Skull & Bones Beta Preview: Yes, We Really, Finally, Actually Played This Game

It’s no secret that Ubisoft’s seafaring pirate game, Skull & Bones, which was first revealed way back in 2017, has endured a troubled development. Originally conceived as an expansion to Assassin’s Creed IV: Black Flag, then an MMO spinoff, and finally an independent project that’s suffered numerous delays, it’s understandable for players to be concerned about the upcoming action game where naval warfare and piracy are placed front and center. But after numerous hours sunk into the recent closed beta, I’m happy to report that I came away from the experience much more confident that we’ll be getting a worthy successor to Black Flag’s awesome buccaneering ways. With a much more interesting story than I was expecting, some really appetizing RPG systems in place, and smooth and entertaining naval combat, Skull & Bones is looking pretty darn fun as it prepares to finally set sail at long last.

Following up on the success of Assassin’s Creed IV: Black Flag from way back in 2013, Skull & Bones is an open-world tactical action game where you play as a pirate captain set loose on the high seas during the golden age of piracy and unfettered capitalism. After suffering defeat at the hands of some water narcs and finding myself washed ashore, my journey of notoriety started from humble beginnings aboard a piece of glorified driftwood, all the way to a massive ship with enough cannons to fight off an army. The story placed me in the Indian Ocean, where I joined the crew of pirate legend John Spurlock and began running jobs in my pursuit of wealth and power. I’ll admit that I expected very little from the story, but was pleasantly surprised by the memorable cast of characters and extensive dialogue in between action-packed stretches of robbery and oceanic misdeeds.

Much more interesting, though, were the shockingly deep RPG progression systems, which included survival game elements that had me collecting raw materials to build my ships and an extensive loadout system where I could customize every aspect of my vessel from function to cosmetics – including designating my very own lemur co-captain to the ship, which is obviously the most important part. Unlocking new schematics to build more powerful ships, different varieties of cannon, and other game-changing add-ons and accessories became an absolute obsession, and I poured all the silver and ill-gotten booty I could into turning my ship into the ultimate tool of destruction. There’s a dizzying amount of unlockables and configuration that goes into each vessel, and I could see myself easily losing many more hours optimizing my tools of the trade.

Beyond that, I also spent a fair bit of time and silver on my pirate captain’s appearance, and while the starting options during the beta weren’t terribly extensive, years of playing Sea of Thieves has taught me the importance of striking fear into the hearts of my enemies by looking as intimidating as possible.

“Of course, the crown jewel of Skull & Bones is in its naval combat”

Of course, the crown jewel of Skull & Bones is in its naval combat, and like Black Flag before it, this game seems to absolutely nail that element, even in this early beta phase. Because I had to place different weapons on different sides of my ship, mobility was key to winning the day, as I could fire from one end of the ship, then rotate to unload a different cannon while the first one was being reloaded by my crew. Watching a ship sink down to Davy Jones in a massive, fiery explosion is a sight to behold, and jumping aboard a weakened enemy ship awarded some much-appreciated extra loot. I also enjoyed just how brutally difficult my adventures on the high sea could be, with different areas locked at different difficulties, meaning a voyage too far into uncharted waters could leave me pursued by a ship far beyond my capabilities…or stuck in a thunderstorm that could spell my imminent demise.

This formula was especially exciting when played among friends, and having up to two of my most trusted despoilers join me in a bit of piracy made for some wonderful added chaos. My favorite activity was “Plundering,” where my friends and I attacked a settlement from the coastline, then held off waves of increasingly challenging enemy ships as we accumulated loot. I’m not surprised that Skull & Bones seems like it’s going to pull off ship-to-ship combat so well given its Black Flag origins, but I’m definitely surprised that it seems like it might actually blow it out of the water with interesting activities and a much-needed co-op component.

After a good chunk of time climbing the ranks of notoriety in Skull & Bones’ beta, I’m more excited to dive into the full experience than I was even way back when it was announced at E3 all those years ago. Here’s hoping it’ll make it safely to shore in the coming months.

