Starfield is just about here and Bethesda has revealed its global release times alongside the minimum and recommended PC specifications ahead of its early access release date of Friday, September 1.
Bethesda Game Studios shared the details in a blog, giving important details to those of us still living on the “old neighborhood” called Earth. First up, it shared the release timing for those who will get access to Starfield via early access.
If you pre-ordered or purchased the premium edition, premium edition upgrade, or the Constellation Edition, you will be able to take off into the great beyond on September 1 (or even earlier!). If you have the standard edition, you will have to wait until September 6.
You can see the image below for the full global release times, but those in Eastern and Pacific time zones will be able to play Starfield right at 5pm PT/8pm ET on August 31. That translates to September 1 at 1am BST/10am AEST.
Starfield PC Specs
As for Starfield’s PC specs, both the minimum and recommended options require an SSD and will require 125 GB of avaialble space. Check out the full minimum and recommended specs for Starfield below;
MINIMUM:
OS: Windows 10 version 21H1 (10.0.19043)
Processor: AMD Ryzen 5 2600X, Intel Core i7-6800K
Memory: 16 GB RAM
Graphics: AMD Radeon RX 5700, NVIDIA GeForce 1070 Ti
While we don’t know the exact performance on PC, Bethesda’s Todd Howard previously confirmed that Starfield will run at 4K and 30 FPS on Xbox Series X and 1440p and 30 FPS on Xbox Series S. The decision to lock the game to 30 FPS was to ensure a “consistency” of performance.
While the PS5 version of Armored Core 6 runs very well and mostly at 60 FPS in performance mode, the PS4 Pro version run on a PS5 appears to give you a locked frame rate of 60 FPS, much like it did for Elden Ring.
As noted by Lance McDonald (@manfightdragon) and confirmed by IGN, the PS4 Pro version of Armored Core 6 will run with a locked framerate of 60 FPS on PS5 despite Namco Bandai saying it maxes out at 30 FPS at 1800p resolution. While it takes a small resolution hit, those looking for the best performance may want to give this a shot.
Despite Bandai Namco telling us that the PlayStation 4 Pro build of Armored Core 6 maxes out at 30fps at 1800p resolution, just like Elden Ring, if you boot up the PS4 Pro build on a PlayStation 5 the framerate locks to 60fps. Much smoother than the PlayStation 5 native build. pic.twitter.com/diDRmDVQcA
“One nice benefit of the PlayStation 5’s backwards compatibility mode is you can also play the PS4 version, or in this case the PS4 Pro version, which provides a reduced image quality of 3200×1800 (likely a reconstructed method as per Sekiro) and some graphical cutbacks,” IGN’s Michael Thompson wrote about Elden Ring. “The reward is a perfectly locked 60fps readout from all tested sections. This offers the absolute best way to play if performance is your main priority, and that includes the PC due to the current patched version experiencing heavy prolonged stutter and slow down when it happens.”
McDonald went on to say that the PS5 version of Armored Core 6 runs “GREAT almost all the time, but it does have moments of slowdown that aren’t hard to see whatsoever. They mostly happen in cutscenes but also when exploring areas with heavy weather effects. (Yes, this is Framerate-priority mode).”
The PlayStation 5 version of Armored Core 6 runs GREAT almost all of the time, but it does have moments of slowdown that aren’t hard to see whatsoever. They mostly happen in cutscenes but also when exploring areas with heavy weather effects. (Yes, this is Framerate-priority mode) pic.twitter.com/mxK0sGGjNy
In our Armored Core 6 review, we said its “stellar customization options feed into its excellent mecha combat, and the result is challenging combat puzzles that kept my attention all the way through its 15-hour campaign and beyond. It’s let down by a dull story, but lands direct hits where it counts.”
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
gamescom 2023 was filled to the brim with some incredible cosplay, and the official gamescom cosplay contest showed off some of the best of the best and rewarded these incredible people with some fantastic prizes.
While there were obviously a ton of people in cosplay at gamescom, 30 of them competed for the ultimate prize in the official gamescom cosplay contest. All of these cosplayers deserve recognition for their fantastic work, and there is a good chance you’ll find representation from your favorite game somewhere in there.
