Akira Toriyama, Creator of Dragon Ball and Manga Pioneer, Dies at 68

Akira Toriyama, the creator of Dragon Ball and the artist behind Dragon Quest, Chrono Trigger, and numerous other works, has died. He was 68.

News of Toriyama’s passing was made public by the official Dragon Ball Z X (formerly Twitter) account on March 7. According to the statement, Toriyama died due to an acute subdural hematoma.

“It’s our deep regret that he still had several works in the middle of creation with great enthusiasm. Also, he would have many more things to achieve.” Bird Studio and Capsule Corporation Tokyo wrote in the tweet.

“However, he has left many manga titles and works of art to this world. Thanks to the support of so many people round the world, he has been able to continue his creative activities over 45 years. We hope that Akira Toriyama’s unique world of creation continue to be loved by everyone for a long time to come.”

An anime and gaming legend

Toriyama first broke into the manga industry at the age of 23 when he entered an amateur manga creator contest in Kodansha’s Weekly Shōnen Magazine. From there, Toriyama made a name for himself with the serialization of the beloved gag manga Dr. Slump in 1980.

In 1984, Toriyama published the seminal fantasy action comedy shonen battle series Dragon Ball, which would later spawn the immensely popular Dragon Ball Z and Dragon Ball Super series. Dragon Ball’s influence later inspired other like Eiichiro Oda, Tite Kubo, and Masashi Kishimoto to create One Piece, Bleach, Naruto, and classics.

Toriyama also played an influential role in gaming history, his art serving as the basis for Dragon Quest — one of the very first console RPGs in Japan. In the mid-90s, Toriyama famously teamed with Dragon Quest creator Yuji Horii and Final Fantasy creator Hironobu Sakaguchi to make Chrono Trigger, which is still considered one of the finest games ever made.

The last project Toriyama was reportedly working on was the original character designs for the upcoming Dragon Ball Z spin-off series, Dragon Ball Daima. Its story follows the adventures of a chibi-stylized Goku and Vegeta’s adventures in Dragon Ball’s whimsical world. Sand Land, a game based on another one of Toriyama’s works, is due to release in April.

During an panel at New York Comic Con 2023, Daima executive producer Akio Iyoku told the crowd that Toriyama was “deeply involved beyond his usual capacity” overseeing Daima’s story, character design, and more.

“Additionally, [Toriyama] has planned entirely new episodes for the storyline so please look forward to the start of the series,” Iyoku said.

Dragon Ball Daima is slated to release in the fall of 2024.

Blogroll photo credit: IMDB

Isaiah Colbert is a freelance writer at IGN.

Nightingale Early Access Review

Nightingale is a game of fascinating contradictions. This Early Access co-op survival crafting game jumps wildly between intriguing and confusing, aesthetically pleasing and outright ugly, intuitive and obtuse. It does a lot right, and it is a joy to build a life from the ground up across its varied and mysterious realms – but it also does a lot wrong, often stalling your progress with an infuriating economy. Nightingale’s creative systems can certainly make it a fun time, but be prepared for frustration to rear its ugly head time and time again.

Nightingale takes place in a gaslamp fantasy world, a Victorian almost-steampunk-but-with-magic setting that feels fresh and unique in this genre – sure, games like Dishonored or The Order 1886 had similar styles, but it’s still a seldom used framework that really stood out to me here. Earth as we know it is being swallowed up by a strange fog, which has scattered humanity across the realms of the Fae, mythical beings pulled from European Folklore. As a Realmwalker, you have the ability to travel from one realm to another, which puts you on the search to find the magical city of Nightingale, the last human refuge.

The mysterious Fae Puck acts as your guide on that quest, first helping you to activate a portal and escape to a far off forest realm. Puck stands out as a fascinating character, and his flowery olde tyme language is an early highlight, particularly thanks to how well it is performed. His ability to appear out of nowhere and lead you along does a solid job moving the story forward, and lends itself to funny surprises, like when he popped in just to make fun of me for cooking and eating the exact same meal every day.

Unfortunately, the rest of the characters you meet are currently voiceless at Nightingale’s Early Access launch, and any story elements that don’t come from Puck are purely text-based exposition dumps. There are no cutscenes or big interactive story moments to speak of, just menus telling you why you need to go to a certain spot, kill a specific thing, and then turn in whatever it drops. That’s a shame, and feels like it wastes the cool setting and structure Puck’s introduction sets up.

Quality is inconsistent across Nightingale.

That disparity is a good example of the inconsistent quality prevalent across Nightingale. The character creator, for example, has surprising depth, allowing for impressive customization of minute details like tooth decay, with extensive family trees whose genetic lineage can be applied to your appearance… but the end results of those interesting options always seem to look like they are models formed from clay, rather than believable faces.

