Helldivers 2 Patch 1.000.104 Makes Arc Weapons and Stratagems Safe to Use Again

Helldivers 2 developer Arrowhead has released a new patch for the game that makes arc weapons and stratagems safe to use again.

Last week, Arrowhead told players not to use the Arc Thrower, Arc Shotgun, and Tesla Tower because they caused game crashes. At the time, the developer promised a patch addressing this would be released early this week, and now it’s out.

In releasing patch 1.000.104, Arrowhead issued an updated list of known issues it’s working to address. The list includes various issues involving friend invites and cross-play, and a problem with Hellpod steering, which is currently disabled in a large area around large or important objects.

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.

Helldivers 2 update 1.000.104 patch notes:

Fixes

Game no longer freezes when firing arcs from the following

  • Arc Thrower
  • Arc Shotgun
  • Tesla Tower

Known Issues

These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

  • Various issues involving friend invites and cross-play:

🔹 Cross-platform friend invites might not show up in the Friend Requests tab.

🔹 Players cannot unfriend other players befriended via friend code.

🔹 Players cannot unblock players that were not in their Friends list beforehand.

🔹 Players cannot befriend players with Steam names shorter than 3 characters.

  • Hellpod steering close to large or important objects is currently not functioning as intended, resulting in steering being disabled in a large area around the object.
  • Online features are not functioning when console language is set to Ukrainian.
  • Players may be unable to select loadout when joining a multiplayer via an activity card.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • Drowning in deep water with a Vitality Booster equipped puts Helldiver in a broken state.
  • Exosuits will sometimes be delivered in a damaged or broken state.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Pink artifacts may appear in the sky when setting off large explosions.
  • Text chat box display is obstructed by the cinematic letterboxing during extraction.
  • Sometimes the player’s loadout customizations will reset after restarting the game.

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.

World of Warcraft Subscription Numbers Are Higher Now Than at Expansion Launch in a Franchise First

It’s easy to roll your eyes and say that MMORPGs are dead if you, ya know, don’t play MMORPGs. But 20-year-old World of Warcraft still seems to have plenty of spring in its step, according to Warcraft general manager John Hight. Its latest expansion, Dragonflight, has more subscribers now than it did at launch, and one intrepid content creator thinks they may have extrapolated roughly how many: over 7 million.

Speaking at the Game Developers Conference, Hight explained that World of Warcaft historically has a very predictable pattern of subscriber churn. When an expansion comes out, there’s a surge in subscribers that slowly declines over the course of an expansion, with small bumps at each new patch. It hits a low point at the end of each expansion, then surges again when a new one is released. World of Warcraft: Classic disrupted the pattern somewhat by creating another series of peaks connected with its own releases. Hight described it as a “constant inflow and outflow” with “almost as many new players coming in as other players going out.”

However, something changed with World of Warcraft: Shadowlands. Initially, the game saw a predictable surge of players at launch, but as time went on, the falloff became increasingly pronounced as fans expressed their dislike of the expansion story and content. Then, when Dragonflight released, the surge in players wasn’t nearly as high as expected. “A lot of that was attributed to people losing their interest, and even in some cases their trust in us, during Shadowlands,” Hight said.

However, he continued, Blizzard responded by reaching out to the community and sifting through feedback, and over the course of Dragonflight, was able to turn things around. It helped that Dragonflight itself was well-received and largely course corrected many of Shadowlands’ biggest issues on its own. Its setting, tone, characters, and gameplay all directly addressed issues players had during Dragonflight, such as complaints about “borrowed power” and a distancing from the actual “World” of Warcraft. But Hight said the team took additional steps, such as sharing content roadmaps and increasing the cadence of updates, that kept players engaged. As a result, subscriber numbers continued to climb throughout Dragonflight rather than dip. And now, for the first time in World of Warcraft history, those numbers are higher than they were at expansion launch.

While Hight’s visual aid, pictured above, did not include specific subscriber numbers, one content creator thinks they’ve extrapolated actual rough numbers based on his squiggly lines. Bellular Warcraft shared a video over the weekend cross-referencing the last actual subscriber number reporting Blizzard gave (back in Legion) with other disclosed financial changes and Hight’s graph. Bellular’s estimates put current World of Warcraft subscriber numbers at roughly 7.25 million, after hitting a low of 4.07 million during Battle for Azeroth and 4.5 million during Shadowlands (a bit higher, with WoW: Classic helping out). Though none of this is exact science, it may not be far off. And it’s especially impressive given the game peaked in 2010 with 12 million subscribers during Wrath of the Lich King. For a game that’s been around 20 years, that’s wildly impressive.