Lords of the Fallen: A Breakdown of the Three Schools of Magic | IGN First

Over the course of our month long coverage of Lords of the Fallen, we’ve dived deep into the Umbral/Axiom dual realm mechanic, went over some vital combat tips, and talked about the ways in which the developers at Hexworks are aiming to innovate upon the standard Soulslike formula. But one important element that we’ve only briefly touched upon has been the magic system of the game. And so, let’s correct that oversight and breakdown how magic works in Lords of the Fallen.

Three Schools of Magic

In this new Lords of the Fallen, there are three schools of magic, each tied to one of the three warring Gods at the heart of the story. There’s Rhogar, which is the magic of the god of Chaos Adyr; Radiant, the holy magic of the god Orius; and Umbral, the magic of the goddess that rules the Umbral realm. Each school of magic has their own unique type of catalyst that you’ll need to equip in order to wield it, but you’re free to specialize in whichever you want. Of course, that choice largely will come down to your own stats and what kind of build you’re aiming for.

There are two core magic stats when it comes to magic scaling. Infernal is what players will want to sink points into if they want to specialize in Rhogar pyromancy, and Radiance is the stat for Radiant magic. Interestingly, Umbral magic actually scales with both of them, so you’ll have to make that choice of whether you want to go full Pyromancy, full Radiance, or double dip into both so that you can go big on Umbral magic.

As for the spells themselves, as you might imagine, Rhogar spells focus on big explosive damage, with basic fireballs that deal big AOE damage, damage over time flame throwers, a hail of meteors, and even a summon that causes fire dogs to fight for you.

Radiance spells are more focused on buffs and heals for the most part, but they still have plenty of ways to deal damage as well. You’ve got a lightning bolt projectile, a short lived lightning lance laser beam style spell, and a lightning orb spell among others.

Every spell that you see an enemy use against you, you can learn a variation of for yourself.

And finally Umbral spells seem to be far slower moving, but still pack quite a bunch once they find their way to their target. We’ve seen an ability that coats your weapon with umbral power, a spell that calls up a series of bombs that explode a short distance away from the caster, and a timed bomb that moves a short distance and then explodes for massive damage.

This is just a small handful of the spells that players can expect to wield in Lords of the Fallen. The developers assured me that the list of spells is extensive, and in fact, every spell that you see an enemy use against you, you can learn a variation of for yourself. And we’ll come back around to that shortly.

Balancing Spellcasting

One of the challenges of implementing magic systems in a soulslike is that it’s hard to find that sweet spot of making magic feel strong and satisfying, without making it feel overpowered. If you make it too weak on the other hand, then you run into the opposite problem of making it hard to justify the sacrifices that a player must make with their stat allocation in order to properly utilize magic.

To that end, the developers of Hexworks have balanced magic to be strong, but also have enemies that have natural resistances to the elements. At the beginning of the game, for instance, you’ll run into a bunch of enemies that are resistant to Rhogar spells, making it a tough early going for anyone who tries to go heavy on pyromancy, but once you’re able to get through that section, you’ll have a much smoother time until you start running into those fire resistant enemies again. On the flipside of that, there are also areas where Radiant magic will be strong and weak. Essentially, there’s no one-size-fits-all solution when it comes to magic, and there are occasions where you may find yourself having to change up your strategy to deal with certain enemies in various regions of Lords of the Fallen’s world.

There’s no one-size-fits-all solution when it comes to magic.

Beyond those three main schools of magic, there are also secondary types of magic, such as frost, poison, and so on, which you’ll generally be able to utilize by finding specific items that can be thrown or applied to your weapon, and each of those will also be strong or weak against specific enemies as well, so there’s a lot of room for experimentation when it comes to finding the right type of magic to deal with enemies within a region.

Acquiring New Spells

With so many spells to learn, it begs the question, how do you obtain them? Of course, there’s the tried and true method of simply finding them by exploring the world, opening chests, and finding shinies out in the wild. But what was interesting to me was that there’s also a Castevania: Dawn of Sorrow-like system as well. Killing certain enemies also gives a percent chance that you’ll be able to loot *their* particular spell, because as I said before, every spell you see is a spell you can learn.