Hey, I’m Realmwalking Here!

The realms you travel to offer more than just a new sandbox to explore. The flora and fauna vary wildly, and each presents unique hazards that are good at recontextualizing the survival aspects of Nightingale. Sure, the scorching heat of the desert is a pain if you aren’t in the shade, but at least you aren’t being beaten to death by the hail that falls in the forest. The way each forces you to adapt to survive really drives home that these are untamed worlds you are simply lost within.

Each realm has unique enemies; you might find yourself fighting off overgrown spiders in the swamp one moment, running from a pack of wolves in the forest another, and then having a duel with a giant in the desert the next. The designs of all of them look really cool, and the materials you gather from fallen foes become resources used for crafting or cooking. That last bit matters quite a bit as this is a survival game in the truest sense of the word, and sometimes the only thing between you and starvation is a fresh giant bug for you to roast. Bon appetit!

You have control over what realms you visit thanks to Realm Cards. Major Realm cards can be played at portals, which then determines the biome and setting that portal will lead to. For example, you can create a mostly peaceful forest, perfect for building your base of operations, by pairing a Forest card with an Abeyance card. Alternatively, you could combine a Desert card with an industry-themed Provisioner card to create a sparse and arid factory complex. It’s a simple but powerful system, and one of the best parts of Nightingale.

Once you pick your cards and step through the portal, the realm itself is procedurally generated, which allows for potentially limitless exploration, but also makes things feel disconnected much of the time. Happening across a ruined building is less exciting without the surprises that a curated level-designer may include, especially once you start to see the exact same structures repeated in different places. The lack of planned geography can be an actual issue at times, too – I once had a quest to speak with a person who was placed at the top of a high cliff, but there was no path up to reach them. Clambering up the side of the hill and hoping to get lucky with the layout of rocks is not a fun way to move about.

How realm-hopping ties into crafting and dungeons is really clever.

Minor cards can be played while within Realms to modify them further, like the duelist card, which makes everything (you included) take more damage. Others improve the yield of harvesting materials, affect how you swim, or myriad other things. It’s a good way to let you tailor the realm towards what you are trying to work on at a given time.

The way that realm-hopping ties into crafting and dungeon crawling is really clever, too. Blueprints to create new Realm Cards come from Sites of Power, Nightingale’s version of dungeons. Entry to these places is gated by your Gear Score, which is determined by the quality of equipment you possess – and better Blueprints and materials to upgrade your gear lie in higher level realms. It’s a well tuned loop that layers these systems together seamlessly, which makes investing time into any given task meaningful.

Some Assembly Required

Crafting is largely very good. Gathering materials to begin the typical climb from a destitute castaway to a thriving survivor is compelling, and if you’ve played pretty much any games like this before, it is very intuitive. Blueprints are given out as quest rewards or bought from vendors, and the suite of options does a great job of naturally handing you new tasks in that layered “if you give a mouse a cookie” sort of way.

For instance, at one point I was asked to create an Infusion, a mod that can be socketed into equipment to do things like increase durability or reduce stamina consumption. To create it, I would need to build an Enchanter’s Focus – this required Lumber, which comes from a saw mill, which is built using Animal Fibre, which is made at a Tanning Station. By the time I was actually ready to put the mod to use, I had progressed from being more or less feral in the woods to owning a construction facility that would be the envy of any high school shop teacher. It accomplished exactly what a good crafting system should do by rewarding me with tools and knowledge alongside the thing I actually set out to make.

This setup is fun and engaging… until it all comes to a screeching halt. As of Nightingale’s Early Access launch, there are substantial gaps where higher level materials can’t be crafted yet, and you instead need to find a realm with a vendor who sells them. Crafting the cards to access these realms can compound the issue by also requiring high level materials, creating a painful loop of stopping and starting my progress with roadblock after roadblock as I bought material after material.

A resource called Essence forms the economic backbone of this adventure, and while it does a good job in the early going of simplifying a lot of things, it’s also one of the main culprits behind this loss of momentum. It’s used in crafting, to purchase goods from vendors, and to repair your equipment. Essence is awarded for completing puzzles or finishing Sites of Power, and can even be extracted from any material or piece of equipment – you have to destroy that item to get it, but it’s worth it if you can then afford a new blueprint or make something that will help keep you in the fight.

Higher tier Essences can be tedious to gather.

The problem is that higher tier Essences are needed for more powerful crafting and equipment, and those can be tedious to gather. They can only be found in specific realms, most commonly by clearing Dungeons and solving simple “find the hidden button” puzzles scattered around. It was always really disappointing to be on the verge of crafting the last gear upgrade I needed to advance in a quest only to find out I’m a few Tier 1 Essences short, sending me on a long march back to a portal and into a different realm is search of something that might drop what I was missing.

