As already announced, Rocksteady won’t release a patch for Suicide Squad this week in order to focus on getting the game ready for the launch of Season 1 later in March.
Speaking during a financial call, Warner Bros. Discovery Chief Financial Officer, Gunnar Wiedenfels, said Rocksteady’s $70 game hadn’t done the business the company had hoped for. Warner Bros. Discovery failed to mention a sales figure, but did say Suicide Squad’s failure had set up the company’s game business for a “tough” year-on-year comparison. Last year, Warner Bros. Discovery released Hogwarts Legacy, which went on to become the best-selling game of 2023.
“This year, Suicide Squad, one of our key video game releases in 2024, has fallen short of our expectations since its release earlier in the quarter, setting our games business up for a tough year-over-year comp in Q1,” Wiedenfels said.
The Season 1 release date comes amid low player numbers for Suicide Squad on Steam (player numbers for PS5 and Xbox Series X and S are unavailable). On Steam, the live service action game peaked with 13,459 concurrent players, a figure that has plummeted since launch. At the time of this article’s publication, just 203 people were playing the game on Valve’s platform with a 24-hour peak of 497, according to SteamDB.
Tough questions are now being asked about the future of Suicide Squad. Ahead of launch, Rocksteady committed to four seasons of support, each of which adding a new playable character as well as new environments, loot, and activities. Clearly, Season 1 will launch, but what happens after that? IGN has reported on how a Suicide Squad: Kill the Justice League player had unearthed a hidden message that looked like a strong hint at the return of Batman. Datamining has shown strong hints that Flash and Green Lantern are set to return in some form. Other playable characters suspected to be on their way include Mrs Freeze (Nora Fries), Lawless, and Deathstroke.
Meanwhile, Rocksteady said the Epic Games Store version of Suicide Squad: Kill the Justice League will now release on March 26, 2024 in what amounts to the second delay of the game on Epic’s platform. “To our Epic Games Store PC community, thank you for your patience,” the developer said.
IGN’s Suicide Squad: Kill the Justice League review returned a 5/10. We called it “a repetitive and bland looter-shooter that, despite an engaging story, never stays fun for long enough.”
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.
If you’ve not yet caught on to the Helldivers 2 hype, we’ve got some good news: it’s on sale. A $39.99 price tag is already pretty amazing for one of the best games of the year, but if you’re looking for a cheeky little discount on PC, then here’s the rub.
There’s a similar Green Man Gaming deal right now for Elden Ring: Shadow of the Erdtree which has been incredibly popular with fans, albeit it’s now out of stock (we’re keeping an eye on it!). Stay tuned for any changes on that or follow @IGNDeals on Twitter/X for immediate updates.
MudRunner and SnowRunner may share the word we apply to humans and animals moving as quickly as they physically can but, rest assured, nothing about this series is rapid. That is, if you do find yourself moving particularly fast in these excellent, deliberately slow-paced, sandbox-style off-road driving simulators, there’s a strong chance it’s only because you’re tumbling down a mountainside.
Expeditions: A MudRunner Game is no different in this regard; it’s all about trundling over the terrain at turtle speeds. Victory is earned by staying upright and clawing your way through punishing environments that want nothing more than to tug your trucks deep into the ground – or topple them over. Where Expeditions is different is in the more untamed maps, and its mission design – which is now less about hauling goods and more about exploring the woods, so to speak. The good news is that Expeditions is a satisfying and worthwhile twist on the MudRunner/SnowRunner experience, even if mission objectives can get a little formulaic and frustratingly gated at times.
Again, while the core of both MudRunner and SnowRunner is really the challenge of moving bulky cargo and building materials down the sorts of muddy roads that would give a hippopotamus a hernia, Expeditions is a bit of a sidestep. For one, in terms of roads, there really aren’t any. Expeditions’ great looking environments – Colorado, Arizona, and Central Europe’s Carpathian Mountains – are basically just slabs of total wilderness. Rocky deserts, soggy gulches, dense forest, muddy rivers; it’s a nice spectrum. There are occasional signs of civilisation – say, perhaps some camping equipment, or a ferry, or a dilapidated bridge there to remind us that we haven’t been hurled back in time – but essentially Expeditions simply plonks us in the middle of nowhere.