In addition to that, bosses will have remnants to discover after you’ve defeated them, and if you Soul Flay that, you’ll be able to take that to an NPC back in your hub, who will be able to transform it into either some sort of reward. Sometimes that’s a unique weapon, and sometimes, it’ll be a powerful spell that the boss uses.

And that’s currently everything there is to know about magic in Lords of the Fallen. Everything else you’re going to have to learn for yourself when Lords of the Fallen releases on PlayStation 5, Xbox Series X|S, and PC on October 13, 2023.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Baldur’s Gate 3’s ‘Chonky’ Patch 2 Makes ‘Major’ Performance Improvements

Baldur’s Gate 3’s Patch 2 comes out soon, said developer Larian Studios.

The developer said in a tweet (below) that this patch includes “major performance improvements” with “many” new tweaks and changes, and is also the start of Larian incorporating feedback into Origin character epilogues. More details are coming soon, but the developer didn’t share exactly when.

Larian director of publishing Michael Douse called Patch 2 “equally chonky”, referring to the size of Patch 1, whose patch notes were so big they exceeded Steam’s text limit. “We’re discussing internally about comms, dates, and rollout,” Douse said. “As well as all things around it. We’ll give details soon.”

Players will hope Patch 2 goes some way to addressing problems with Baldur’s Gate 3 Act 3, which suffers from bugs and missed content. As IGN reported, some Baldur’s Gate 3 players who have reached Act 3 have reported bugs, lag, and quests that cannot be completed.

Performance issues are exacerbated in Act 3, too. The tech experts at Digital Foundry found the city of Baldur’s Gate 3 itself, which is packed with NPCs, adds “considerable” burden to the CPU.

Baldur’s Gate 3 is set to launch on PlayStation 5 on September 6, with the Xbox Series X|S version due out later this year. You can find our list of the most rewarding romances in Baldur’s Gate 3 right here.

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.

Best PlayStation Deals Today: Save on PS5 SSDs, Games, and More

Now that PS5 consoles are regularly available to buy, it’s an excellent time to start picking up games, accessories, and hardware for it. What’s even better is when you can find all of those things at a discounted price.

TL;DR – Best PS5 Deals Right Now

Below, you can find a variety of different sales on everything from games to SSDs and even information on where to buy a PS5 now. And, though not a sale but still exciting to keep on your radar, if you’re looking to preorder Marvel’s Spider-Man 2 for PS5, we’ve even included links to those preorders so you won’t miss out on the web-slinging action.

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TeamGroup T-Force A440 Pro PS5 SSD for Just $53

Could your PS5 use more storage? Prices have been plummeting since Sony started letting people upgrade their SSDs. Right now you can get a TeamGroup T-Force A440 Pro 1TB for $53. It’s hard to beat the recent Prime Day we had, and this doesn’t match the best 1TB deal at $50 during that sale, but it’s pretty close at about $3 more. Now’s a great time, in general, to pick up a PS5-compatible SSD.

More PS5 SSD Deals:

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Get $7 off Diablo IV for PS5

If you wish to join the hunt to defeat Lilith and save Sanctuary, why not do it at a discounted price? We gave it a 9 in our review, calling it “a stunning sequel with near perfect endgame and progression design,” and as someone who’s also spent plenty of time in Sanctuary, I can also confirm it’s worth getting for your PlayStation collection.

More PS5 Video Game Deals:

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PlayStation Deals: Budget to Best

It doesn’t need to have a massive discount to be a good deal, so we thought it would be a great idea to pick out our absolute favorite PS5 and PlayStation offerings that would be relevant to buy no matter the time of year, or the sales going on. From the latest DualSense controllers, to the very best PS5 SSDs on the market, we’ve got it all right here.

More PS5 Budget to Best Picks

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Preorder Marvel’s Spider-Man 2 for PS5

For those who can’t wait until October 20 to get their hands on this highly-anticipated sequel, have no fear, you can preorder the game right now at a variety of different retailers. It also comes with some fun preorder bonuses when you do, which you can learn more about in our Spider-Man 2 preorder guide.

Anyone who preorders Marvel’s Spider-Man 2, regardless of version, will get the following in-game extras as well: Arachknight Suit for Peter Parker “with 3 additional color variants”, Shadow Spider Suit for Miles Morales “with 3 additional color variants”, Web Grabber gadget and 3 skill points.

