Obsidian Explains Why Avowed Only Lets You Pick Human or Elf

Upcoming Obsidian RPG Avowed takes place in Eora, which in the fictional universe of Pillars of Eternity, is pretty diverse. But after Pillars let players choose from a number of different character races, fans have been wondering for some time now why Avowed is only letting them pick human or elf when customizing a player character.

We’ve learned that Avowed player character creation is limited to making either a human or an elf in previous game reveals – no dwarves, no aumauas, and definitely no godlikes. While this has been a disappointment to some fans, Avowed game director Carrie Patel has made it clear that the reasons for this limitation are twofold: it’s both a story choice and a development decision.

On the story side, Patel explains in an interview with IGN, it’s because the player in Avowed is a representative from the Aedyr Empire, which is predominantly made up of humans and elves. Those familiar with Pillars of Eternity lore will recognize that this is indeed established canon, and has shaped a lot of the region’s particular culture.

Still, that might be cold comfort to those hoping to recreate their aumaua OC from Pillars in Avowed. For those folks, Patel offers some additional context that helps things make a bit more sense from the development side:

“We want to make sure that whatever experience we’re offering is smooth and natural and well paced to the player,” she says. “And one of the things about the species of Pillars that I think is a lot easier to account for in an isometric game is just the variation in sizes. You have aumaua and then you have humans and elves who are at roughly the same scale, and then you have orlans and dwarves who are quite a bit smaller. And for each of those, especially in first person, you’re adjusting the height of the player character’s capsule and sort of where their weapons are relative to enemies and how their hits land and how hits land on them. And it’s obviously not that any of these things are impossible to solve, but you’re always making choices and choosing your priorities and development.”

Patel declined to comment further on the character creator in Avowed, which we haven’t seen much of yet, but it’s also important to remember that Avowed is a game that largely or entirely takes place in the first-person. While it’s a bummer not to be able to be a dwarf, realistically, the only part of yourself you’ll be seeing for most of the game is your hands.

Avowed got a 2024 release window recently, after first being teased back in 2020 at the Xbox Games Showcase and getting a more complete reveal at a 2023 Xbox showcase. We also spoke to Patel last week about why Avowed is foregoing romances to focus on different kinds of companion relationships.

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

Metro Developer Makes Clear PlayStation VR2 Game Awakening Isn’t Next ‘Mainline’ Metro Game

Developer 4A Games has made clear Metro Awakening, the PSVR2 game announced during the January 2024 PlayStation State of Play, is not the next mainline Metro game but instead a spin-off.

Following its announcement at the State of Play, Metro fans without Sony’s $550 / £530 PlayStation 5 accessory grew a little concerned they’d waited five years for another game only to see it announced for a platform they didn’t own or want.

4A Games took to X/Twitter to alleviate these concerns, however, reassuring fans it’s still working on the next multiplatform mainline Metro game, while Awakening is developed by Vertigo Games.

“This is not the next mainline Metro game by 4A Games,” the developer said. “That is still in development and, as we have stated previously, will come to generation nine consoles and PC. This is a different project developed by Vertigo Games.”

Generation nine refers to the current generation of consoles, meaning the PS5 and Xbox Series X and S. Nintendo continues to allude typical console cycles, though its imminent Switch successor could also be a possibility for whatever this next mainline Metro game is.

Awakening will arrive as a PlayStation VR2 exclusive sometime in 2024, bringing the single-player, first-person post-apocalyptic shooter franchise to virtual reality for the first time. It’s set before the events of 2010’s Metro 2033 and has players take control of Serdar, a doctor searching the metro tunnels to find his wife.

The State of Play also saw a typically bizarre Death Stranding 2 trailer released alongside the revelation that Metal Gear creator Hideo Kojima is returning to his stealth action roots with a PlayStation exclusive. Team Ninja’s Rise of the Ronin and Shift Up’s Stellar Blade also received enhanced looks, and you can read about every other announcement right here.

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

Marvel’s Spider-Man 2 Getting Free Trial on PlayStation Plus Premium

Sony is giving PlayStation Plus Premium members on PS5 a free trial of Marvel’s Spider-Man 2 from Insomniac Games.

Revealed on the PlayStation Blog, those subscribed to the $159.99 / £119.99 a year PlayStation Plus tier can download Spider-Man 2 at no additional cost on February 6 and play two hours before making the decision to purchase it fully or not.

As is the case for all PlayStation Plus Premium game trials — which also include heavy hitters Baldur’s Gate 3, Alan Wake 2, Cyberpunk 2077, and more — all saved data and trophies will carry over if players do decide to purchase the game later.

Spider-Man 2 continues the story of Peter Parker and Miles Morales as they take on a rogues’ gallery of Marvel villains headlined by the big bad Venom. It earned an 8/10 in IGN’s review, as 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.”