Hight concludes his talk by sharing the lesson Blizzard learned from all this: it’s good to let your players be involved.

“These communities are deeply invested in the games, and they don’t want to leave your game,” he said. “Don’t give them a reason to leave. Give them a reason to stay. And community sentiment during Shadowlands was a real wake up call for us. What our players wanted had fundamentally changed, and we hadn’t recognized that. So we had to throw out our old playbook that had worked for us for 18 years, at that point. And now we’re crafting a new playbook, but our players are co-authoring with us.”

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

Tetris Creator Reveals Sequel Prototype Called Tetris Reversed That Might Never See the Light of Day

In July of 2011, Tetris creator Alexey Pajitnov and Vedran Klanac, a developer and CEO of Ocean Media, teamed up on prototyping a new version of Tetris that Pajitnov had dreamed up – and outlined in a PowerPoint presentation. Klanac programmed the game and Pajitnov provided feedback: They called it Tetris Reversed. In a panel at the Game Developers Conference 2024, they showed video of this prototype and described its gameplay. Very much a reversal of Tetris, the Tetrominoes (the universally recognized Tetris blocks) were used to eliminate a wall of blocks, not stack up.

A decade on, the creators said their game was stalled due to a collaborator, Martin de Ronde’s stymied efforts to move it along into full production. They didn’t elaborate, with Pajitnov saying, “We finished the job, but in this case production never started. The next stage never happened… Probably [de Ronde] had trouble with the Tetris company… At some point he gave up.” The Tetris Company, who Pajitnov is associated with, owns the rights to Tetris and associated things like Tetrominos. This game was created as a sort of side project and thus never found its way to a publishing track.

Reverse Tetris had many of the Tetris trappings, including the familiar blocks, a focus on score, and line deletion. Pajitnov is single minded and philosophical about his brand of satisfying game design: “I love so much line collapses. Such a pleasant effect in the original game,” he wistfully says. So he kept those. But it also differs in some key ways. For instance, you can hit a Reverse button to get yourself out of a pickle, which swaps all the completed blocks with incomplete ones, sort of like smashing the Hyperspace button in Asteroids. Also, according to Pajitnov, “Sometimes [clearing the field] is absolutely impossible,” so based on the roll of the blocks, a win condition is not guaranteed. They elaborated that an average game (for the handful of people that played it) is 10 minutes. The perfect game is possible with the right setup, where the entire board is cleared, but that has not been achieved by the devs.

“Sometimes [clearing the field] is absolutely impossible.

Unfortunately, we were not able to obtain video of the demo that was shown at GDC, but it will be archived on the GDC website. However, after capturing the minutes-long slice of gameplay shown in the session, Klanac commented: “After I played this [10 minute demo], I played another two hours,” emphasizing how hard it is to put down Tetris Reversed.

Reflecting on Tetris Reversed, Pajitnov says: “The fun factor is higher in (the original) Tetris than here. [Reversed] is a more cerebral game. Tetris allowed different kind of styles. You can choose your own style. In this case it’s rather straightforward strategy.” Yet, he added: “The learning curve… In my feeling it’s shorter than original Tetris.”

Samuel Claiborn is IGN’s managing editor and a fixes/breaks ancient arcade and pinball machines in his garage. TCELES B HSUP to follow him @Samuel_IGN on Twitter.

Baldur’s Gate 3 Director Reveals One Surprising Villain That Used to Be Playable

Baldur’s Gate 3 players have gotten really silly with mods since the game came out, including creating a number of mods that allow otherwise unplayable characters to join the party. But according to Larian Studios head Swen Vincke, a number of those characters may have been considered for inclusion as companions early in development, including one particular villain.

Warning: Spoilers for Acts 2 and 3 of Baldur’s Gate 3 follow. Read onward at your own risk.

Speaking to IGN at the Game Developers Conference (GDC) last week, Vincke elaborated on a number of topics from his talk, The Secrets of Baldur’s Gate 3. In the talk, Vincke revealed some things that were cut or changed during development, such as Astarion originally being a tiefling and the eventual need for the team to “kill their darlings” in order to get the game shipped on time.