Where to Preorder Spider-Man 2

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Get 34% Off the Razer Kaira Pro Gaming Headset

There’s no shortage of PS5-compatible headsets. If you’re constantly having to turn down the volume when you play, you might want to pick up one of these, then you can listen to your games as loud as you darn well please. And if you’d like to see even more options that are worth buying, check out our collection of the best gaming headsets.

More PS5 Gaming Headset Deals:

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When Should I Buy a PS5?

Availability has significantly improved for PS5 consoles this year. This means you no longer need to wait for specific sale events like Black Friday to make your purchase, as retailers such as Amazon are likely to offer the same console bundles during various sales throughout the year. Therefore, if you are in need of a PS5, there’s no real reason to delay your purchase and you can take advantage of any available sale.

If you’re desperate to pick up a console before the likes of Spider-Man 2, go ahead and buy one as they’re now regularly available. However, it’s worth noting that during sales Black Friday, there may be new unique bundles and promotions for the PS5 that are not offered at any other time of the year, such as the God of War Ragnarok bundle for $499 that is now out of stock and not available at the time of writing.

With how expensive gaming is getting in 2023, we’re trying to save you as much money as possible on the games and other tech you actually want to buy. We’ve got great deal roundups available for all major platforms such as Switch and Xbox, and keep these updated daily with brand new offers. If you’re trying to keep costs down while maintaining your favorite hobby, stay tuned for more incredible discounts.

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

Shadow Gambit: The Cursed Crew is Mimimi’s Final Game as the Studio Shuts Down

Mimimi Games has announced its final game is Shadow Gambit: The Cursed Crew and that the studio will slowly shut down over the next few months.

In a statement on its website, the studio said the team enjoyed creating games for the past 15 years and are proud of what they accomplished. However, the game development process took a toll.

“At the same time, dedicating the past decade and a half of our lives working on increasingly ambitious games took a heavy personal toll on us and our families,” Mimimi said. “After the release of Shadow Gambit we decided it was the right time to prioritize our well-being and to pull the brakes instead of signing up for another multi-year production cycle.”

Mimimi will no longer create any new games, but will continue to fully support Shadow Gambit. The studio has already been working on a patch for all platforms and will release more content for the game later this year. Thankfully, Shadow Gambit’s successful launch has allowed Mimimi to pay bonuses to employees while they transition out.

The studio’s portfolio includes games such as Shadow Tactics: Blades of the Shogun and Desperados 3. Its latest game, Shadow Gambit: The Cursed Crew, is a real-time strategy title that takes place during the Golden Age of Piracy where a curse has revived the dead with supernatural abilities.

In IGN’s Shadow Gambit: The Cursed Crew review, which returned a 9/10, we said: “Shadow Gambit: The Cursed Crew is a peak example of the stealth tactics genre from a studio that is clearly mastering its craft. Its mission structure is spread across excellently entertaining levels with rich detail to find and master, while characters shine with voice performances, endearing humor, and colorful art that both delight and impress.”

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

RoboCop: Rogue City Delayed to November

RoboCop: Rogue City is delayed to November 2, developer Teyon has announced. It was due out in September (the RoboCop: Rogue City Steam page still caries the September release window).

Confirmation comes from a tweet from Teyon:

IGN went hands-on with RoboCop: Rogue City at gamescom 2023, and found slow first-person shooting, decision-making, and a spot of detective work is all part of this unique-feeling game. The video below has 16 minutes of exclusive gameplay, fresh from gamescom 2023.

RoboCop: Rogue City now launches on PC, PlayStation 5, Xbox Series X and S on November 2.

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.

Why Fans Hope Lara Croft’s New Look in Call of Duty Carries on to the Next Tomb Raider

Activision has unveiled a new-look Lara Croft who’s set to hit Call of Duty: Modern Warfare 2 and Warzone as part of Season 5 Reloaded, and the design has certainly set tongues wagging within the Tomb Raider community.