Time sinks like this happen all the time in Nightingale. At one point I needed to gather a bunch of materials from The Bound, goblin like enemies with a penchant for appearing from thin air, in order to progress the main quest. The things I needed were random chance drops from quite a few different enemy types, and you had to be in the right type of realm for them to appear. That meant finding the realm, making the cards, gearing up for said realm, and hunting until I gathered enough. The amount of time it took was painful, and this was all to complete one part of an even larger mission with more steps like this.

Build, Survive, and Thrive Together

Thankfully you don’t need to walk the realms alone, and playing with friends is a great way to take some of the sting out of the slower parts of this adventure. A few simple clicks is all it takes to add a friend, party up, and invite them to your realm. You can share equipment freely, which is excellent if one player is further along and wants to gear up their buddy so they can join in some harder dungeon diving.

It’s particularly impressive that co-op is completely untethered, which means your friends are free to come and go through various realms, joining or separating as they see fit. Everyone can have one NPC following to help in combat or carry things, similar to how companions worked in Skyrim, so getting a group of people together quickly forms a small army, which is good fun.

It’s also really nice to build together. Structures can be fully planned out before you spend any materials, allowing you to design the fortress of your dreams. Then, anyone can interact with that in-progress creation to contribute materials toward its construction. It feels really good to collaborate on a large building, planning and constructing it with friends. Anyone from your group can then build an Estate Cairn, making it their home base, allowing them to load in and fast travel there anytime.

I won’t spoil the specifics, but late in the game you also get access to a public area. Seeing other Realmwalkers run around in their finery is pretty cool, and this opens up some new raid-like missions with random strangers, allowing you to work towards the highest level loot. There’s not much to the end game beyond just grinding these encounters out at the moment, but it’s nice to have something to aim for after wrapping up the approximately 40-hour campaign. Just know that while the main quest itself has an end already, the actual story around it isn’t finished yet, presumably coming in some future Early Access update.

Dragon’s Dogma 2 Character Creator and Storage Will Be Available Today

Dragon’s Dogma fans have been anxiously awaiting a demo for the sequel, and while today’s Capcom Highlights stream didn’t announced a full-blown demo, it did reveal that the character creator and storage will be available today.

If you take advantage of the pre-release character creator, you’ll be able to transfer your character to the full game when it releases on March 22. Dragon’s Dogma II features a pretty in-depth character creator (which we broke down as part of our IGN First coverage right here), so it’s a good opportunity to get a heads-start on your own Arisen ahead of the official release.

Developing…

Best Racing Wheels For Xbox Series X|S

There’s no better way to heighten the drama in your favorite racing games than adding one of the best racing wheels to your peripheral collection. The best racing wheels for Xbox Series X/S will put your reaction speed to the test and push you to take on challenging roads and turns with more accuracy than your average controller. Considering Forza Motorsport and Dirt 5 are already on Xbox Game Pass, it’s a great time to take the leap and upgrade your set-up.

TL;DR Best Racing Wheels for Xbox Series X|S At a Glance:

Before we jump into our choices, It’s worth mentioning that if any specific features catch your eye, they may only be compatible with certain games or game series, so before committing to the purchase, we recommend making sure the wheel aligns with your racing sim preferences.

The Best Racing Wheels for Xbox Series X|S

1. Thrustmaster TMX Racing Wheel

Best Xbox Series X|S racing wheel

Pros

  • Formidable force feedback
  • All-in-one package

Cons

  • Pedals aren’t the best quality

The Thrustmaster TMX Racing Wheel is a great all-around entry-level wheel that comes in a convenient Xbox-friendly package. You can set up your kit and get to business quickly thanks to its system-recognised buttons and easy-to-use mount. Plus, the TMX also comes with a two-pedal set for no additional cost, giving you all the tools you need to start competing in your favorite racing games.

When it comes to getting a feel for the road, the TMX Racing Wheel uses a force feedback system that delivers a host of intense vibrations as you burn rubber across the biomes in Forza Horizon 5. Crossing intricate terrain will alter the reactive rumble, allowing you to react precisely as race environments shift.

2. Thrustmaster Ferrari 458 Spider

Best racing wheel for casual drivers on Xbox Series X|S

Pros

  • Stylish Ferrari-red design
  • Budget price point

Cons

  • Not as realistic as other wheels on the market

If you’re a motorhead with a penchant for Charles Leclerc or Carlos Sainz, the Thrustmaster Ferrari 458 Spider might be the perfect match for you. With some glorious red rubber paneling and the iconic Ferrari logo at the center of the wheel, the Ferrari 458 Spider is nothing if not stylish. Designed with Xbox in mind, the 458 Spider has system-aligning buttons embedded in the wheel face. So, you won’t need to relearn any of the controls before you hit the road.