Those picking up the game now will also enjoy its various post-launch patches, as Insomniac has removed myriad bugs (thankfully not arachnids) from Spider-Man 2 while upping the stability and general level of polish.

February 6 brings a handful of other games to PlayStation Plus users including hero shooter Foamstars, which has received both praise for its gameplay and criticism for its use of AI generated assets.

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

Palworld Steam Patch v0.1.3.0 Makes Lots of Welcome Fixes

Palworld developer Pocketpair has released a significant new patch for the Steam version of the game that makes a number of fixes.

Steam patch v0.1.4.0 fixes crash issues, gameplay issues, and glitches, among other things. Elsewhere, there are fixes for base issues, including one that means Pals who are manually assigned to a breeding farm will not become hungry and their manual assignments will not be removed.

Some of the bugs fixed by this patch are worth highlighting because they’re quite funny. For example, there’s a fix for an issue where Pals at the base would continue to cut down trees that were already cut (talk about a thankless task), and a fix for an issue where Pals at the base were on the verge of death due to unexplained falling damage (we’ve all been there). Here’s another one: a fix for an issue where Pals at the base would float under some conditions. What are those Pals smoking?

On a more serious note, the patch makes an initial fix for an issue where the game would always crash and save data would be corrupted when the guild’s total number of Pals captured reached around 7000. However, save data that has already been in this state (in the case of a server, the server’s world data) prior to this update will still be unable to load, Pocketpair said.

While the Steam patch is out now, Pocketpair said Xbox patch v0.1.1.3 “will be released as soon as it is ready”. There is a disparity between the Xbox and Steam versions of Palworld, not least in the Xbox version’s lack of dedicated servers, which limits the number of players who can play together. This week, Microsoft said it will be working directly with Pocketpair to assist in supplying the resources necessary to keep the momentum of the monster survival game going strong, including providing support to enable dedicated servers.

Palworld is a smash hit, crossing over an eye-watering 19 million players across all platforms since going on sale January 19. It’s the most-played game on Steam right now, and the biggest third-party launch in Game Pass history with over seven million players and a daily player peak of just shy of three million. On Steam alone, Palworld has sold 12 million copies.

But Palworld is also one of the most controversial video game releases in recent memory. Developer Pocketpair has said its staff have received death threats amid Pokémon “rip-off” claims, which it has denied. Soon after launch, Nintendo moved quickly to remove an eye-catching Pokémon mod, then The Pokemon Company issued a statement, saying: “We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to Pokémon.” IGN asked lawyers whether Nintendo could successfully sue.

If you’re playing, be sure to check out IGN’s interactive Palworld map.

Here are the Palworld Steam update v0.1.4.0 patch notes in full:

▼Major Fixes

・Fixed an issue where the game would crash under certain conditions

・Fixed an issue where if another player’s pal/base pal had HP 30% or less, it could be captured by using a sphere.

・Fixed an issue where enemy pals would get stuck in walls due to charge attacks.

・Implemented the first fix for an issue where the game would always crash and save data would be corrupted when the guild’s total number of pals captured reached around 7000.

*The game no longer crashes even if the total number of captured objects exceeds 7000.

However, save data that has already been in this state (in the case of a server, the server’s world data) prior to this update will still be unable to load.

We are continuing to work on fixing this issue permanently.

▼Key Configuration

・Added support for mouse side keys and numeric keypad in keyboard key configuration.

*Further improvements are currently planned, such as support for interact key configuration.

▼Player Issues

・Fixed an issue where players on dedicated servers and co-op (online) were receiving damage twice.

・Specifications have been changed so that you can move at extremely low speed even when you have exceeded the weight limit.

・Players will no longer pass through walls when dismounting.

・Fixed an issue where capture power strengthened by Lifmunk Effigies was reset when using memory reset drugs.

・Fixed an issue where armor could be equipped in the wrong slot.

・Adjusted camera positions of several Pals to make it easier to see when mounted.

▼Base Issues

・Specifications have been changed so that Pals who are manually assigned to a breeding farm will not become hungry and their manual assignments will not be removed.

・The key to lift Pals has been changed from F → V (Pad: X → Y) in order to prevent accidents.

・Reduced the speed and range of fire spreading on wooden buildings.

・Fixed an issue where manual work assignments could not be set at all under certain circumstances.

・Fixed an issue where extremely high-level Relaxaurus would attack the base during raids.

・Added several measures to prevent base Pals from getting stuck.

・Fixed an issue where Pals would get stuck while transporting items and would drop them on the spot.

・Fixed an issue where Pals at the base would continue to cut down trees that were already cut.

・Fixed an issue where Pals at the base were on the verge of death due to unexplained falling damage.