Lara Croft arrives in Call of Duty as a store bundle operator, with the Tracer Pack: Tomb Raider bundle adding Lara’s signature Mach-5 dual pistols based on a new sidearm coming to Call of Duty. These pistols are also used in Lara’s Play for Sport finishing move.

But it’s images of Lara in Call of Duty released by Activision that some fans are calling our first look at the new “unified” Lara Croft.

In early 2021, to celebrate the 25th anniversary of Tomb Raider, developer Crystal Dynamics shared some information on its next, currently unannounced Tomb Raider, saying it’s “working to unify” the timelines of Core Design’s original games and its own reboot trilogy that began in 2013.

While the reboot trilogy told the origin story of Lara Croft becoming the Tomb Raider, the original games “featured a seasoned and confident adventurer”, said game director Will Kerslake. The development team said it envisions “a future of Tomb Raider unfolding after these established adventures, telling stories that build upon the breadth of both Core Design and Crystal Dynamics’ games, working to unify these timelines”.

More recently, Tomb Raider reemerged as PowerWash Simulator DLC that let you clean Lara Croft’s mansion. There’s also a Tomb Raider animated series in the works for Netflix. Hayley Atwell, who plays Peggy Carter in the Marvel Cinematic Universe, is cast as the voice of Lara Croft.

Does Call of Duty’s Lara Croft offer a first look at the Lara we’ll see in the upcoming new game? Fans are torn, with some suggesting we’re seeing an older “survivor” Lara, and a return to Lara’s iconic dual pistols, classic outfit, braid hairstyle, and backpack, with no sign of the bow and arrows seen in the latest games. Others say what we’re seeing here is simply Activision’s Lara Croft, which may have nothing to do with Crystal Dynamics’ Lara Croft.

In August 2022, Embracer Group completed the buyout of Crystal Dynamics, Eidos-Montréal, Square Enix Montréal, and a “catalogue of IPs including Tomb Raider, Deus Ex, Thief, Legacy of Kain and more than 50 back-catalogue games from Square Enix Holdings” for $300 million. Then, in December 2022, Amazon Games signed a deal with Crystal Dynamics to support the development of and publish the next mainline Tomb Raider game, which is being made in Unreal Engine 5.

A relatively vague description of the new game was also shared, though it essentially conforms to what players would expect from Crystal Dynamics’ next game. “The as-yet-untitled new Tomb Raider game is a single-player, narrative-driven adventure that continues Lara Croft’s story in the Tomb Raider series.

“It includes all the elements that have made Tomb Raider one of the most revered franchises in gaming, giving players control of the confident and multidimensional hero Lara Croft in an environment that rewards exploration and creative pathfinding, with mind-bending puzzles to solve, and a wide variety of enemies to face and overcome.

“Crystal Dynamics is drawing on the power and cutting-edge technology of Unreal Engine 5 to take storytelling to the next level, in the biggest, most expansive Tomb Raider game to date. The title is currently in early development, and additional details will be announced at a later date.”

Half a year later, in June 2023, Embracer announced plans to close studios, cancel games, and lay staff off just weeks after a $2 billion contract deal fell through. At the time, Crystal Dynamics insisted its Tomb Raider project and the contract development it was doing on Perfect Dark for Microsoft studio The Initiative were not impacted by the Embracer restructure.

Also in June this year, Fleabag creator and Indiana Jones and the Dial of Destiny actor Phoebe Waller-Bridge confirmed she is working on a Tomb Raider streaming series for Amazon’s Prime Video. It was previously reported that she would script and executive produce the series based on the long-running video game franchise.

For more on Lara Croft, check out how to play the Tomb Raider games in chronological order.

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.

Warhammer Age of Sigmar: Realms of Ruin’s Campaign Could Be a Modern Relic | gamescom 2023

It’s been a pretty great gamescom for Warhammer. A full showing of Space Marine 2 finally charged into the fray, Darktide got a long-awaited console release date, and Rogue Trader showed off its retinue of fantastic companion characters. But perhaps the most interesting Warhammer showing at the convention was Realms of Ruin, the strategy game set in Games Workshop’s lesser-explored Age of Sigmar fantasy universe. After an hour of hands-on time with its single-player, I’ve found myself excited by the prospect of a game that finally continues and potentially advances the legacy of the great Dawn of War cinematic campaigns.