As for the winners, you can see a full list below alongside a video of their cosplay in action. The overall winner was Pockyy Neko Cosplay’s Valkyrie from Apex Legends, but all are worth a look. You can also see some of the best cosplay from gamescom in the slideshow below, and be sure to check out our tour of gamescom’s incredible Cosplay Village.
Best Costume – 1st Place: Pockyy Neko Cosplay (Valkyrie from Apex Legends)
And 1st place goes to… Pockyy Neko Cosplay 🥳
Proving once again to keep on doing what you are passionate about!
Dogs are considered to be mankind’s best friend. Pokémon that look like dogs, however, make even better companions than normal dogs. No offense to the dog reading this with you.
Since the dawn of time, dogs have stuck with us through thick and thin, helping us track down our missing loved ones by sniffing the items they’ve left behind, sensing the auras of good people to trust and bad people to stay away from, and even detect when we are sick so that they can help us. Dog Pokémon are able to do all those things, but with enhanced abilities.
If you’re looking for a trusty canine to join your Pokémon team, here’s a list of the 10 best Pokémon dogs we believe will always be a good fit. You can also check out our list of the best video game dogs if you’re looking for more pups.
Lucario
Lucario may not look like a dog because it stands on two feet, but it does possess some of the best canine qualities. This Pokémon is well renowned for its ability to sense aura, which many dogs in the real world read from the magnetic field emanating from humans with positive energy.
Lucario evolves from Riolu when you give it tons of love during the day, something many dogs require from their human companions. In battle, it stands on tiptoes instead of having its feet fully planted on the ground, which some dog breeds tend to do. The one advantage it has over every dog on the planet is it can enjoy chocolate without dying after eating an entire chocolate bar.
Arcanine
The evolved form of Growlithe via the Fire Stone, Arcanine is a classic Pokémon known for its majesty, beauty, and speed. It can run 6,200 miles in 24 hours with a flighty grace. That’s giving the Siberian husky a run for its money, as it runs for 100 miles daily.
Arcanine’s bark is so loud and commanding that any person or Pokémon who hears it grovels before it. It’s rarely seen in the wild, but when it is found, it can be seen living either in prairies like Lassie or in active volcanoes, as seen in the Hisui region in Pokémon Legends: Arceus, where it takes on a different form thanks to the constant volcanic activity of its environment. It can also stash food in its mane and carries it to its nest for its young.
Houndoom
Evolved from Houndour, Houndoom live in packs just like wolves. You could tell it leads its pack by the horns raked sharply across its back. Houndoom determine leadership by fights within the pack, which are vicious given its dark nature. After all, it’s the Dark Pokémon, and the skull designs let you know it.
The toxins in its gut allow Houndoom to create a boiling fire mixed with poison, inflicting burns that will never heal no matter how much you try to treat it. Better watch out!
Stoutland
Inspired by the Scottish Terrier, Stoutland is as famous for its giant mustache that touches the ground as it is for its bravery, having a penchant for rescuing people who are lost at sea or in the mountains. If it rescues anyone in cold environments, its fur is thick enough to protect itself and others from freezing temperatures.
Stoutland makes a good partner of choice for many Pokémon Trainers, as it loves spending time with humans and can warm up to them in just three days after being introduced to them. That’s what we call loyalty.
Yamper
Aside from being one of the best doggos in Pokémon history, Yamper is the only known Pokémon that can have Ball Fetch as an ability, which is helpful for catching failed Poké Balls. Like most dogs, it tends to chase after fast-moving things, including people, other Pokémon, and even vehicles — as long as it doesn’t get run over by a carl anyway.
Yamper can’t store the electricity it generates, so it will only give off sparks of electricity when it is running, thanks to an organ that produces it from the base of its tail. Its design is inspired by Queen Elizabeth’s band of royal Corgis, which fits the UK-influenced landscape of the Galar region, where it’s a popular choice for herding other Pokémon, like Wooloo. Just as Scooby-Doo helps solve mysteries for Scooby Snacks, Yamper will only help people in exchange for treats.
Snubbull
Snubbull has a pronounced underbite just like pugs, shih-tzus and bulldogs, to name a few breeds, but its jaws give off a powerful bite. Despite its frightening appearance, it’s a very playful and affectionate Pokémon, so it gets sad when others run away instead of giving it the love and attention it deserves.
