $119.99 (Lowest Price Ever)

The SteelSeries Arcis Nova 7X is the latest successor to the highly rated Arctis 7 series of headsets. It’s every bit as good as its predecessor but with some welcome upgrades like a USB Type-C charging port, a longer battery life (38 hours vs 30 hours), simultaneous wireless and Bluetooth connectivity, and multi-platform compatibility. PC gamers also have access to the SteelSeries GG app, which opens up a whole suite of customization for your audio. You can tailor your audio settings independently for each game. If that’s too much for you, there are presets for specific games that are actually tailor-made by the game developers.

Other than that, the Nova Arctis is largely similar to the original Arctis. That’s not a bad thing because the Arctis 7 happens to be Steelseries’ most successful gaming headset ever. This headset has significantly better build quality over the official $100 Xbox wireless headset. If you want an even better wireless headset, in our opinion you’d have to step all the way up to something like the Nova 7 Pro, whose $350 price point puts you in a completely different bracket altogether.

Check out more the best Xbox deals today.

Crafting the Painterly Art Style in Eternal Strands – IGN First

Next up in our IGN First coverage of Eternal Strands, we’re diving into the unique and colorful art in the land of the Enclave. We sat down with art director Sebastien Primeau and lead character artist Stephanie Chafe to ask them all about it.

IGN: Let’s talk about Eternal Strands’ distinctive art style. What were some of the guiding principles behind the art direction?

Primeau: I think what was guiding the art direction at the beginning of the project was to find the scale of the game, because we knew that we were having those gigantic 25-meter tall creatures and monsters. So we really wanted to have the architectural elements of the game – the vegetation, the trees – to reflect that kind of size.

So one of my inspirations was coming from an architect called Hugh Ferriss, and I was very impressed by his work, and it was very inspiring for me too. So just the scale of his work. So he was a real influence for Metropolis, Gotham, so I was really inspired by his work.

Chafe: I think one of the things that, just as artists and as creators, we were interested in as well was going for a color palette that can be very bright. And something that can really challenge us too as artists, and going into a bit more of at-hand painterly work, and getting our hands really into it, into the clay, so to speak, and trying to go for something bright and colorful.

IGN: That’s not the first time I’ve heard your team describe the art style as “painterly.” What does that mean?

Primeau: Painterly is just a word that can give so much room to different types of interpretation. I think where we started was Impressionist painters. So I really enjoy looking at many painters, and they have different types of styles. But we wanted to have something that was fresh, colorful, and unique.

And also, I remember when we were starting the project there was that word. “It’s going to be stylized,” but stylized is just a word that gives so much room to different kinds of style. And since we were a small team, we had to figure out a way to create those rough brushstrokes. If it was painted very quickly by an artist, like Bob Ross would say, “Accident is normal.” So I think we wanted to embrace that. And because we’re all artists, it’s hard too, at some point, to disconnect from what you’re doing. It’s like, “Oh, I can maybe add some more details over there.” But I was always the- “Guys, oh, Steph, that’s enough. Let’s stop it right there. I think it looks cool.”

IGN: So, when you create an asset for Eternal Strands, is somebody actually painting something?

Chafe: I can speak more on the character side. For us, we do a lot of that hand painting, a lot of those strokes by hand. And we try to embrace, not the mistakes, but the non-realistic part of it having an extra splotch here and there.

We’ve got brushes that we made that can help us as artists to get the texture we’re looking for. It really is a texture that gives to it. But a lot of the time it’s not just something generated in a substance painter, or getting these things that will layer these things for you, making it quick and procedural. Sometimes we have those as helpers, but more often than not we just go in and paint.

IGN: Eternal Strands is a fair bit more colorful than lots of games today. Why was it important to the team to have lots of bright colors?

Primeau: You need to be careful, actually, with colors. Because with too many colors you can create that kind of pizza of color.

We wanted to balance the color per level, because we’re not making an open-world game. I really wanted each level to have their own color palette identity. So we’re playing a lot with the lighting. The lighting for me is key. It’s very important. You can have gorgeous textures, props, characters, but if your lighting is not that great, it’s like… So lighting is key. And especially with Unreal Five, we have now, access to Lumen. It brought so much richness to the color, how the color is balancing with the entirety of the level. It definitely changed the way we were looking at the game.

We’re using the technology, but in a way to create something that feels like if you were looking at a painting. I think we have achieved that goal.

Chafe: I’m very happy with it.

IGN: What were your inspirations from other games or other media when developing the art style?