Unlike the force feedback system in other wheels, the 458 Spider uses a bungee cord system to fight against when driving. This form of linear resistance offers tension to turns, as the wheel will automatically correct itself if you lose your grip. It may not offer the most realistic experience on this list, but it does have plenty of compelling features that work perfectly for casual players or first-time racing wheel users who don’t want to break the bank.

3. Logitech G923

The best mid-range racing wheel for Xbox Series X|S

Pros

  • Leather grips are comfortable over long periods of use.
  • Trueforce delivers great haptic feedback

Cons

  • Smaller wheel size isn’t true to life

Competitive Xbox racing sim players who want to upgrade their kit will find everything they’re looking for in the Logitech G923. With pleasantly textured leather grips and a 10.24-inch wheel, the G923 delivers a deluxe but grounded feeling within a more approachable price range.

The G923 also features Logitech’s Trueforce feedback tech. Which reads specific information in the game, like road surface texture, weather and tyres, and furnishes appropriate haptic feedback through the wheel. The G923 conjures an immersive drive as a result and delivers tangible grit when making decisions in intense driving scenarios. One caveat to consider, however, is that Trueforce isn’t available for all games. If you have a specific game you like to play, we recommend checking the specs on the official store page so you won’t be let down.

4. Logitech G Pro Racing Wheel

Best premium racing wheel for Xbox Series X|S

Pros

  • True-to-life wheel size feels superb
  • Trueforce haptic feedback offers immersive racing

Cons

  • High price point

For those wanting a more deluxe wheel, the Logitech G Pro Racing Wheel has all the bells and whistles you want in a lavish, comfortable frame. The size of the wheel itself is true to life, with robust grips and a metal plate at its center. When paired with the wheel’s responsive controls and force feedback, staying to the course on straights or tilting into turns is a lifelike experience – adding palpable tension whether you’re coasting ahead of competitors or fighting to get back to the front of the pack.

Like the Logitech G923, the G Pro Racing Wheel amps realism with Trueforce technology to test your mettle across various weather and track conditions. If this feature is your main selling point, make sure to check that your best-loved games are compatible to avoid disappointment down the line.

5. Thrustmaster T128

Best beginner racing wheel for Xbox Series X|S

Pros

  • Reactive controls
  • Quality force feedback

Cons

  • No grip on the wheel

When it comes to entry-level racing wheels that will last, you can’t do much better than the Thrustmaster T128, which pairs ample force feedback with reactive controls. Using the wheel is convenient, with an Xbox controller mirrored almost exactly in the wheel’s face. Shifting gears with the responsive magnetic paddle shifts is a haptic experience, with the LED rev indicator on the wheel face providing a useful visual reminder of how hard you’re gunning through a circuit.

While there’s a lot to love about this beginner-friendly option, it’s important to note that the wheel doesn’t have grips, which can lead to discomfort over long periods, or, worse still, a loss of grip leading to botched maneuvers. Even so, the Thrustmaster T128 would be a fantastic addition to a budding sim racer, or for someone simply looking to scale up from the traditional controller.

Upcoming Racing Wheels For Xbox Series X|S

Turtle Beach has joined the racing wheel market with the VelocityOn Race Wheel & Pedal System, which launched on February 26th, 2024. Coming in at $649.99, this new wheel boasts a 7.2Nm direct drive force feedback motor and dashboard race telemetry window to help players maximize their racing skills. This new wheel has been designed with Xbox Series X/S consoles in mind alongside PC and PS5, though its features may not be compatible with all driving games.

The VelocityOn Race Wheel & Pedal system also features a modular control box for quick access to vehicle settings and mid-race toggles.

FAQ

How do you connect the racing wheel to the Xbox Series X|S?

Each wheel may have a different method of pairing, though it’s easiest to consider this process similar to connecting a secondary controller. Typically, pairing will involve connecting the wheel via a USB cable to the console, turning on the console, and navigating to the Devices & Accessories submenu to set up your new wheel. We recommend following the guide the brand outlines to ensure you don’t run into any issues.

Which racing wheel brand is better – Logitech or Thrustmaster?

Both brands offer a variety of experiences that suit players, and it ultimately comes down to use preferences and needs. For example, while Logitech offers TrueForce technology, it may not be eligible for your favorite game. Alternatively, the Thrustmaster T128 may have great haptic feedback for beginners, but the lack of comfort on the wheel might put you off. When choosing between brands, it’s best to look specifically at the specs and materials rather than the brand as a whole.

Sarah Thwaites is a freelance tech writer at IGN, with bylines at GameInformer, TrustedReviews, NME and more.