In battle, Snubbull prefers to scare its opponent rather than fight it. Like most dogs, it uses its keen sense of smell to track things down. It will gladly find your cell phone if you drop it somewhere you shouldn’t have. It’s also the perfect companion for women, who will dress it
Furfrou
Furfrou may not evolve to or from other Pokémon, but it can have its fur trimmed into nine different styles: Star, Diamond, Heart, Pharaoh, Kabuki, La Reine, Matron, Dandy, and Debutante. However, it will only allow those it trusts to cut its hair.
Having a haircut allows Furfrou to move swiftly when battling other Pokémon. If you go five days without trimming it, its hairstyle will revert to a regular trim — any pampered poodle’s worst nightmare! Furfrou used to guard the King of Kalos in the region’s medieval times, so every aristocrat worth their salt competes to see which Furfrou hairstyle is fit for a king.
Fennekin
Before you fight me on why Fennekin is on this list despite being classified as the Fox Pokémon, foxes belong to the Canidae family of the animal kingdom. Fennekin is a mix of a fox and a small dog, but it leans toward the fox side as it chews on twigs.
It’s as temperamental as any other small dog, but with a tendency to set things on fire, using its ability to vent hot air from its ears to scare away opponents. Fennekin having the best of both worlds makes it the most popular Kalos starter Pokémon ahead of Froakie.
Rockruff
Rockruff looks to be the most normal-looking puppy in the Pokémon universe, and that’s saying something. People often recommend it to beginner Pokémon Trainers because its friendly disposition allows it to bond with Trainers very easily, but its wild and independent nature makes it tougher for most Trainers to raise.
Rockruff never forgets an odor after smelling something once, having a keen sense of smell that spurred stories about it reuniting with its Trainer after getting separated by following the faintest traces of their scent. The rocks around Rockruff’s furry neck make it look like it’s wearing a necklace, which makes it the cutest doggo that even Paris Hilton would fawn over.
Smeargle
Smeargle is a beagle-like Pokémon that’s a born artist — and perhaps a better artist than Snoopy. The top of its head is designed like a beret, and its tail acts as a paintbrush, with the color of the paint depending on the individual Smeargle. The paint could be green, red, blue, yellow and brown, with the hue changing with its emotions.
Smeargle uses paint to mark its territory with over 5,000 different markings — a more creative method than peeing everywhere — and uses Sketch to copy the moves of other Pokemon it fights. If you’re an artist who wants a creative Pokémon for a partner, Smeargle is it.
Cristina Alexander is a freelance writer for IGN. She has contributed her work to various publications, including Digital Trends, TheGamer, Twinfinite, Mega Visions, and The Escapist. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal.
When Foamstars first splashed onto screens earlier this year, the initial reaction was that it desperately wants to be Splatoon. Now, having played a handful of matches, I can confirm that, although it tries a few new things, the comparisons with Nintendo’s inky shooter are completely valid.
Truthfully, playing four matches of a single mode during gamescom is nowhere near enough to get a proper feel of the game. It’s barely long enough to familiarise yourself with the controls. But having played a bunch of Splatoon 3 recently, the very same mechanics of shooting brightly-coloured goop and moving quickly around the arena is at the centre of what Foamstars does. Naturally, there are subtle differences: the foam you fire has a much more three-dimensional effect on the match – so much so it’s possible to lay down a wall of bubbles that provide a barrier between you and the enemy – but the way it impacts movement is identical to Splatoon’s paint. You can move quickly and freely across your team’s colour, but scooting through the opposition’s foam is like wading through treacle. Similarly, you don’t dive into the foam like Splatoon’s Inklings but surf across the surface instead, but the combination of laying down fire and then zipping towards your target is very familiar.
The mode I played was a four-vs-four battle called Smash the Star and the aim was simple enough: ‘kill’ players on the opposing team seven times, at which point their best player becomes the ‘star’; knock them out and it’s game over. There were eight characters on offer, split into four types: some carry rapid-firing blasters that offer a good balance between firepower and speed, while heavies carry shotguns that fire bubbles capable of pushing the opposition back. There are precision characters who rely on laser-guided shots to increase hit rate, and lastly Foamstars who carry huge cannons capable of laying down a ton of foam. Each also has two unique special attacks too, like grenades that send a burst of foam on impact to a giant shark torpedo the launches at the opposition.