That, in turn, informs the mission design. Sure, the vehicles feel the same as they have in the series to date as they wallow and churn through the physics-based, delightfully deformable muck, but instead of lugging lorries full of concrete slabs or lumber from point A to point B, Expeditions’ objectives are rooted in research and exploration. That may be trucking some seismic or meteorological equipment to an isolated spot, or it may be sniffing out an old aircraft wreck, or hunting down a dinosaur fossil. The simple inspection and scanning quick-time events that accompany reaching a destination feel mostly pointless, but I guess they’re slightly better than some kind of passive or non-interactive notification. That said, I will admit to being confused by their instructions occasionally, and only stumbling on the solution by looking around until I accidentally discover it. For instance, a prompt to “take a picture of the island” seems a bit vague and ill-considered when none of the things that look like islands in the vicinity are what it’s referring to (and completing the task requires us to zoom in on a large… mountain).
Truckin’ Problems
More annoying, however, is the way that some of the objectives are gated. For instance, sometimes mission goals are masked behind an “explore the area” requirement, which places a circle on the map screen and asks us to unshroud the area by exploring it. Hitting 100% will then trigger the next step in the mission. It’s a little arbitrary and repetitive, but I have found it’s been generally straightforward to 100% a zone by using Expeditions’ new drone feature (as flying the drone around uncovers the area just the same as driving around it does).
That is, until it wasn’t, and I was stuck inching my way back and forward across a marked area – at 97%, then 98%, and then an agonising 99% discovered – trying to find the sliver I’d missed. It took forever. Missed sections really need to be more evident on the map screen in this instance. It was simply not clear at all what part of this zone I hadn’t seen. Perhaps a different colour? Anything at all?
It was a particular problem in this mission because I wasted so much fuel schlepping around trying to find the last three percent that I ran out just 40 metres from the final objective and needed to replay the entire mission again. Well over an hour flushed down the drain. It is a relief that, once uncovered, areas don’t need to be re-explored on follow-up mission attempts – but redoing all of that initial navigation to pick up where you left off is extremely time-consuming and it’s not similarly rewarding the second time around.
The map system probably just needs a little more finessing in general, to be honest – particularly for anybody new to the series, it’s a sore spot. It’s odd, for instance, that some objective locations are not marked with a simple icon and require us to scroll to the objective on the map screen and have the cursor automatically place itself over the mystery spot we need to go, just so we can manually place our own navigation point. It’s an unnecessary step, and my prediction is that some people will simply be confused by the lack of an initial marker.
Expeditions is broadly a more approachable game than the likes of MudRunner and SnowRunner.
That would be a shame, too, because Expeditions is broadly a more approachable game than the likes of MudRunner and SnowRunner. I do feel a little railroaded here in Expeditions, in contrast to SnowRunner’s less restrictive design, as missions are only unlocked in a very specific order. I don’t hate it, but I also don’t think it’s a better system. On the other hand, I wouldn’t be surprised if the way missions are trickled out gives new players a more overt sense of progression.
One of Expeditions’ better ideas is a new crew member system that functions as a range of perks to give us a boost in certain situations, like resistance to specific damage or increased range for tools. Hiring them cuts into your profits, but it’s a tradeoff I found well worthwhile. It felt inessential at first, but before long I’d come to appreciate the bonuses afforded when bringing along certain staff. Certainly being able to embed ground anchors twice as far away makes them far more useful. There’s some light base-building in here too, but it seems expensive and so far I’ve mostly ignored it in favour of heavily modifying my trucks instead.
Those ground anchors are just one of the new tools that make taking on the terrain of the maps slightly less intimidating. Ground anchors can be instantly drilled and sunk into the rock or dirt to provide winch points when there aren’t any trees within range, and a depth sounder can be pinged to indicate when water is too deep to ford. The jack screw, in particular, almost feels like a cheat; it’s a tool that will painlessly right an overturned vehicle. You’d better believe I wasn’t too proud to use it, though. It’s certainly a handy device to have in your back pocket when things go pear-shaped after 90+ minutes of hard slogging.
Every creek bed conquered, or mountain mastered, or valley vanquished is its own small victory.
At its trickiest, Expeditions is still a very challenging game, though, with a ton of important decisions to make at every turn. Do you lock the diff? Do you drop some tyre pressure? Do you have enough fuel to burn up a barrel of it hauling yourself up a hill that would haunt a mountain goat? This is Expeditions’ constant dance, and this is where it succeeds best. Every creek bed conquered, or mountain mastered, or valley vanquished is its own small victory.