Spider-Man 2 Update Accidentally Unlocks Access to Dev Menu That Could Corrupt Your Saves

Marvel’s Spider-Man 2’s 1.002.000 patch is here, and while it did finally deliver long-awaited features like New Game+, it also unintentionally added access to a development game menu.

Developer Insomniac Games addressed the unintended addition in a post on X/Twitter, explaining that a hotfix for the issue is “on the way.” The message also warns that players who use the menu could face corrupted save data and trophy progress. Those who spend their time swinging around New York City like normal should find no issue, though, so even if you’re curious, you’re probably better off just forgetting about the slip-up for now.

Unfortunately, it sounds like the menu is relatively easy to access. For the sake of your save files, we won’t delve into the process here, but players on Reddit were quick to figure it out. Some have even said they gained access by accidentally stumbling across it, so watch out for that too.

Screenshots of the menu options include settings for items, enemies, health, and more, potentially giving players access to game-breaking tools they were never meant to have. Again, Insomniac warns that those who take advantage of the bug could find themselves with corrupted data, so that’s the risk if you can’t help but take peek behind the scenes. No hotfix is available yet, but we’ll update this story when one arrives.

Most Spider-Man 2 players are too preoccupied with the update’s other many goodies to spend their time with these unintended new options. Some highlights from the 1.002.000 patch include new suits, a Mission Replay feature, and the option to switch the in-game time of day. It’s a massive content drop for the sequel, which launched in October of last year and has managed to sell 10 million copies thus far.

For more on Spider-Man 2, be sure to read our 8/10 review. At the time, we said, “Marvel’s Spider-Man 2 delivers Insomniac’s best tale yet, and despite its open world falling short, is a reliably fun superhero power trip.”

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.

Overwatch 2 Is Getting a Cowboy Bebop Collaboration Next Week

Today, Blizzard revealed a stylish trailer for Overwatch 2’s next big crossover collaboration event with none other than the fan-favorite 90’s anime series, Cowboy Bebop. The special collaboration will launch as a part of Overwatch 2 Season 9 on March 12.

In typical Overwatch fashion, the Cowboy Bebop collaboration trailer spoofs animation studio Sunrise anime’s iconic opening animated sequence and opening theme song “Tank” by Yoko Kanno. In it, we see Cassidy as the bebop’s laissez-faire bounty hunter, Spike Spiegel; Ashe as its femme fatale, Faye Valentine; Mauga as the gruff ex-cop, Jet Black; Wrecking Ball as the super-smart hound, Ein; and Sombra as the crew’s rambunctious hacker, Ed.

Blizzard first revealed a Cowboy Bebop collab was on the horizon at the butt-end of its Season 9 trailer back in February. The upcoming collab marks the second time the free-to-play hero shooter has done an anime-themed crossover event. In fact, around this time last year, Overwatch 2 launched its One Punch Man collaboration. Outside of its two anime collabs, Overwatch 2’s most recent big crossover was with the K-Pop group Le Sserafim.

While Blizzard has yet to reveal whether or not the Cowboy Bebop collab will see the addition of a new limited-time game mode like its One Punch Man and Le Sserafim event, the collab trailer and YouTube description text tease the Overwatch heroes prepping for some sort of train heist.

Arguably, one of the main things on the backs of diehard Overwatch 2 players’ minds will be how much its yet-to-be-seen exclusive anime skins will cost and if it’ll be locked behind a steep season pass bundle like its contentious $40 Diablo IV collab. The answers to these questions will likely all come to light when Overwatch 2 Season 9 launches next week.

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

South Park: Snow Day! Preview: Comedy Co-Op With a Side of Bullshit and Farts

The three most important things to know about South Park: Snow Day are 1) that it’s a roguelike-inspired battle game rather than an RPG, 2) it’s 3D rather than 2D, and 3) the South Park TV show supplied over 50 different fart sound effects for use in the game. We went hands-on with the multiplayer spin-off ahead of its March 26 release and, full disclosure, got our asses handed to us by Stan and his elves.

Head into the snowy landscapes of the South Park streets and the reason for the 3D upgrade is obvious, allowing for the type of chaotic action that the previous South Park games could only dream of. Playing as New Kid, you can team up with three friends, or bots if you have social anxiety, to do Hades-like runs through different areas of the town, taking on waves of enemies and the odd boss battle with a combination of a melee weapon, ranged weapon, two special powers – like Hurry-Cane that grants a whirlwind attack – and the brilliantly named Bullshit powers. These will reset every run, but any character perks you’ve bought with Dark Matter and character cosmetics will persist. Think screaming at your friend for a health totem (a bag of Cheesy Poofs tied to a stick) as Princess Kenny tries to charm you with weaponized hearts, or levitating through the power of farts to get away from a cluster of foes. It’s chaos, all punctuated with Cartman calling you out when you suck, and the sound of little kids (voiced by actual children) cussing and shouting as the battle.