・Fixed an issue where Pals at the base would float under some conditions.

・Fixed an issue where if a farm was built on the second floor or above, work pals would be unable to move on the floors below.

▼Other

・Corrected incorrect text

・Measures have been added to prevent cheating and stealing other players’ Pals.

・Many other minor fixes such as the addition of a UI key 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.

Silent Hill: The Short Message – First Hands-On Impressions

[Editor’s Note: This article contains references to themes such as teenage suicide, self-harm and bullying. Reader discretion is advised.]

Silent Hill: The Short Message is a brand new game in the storied psychological horror series Silent Hill, announced and released today as a free download for PlayStation 5. I (Daniel) played the full game from start to finish ahead of its surprise release, along with my IGN Japan colleague Koji Fukuyama, and both of us found a lot to enjoy – and even more to ponder. This article is a mix of both of our impressions.

This compact two-hour first-person game centres on teenage protagonist Anita as she searches for her missing friend Maya in a spooky abandoned building. The game makes effective use of its themes of suicide, self-harm, bullying and isolation to create a feeling of genuine dread, bringing the central themes of early games in the series entries into a modern perspective, while offering a sensitive portrayal of its subject matter that never feels exploitative or crude.

That said, the game does include some fairly graphic scenes that may be too much for those who are sensitive to such themes, so I would advise caution. The game is rated 15 and up, and I’d say it’s a hard 15, and definitely not suitable for younger players.

Motoi Okamoto, the overall producer of the Silent Hill series, also served as the director and scenario director on The Short Message, while longtime Silent Hill team members Masahiro Ito and Akira Yamaoka return as monster designer and composer respectively. While the game was developed by Osaka-based indie studio HexaDrive, it’s clear that Konami has very much taken the lead – The Short Message is not a spinoff but a new standalone entry in the series, setting the tone for the remake of Silent Hill 2 and other announced titles such as Silent Hill f and Silent Hill: Townfall.

The game does a good job at raising expectations for upcoming games, while its use of a teenage protagonist and its gorgeous monster design feel fresh. The game’s story is linear, and its central mystery unfolds with some twists you may see coming and some you won’t. But while the story itself is interesting, its themes are what make The Short Message fascinating to play.

The game is set in an abandoned apartment building known as Villa, in the fictional city of Kettenstadt in modern-day Germany. Plans to renovate the apartment building were thwarted first by the financial crisis and then the Covid-19 pandemic; the building now lies in ruins, and has become a popular suicide spot.

High-school student Anita arrives at Villa in search of her friend Maya, a Japanese teen who is a talented graffiti artist with a large following on social media – which stokes envy and self-doubt in Anita’s heart. The apartment building is dark and dilapidated, and Anita’s search for Maya leads her through creepy hallways lined with thousands of sticky notes with scrawled slurs that reflect her low self-esteem: “Loser”, “creep”, “weirdo”, “ugly”.

Flashbacks and cutscenes jarringly juxtapose CG animation with live-action footage, reality with hellish visions, serenity with shocking scenes of self-harm. Anita’s relationships with Maya and with her other friend Amelie play out through smartphone chat messages filled with anxiety and uncertainty, a portrait of teenage angst.

And then, Anita’s smartphone screen and speakers crackle with distortion – and in a Silent Hill game, we know what that means.

Starring as it does a terrified teen, The Short Message features no combat. Most of the time players are free to explore at their own pace, but at certain sections in the game, Anita is suddenly pursued by a monster that appears to be made from cherry blossoms – beauty and the beast in one. All you can do is run.

Some of these sequences also add environmental puzzle elements, which can be challenging to solve while also under panicked pursuit from the pollinating predator.

The sudden change from slow exploration to crazed escape is genuinely scary: Lit with nothing but the light on Anita’s phone, and soundtracked by her strangled gasps mixed with Yamaoka’s brooding music, the narrow corridors are claustrophobic, looping and difficult to navigate. The visuals turn from photoreal to surreal. While there are a few jump scares, it’s not an outright survival horror; instead, its sense of psychological dread feels overwhelming. I literally had goosebumps at several points in the game.

The puzzles are not massively challenging; solving them under pressure adds to the tension, but most players should be able to clear the game within two about hours. There is no inventory to manage, no guns or iron pipes to find. It’s more like an escape room game, designed to test your wits, your courage and your mettle. The final escape sequence in particular required my full attention to survive, but after repeated failed attempts, I began to notice the clues the game subtly offers.

The monster that pursues Anita is very different to previous Masahiro Ito designs such as the menacing Red Pyramid Thing and the provocative Bubble Head Nurses. With a very Japanese motif of cherry blossoms, the monster is beautiful, organic, and utterly terrifying.

Yamaoka is one of the world’s best game music composers.