Dawn of War was, of course, the touchpoint that we identified in our first preview of Realms of Ruin. The first of the two missions I played certainly felt like it owed a great debt to that series’ design, with my squads of tanky, hammer-swinging Stormcast Eternals marching from capture point to capture point. Once seized, I could build fortifications atop them to prevent my sneaky Orruk Kruleboyz enemies from reclaiming them and cutting off my resources. Fundamentally, this is Dawn of War’s Listening Post system in a fantasy skin – and I don’t say that as a complaint.

It was the second campaign mission I played that showed Realms of Ruin in a more interesting light. Here I was battling against the newly-revealed Nighthaunt, a faction of ghosts that fight in packs. Naturally that means there’s a certain amount of Zerg comparisons to be made, but unlike Starcraft’s horde army the Nighthaunt don’t aim to blanket an area with cheap expendable units. Realms of Ruin operates at a smaller scale, with a limited number of squads that can survive for longer durations than many RTS units. And so the gangs of Nighthaunt Chainrasps that descended on my Stormcast felt as if they were slowly suffocating me rather than completely overwhelming my forces.

It was important to escape those moments of suffocation, since this mission had a centrepiece tug-of-war mechanic that required constant attention. The Nighthaunt had bound a mysterious artefact in huge spectral chains that stretched across the land. To break the spell and claim the artefact, my Stormcast had to defend our resident wizard, Demechrios, as he cast a counter spell. To help him, I also had to capture and hold a trio of anchor points – holding them all simultaneously would deplete the chains’ power. Should the Nighthaunt reclaim an anchor, the spell would begin to build in strength again, and so maintaining control and dominance across all three of the three battlefield sectors was essential.

The real appeal is seeing the love and care developer Frontier has put into recreating the world of Age of Sigmar.

This long, attrition-like war for control highlighted the importance of each unit’s specialties. As with many RTS games, Realms of Ruin uses a rock-paper-scissors approach. Offensive units can smash defensive units with greater efficiency, but are weak against ranged units, who are weak versus defensive units. It creates a triangle that’s easy to understand and relatively simple to manage. But atop that are special abilities that allow a little more spark and personality; the angel-winged Prosecutors can soar across the battlefield and then hurl their hammers from up high, while the Stormcast’s heroic Lord-Celestant leader, Sigrun, can charge into squads and scatter them to the winds – ideal for knocking back Nighthaunt who are capturing one of the anchors.

In many ways, what I’ve described is true of so many RTS games, from Dawn of War to Ground Control to Command and Conquer. Realms of Ruin feels good from a strategic perspective, but perhaps not exactly groundbreaking. The real appeal, at least for me, is seeing the love and care developer Frontier has put into recreating the world of Age of Sigmar.

Games Workshop’s modern fantasy setting is extremely popular on the tabletop, but has largely been ignored in the video game world. It’s a genuine thrill, then, to see characters and armies that I’ve only ever seen in static plastic form come alive on screen. Each of the two sample missions were topped and tailed with extravagant cutscenes, and the visual effects of the characters’ attacks – particularly those of the spectral Nighthaunt, who glide across green mists – was a delight to watch. Maybe Realms of Ruin won’t break the mould for strategy games, but it certainly breaks the trend of Age of Sigmar being ignored on PC and console, and does so in high-budget fashion.

There is the potential for Realms of Ruin to push the genre forward in other ways, though. The roguelike-inspired Conquest mode has captured my attention. The system creates a series of randomly generated battles for you to try and overcome, with each built on challenges such as time limits and reduced vision or movement. It sounds like a fun and novel way to spice up classic skirmishes, espcially since each run will plot your high score. Conquest wasn’t available to play at gamescom, but it sounds like the kind of mode that could potentially give Realms of Ruin a much more interesting longtail for single-player focused fans with no interest in climbing the PvP ladder.

But for me, the story mode is still the biggest draw. Cinematic RTS campaigns feel something of an antiquity these days, but what I’ve played of Realms of Ruin transported me back to the good old days of lavish cutscenes, concept missions, and personality-filled battle barks. Even if it turns out to be something of a modern relic, Realms of Ruin will likely still be the Age of Sigmar game I’ve been hoping for.