The only yellow snow spots in the fun drift were that the movement had a sort of floaty feeling that took me a while to get used to, and as a result I couldn’t take advantage of the higher ground or trampoline pads without risking missing my target. The bosses we saw were tough too, Stan – as his elf warrior alter ego – had a vicious thorny vine attack that meant I just couldn’t get near him. They’re the kind of issues that fade away when you’ve had more than a few hours with a game, but time will tell if my Cartman-esque temper can handle it.

Snow much fun

Underneath the simple premise, four players, rouge-like runs, and arenas packed with areas to gain the advantage, there’s an extra level of depth – all delivered with biting South Park wit. The Bullshit powers are a great twist on any kid’s tendency to start making up spurious rules when they’re playing any kind of pretend game. In Snow Day that scenario is managed with Bullshit cards that bestow hugely OP but seriously rationed powers on your character. Overseen by Paladin Butters, you get to choose one upgrade card and one Bullshit card before every run. There’s one BS card you can use twice that gives you laser eyes, or the “Radioactive God” BS card that has three uses and makes your team emit fumes to gross out your enemies. To mix things up even more, Henrietta the Goth can be found around the levels with a set of Tarot cards that will let you tweak the way your upgrades for that run work. Basically, it’s going to be hard to make a run feel the same way twice, even if you’re really trying. As someone who is a tank that likes to hit things with melee weapons, the Bullshit cards feel like a win for me. It’s easy for roguelikes to get a bit samey when you’re just bashing everything in sight, but it’s impossible to get bored of that when you know you’ve got the power to call up a meteor storm or an actual vampire in your back pocket. The cards themselves look freaking neat too, and if there was an IRL physical version I’d happily dip into my collectibles fund for them.

As you make it through Snow Day there are three types of currency to collect: toilet paper, Dark Matter, and PP. Apart from its usual uses, in South Park: Snow Day toilet paper can be spent to beef up the power of your upgrade cards or re-roll your choices, with Jimmy the Bard as your friendly shopkeeper. Platinum Pieces have to be earned through gameplay progression and conquering certain challenges but will unlock new cosmetics and emotes to keep your New Kid looking fresh. And Dark Matter – a strange substance somehow tied to the endless blizzard affecting the town – is the most important of the three. It’s what you’ll use between runs to buy perks and jack up your speed, stamina, health, and strength stats. I’m not a careful player in any gaming scenario so the fact that Dark Matter perks I’ve bought (and cosmetics like chin balls) persist between runs is important, and can stop repeated attempts at a level feeling like a hard day at the office.

Stay frosty

The setup could easily have made for a classic South Park episode. Arctic conditions mean the kids get time off school to stage Dungeons and Dragons-style battles, but as the snow drags on and you fight through the campaign you’ll find that this is no ordinary weather event. While a lot of the characters like Professor Chaos and Wizard Cartman might be familiar from Stick of Truth and The Fractured but Whole, Snow Day swaps the narrative heft of the RPG for a combat caper you can play over and over again with friends. That doesn’t mean you won’t get plenty of South Park laughs as you maul your enemies, but think of the campaign as more of an episode of the show, rather than a movie like the aforementioned RPGs. The plan is for more content to be added over time, too, something that the structure of the RPGs made difficult, but here presents the compelling opportunity for the game to reflect what’s happening in the TV show. I’d love to see the same crazy, up-to-the-minute cultural comedy find a way into the game, the right care and attention could keep Snow Day feeling fresh long after you’ve burned through the main storyline.

As for that new look, yes Cartman has more junk in his trunk, but after five minutes it just looks normal, and you’ll be too busy dodging swipes from a weaponized road sign to build up any South Park Purist rage about it. In some sort of beautiful, poop joke-fuelled meta-universe it kind of feels like the sort of game Cartman, Kenny, Kyle, and Stan would get obsessed with. Its longevity won’t become clear until the game is released on March 26, but right now we can all be safe in the knowledge that the South Park soul lives on in Snow Day.

Rachel Weber is IGN’s Managing Editor.

Spider-Man 2 Patch 1.002.000 Adds New Game+, Mission Replay, New Suits, and More.

Insomniac Games has released the hotly anticipated New Game+ update for PlayStation 5 exclusive Marvel’s Spider-Man 2, and it adds a number of significant new features to the game.

Patch 1.002.000, out now, adds the aforementioned New Game+ as well as Mission Replay and time of day options. Insomniac has also added new accessibility options, including Audio Descriptions and Screen Reader, both of which are localized in English, French, Italian, German, Spanish (LATAM/Spain), and Japanese.