Too Sunk to Truck
If you’re under the impression that, as a spin-off, Expeditions is some kind of smaller, low-fat SnowRunner experience, it’s not. With dozens of missions that can take anywhere from 20-odd minutes to the “very hard” ones that will potentially take several hours, it’s a very long game with a tremendous amount to do. Based on my current rate of progress, at around 40 hours, the main thread of missions alone is going to take me well over 100 hours to fully check off. Adding the side missions and other discoveries dotted around the map, I’d struggle to even estimate it. New side missions can be triggered and tracked immediately upon finding them in the world, too, which is a nice fix from SnowRunner.
That said, some of that bulk is inflated by the trial-and-error nature of Expeditions. It’s inevitable that sometimes you’ll bring an imperfect vehicle out on a job; one that won’t be able to cope with the specific challenges of the best (or perhaps only) route. Sometimes giving up and returning to base to upgrade your truck with a higher snorkel to prevent water damage, or more spare parts to build bridges across treacherous parts of the maps, is the only way forward. More horsepower isn’t always the solution. That is, sometimes it really doesn’t matter how many horses you have if you’re still on the wrong side of the river.
Sometimes it really doesn’t matter how many horses you have if you’re still on the wrong side of the river.
It’s curious that Expeditions doesn’t support co-op out of the gate, particularly as MudRunner and SnowRunner do, and Expeditions is clearly built on the same base. Presumably there’s a reasonable explanation, but the good news is that the developers have confirmed that co-op is coming at an unspecified later date. Just be aware that it’s not here presently in case that’s crucial for you.
The pressure of an annual release schedule can be a curse for big sports series like WWE 2K – look no further than the maligned 2K20 to see why, a game so rough it actually forced publisher 2K to take two years off and regroup, which led to the redesign that got it to the much better place it’s in today. In many ways, WWE 2K24 seems like the final form of this new vision for the series. Some nagging bugaboos persist, like this year’s Showcase mode that suffers from the inability to recreate genuine moments in wrestling history in video game form, while also trying to rewrite that history. And yet, It’s marginally better in almost every other way than the last two, touting small but smart additions to well-tested systems and modes as opposed to taking bigger risks.
It doesn’t take long to see that the title for “Best Looking Wrestling Game” is still locked firmly in the hands of the 2K series. There are far fewer wrestlers that have outdated gimmicks this time around, and besides a couple noticeable exceptions, all of the top stars look just like their real-life counterparts, from their signature hair dos to the details of their gear and tattoos. The few that are clear misses, like Bayley, make you wonder if they even used the same tech to get people like Asuka so right. Announcers who have special flourishes for particular wrestlers also belt them out here, so Samantha Irving’s nasally “ChElSeA GrEeEeEnNnN” lives immortalized in this game. Referees even resemble the ones you can see on weekly television instead of just generic stand-ins, which was maybe not a necessary change but is a welcome one considering they are also recurring characters, even if they aren’t the center of attention.
When you dig past the looks and into its mechanics, you’ll need to sift through 2K24 with a fine-toothed comb to find significant differences between this and last year’s edition. The biggest addition is the Super Finisher, which lets you spend three finisher stocks to do a bigger, badder version of your finisher. These live up to their moniker, as I never had to worry about someone kicking out of them, though it might take more work than its worth to build up that many stocks since every second you spend in a match is one where the tides can turn against you. There’s also a new trading blows minigame that appears infrequently and unprompted, usually in the early goings of a match. You take turns attempting to fill (but not overfill) a gauge at increasing speeds and whoever fails to fill their gauge correctly or runs out of stamina becomes open to a big attack. I was never happy to see this minigame as it’s an abrupt shift in the action and any advantage gained didn’t feel match-changing – but it’s also barely shown up in almost 20 hours, so I don’t think it’s a sign of the minigame bloat the series was experiencing several years ago, either.
The wrestling of 2K24 is better than ever, even if it’s not overtly so.
All the other little tweaks are pretty subtle. There are cute new weapon options like microphones and smaller objects can be thrown now, which is a fun and funny way to do damage at range (assuming you don’t struggle too much with how finicky picking weapons up can be throughout 2K24). Non-legal tag team partners can only run in to break up pins or otherwise harass their foes one time before they’re locked out of voluntarily leaving the apron without being tagged in formally. I didn’t get a chance to try that in online multiplayer before launch, but it was a godsend for the various tag matches in the MyRise and Universe modes, since it prevented getting cheesed by an overly aggressive CPU team. New paybacks like Iron Jaw, which shakes off the stunned condition so you’re not vulnerable to uncounterable damage, help vary your strategies, and overall AI improvements mean that managers act noticeably more audaciously in favor of their clients in order to help them win matches. From bell to bell, the wrestling of 2K24 is better than ever, even if it’s not overtly so.