Akira Yamaoka’s music, meanwhile, builds brilliant cyclical rhythmic loops with harrying digital noise, and often seems to foreshadow what’s coming next. My colleague Koji saw it as a reminder that Yamaoka is one of the world’s best game music composers.

Themes such as neglect, domestic violence, loneliness, bullying, suicide, self-harm, destructive jealousy and trauma are interspersed throughout The Short Message. Konami treats these themes with care. Detailed guidelines at the beginning and end of the game display advice for those who may feel affected, including details of suicide prevention helplines specific to each region where the game is available.

This is not the first time the Silent Hill series has addressed these kinds of themes. Silent Hill 2, which is currently undergoing a full remake, pioneered the very nature of narrative expression in videogames by seriously exploring its protagonist’s suffering. As a game that dealt with mental health issues, Silent Hill 2 was way ahead of the curve. As such, The Short Message feels like a natural extension of these themes, but brought bang up to date.

Rather than an adult lead, here we have a teenage girl who is navigating a digital world, where posting cute selfies on social media in a relentless drive to gain followers leaves her feeling hollow, worthless and mentally exhausted. This is of course a very real issue in the always-online age, and it’s wonderful to see a new Silent Hill game feel so relevant.

The Short Message is clearly intended as the first salvo in Konami’s upcoming run of Silent Hill games, and hints at a wider overarching story. It immerses players in the horror, cruelty and beauty typical of the Silent Hill series, setting the tone for games to come.

The events here in Kettenstadt may be unfolding all around the world, alluding to a universe-style framework that could potentially link other upcoming games.

Villa is shrouded in a mysterious fog, and readable documents littered throughout the building mention similar phenomena in the United States town of Silent Hill among other places. In other words, the events here in Kettenstadt may be unfolding all around the world, alluding to a universe-style framework that could potentially link other upcoming games.

As its title suggests, The Short Message offers both a direct message about valuing ourselves and those around us, and a statement of intent for the series itself. And even after beating the game, we came away with the feeling that there may still be mysteries hidden within.

The game left a lasting impression on me: Several weeks after my playthrough, I still think about its story and themes.

More than anything, The Short Message serves as a reminder: Suicide is something you do to the people you leave behind. Talking things through can help to make life more bearable, so show love for your loved ones, and let’s get through the nightmare together.

Daniel Robson is Chief Editor of IGN Japan. Koji Fukuyama is a freelance writer for IGN Japan.

Sony Announces Next State of Play, Will Focus on Final Fantasy VII Rebirth

Sony wasted no time telling fans when the next State of Play is as the company is set to host another digital event presentation focusing entirely on Final Fantasy VII Rebirth.

At the end of the January 2024 State of Play presentation, Sony revealed that on February 6, it will hold a presentation dedicated to Final Fantasy VII Rebirth. This is not the first time Sony has held a State of Play dedicated entirely to just one game, as the studio has held similar presentations for PlayStation exclusives, including Ghost of Tsushima, The Last of Us Part II, and Horizon: Forbidden West.

This will likely be the last deep dive look at Final Fantasy VII Rebirth before any reviews are published and before it releases to the public on February 29. Rebirth is part two of a planned trilogy remaking Square Enix’s influential 1997 JRPG Final Fantasy VII.

Picking up after the events of Final Fantasy VII Remake, Rebirth follows Cloud and his friends as they leave Midgar and venture off into the wider world. Locations such as the Mythril Mine and Kalm are confirmed to be in Rebirth while party memebers Vincent and Cait Sith are confirmed to make their debut.

In our first hands-on preview of Final Fantasy VII Rebirth, my colleague Bo Moore said: “Story-wise, Rebirth again feels very familiar, and yet also different. This is due in part to the tremendous difference in scale and presentation – here, like with Remake, areas that were previously sparse or bare are expanded out into lush zones to explore. But there are also little changes that are mostly inconsequential, but they still play out in different ways than fans of the original FF7 are used to.”

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

V Rising Is Coming to PS5 This Year – State of Play 2024

At the first State of Play of 2024, Stunlock Studios announced that its fantasy survival game V Rising is coming to PS5 sometime this year.

V Rising was released in Early Access in May 2022 on Steam. Set in an open world, V Rising has players controlling a vampire who recently woke up and tasked with venturing across the world and defeating bosses, feeding on the blood of enemy NPCs, and avoiding hazards that will kill your character, such as direct sunlight.

Following its release into Early Access, Stunlock Studios announced V Rising was close to hitting 50,000 players a day after its release.

In our review of V Rising, we said: “While its time-consuming crafting aspects can take the bite out of the vampire fantasy, V Rising really does rise to the occasion with its excellent boss design and respectable ARPG combat.”

Developing...