We asked Vincke about other major changes to companions during development, which prompted him to suggest that there was “an entire roster of companions that didn’t make the cut.” Who was his favorite cut companion? A surprising answer: it’s Act 2’s major villain, Ketheric Thorm.

In the final game, players begin hearing about Ketheric Thorm throughout acts one and two, learning that the seemingly immortal Absolute cult head has been actively cursing the Shadowlands at the behest of Myrkul, god of death. Act 2 culminates in the player defeating Thorm and ending his immortal reign, but Wincke says there was originally another possible outcome to all this: convincing Thorm to come along on the party’s quest.

It was a very fine balance between trying to figure out what the right size of these things was.

“If you play the game and there’s a moment where you can convince him and you can see that a moment where he breaks, that moment led to recruitment normally,” Vincke explains. “We cut that out when we were rescoped. It was part of the fixing of Act two when we were stuck on it. That was what happened in the rescoping. He was supposed to be in your camp while you were dealing with Gortash and with Orin. So he became a source of information on them, and he could trust, you could get him to his arc. You could then be convinced by him to go to his side. So it was a great story, but yeah.”

Vincke doesn’t stop there. He shares other “darlings” that were killed – Githyanki queen Vlaakith’s palace, the Gith Astral Plane, Candlekeep, (where the original Baldur’s Gate started out), and even a visit to Hell itself, were all in the game at some point.

“There was a moment where the maps were going to be smaller, and so we were going to be able to give you bigger diversity of locations that you would explore,” Vincke continues. “But then the problem with those massive is that the sense of exploration wasn’t really present. So that’s why we killed a whole bunch of them. So it was a very fine balance between trying to figure out what the right size of these things was, but we wrote a lot. I mean, you have no idea how many pages we have of story that takes place with all kinds…some of good, some of it bad, but there was a lot of stories before.”

Vincke’s GDC panel contained a wealth of new information about the development of Baldur’s Gate 3, concluding with the reveal that Larian isn’t going to make Baldur’s Gate 4 or any DLC for 3, but is instead moving onto a new project outside of the Dungeons & Dragons universe.

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

The Officially Licensed WD Black C50 1TB Xbox Series X|S Expansion Card Is on Sale Today

Amazon is offering the lowest price we’ve ever seen on the officially licensed WD Black C50 1TB Expansion Card for Xbox Series consoles. Right now it’s only $124.99, a 16% off price drop from its original $150 MSRP. It’s currently $25 cheaper than the Seagate 1TB Expansion Card. The C50 is one of the best SSDs for the Xbox, which isn’t surprising since your options are pretty limited.

WD Black C50 1TB Expansion Card for Xbox for $124.99

The WD Black C50 expansion card is essentially a 1TB NVME SSD encased in a specialized Xbox-compatible shell. Unlike the more complex PS5 SSD installation process, which involves opening up the PS5 to access the SSD slot, the Seagate expansion card simply plugs into its dedicated port on the back of the Xbox.

This expansion card offers the same speed as the internal SSD, ensuring that you won’t sacrifice performance or encounter extended load times as you might with a regular USB drive. With a 1TB expansion card, you can double the storage on your Xbox Series X and Xbox Series S Carbon Black Edition console, and triple the storage on your OG (white) Xbox Series S console.

In contrast to the PS5, there are no alternative methods for adding high-speed storage to your Xbox console. Your options are limited to either the WD or Seagate expansion cards, underscoring the importance of seizing a good deal when one becomes available.

Looking for more Xbox accessories? Check out the best Xbox deals today.

The Massive 1.5TB SanDisk Ultra Micro SDXC Card Is Under $90 for Amazon Prime Members

If you thought a 1TB Micro SD card was big, think again. Amazon currently has a massive SanDisk Ultra 1.5TB Micro SDXC Card for only $87.99 exclusively for Amazon Prime members. This is the first time we’ve seen a 1.5TB Micro SDXC card drop below the $100 price point, and it’s fully compatible with the Nintendo Switch, Steam Deck, and ASUS ROG Ally portable handhelds.