As far as the types of matches you’ll be applying all these techniques in, a few returning types from older games stand out this year. The special guest referee match has the most potential for multiplayer chaos, as one player can choose to control the referee and either enforce the rules fairly, or skew things however they see fit. Referees have full agency over when they count pins, acknowledge submissions, or disqualify obvious cheating. By default, there is a system by which the refs ability to be a lawless menace is regulated, and if you slack on your job too much a new ref will come to take over. But you can also just turn that off, and become the worst friend among your group. Either way, I really liked this feature, and it was the one that made me wish I had a larger pool of people to play with pre-launch the most.
The ambulance and casket matches have similar goals: shove the opponent inside a box that they don’t want to be in, by any means necessary. The former is easily the better version of this concept, as there are way more ways to interact with the ambulance, including using it as part of your gameplan by throwing foes off of it. The casket match feels the most like a regular match with a different way to win, as the coffin just lingers off to the side of the ring waiting for you to deal with it. 2K24 also misses a big opportunity to recreate some infamous moments from this dubious match’s real life history – unfortunately, there’s no way to dance on top of the pine box with cowboy boots HBK-style.
Both of the MyRise stories are strong and stuffed with content
Meanwhile, gauntlet matches come in three flavors, and they are all welcome additions. Whether you choose a pool of superstars who are randomly selected to fight each other individually, battle royal style, or a team for a single wrestler to run through one at a time, gauntlets can be challenging tasks to take on. It’s also the closest you can get to a fighting game-style survival trial, but being limited to only four wrestlers total in any of the gauntlet match types means you can’t really push yourself too far.
MyRise, WWE 2K’s story mode, makes a solid return with two different tales of glorious victory and devastating defeat for your created characters to embark on. I spent most of my time with the Unleashed story, which mirrors some of last year’s themes from “The Lock” campaign of being a big star on the indies and having to basically start over under the WWE umbrella. The second story, Undisputed, revolves around the power vacuum left at the top of the men’s division when current god-king Roman Reigns abdicates the throne after a 1200 day reign to pursue Hollywood. This one felt a little more like a story you would see on actual WWE TV, for good and for ill, as it features more of the familiar drama of evil authority figures and rote wrestling contrivances that keep heroes from their ultimate goals. Both are strong and stuffed with content, including funny gags, returning characters from last year’s stories, and some truly bonkers events that take full advantage of the fact that this sports drama/comedy can be even more unbelievable when you make it a video game. That said, they are maybe over reliant on lots of smaller feuds and matches that feel more like filler episodes than substantive encounters.
For the Showcase mode, the concept of taking a long look back at Wrestlemania’s biggest fights sounds like an easy playlist of matches to collect. But even for a mode that has fundamentally fallen short of its mission to recreate big moments throughout wrestling history in past years, 2K24’s Wrestlemania Showcase fails to meet my already low expectations. The selection of matches, which includes 20 bouts across the 40 years of the event, is full of fights that are simply not as special as they are presented to be. Corey Graves does a lot of good storytelling in between each in order to explain the context surrounding them, which is valuable for some of the matches from the early 90s and 2000s where the “why” gets overshadowed by the “what.” But admittedly good matches like the ones from more recent Manias quite simply don’t measure up to some of the greatest in history, and no amount of retconning what happened will change that.
Taking control of these moments is still more an exercise in checking boxes than it is winning the contest, too. To this year’s credit, you don’t actually have to complete all of the mid-match objectives to progress, which include stuff like hitting a certain number of strikes or a specific power move. You could theoretically treat every match like a regular fight, pin or submit the opponent however you can as fast as you can, and move on. It’s certainly against the spirit of the whole endeavor, but it’s still nice that it doesn’t hold progress hostage behind a frustrating and sometimes arbitrary-feeling set of tasks anymore. The transitions from wrestling game to real match footage are still clever, but also jarring and seemingly more frequent this year. More than once would I complete a task to trigger a cutscene, return to combat, and then warp back into match footage only a move or two later. The impossible task of recreating that feeling you get when watching a historically great match in video game form does not become more possible if you just watch more of the match itself, it turns out.