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Obsidian Explains Why Avowed Won’t Let You Romance Your Companions

With games like Starfield and Baldur’s Gate 3 last year having players wax poetic about which of their video game besties they most want to smooch, it can sometimes feel like romance systems are becoming a staple of AAA party-based RPGs. But that’s not going to be the case with Avowed, which is opting to forego a dedicated romance system for a focus on “building thoughtful relationships” with companions instead.

This comes from an interview IGN did with Avowed game director Carrie Patel, where she confirmed Avowed would not feature romance options, and why:

“We are building thoughtful relationships with our companion characters,” she said. “Ultimately, I personally am a fan of making that an option, but I feel like if you’re going to do it, you really, really have to commit and make sure that you’re giving all to fulfilling that in a way that feels both true to the character, but also creates an engaging player experience. So not something we’re doing for Avowed, but I wouldn’t say never.”

Patel points out that having a dedicated romance system in a story-focused game is a ton of work: you need options for both a fulfilling romance as well as a regular friendship for those who don’t want to go down that path. In addition, players generally expect multiple romance options, and expectations around the depth of such relationships only seem to be climbing higher and higher with each new Karlach and Shadowheart video games introduce. It’s a big ask, and also not a necessary one if the story of the game doesn’t lend itself to romance in the first place.

Later in our interview, Patel further hinted at the ways in which Avowed’s non-romantic companion relationships could possibly manifest. Thus far, the studio has given multiple nods to how player choices will impact the world around them, most notably showing this off during a quest in the latest Xbox Developer Direct. Patel and I chatted a bit about this in the context of games like Avowed letting players shape their character’s moral compass via character actions and reactions. Avowed is not a game with a morality meter, she said, but characters will certainly have feelings about the actions you take, and won’t be shy about expressing them.

We are building thoughtful relationships with our companion characters

“One of the fun challenges with design, particularly around consequences or even sometimes around player options that are reactive to either the kind of character you’ve built or choices you’ve made earlier in the game is over the years I’ve learned that that stuff is always a lot less obvious to the player than to the designer,” Patel said. “And so I think sometimes you have to be a bit more direct in tying those options and those consequences to content that’s come before, because if it feels too natural and too understated, it feels like a thing that’s happening, not a thing that’s happening because of what you did.”

In short: prepare for characters, possibly including your companions, to let you know if you’re behaving like a little jerkwad.

Avowed is steadily nearing its 2024 release, having first been revealed back in 2020 at the Xbox Games Showcase and getting a deeper look at a 2023 Xbox showcase. It’s set in Eora, the world of Pillars of Eternity, which incidentally just got an update earlier this month despite the game being nine years old.

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

First Image from Among Us Animated Series Officially Revealed

Out of nowhere, Inner Sloth released the first image from the highly anticipated Among Us animated Series, offering fans a familiar glimpse of the show.

The first image, as seen in the post on the official Among Us X/Twitter account, shows the cafeteria from Among Us’ original map, the Skeld. Pizza and plates spread across the tables, along with some balloons and a blood-covered banner that visibly shows the words “We’re Dead.”

The Among Us animated series was first announced last June, and it was reported that the developer was involved in the project, with Regular Show writer and storyboard artist Owen Dennis spearheading the project. Titmouse, the studio behind animated series such as Big Mouth and Star Trek: Lower Decks, is tasked with animating the series.

While we have yet to learn much about the show’s premise, if it’s anything like the games, it will be a suspenseful series with social deception and comedy playing big roles in the story.

Among Us was first released in 2018 but blew up in popularity in 2020 due to the COVID-19 pandemic. Due to the unexpected rise in its favor, Inner Sloth canceled the sequel and focused on post-launch support for the original game. Following the sequel’s cancellation, Inner Sloth released new features, such as Hide ‘n Seek mode, and new maps, including the Airship. Among Us has also been ported into VR headsets, including the Meta Quest.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Suicide Squad: Kill the Justice League Review in Progress

My first 11 or so hours with Suicide Squad: Kill the Justice League have left me with wildly mixed thoughts. There are things I like, things I don’t, and worst of all, things that elicit no emotional response at all. The guns-blazing combat can be fun, and the story of DC heroes and villains swapping roles is for the most part engaging, but thoughtful mission design is almost non-existent and many of its looter shooter systems fall flat. On the plus side, apart from being kicked to the main menu a few times, the servers have been relatively stable for an online-only game at launch (though I have primarily been playing solo, so I’ll see how co-op holds up in the coming days). So far I’ve reached the end of its short-ish campaign, but I’ve yet to dive into whatever the endgame has waiting for me – but for now, I’ve had a fun enough time playing through its well-told story, even if I was left wanting far more from the missions that make it.