1.5TB Micro SDXC Card (Switch Compatible) for $87.99

Amazon Prime member exclusive deal

If you’ve started compiling a collection of digital games, you probably already know just how limited the Switch’s base storage capacity. The Switch and Switch OLED consoles have 32GB and 64GB of internal storage, respectively, with some of it reserved for the OS. The Legend of Zelda: Tears of the Kingdom uses up 16GB and Breath of the Wild about 13.5GB. If bought digitally, those two games alone would take up all of your internal storage on the OG Switch console. There’s only one expansion slot in the Switch console so you want to make sure you get the biggest card you can afford.

The SanDisk Ultra Micro SDXC card is compatible with virtually any device that accepts the Micro SDXC card standard. That includes the Nintendo Switch, Steam Deck, ASUS ROG Ally, any recently released smartphone that supports expandable memory, GoPros, cameras and much more. It has a UHS-1 A1 rating and supports read speeds of up to 150MB/s. That means it’s not the fastest memory card out there; you might want to consider the SanDisk Extreme if you need the faster speed. But most mainstream devices like the Nintendo Switch can only output UHS-1 speeds anyways; a faster card would simply be throttled.

Is 1.5TB too much space for you? Check out more of the best Nintendo Switch memory cards.

Cyberpunk 2077 PS5 and Xbox Series X and S Free Trial Set for This Week

CD Projekt has announced a free trial of Cyberpunk 2077 on PlayStation 5 and Xbox Series X and S, available from March 28-31.

The trial goes live at 8am PDT on March 28 and ends 11:59pm on March 31. It offers five hours of unrestricted gameplay, and does not require any additional fees or subscriptions (so no need for PlayStation Plus or Xbox Game Pass, for example). It does not include expansion Phantom Liberty.

Here’s the official blurb from CD Projekt:

This is the ultimate Cyberpunk 2077 experience — during the free trial period, players will have access to the base game, which includes all previous updates, such as the groundbreaking Update 2.0 featuring major gameplay overhauls and new features like redesigned skill trees and perks, vehicle combat, a new police system, and more. Players will also be able to experience Update 2.1, which introduced a fully functional metro system, the ability to listen to in-game radio stations outside of vehicles via the radioport, new vehicles, and more to the game. After the free trial ends, players who decide to purchase Cyberpunk 2077 will have their progress seamlessly carried over to the full version of the game.

Cyberpunk 2077 suffered a disastrous launch back in 2020, but CD Projekt stuck with the game and successfully turned it around in one of the most remarkable redemption stories in video game history. CD Projekt is now working on a sequel, codenamed Orion, although don’t expect to see anything of it for years.

If you’re jumping into the game for the first time, check out IGN’s comprehensive Cyberpunk 2077 guide.

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.

As The Elder Scrolls Turns 30, Bethesda Issues Brief The Elder Scrolls 6 Update

Bethesda has celebrated the 30th birthday of The Elder Scrolls series, and in doing so provided a brief update on the in-development The Elder Scrolls 6.

The Elder Scrolls franchise began life in 1994 with The Elder Scrolls: Arena, and has seen a number of main games and spin-offs in the 30 years since. The last mainline The Elder Scrolls game, Skyrim, first launched in November 2011, a sobering 13 years ago.

During a message to fans celebrating The Elder Scrolls’ birthday, Bethesda Game Studios pointed to the 10-year anniversary of The Elder Scrolls Online, mobile castle builder The Elder Scrolls: Castles, and finally, The Elder Scrolls 6.

“Last but not least, yes, we are in development on the next chapter – The Elder Scrolls 6,” Bethesda Game Studios said. “Even now, returning to Tamriel and playing early builds has us filled with the same joy, excitement, and promise of adventure.

“Thank you again for supporting us all these decades, and all you have brought to the games, making them your own. We couldn’t be more excited to continue it and celebrate the next 30 years.”

With Bethesda’s most recent game, Starfield, just six months old and set for DLC, it’ll be years before fans get to play The Elder Scrolls 6. Indeed, Xbox boss Phil Spencer has said it won’t come out until 2028 at the earliest, putting a minimum of 17 years between it and Slyrim.

Bethesda announced The Elder Scrolls 6 in 2018, though Howard admitted in 2023 that he “would’ve announced it more casually” in hindsight. In October, Bethesda’s former design director predicted The Elder Scrolls 6 will keep Skyrim’s levelling up and progression system. While we wait to find out, check out Everything we know about The Elder Scrolls 6.