Granular additions truly make for the best MyGM mode yet.
And for a company so enthralled with its own history, it also seems very afraid of it. Some reasons for that are a bit more understandable than others – like when big moments with long reaching consequences involve criminals or otherwise nefarious people. But a lot of it, like the edited crowd noise and blurred out faces of old referees in vintage footage, reeks of that George Lucas-esque inability to let old things be old. I’m sure many of the notable exclusions are simply rights and licensing conflicts between promotions and wrestlers, but as a person who is not a shareholder or executive in any of these companies, but rather a fan who just wants to see the best of the best celebrated properly, I think moments like Daniel Bryan beating three men across two matches in one night to win the WWE Championship deserves to be lauded just as much as many of the lesser matches that made the cut.
For those who want to book their own WrestleMania moments, Universe Mode and MyGM have you covered. Neither make huge strides forward from last year’s editions, but prospective general managers will find some neat new toys to play with in MyGM. The most interesting to me were the post-PLE trades that allow you opportunities to pass talent between promotions, wheeling and dealing with rivals to get your roster in ship shape for the next stretch of the campaign. Superstars have individual ring levels that can be increased through training and regular booking, which helps them accumulate perks like getting bonus quality points for participating in specific match types or being able to switch classes for free. These granular additions, as well as new general managers to choose from and a big list of new power cards at your disposal to shake things up week to week, truly make for the best MyGM mode yet.
Universe Mode felt much more similar to last year’s in comparison, allowing you to take a bird’s eye view of the booking across the entire WWE Universe, or drill down on the journey of one wrestler in particular. There are a bunch of new rivalry actions and run-ins you can program into your feuds like a Loser Leaves Town match, but I think Universe heads will find that things are largely the same. That’s not necessarily a bad thing considering how robust it was to begin with, but there are still key features missing from the days of old – namely allowing superstars to cut promos on one another – that reminded there is still plenty of room to improve.
AMD might finally be leaning towards AI in its gaming devices, as one company executive touts that 2024 will be a “huge year” for the GPU and CPU maker.
In an interview with the No Priors podcast, AMD CTO Mark Papermaster said that over the last several years, the company has been working on developing its hardware and software capabilities for artificial intelligence, with its gaming hardware finally set to implement AI.
“Well, this is a huge year for us because we have spent so many years developing our hardware and software capabilities for AI,” Papermaster explained. “We’ve just completed AI enabling our entire portfolio: Cloud, edge, PCs, embedded devices, our gaming devices. We’re enabling our gaming devices to upscale using AI, and 2024 is really a huge deployment year for us.”
While Papermaster did not specify how AMD would incorporate AI, he is most likely referring to FidelityFX Super Resolution (FSR), AMD’s supersampling tech.
Unlike Nvidia’s Deep Learning Super Sampling (DLSS) and Intel’s Xe Super Sampling (XeSS), FSR is the only supersampling tech that does not use AI. However, Papermaster’s use of “gaming devices” imply that RDNA 4 may include AI upscaling. In either case, AMD is late to the party as its key rivals, Nvidia and Intel, already use AI in their gaming products.
Nvidia has been leading the pack since 2019 with DLSS, which has become one of the most popular upscaling methods. It has made Nvidia a front-runner in the AI race, which continues to heat up as various major tech companies try to incorporate the technology into their own products.
For now, Nvidia’s adoption of AI in DLSS and other areas is paying off off, as the company recently became a 2 trillion dollar company last month.
Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.
The creators of Yuzu have settled its lawsuit with Nintendo, agreeing to pay $2.4 million in damages and shutting down support for the popular open-source Switch emulator.
A new document reveals that Tropic Haze will pay Nintendo $2.4 million to settle the lawsuit filed last week. Nintendo sued Yuzu’s developers in U.S. Federal Court, alleging that the emulator is “primarily designed” to circumvent several layers of Switch encryption in order to make it possible to play Nintendo games on devices such as Steam Deck.
Nintendo argued in its filing that Tropic Haze was liable for the distribution of illegal copies of The Legend of Zelda: Tears of the Kingdom, claiming that it had been pirated up to 1 million times before release. Specifically, the filing claimed that Yuzu’s Patreon page allowed its developers to earn $30,000 per month by providing subscribers with “daily updates,” “early access,” and “special unreleased features” to games like Tears of the Kingdom.