While the comparison might seem like low-hanging fruit, Suicide Squad: Kill the Justice League really is of a similar construction to Marvel’s Avengers – a game I spent dozens of hours enjoying despite its glaring deficiencies. They’re both live services aiming to offer extensive postgames – of course, in Avengers’ case, that promised service was cut short when Crystal Dynamics shut down development two years after launch. For Rocksteady, another famous single-player-turned-online developer, the first step toward trying to avoid a similar fate would be to create a compelling combat system that makes me want to return to Suicide Squad week after week, which it hasn’t quite achieved at this point. The studio known for revolutionising tight melee combat with its Arkham games has instead opted to make this a third-person shooter, which is a bold choice – but one that doesn’t make complete sense considering the traditional methods of violence implemented by most of Task Force X, AKA the Suicide Squad.

As far as the story itself goes, the Justice League is acting out of sorts as they cause city-wide destruction with glowing wide-eyed glee. It doesn’t take a brainiac to work out what’s happening here, but it does take one to mastermind it all. Yes, traditional Superman villain Brainiac has hatched an evil plan to take over the planet and remake it in an image of his own and that involves controlling members of the Justice League’s minds. So, and you’ll never guess this, the Suicide Squad is called in to take down the Justice League by any means necessary.

It doesn’t take a brainiac to work out what’s happening here.

What threatens to be a straightforward story branches out around the halfway point into interesting directions. Yes, what have now become recognisable comic book cliches do dampen some of the big revelations (if you know anything about the endgame you’ll know what I mean) but there’s a level of storytelling on display here that harkens back to those Arkham glory days. That’s in no small part thanks to the phenomenal character design work and scriptwriting that brings each member of the cast to life as they successfully banter along that tightrope-thin line between charming and insufferable.

Close-ups are also liberally used to show off the graphical power that Rocksteady wields, and it’s frequently impressive to watch as cutscenes come to life. That technical prowess is also reflected in the voices behind the faces, too. The late, great Kevin Conroy excels in one of his final turns as The Dark Knight, showing us an even darker side to the caped crusader than we’ve seen from him before. Tara Strong is pitch-perfect as the anarchic Harley Quinn, and Joe Seanoa (WWE’s Samoa Joe) dryly delivers each of King Shark’s one-liners to great effect.

There are fun and wildly different abilities that Rocksteady could have taken advantage of to create varied vigilantes.

Playable team members Harley Quinn, Deadshot, King Shark, and Captain Boomerang are exciting characters with trademark weapons, from boomerangs to booming hammers and sharpshooting sniper rifles to sharp-toothed snapping. There are fun and wildly different abilities that Rocksteady could have taken advantage of to create varied vigilantes who each bring their own style of play to the table. Instead, they’re all reduced to the same baffling blueprint as damage-output-chasing characters who seem to love nothing more than firing guns and occasionally throwing grenades. Granted, they do each have signature melee and traversal attacks, like Harley’s sweeping baseball bat hits or Boomerang’s enemy-chaining namesake, but the overwhelming focus here is on shooting and collecting an increasingly powerful arsenal of guns.

This creates an awkward dissonance between how these villains play and how they’ve been written. Rocksteady has clearly gone to great lengths to create a detailed world full of memorable characters who behave true to their comic book roots, which could have served as a joyous playground for DC fans. But instead, it’s like going to see your favourite football team only to find that, for some reason, they’re being asked to play tennis instead. Sure, you recognise their famous faces, but they’re out of their element. Whether their method of destruction makes sense is a completely different question from whether it’s fun, though. And the answer to this is: well, yes and no.

Where the Arkham games had a much more deliberate flow as you waited for enemies to make the first move before delivering crushing counters, Suicide Squad cranks up the speed as you zoom around hurling bullets into them at a relentless pace. It’s undeniably impressive at times, with an emphasis still placed on combo-chasing and stylish takedowns while taking no damage. These combos can rack all the way up to 50, which provides a high skill ceiling and a real challenge to master. There are even bits that remind me of some of my favourite action games, such as the Shield Harvest mechanic which encourages aggressive play, echoing the attitude of Doom or Control wherein the best form of defense is to attack even more. This philosophy inherently lends itself to a chaotic breed of action that I enjoyed as I zipped around arenas scrambling for shield pick-ups and ammo. The inclusion of an active reload mechanic gives you something to do other than hold down the button, as it has for so many other shooters since Gears of War.

Once you eventually get to grips with all of the kit, a tight and satisfying rhythm can be found. 

And there’s more, too – you steadily unlock new abilities and modifications as you progress. One is Affliction Strikes, which add an extra layer to combat by imbuing your melee attacks with properties such as venom, which turns your enemies against each other when struck. There are so many different ideas and mechanics, in fact, that it can all get a little overwhelming to juggle at times, and the constant stream of tutorials seemingly never ends throughout the entire campaign. But once you eventually get to grips with all of the kit, a tight and satisfying rhythm can be found.