Primeau: I have many. I’ll start with graphic novels, European graphic novels. I really wanted to stay away from DC comics, Marvels comics, those kinds of classics.

Before I started Eternal Strand, I saw a video. It was one of the League of Legends short films for a competition. It’s “RISE.” I don’t know if you remember that one, but it was made by Fortiche Studio who did Arcane, and I’m a huge fan of Arcane. When I saw that short film, it was way before Arcane was announced, I was like, “oh gosh, this is freaking cool. This is so amazing. I wish I would be able to work on a game that has that kind of look.”

Chafe: For me, when we started the project, one of the things that I wanted to challenge myself a lot was in concept and drawing and stuff like that and doing more, learning more about color as well, which is something I find super fascinating and also kicks my butt all the time because of just color theory in general.

But with the [character] portraits specifically, I think, I mean, growing up I played a lot of games, a lot of JRPGs too. I played just seeing basic portraits in something like Golden Sun or eventually also Persona and of course Hades, which is a fantastic game. I played way too much of that, early access included. But I really liked that part. Visual novels too, just that kind of thing. You can get an emotion from a 2D image as well when it’s well done, especially if you have voices on top of it.

IGN: Were there any really influential pieces of concept art that served as a guiding document the team would reference later on?

Chafe: I have one personal: It’s really Maxime Desmettre’s stuff because it was so saturated. Blue, blue, blue sky. Maxim Desmettre is our concept artist that we have who works from Korea. When I joined the project, seeing that was just like… and seeing that as a challenge too, like ‘how are we going to get there?’

The one that I’m thinking of that hopefully we could find after, just in general with the work that always speaks so much to me is this blue, blue sky and the saturation of the grass. But also when he gets into his architecture and stuff like that, there’s just a warmth to everything. The warmth to the stone that just makes it look inviting and mysterious at the same time. And I think that really speaks a lot to it.

IGN: How did you go about designing Eternal Strand’s protagonist: Brynn?

Primeau: I think that Mike also, when he pitched me the character, he was using Indiana Jones as an example. So courageous, adventurer guy, cool guy. Also, when you’re looking at Indiana Jones, he’s a cool guy. And we wanted to create that kind of coolness also out of our main protagonist. And I remember it took time. We did many iterations.

Chafe: It was a lot of iterations for sure. Well, I think I had done a bunch of sketches because it’s what’s going to be the face of the player, and also to have her own personality as well in the story, and her history as well. And the mantle was a really big one too. What gives her one of sets of her powers and stuff, figuring that out was actually one of the longest processes. It’s just a cape, but at the same time, it’s getting that to work with gameplay and all that kind of stuff. But yeah, all of Brynn’s personality and her vibe really comes from a lot of good work from the narrative team. So, mostly collaboration there.

IGN: What’s the deal with Brynn’s mentor: Oria? How did you settle on a giant bird?

Chafe: Populating the world of the enclave was, “it’s free real estate.” You get to just throw things on the wall and see what sticks. And, “Oh, that’s really cool. Oh, that’s nice.” At some point I’d done a big sketch of a big bird lady with a claymore, and Seb said, “That’s cool.” And then kind of ran with it.

IGN: What’s the toughest part about the art style you’ve chosen for Eternal Strands?

Primeau: The toughest part was…A lot of people in the team have experience making games, so it was to get outside of that mold that we’ve been to.

For me, working on games that were more realistic in terms of look, I think it was really tough just to think differently, to change our mindset, especially that we knew that we would be a small team, so we had to do the art differently, find recipes, especially when we were talking about textures, for example. So having a good mix.

Chafe: One of the things too is also as we’re all a bunch of artists, and every artist has their own style that they just suddenly have ingrained in them, and that’s what makes us all unique as artists as well. But when you’re on a project, you have to coalesce together. You can’t kind of have one look different from the other. When you’re doing something more realistic, you have your North Star, which is a giant load of references that are real. And you can say “it has to look like that, as close to that as possible.”

When you have a style in mind and you’re developing at the same time, you kind of look at it and you review it and you have a feeling more than anything else.

You’re training each other with your styles as you kind of merge together in the end. And that kind of is how the style happened through, like you mentioned, like finding easy recipes, through just actually creating assets and seeing what comes out and, “Oh, that’s really cool. Okay, we can now use that as kind of our North Star.”

For more on Eternal Strands, check out our preview of the Ark of the Forge boss fight, or read our interview with the founders of Yellow Brick Games on going from AAA studios to their own indie shop, and for everything else stick with IGN.