Yuzu is shutting down
In a proposed final judgment and permanent injunction document, the settlement terms will forbid the distribution of Yuzu in all of its forms while shutting down its website and other services. As Nintendo previously noted in its legal complaint last week, it not only wanted monetary damages from the lawsuit but also wanted to eliminate Yuzu’s existence entirely, including taking control of its domain and social media accounts.
[yuzu]
yuzu, in its current form, will cease to exist.
Their settlement with Nintendo prohibits any distribution of yuzu in built and source code form. Development must also stop.
First released in 2018, Yuzu is an open-source Nintendo Switch emulator developed using C++. It has been used to emulate numerous Nintendo Switch games shortly after release. The topic of hardware emulation remains fraught, with some game preservation experts advocating for the emulation of older platforms that have been discontinued. The Switch, for its part, is expected to remain Nintendo’s main platform until at least 2025 and has suffered a notable piracy platform for much of its existence.
This is not the first time Nintendo has sought legal action against emulation developers. Most recently, in 2021, the ROM-hosting website called RomUniverse was ordered to pay Nintendo $2.1 million in damages for copyright infringement and federal trademark infringement. In 2018, Nintendo received over $12 million in damages after successfully suing the ROM-hosted websites LoveRETRO and LoveROMs.
Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.
In a video game industry that often feels like it’s bloating into a monolithic, unsustainable beast propped up by annual staples and once every generation blockbusters, a small silver lining is that it’s still big enough for games like The Thaumaturge to exist. This mid-size RPG may not match the jaw-dropping scale of a game like Baldur’s Gate 3, but it’s still packed with atmosphere and good ideas that are mostly well executed. Aside from some buggy movement and odd voices, the turn-based combat is full of interesting strategic choices, and its great writing and story manage to punch up tried and true point-and-click clue finding and lore gathering.
You play as the eponymous Thaumaturge, a sort of Witcher/John Constantine mash up of a supernaturally gifted human and an extraplanar detective named Wiktor. His journey to uncover the circumstances of his father’s death often finds him plying his esoteric trade both in service of this goal, and as a distraction from it. The various intertwining stories of a Poland at the brink of revolution, as well as Wiktor discovering all the ways things have changed at home in his fifteen year absence, tie a compelling narrative knot across its 20 hour run time.
Though I found a lot of its main and side stories to be interesting, the slow pace does mean you’ll spend long stretches of time reading and listening before being given a chance to act. When you do, usually through dialogue options that can vary based on past choices or your own abilities, sometimes The Thaumaturge asked me to make assumptions about Wiktor’s life and old relationships that I had no context for. For instance, it regularly asks you to either be nice or a jerk to people who apparently know him, but doesn’t give you adequate reason to decide one way or the other. The voice acting can also be a bit shaky, with accents that are all over the place – more than one person that is supposed to be a native to the region sounded like I could have met them in a Wawa here in the great state of New Jersey.
That said, I did like that dialogue options regularly felt risky, and limitations imposed by previous encounters or Wiktor’s current stats made chatting people up feel like a challenge. I can’t speak to how differently any of these exchanges would go if I chose some other option, or how long it would take to reach the consequences of those choices, but The Thaumaturge at least puts on a convincing show of giving you meaningful control over its events.
The good writing that accompanies clues adds some heightened drama.
Quests involve a lot of snooping around, investigating objects both mundane and magical in private and in public, all to earn “observations,” which are clues you can draw about the people who interacted with them based on any lingering emotional residue. The lingering lust on bedsheets or wily chaos on a stray bullet stuck in a wall can help you draw conclusions about the people who were involved with these things. Even though this largely means using your perception to investigate glowing objects in a more mystical version of Batman’s detective mode, the particularly good writing that accompanies the clues does add some heightened drama as you work to put all the pieces together in your head before The Thaumaturge puts a giant neon sign on the right answers for you.
Turn of the 20th century Europe is a comfortable setting for all this political drama and magical intrigue. The Russian imperial expansion into Poland, and the latter’s revolution against the intruders, is thick with the kind of tension only a ghost skeleton with a Cavalry saber can cut. The constant push and pull between the occupiers and the increasingly more disgruntled citizens is something Wiktor’s supernatural adventure is constantly butting up against, and it really helps keep this story grounded and relatable even when things get dense with lore and macguffins, which is a hallmark of good science fiction.