Just go into Metropolis expecting something a bit more hectic than the slower, puzzle-like encounters found around Gotham, I can see Rocksteady’s thought process behind this shift in tempo. The speed of these combat systems does reflect their respective heroes, however, Batman is always one step ahead, whereas Amanda Waller’s guns for hire are rasher, zany, and frankly enjoy getting stuck into the violence of it all.

Each character specialises in certain skills as well and can be tweaked to fit your style thanks to extensive skill trees. For me, though, the biggest deciding factor in choosing which criminal fit my style best is in testing out each of their movement abilities, as most of them felt clunky to me at first. After a bit of experimentation, I settled on Aussie inmate Captain Boomerang and his teleporting Speed Force Gauntlet, which I used to flank enemy hordes to my heart’s content. I just never fell in love with Harley’s swing-and-grapple Spider-Man/Batman hybrid moveset or Deadshot’s jetpack hovering, mainly due to their ungenerous cooldowns limiting the distances you can travel quickly. And Shark’s quite basic run-and-jump combo frankly just never excited me.

I pretty much found all of the gear I needed to make each encounter a breeze on the story’s halfway point.

I steadily constructed an effective close-up Boomerang build with traversal mods that gave me a 40% damage boost to enemies within five metres, and paired that with a freezing melee attack and a legendary shotgun that shattered all who got near. It was a satisfying playstyle, but I pretty much found all of the gear I needed to make each encounter a breeze on the normal difficulty by the story’s halfway point. This meant I felt no need to engage in any of the crafting or looting systems for the most part, and instead just focussed on tuning the talent tree as I unlocked more points to fit my up-close-and-personal approach.

Speaking of getting up close and personal, I couldn’t help but notice the diminishing effect of Rocksteady’s dramatic shift in genre from a single-player story to a co-op looter shooter when it came time to interact with the characters that inhabit Metropolis. This is perhaps best exemplified by The Penguin’s role in Suicide Squad. The once-powerful Gotham crime boss who was crucial to the events of the Arkham series, including one of the trilogy’s most memorable levels in Arkham City, is reduced to nothing but a weapons vendor this time around. Sure, he’ll offer you a semi-limited range of guns that can be tweaked to your heart’s content as you figure out which of the city’s four “manufacturers” have attributes and perks that work best for you, so he’s at least decent at this job. Of course, with this being a looter shooter, they come in multiple tiers of rarity ranging from standard common and rare guns to unique, high-powered Notorious and Infamous-level weapons, which are all themed around different DC villains.

Outside of that bit of costuming, though, the guns themselves are frustratingly bland. The world and characters are packed full of charm and colour, something that just isn’t reflected in the dull arsenal. You’ll largely be wielding a standard selection of rifles, SMGs, pistols, etc., as you circle around enemies with a routine of flank-and-fire strategy. The different weapons manufacturers offer their own quirks, be that burst-fire options or greater ammo capacity, but nothing is anywhere near as exciting as the variety of weaponry Borderlands’ similar setup can boast – the looter- shooter that popularised the genre with its ever-increasing wacky range of weaponry remains hard to compete with in that arena.

When you go to modify some life into your firearms you’re limited to fairly standard buffs like critical damage boosts or cooldown decreases, none of which really lean into capturing any of that superhero/villain magic. Instead of more damage boosts or predictable poison debuffs, I kept hoping to see something crazy – like a gun that fires exploding, chattering Joker teeth or a Clayface cannon that covers the ground and enemies in clay, immobilising them in the process. But having finished the campaign (admittedly not turned over every rock in Metropolis just yet) there’s just a disappointing lack of imagination on display here, even for those rarest, top-tier options. That’s particularly a shame because I can see the bones of a truly exciting loot and combat system here –, it’s just hidden in the blandness of its solid but unspectacular gunplay and weapons.

It’s not the combat itself that’s the issue, but more the rinse-and-repeat encounters.

It’s not the combat itself that’s necessarily the issue, either, but more the rinse-and-repeat encounters you’re given to use it in. Metropolis has come down with a seriously gnarly case of Brainiac-induced acne as you go around popping seemingly endless amounts of purple spots and monsters who don’t have the sharpest AI in the world – sometimes they are even totally unresponsive as you take out their friends standing right next to them. So it’s not a promising start, but I was relieved to find that as you get deeper into the story a greater enemy variety is introduced, and these new foes offer more of a challenge as they channel certain heroic abilities and make you consider your approach in a smarter way.