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.

Stellar Blade Preorders Get a Big Discount in the Spring Sales for the UK

Earlier in the month, Stellar Blade Korean developer Shift Up published – and then unpublished – a demo for its upcoming sleek action game, Stellar Blade, ahead of its launch on PlayStation 5 next month. It has now been confirmed that a demo for the game will officially go live on March 29. If this confirmation has you excited, and you’ve yet to get your preorder in for the game, we’ve got some exciting news.

Stellar Blade preorders for PS5 are currently discounted using code CHICK15 (see here), with over £10 off the RRP and bringing the game down to just £59.46 for a limited time in the Spring sales. We’ll leave a handy link to the Stellar Blade preorder discount just below, but it’s also worth checking out all the other deals available right now as well.

This is part of a sitewide sale for retailers via eBay, including brands or retailers like Adidas, The Game Collection, Nike, ShopTo, Dell, Lenovo, and more. CHICK15 promo code will last until the end of the day on March 29, with 15% off almost everything from trusted sellers. This includes over 2100 stores, with a low minimum spend of £9.99, alongside a max discount of £75, and a total of three redemptions of the promo code.

Other big deals in the sale include a discount on critically acclaimed PS5 exclusive Final Fantasy 7 Rebirth, alongside brand new offers on DualSense Controllers, and even a nice little bonus deal on Suicide Squad Kill the Justice League just before the launch of Season One.

If you want the games but find yourself lacking in a PlayStation 5, then now is the time to cash in on another great deal. The new(ish) PS5 Slim has dropped down to just £390 for Amazon Prime members in the Spring sale which ends after today. Stocks of PS Portals have also finally started to show up at various online retailers. We always keep a keen eye out for PS Portal drops so make sure to follow us on X/Twitter @IGNUKDeals to get up-to-date stock updates.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Dragon’s Dogma 2’s World Has The Spirit of Skyrim

If I were to write a list of all the things that made Skyrim special, it’d be as long as The Elder Scrolls themselves. Considering that’s a massive waste of parchment, I can boil Skyrim’s magic down to one word: dragons. Few games have recaptured the thrill of Tamriel’s wyrms crashing down from the sky to interrupt an otherwise run-of-the-mill fetch quest. But I’ve got good news: that very same sense of awe, terror, and excitement fuels Dragon’s Dogma 2, a game where a towering cyclops can unexpectedly emerge from the forest’s edge, or a terrifying drake swoop down from on high, all in unscripted, emergent moments.

If you’re familiar with the original Dragon’s Dogma, then you’ll likely know that the game’s director, Hideaki Itsuno, was partly inspired by The Elder Scrolls series. That inspiration makes the first game, and in turn Dragon’s Dogma 2, stand out against not only the traditions of Japanese-developed RPGs, but also much of the Western RPG scene, too. Dragon’s Dogma 2 rejects many of the genre’s narrative-heavy staples in favour of a more organic, exploration-focused structure. It’s a philosophy that powers Bethesda Game Studios’ trademark approach, and so within Dragon’s Dogma 2 there are recognisable echoes of Skyrim.

Our memories of Morrowind, Oblivion, and Skyrim are more often than not related to our lived experiences within the world, rather than specific characters or narrative beats. This makes The Elder Scrolls something unusual among RPGs, a genre typically reliant on novel-like stories. It’s likely a result of the series having roots in Ultima Underworld, the key progenitor of games like System Shock and Deus Ex. These games are built on interlocking systems and mechanics that combine to create worlds that feel organic and authentic – everything has its purpose and interacts with the things around it. While story is a foundational pillar in these games, it’s delivered without the cinematic lens used in more traditional RPGs – they’re not Baldur’s Gate, Mass Effect, or Dragon Quest. These are games about doing and experiencing, rather than being part of a beautifully written tale.

That brings us back to Skyrim’s dragons, and in turn Dragon’s Dogma 2’s array of colossal beasts. They turn up without warning, injecting unexpected challenges into… well, anything. You could be having a mundane stroll back to the city to hand in a quest, or be in the middle of an already heated battle. Just yesterday I was on an errand to collect gold ore, only for my mining expedition to be interrupted by a ferocious griffin. A great battle ensued, with my party calling down bolts of lightning and shooting flaming arrows in an attempt to bring it down. The creature eventually realised it was bested and so took to the skies, but not before I grabbed its tail and clambered onto its hind leg. Hurtling through the skies and hanging on for dear life, I began a new adventure. An adventure with no quest log entry or objective – I’d just let this massive half-eagle, half-lion decide my fate.