I’m not an expert in the period, so when I say everything looks the part – from the hairstyles to the clothing to the architecture – just know it’s coming from a guy who’s seen Doctor Zhivago once and thought it was fine. It’s not groundbreaking in its fidelity, but colors, textures, and lighting are pretty good looking at their best. Moving around Poland is sometimes a little glitchy , but it’s a city that is dense with people to speak to and stuff to find that I was excited to explore.
Warsaw is filled to the brim with folk who’d rather you and your brethren be dead or maimed than in their business, and luckily when combat does break out, you aren’t alone. Salutors, the spiritual beings that haunt the people and places of the world, can be tamed to assist you. Each has their own strengths and types, which can be used against certain kinds of enemy weaknesses, Pokemon-style. Among my go-tos were Bukavac, a snarling beast who is great at applying negative states to enemies, or Lelek, a chaotic bird demon who can drive enemies mad.
Combat is never boring, but it’s not particularly challenging, either.
Weaving Wiktor and your chosen salutor’s attacks together to most optimally synergize your offense never felt boring, though it’s not particularly challenging, either – even on the highest difficulty, it wasn’t until the very end of my adventure that the fights truly tested my brain. This is partially because all of your currently captured Salutors are available at any time to switch back and forth between, so you always have access to your enemy’s vulnerabilities, but also because you get so much information about the goings on of every turn. You’ll be able to plan around who’s up next, what kind of attack they are going to use, and how close to death everyone is when queuing up your attacks, and while getting near perfect information in battle is a great thing, the enemies don’t seem to have the same ability to make good decisions with it that I did.
Enemies are 90% regular guys reskinned in different clothing or uniforms, wielding knives, clubs, guns, or even their fists. They may not be visually compelling, but most of their attacks do things more than straight damage, like adding detrimental status effects or draining your focus to open you up to big damage. Wiktor, combined with all of the potential spirits he can wrestle under his control, have quite a menu of offensive options themselves. Though many fights with these random goons seem to happen out of nowhere and for what should be easily avoidable reasons, it doesn’t hurt to gain as many opportunities as possible to practice all of your potential options, as well as gain points to level up your thaumaturgy skills, which boost your stats, give you access to even more attacks, and potentially unlocks new discovery and dialogue opportunities.
The other 10% of the enemies are salutors or other thaumaturges. Besides usually being more visually striking fights, with the added twist of having an untargetable character afflicting the battle in some way, they play out largely the same as other encounters. They do tend to be more challenging and provide satisfying punctuations to some of the campaign’s more interesting side missions, but I also wish they got a little spicier, tactically, considering the enemies you get to face off against.
We already knew that Norwegian game developer Funcom is working on an open-world survival MMO game set in the Dune universe. And today, the developer has provided a new look at Dune: Awakening, including a glimpse into Arrakis along with some gameplay footage.
As part of Dune Direct, a nearly 25-minute digital showcase to provide new details on Dune: Awakening, Funcom concluded the presentation with a new gameplay trailer subtitled “Survive Arrakis.” The trailer, which you can check out below, is visually stunning.
Powered by Epic’s Unreal Engine 5, the latest trailer for Dune: Awakening shows the extreme conditions on planet Arrakis, from the harsh climate to gigantic sandworms emerging from the sand and evading hostile enemies. The gameplay trailer also leans into the survival aspects of Awakening, showing snippets of your playable character gathering materials and finding various ways of traversing the massive open world.
In addition to the trailer, IGN can exclusively reveal two new screenshots. The first shows some of the game’s particle effects in action.
The second shows off its lighting and other aspects of Dune: Awakening’s character design.
Funcom also released a host of other screenshots showing off Dune: Awakening’s world as well as a featurette titled Creating Worlds, which chronicles its journey from “book to movie to game.” It includes interviews with its development team interspersed with the movie that reveals how Funcom brought the forbidding world of Arrakis to life.
The rest of the Dune Direct details Dune: Awakening’s survival mechanics and other elements, with creative director Joel Bylos explaining how it takes the base-building from Conan Exiles and builds on it, with a special emphasis on sharing blueprints between different players. He also discusses the ways in which players will be able to learn abilities from the “great schools of the universe,” including becoming a Bene Gesserit and being able to “compel enemies to come closer so you can stab them with a knife.” As for sandworms, Bylos says they are more of a “tension mechanic.” There’s no way to kill them; they can only be avoided. However, you can lure them into your enemies (or friends), or simply avoid them with an ornithopter.