One consistent factor, however, is that the vast majority of these enemies will be found on top of buildings protecting Brainiac weaponry or causing a general nuisance, which made for the vast majority of my time feeling like I was just bouncing from rooftop to rooftop whacking moles. In fact, a steady cadence of “cutscene, rooftop battle, repeat” persists throughout pretty much the whole of the campaign’s roughly 10-hour runtime. It’s just a stream of uninspired encounter designs with seemingly no ambition shown toward making any authored missions that stand out. You’re regularly just cycling between a handful of basic objective types, such as defending an area, clearing out a group of enemies, or escorting a truck through the city, all of which get tired pretty quickly.

Metropolis itself is fun to move around, with a generous amount of tall buildings to bounce up to and explore, but that’s a strength that’s never incorporated into its mission design. Insomniac has shown us how amazing missions can be in superhero open worlds as you dart through cities in the blockbuster sequences of the Spider-Man games, and while the movement of Suicide Squad may even be reminiscent of Insomniac’s earlier Sunset Overdrive at times, the city feels nowhere near as tailored for such missions.

But before either of those games, Rocksteady built out its Gotham City with numerous landmarks that served as fantastic contained levels inside an open world. In Suicide Squad, interesting interiors are kept at a premium, however, with almost all of the action taking place high above the city and at great speed. Arkham City’s combat arenas were so expertly designed, like mini action levels found within a sprawling open world with environmental takedown opportunities and creative ways to move around constantly present – but here, only “blink and you’ll miss it” flashes of this philosophy can be seen. Ironically, an early Batman encounter is one of these, offering a smart inversion of the Arkham experience… but then a later confrontation with The Dark Knight, unfortunately, devolves back into a rote bullet-sponge battle.

It’s clear that some imagination has gone into a few of the boss battles, however. They frequently begin with an uninspiring fight against a massive purple cannon, though, which seems a bizarre choice considering we’re in a world full of heroes and villains. But when you do get to finally face off against mind-controlled members of the Justice League themselves, things really do pick up. You can see glimpses of that puzzle-like nature that Arkham’s boss encounters contained shining through, and while there’s nothing quite as memorable as the Mr. Freeze showdown from Arkham City, it’s nice to see that those elements haven’t been completely put on ice (even if some do just boil down to pumping as many bullets into a superhero as you can).

The standout among the boss fights has to be a brawl against Green Lantern.

That lineage can be clearly seen in The Flash fight, for example, as you have to quickly time counter shots before dealing damage. The standout among them, though, has to be a brawl against Green Lantern and his arsenal of glowing constructs in a battle that delivers greatly on both spectacle and excitement by smartly implementing a large custom arena full of high vantage points that can also be used as cover. They’re all a welcome challenge that crucially never feel unfair, with each generously signposting attacks to avoid frustration. Yes, you’re fighting superhumans here, but the way you take them down is supported by reasonably believable story context that allows you to go toe-to-toe with Earth’s mightiest (even if most of those solutions boil down to inventing new types of bullets).

Metropolis itself is a sun-soaked city where superheroes are treated like gods and monuments to them bookend its streets. It’s regularly gorgeous and, if it wasn’t for the small issue of a gigantic brain hovering above it causing widespread mayhem, would probably be a lovely place to spend a weekend. The art direction is superb, with a rich mix of architectural influences combining to create a uniquely inviting skyline – that skyline, though, is often filled with gunfire and smoke thanks to the warzone bubbling beneath it. Yet, it all just feels oddly lifeless at the same time, like a beautifully constructed diorama collecting dust. Like the Arkham games, there’s an eerie lack of civilian activity to make it feel like a place where people actually live and that needs protecting. Additionally, there’s no iconic score sweeping alongside you as you move through its streets, or anything of note happening at all really, apart from enemies patrolling them waiting for your ambush. It’s again, a shame, as it’s undeniably an artistic achievement, but this world just doesn’t have anywhere near enough variety in it to warrant the level of exploration I’d hoped for when I first stepped into it like an eager tourist.

Of course, there are many other familiar DC faces thrown into the mix that I won’t spoil here. There are surprise arrivals and departures scattered throughout that are sure to delight comic book fans, even if it does just make the story ultimately seem like a collection of cool-looking scenes stitched together with over-familiar combat scenarios at times. There are impactful moments, though, which are often full of wonder but go by in a flash. Clocking in about 10 or 11 hours, Suicide Squad’s main campaign isn’t an especially short one (it’s roughly the same as Avengers), but it is perhaps an underwhelming runtime when you consider we’ve waited almost nine years for a new Rocksteady story. That said, there are enough surprises and turns within it for it to stay consistently engaging, even if what you’ll be doing on either side of the rewarding cutscenes isn’t up to the same standard.

But, of course, there’s more beyond the main story of Suicide Squad: Kill the Justice League left for me to see, and I’m yet to delve deep into whatever endgame has to offer. For my thoughts on that and our final scored review, please stay tuned in the next few days.