Fans will be particularly interested in the New Game+ features, which include Ultimate Levels and their associated story Symbiote suit styles, and a new trophy for completing the story in NG+. There are new suits for Peter and Miles, too, and a raft of improvements and fixes across the board.

Spider-Man 2 launched in October last year and has sold 10 million copies so far. Thoughts have already turned to what’s next from Insomniac, which recently suffered layoffs as part of mass cuts at Sony Interactive Entertainment.

While Insomniac has a Wolverine game in the works, it seems likely it will also release a Marvel’s Spider-Man spinoff similar in scope to the hugely successful Miles Morales standalone, with Venom the potential focus. To find out how Insomniac has set up its next sequel, check out IGN’s Spider-Man 2 ending explained.

Spider-Man 2 Update 1.002.000 Patch Notes:

WHAT’S NEW?

New Game+ (NG+) Features

  • Ultimate Levels: Go beyond the base game level cap in NG+
    • Note: Ultimate Levels are NOT tied to any difficulty
  • Symbiote Suit Styles: Unlock new story symbiote suit styles via Ultimate Level progression
  • Golden Gadget Styles: Upgrade your gadgets with exclusive Golden looks
  • Suit Tech Fusion: Unlock both perks in a shared Suit Tech slot
  • PlayStation Trophy Unlock a new trophy for completing the story in NG+

Additional Features

  • Mission Replay: Replay *that* mission (and many others) as much as you’d like now
  • Time of Day: Change the time of day in the post-game via ‘Gameplay’ settings
  • Tendril Colors: Swap symbiote tendril color in the post-game via ‘Gameplay’ settings
  • Photo Mode – Action Figure Mode: Scale down characters for photo opportunities
  • Photo Mode – Stickers: Decorate your photos with new stickers
  • Hellfire Gala Suits: Added two new suits inspired by the Hellfire Gala designs
  • Gameheads Fly N’ Fresh Suit Pack: Two new suits for Peter and Miles, plus Photo Mode content
    • Available via purchase, official details here

NEW IN ACCESSIBILITY

  • Audio Descriptions: A narrator will describe key visuals and actions during cinematics
    • Sub Option: Volume Slider
  • Screen Reader: Audio narration relaying text across menus, tutorials, and control hints
    • Sub Options: Volume Slider, Repeat Delay Time, Repeat Delay Scale
  • Mono Audio: Combine all audio into a singular output
  • Captions: Display captions for important in-game sounds during cinematics and some gameplay
    • Sub options: Size, Color, Background Color, Background Opacity
  • In-World Text Translations: Enable text boxes to show translated in-world text
  • High Contrast Outlines: Outline friendlies and enemies with specific High Contrast colors
    • High Contrast Outlines Friendly
    • High Contrast Outlines Enemy
  • High Contrast Presets: Access preset High Contrast settings for streamlined use
  • Center Dot Color: Adjust the color of the center dot on screen
  • Aim Arc Color: Adjust the color of the arc that displays during certain moments when aiming
  • Target Arc Color: Change the color of the arc indicator when throwing certain items on target
  • Motion Sensor Aiming: Aim using the DualSense Controller’s motion sensors
    • Sub Options include: Calibration & Sensitivity
  • UI Holds: Switch UI holds to toggle
  • Touch Pad in Combat: Disable the Touch Pad during combat to prevent accidental presses

IMPROVEMENTS / FIXES

GENERAL

  • General improvements to game stability
  • Addressed global crashing and freezing issues that may occur during cutscenes and/or gameplay
  • Addressed global visual issues that may occur during cutscenes and/or gameplay
  • Addressed issues where hiding HUD would prevent the next mission from spawning
  • Addressed issues where players wouldn’t be able to progress certain tutorials or sections
  • Addressed an issue where Web Wings would automatically deploy if tutorials are set to off
  • Addressed an issue where trick animations would reset during dives
  • Addressed issues relating to incorrect player spawns after failing or restarting checkpoint
  • Updated Webbed Suit textures
  • Addressed clipping and artifact issues with some suit lenses
  • Improved deformation across several suits
  • Various additional fixes across the game