Bylos says that Funcom has been running betas for Dune: Awakening for several months now, with the intention of bringing in more players over time. However, he says that Funcom has no intention of “rushing it out the door,” saying that it “takes as long as it takes.” Players hoping to sign up for one of the closed betas can do so at the game’s official website.
Surviving Arrakis
Dune: Awakening was first announced in 2022 at The Game Awards. Set on the sandworm-filled planet Arrakis, Dune: Awakening “is set on Arrakis and takes inspiration from both Frank Herbert’s novels and Denis Villeneuve’s Academy Award-winning film while exploring exciting new possibilities in the franchise.”
While no release date was announced for Dune: Awakening, we previously learned that it will be available on PC, PS5, and Xbox Series X/S.
The announcement comes following the release of Dune: Part 2, which hit theatres last Friday. In our review of Dune: Part 2, my colleague Tom Jorgenson wrote: “Featuring absolutely staggering visuals, Dune: Part Two is an arresting, transportive middle entry in Denis Villeneuve’s tricky sci-fi saga.”
Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.
The final nail in the coffin for Oculus branding is coming, as Meta announced today that those who fail to migrate their Oculus account to a Meta account will lose access to all their games and in-app purchases at the end of the month.
In an email sent out to some Quest users (spotted by The Verge), Meta warned that if you do not integrate your Oculus account into a Meta account by March 29, not only will it delete your account, but you will lose access to anything from the account, including games, DLC, achievements and store credit.
The move comes as no surprise; in 2021, when Facebook rebranded itself to Meta, the tech giant revealed plans to retire the Oculus brand to simplify its “brand architecture.” This included renaming the Oculus Quest to the Meta Quest line of standalone VR headsets. In June 2022, Meta announced the ability to create a Meta account, a more approachable alternative for Quest owners to log into their headset without creating or logging into their Facebook account, something that was at the time a major drawback for Quest 2 owners.
Users can seamlessly migrate their Oculus account to a Meta account by heading to Meta’s official website and signing up for a Meta account. However, users must use the same email address associated with their Oculus account for their games, store credits, and other user data in their newly-created Meta account.
Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.
Roger Clark, who plays Arthur Morgan in Red Dead Redemption 2, is set to narrate an audiobook that looks at American history through the lens of Rockstar’s Red Dead Redemption games.
Clark narrates historian Tore Olsson’s ‘Red Dead’s History’ in character as Arthur Morgan, protagonist of Rockstar’s critically acclaimed open-world epic.
Red Dead’s History explores the “wildly dramatic and gritty world” of America from 1870 to 1920. 2010’s Red Dead Redemption and its prequel, 2018’s Red Dead Redemption 2, set in 1911 and 1899 respectively, were praised for their authentic portrayal of life during the decline of the American frontier. In the book, Olsson digs into the detail presented in the games and adds context from real-world American history.
Here’s the official blurb:
“Weaving together the fictional characters and plot of the Red Dead Redemption games with real-life historical vignettes, Olsson reveals that the action-packed violence of the Red Dead universe isn’t just spawned from Hollywood westerns but rooted in real sociopolitical issues from turn-of-the-century America.”
IGN spoke with college history professor Tore Olsson, who as well as writing books teaches the world’s first Red Dead Redemption history class at the University of Tennessee, to discuss the work. (Check out the interview in full for a fascinating look into the Red Dead Redemption games and their historical “thoughtfulness”, as Olsson puts it.) Here’s a snippet:
“It came as an epiphany when I sat down in the midst of the pandemic in 2020, and played Red Dead Redemption 2 for the first time. I was only about 10 hours in, and all these historical nodes in my brain are firing left and right. I can’t turn off my historian identity when I’m playing. And I’m really genuinely surprised at how historically thoughtful the games were. I’m not so much obsessed with this question of accuracy that gets bandied around a lot, when you talk about historical video games. I’m more interested in thoughtfulness and the ways a game tries to capture the mood and the feeling and the range of options and the realities of a time period. And I thought the game did a surprisingly good job at that.”
IGN also spoke to Roger Clark himself, who revealed why he wanted to be involved with the project, discussed the making of Red Dead Redemption 2, and teased what’s next.
The audiobook edition of Red Dead’s History will be published by Macmillan Audio on August 6, 2024 and will be available at Audible, Apple Books, or wherever audiobooks are sold.
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.