Every journey is an anecdote delivery machine – you can’t go from A to B without some kind of wild and wonderful event leaping out at you. 

Many RPGs carry the sense of being crafted for you; every quest is bespoke for your protagonist. Dragon’s Dogma 2 feels much more organic. The world lives and breathes of its own accord, and every time you step outside your front door you’re at the mercy of the overlapping systems that give its creatures life and make its rivers flow (I should mention here that Dragon’s Dogma 2’s rivers can literally eat you). It means that every journey is an anecdote delivery machine – you can’t go from A to B without some kind of wild and wonderful event leaping out at you.

I recall my time in Skyrim in exactly the same way – permanent images of being chased by frost trolls and stumbling across giants herding mammoths, none of which were part of any actual quest. Many of us remember Bethesda’s schtick of “See that mountain? You can go there”, but it wasn’t actually the mountain that was important – it was the journey there. The many unscripted, organic moments that happened on your particular journey are what make Skyrim special, as they made it your experience, not everybody else’s. Dragon’s Dogma 2 is an entire game cut from this same cloth.

This kind of approach comes with its own drawbacks though. Creating a land this big, where the fun is often ‘whatever happens to you’ rather than pre-scripted quests, means there has to be a dozen systems constantly ticking behind the scenes to keep the world alive. More moving parts means more jank, and if there’s anything a Skyrim fan knows well it’s jank. Dragon’s Dogma 2 is exactly the same. Its NPCs repeat ever-looping dialogue. Your companions are over-eager and constantly get in trouble. Characters stare dead-eyed into the wrong direction for entire conversations. Combat feels messy and imprecise. It’s a list of things that would traditionally see a game written off. But rather than diminishing its quality, these rough edges feel oddly comforting because they lend the game personality… a personality reminiscent of Skyrim. There’s something endearing about all this distinctly video game-y artifice, and how it finds a way to sit in harmony alongside a world that so often feels truly alive.

Perhaps that feeling is rooted in nostalgia. We’re in a golden age of RPGs, but few games try to capture the very specific magic of Skyrim. We’ve been waiting 13 years for something that comes close, and it could be that we’re waiting forever if we pin our hopes on Bethesda. In the years since Skyrim’s launch, the studio’s games have increasingly been inspired by the survival genre rather than advancements in the RPG space. Fallout 4’s crafting and building focus was a clear response to Minecraft’s colossal success, while Fallout 76 attempted to ride the wave of Steam’s survival game boom. More recently, Starfield’s procedurally generated galaxy is inescapably in No Man’s Sky’s orbit. It stands to reason, then, that The Elder Scrolls 6 could push further in this direction, potentially at the expense of what made us fall in love with Oblivion and Skyrim.

Dragon’s Dogma 2, though, with its map absent of icon clutter and reliance on curiosity, discovery, and emergent gameplay, feels akin to a Bethesda game that took inspiration from Breath of the Wild and Elden Ring. These are touchstones that are hard not to get excited about – I appreciate Bethesda is what it is precisely because it doesn’t make RPGs like anyone else, but I’d like to see it push focus on its open worlds rather than its survival elements. Thankfully, that’s what I’m getting from Dragon’s Dogma 2.

Capcom’s latest is different from Skyrim in many ways – its lore is a pamphlet in comparison, its quest design is only half as good, and you definitely can’t play as a stealth archer. It’s much more challenging than an Elder Scrolls game, too, with long and often arduous journeys that must be sufficiently planned for. Messing up can mean reverting to an hours-old save. And so Dragon’s Dogma 2 is not a ‘spiritual sequel’ to Skyrim in the way that Obsidian’s Avowed is positioned to be.

But Skyrim’s true magic was never what it was, but how it made you feel. And, for the first time in 13 years, I finally had that same feeling again. The world of Dragon’s Dogma 2 has the spirit of Skyrim flowing through it. It feels like a home away from home (although only if you think homes should be full of 20-feet-tall monsters that surprise attack you in the middle of the night.)

Matt Purslow is IGN’s UK News and Features Editor.