ACCESSIBILITY

  • Made several improvements and fixes to High Contrast settings
    • Addressed visibility issues across several enemy types, attacks, puzzles, and interactable objects
  • Added the pause menu option to skip Adaptive Trigger minigames, joining previously included features such as:
    • Turning off Adaptive Triggers via PS5 console settings to automatically skips these puzzles
    • QTE Autocomplete can automatically skip these puzzles
  • Made improvements and fixes to Toggles
    • Enabling Swing/Parkour toggle adds tap on/off functionality for Spider-Bot Jump Jets
    • Enabling Swing/Parkour toggle adds functionality for MJ to navigate squeeze-throughs automatically
    • Toggle icons display properly when restarting the game
    • Addressed an issue where tutorials would interfere with Swing/Parkour toggle functionality
    • Addressed an issue where Swing/Parkour wouldn’t enable fast enough when sprinting as MJ
    • Addressed issues with Aim Mode toggle with MJ’s lure
  • Addressed issues with Friendly Neighborhood Challenge Level
    • Symbiote nests and tanker crimes can no longer be failed
  • Made several improvements to Look at Waypoint across several missions in the game
  • Added Point of Interest (POI) Audio Indicator
    • This feature emits audio feedback ticking when Spider-Senses are used and there is a POI on the screen to aid in judging distance, height, and occlusion
  • Made several improvements to DualSense haptics
    • When the Haptics setting is set to Functional and the POI Audio Indicator is enabled, the system includes an additional haptic component for the waypoints.
    • Added distinct haptics for Abilities and Gadgets ready with Functional Haptics turned on
    • Added hot/cold haptics when doing object navigations with Functional Haptics turned on
    • Added haptic feedback when interact prompt is on screen
    • Adjusted haptics across different puzzles and combat scenarios in the game
    • Toned down damage received haptic a bit.
  • Selected Shortcuts now display in the first boot menu
  • Added the ability to enable Screen Reader in the first boot menu via Square button press
  • Fixed resolution and other oddities when setting Button Prompt Size to Largest
  • If enabled, Auto-Heal can save the player from fall damage death if the player has a full Focus bar

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.

Helldivers 2 Players Descend Upon Planet Tien Kwan in Bid to Unlock Mechs

The Helldivers 2 galactic war has taken another turn, as it always promised to, this time seemingly locking the release of mechs behind the liberation of a planet.

A tweet from developer Arrowhead was all it took for hundreds of thousands of players to descend upon planet Tien Kwan in the hope that its liberation would unlock the hotly anticipated exo suits.

“THIS IS NOT A DRILL!” the tweet reads. “Our factories are under attack, halting all output. Helldivers have been deployed to liberate Tien Kwan!”

A fresh in-game message signaling a new Major Order fleshes out this call to arms. It seems the Automatons have captured the planet solely responsible for the manufacture of the mechs (that was your first mistake, Super Earth), so Helldivers must liberate it immediately.

The wording of the message suggests that if the Helldivers 2 community fails this Major Order, the release of mechs will be delayed. The Major Order expires in 70 hours from the publication of this article (the early hours of Sunday, March 10).

It is unclear if mechs will be released then, or as soon as the planet hits 100% liberation status. But what is clear is that the Helldivers 2 community is answering the call — already over 100,000 players and rising are fighting back against the Automatons on Tien Kwan.

This is all part of Helldivers 2’s eye-catching galactic war, which is steered by a Dungeons & Dragons style game master called Joel. This latest development is another clever twist in the ongoing meta narrative that underpins Helldivers 2’s gameplay. What happens if the community fails the Major Order? Joel wouldn’t withhold mechs, right? RIGHT?

Meanwhile, Arrowhead just unveiled Helldivers 2’s upcoming premium Warbond, dubbed Cutting Edge. It includes new weapons, new armor sets, new capes, and new emotes.

There’s a lot happening in the world of Helldivers 2, including a recent new strategy that involves hugging, and a controversial balance patch that nerfed the game’s best loadout. 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, as well as the best loadouts.

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.

Princess Peach: Showtime Gets Free Nintendo Switch eShop Demo

Nintendo has released a free demo for upcoming adventure game Princess Peach: Showtime on the Nintendo Switch eShop.

Fans can now download the demo, which allows them to sample two of the transformations Princess Peach embodies in the full game: Swordfighter Peach, which turns gameplay into a hack ‘n slash, and Patissiere Peach, which offers a minigame-style experience where players must stack carts with cookies and decorate big cakes.

“In Princess Peach: Showtime, Peach and her retinue of Toads battle to ‘save the play’ after the Grape and the Sour Bunch disrupt a show at the Sparkle Theater,” the official synopsis reads. The full game arrives March 22, meaning fans have a couple of weeks to try the demo before committing to the full game.

The full Princess Peach: Showtime comes with many more transformations such as Ninja Peach, Figure Skater Peach, and more. Each completely changes the style of gameplay on offer, as Peach works her way through different levels to overcome the Grape and the Sour Bunch.

In our preview of the game, IGN said: “Princess Peach: Showtime is wholly its own thing, decoupled from the traditional Mario game entirely, and throughout our time with it we found ourselves really impressed with how different and special each stage looked and felt.”

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