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

Microsoft Pulls $1 Xbox Game Pass Trial Just Days Before Starfield Release Date

Microsoft has removed the $1 / £1 Xbox Game Pass trial, just days before Starfield launches.

Earlier this year, Microsoft confirmed it would put an end to the monthly $1 Xbox Game Pass Ultimate trial offer, but after raising the price of the subscription, the $1 trial returned in 14-day form.

XGP spotted the removal of the 14-day trial from Microsoft’s Xbox Game Pass sign-up page. This 14-day trial was the only trial option left after Microsoft cut the full month $1 Game Pass trial earlier in August. IGN has asked Microsoft for comment.

It means those hoping to jump into Game Pass just to play Bethesda’s space role-playing game now have to pay $9.99 / £7.99 for a month on PC, or $10.99 / £8.99 for a month on Xbox, or $16.99 / £12.99 for a month of Ultimate, if you sign up through Microsoft’s website. Check out IGN’s guide on how to avoid the Xbox Game Pass price hike if you’re looking to save money.

While Microsoft pulled the Game Pass trial on the quiet, it’s an unsurprising move given the high-profile and commercially crucial imminent launch of Starfield. Microsoft has a lot riding on the game, which is expected to boost Game Pass subscribers significantly. By ditching the $1 trial, Microsoft is also boosting Game Pass revenue.

Starfield releases globally on Xbox Series X|S and PC on September 1. In the meantime, check out our own interview with director Todd Howard.

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.

Bethesda Reveals That Starfield Almost Had a Voiced Protagonist

The biggest difference between Starfield and Fallout 4 is Bethesda’s decision go with a silent protagonist this time around. But that wasn’t always the case.

In a recent interview with Polygon, lead designer Emil Pagliarulo talked about the decision to feature a silent protagonist in Bethesda’s upcoming sci-fi RPG. Asked whether Bethesda went the direction it did because of the negative fan reaction to Fallout 4, Pagliarulo said it was a factor. Fans will recall that Fallout 4 voiced protagonist drew criticism owing to the reduced number of dialogue options despite more than 13,000 lines of dialogue.

Still, there was apparently a point where Bethesda wanted to give a voice to their hero and even recorded a few lines of dialogue.

“We hired an actor, we got the voice, we listened to him and we were like, ‘You know what, this guy is too specific,'” Pagliarulo remembered.

It seems that Starfield’s designers wanted to ensure that players were offered the maximum range of expression. Bethesda apparently weighed bringing in multiple voice actors, or simply going with one voice actor who was “more convenient.” Ultimately, though, Bethesda realized it wasn’t going to work.

“We realized that the only way to really do it and let the player be the person they want to be was to have an unvoiced protagonist,” Pagliarulo said.

Starfield’s approach reflects a change across gaming

Pagliarulo went on to reflect on the role of the voiced protagonist in AAA games.

“There was a time in the industry where every protagonist was voiced. It was a AAA thing. We started realizing, ‘You know what, maybe that’s not the case, maybe fans will actually enjoy the game even more…’ I mean, we played with different things. There’s a big argument, if in Fallout 4 and other RPGs, players don’t like reading a line of dialogue, a player response, and then they click it and get [a different spoken line],” Pagliarulo said.

“But the problem is, then you read it, and then you click it, and you have to wait for them to say the same thing. So that’s not ideal either. So then we just arrived at, ‘What if we just go text?’ and it was just really freeing. And, I mean, we have over 200,000 lines of spoken dialogue in Starfield with no voiced protagonists. And it was not having a voiced protagonist that allowed us to create such a big world.”

Silent protagonists seem to be in vogue in RPGs owing to the popularity of fully customizable characters. Baldur’s Gate 3 is among the recent releases that opted to leave its customized hero unvoiced. However, other major RPGs have found plenty of success with voiced heroes, including Mass Effect.

We’ll get to see for ourselves how well Starfield’s approach works when it releases globally on Xbox Series X|S and PC on September 1. In the meantime, check out our own interview with director Todd Howard.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.