There’s a lot going on and quickly it becomes a sea of pastel blue and pink, with little contrast between your team-mates and the opposition
There’s obviously a sweet spot in terms of team set-up, using support characters to cover as much of the arena in foam to allow the faster players to move more easily, but understanding the meta of each character takes time – something that wasn’t afforded for this demo. Instead it felt chaotic, even when we tried working together as a team. This is partly due to the presentation: there’s a lot going on on-screen and quickly it becomes a sea of pastel blue and pink, with little contrast between your team-mates and the opposition.
I found this the most challenging when you or your team-mates are covered in a ball of foam, which happens when you take too many hits. It’s Foamstars’ equivalent of being downed and you’re left to slowly roll around in a big ball of bubbles until either an opposing player surfs into you – which knocks you out entirely, costing one of the seven lives and forcing you to restart from the edge of the arena – or one of your team-mates gets to you first, putting you straight back into the fight. But downed enemies are covered in the same-coloured foam as what covers the battlefield so they’re hard to pick out in the frenzy of a firefight, and getting into the rhythm of attacking and keeping your team-mates up and running was more challenging than it should be.
Undoubtedly this is something that will likely get easier over time, and there’s also the possibility it might be adjusted during the remainder of development, but it’s definitely a drawback in the demo I played. That said, Foamstars does have the foundation to be a fun game. The gunplay feels tight and the movement is fluid, and the idea of dramatically changing the battlefield by making bubble mountains that need to be clambered over is one that has huge potential.
Visually it has plenty of flair, mixing the style of Persona with the speed of Jet Set Radio, and it ran smoothly with no stutters, despite the arenas being swamped with foam that constantly changes the shape and surface of the battlefield.
There are more modes to be revealed too, including a single-player game I’m hoping will help players get familiar with the intricacies of Foamstar’s mechanics. Will it be enough to pull players away from Splatoon? I think that’s unlikely, but if it can fulfil its potential in the run-up to release, it might catch the eye of those who don’t have a Switch.
Alex is IGN’s Features Director and Head of UK Studio, and has an unhealthy obsession with LEGO. He used to have a Twitter account before it was shut down.
Now is your chance to relive the cult movie classic Texas Chain Saw Massacre in all its gory glory. This new multiplayer asymmetric horror survival game pits you as either a Victim or a member of the ruthless Family, a group of senseless murderers who delight in killing for sport.
Whether you awake in the basement as a Victim or choose to dominate the match as one of the Family, the odds are never guaranteed to be in your favor. Mastering the art of slaughter or escape is crucial to winning in this horrific game. Here are some tips to carry you through your first few matches as either a Victim or the Family.
Tips for Family
Welcome to the Slaughter Family. For reasons unknown, you have captured and tortured four Victims, chaining them up in the basement until you decide what to do with them. As luck would have it, all four have escaped from their bonds, and if you don’t kill them soon, they could end up escaping. But perhaps you like playing with your food? Here are some tips for getting started as a bloodthirsty killer in The Texas Chain Saw Massacre game:
Look For Blood Trails
Seems like all that work you put into torturing your captives has paid off. As the game goes on, Victims will begin to leave a trail of blood behind them. If a Victim is taking too long to escape, the trail will become more and more visible. Don’t forget to keep an eye on the ground or risk overlooking the most direct hint to a Victim’s location.
Pay Attention to Sound Cues
Whenever a Victim makes a lot of noise, a red circle will temporarily appear in that location on the map. This audio indicator can mean a number of things – a Victim opening a door, someone running through bones, alerting chickens. It could even be another member of the Family. Check out these disturbances when they appear to rule out a sneaky Victim’s hiding spot.
Level Up Grandpa
The first thing you’ll want to do as the Family is wake up Grandpa. The Family patriarch might not be mobile, but he has a powerful ability to detect Victims wherever they are, highlighting nearby Victims on the map.
Find him and feed him as much blood as possible before your Victims escape to the surface. To do this, you’ll need to gather blood via blood buckets that can be found scattered throughout the map. Once you collect blood, return to Grandpa and feed it to him. If you’ve fed Grandpa enough blood, his Victim detection ability will grow stronger at an alarming rate.
Tips for Victims
While searching for your missing friend Maria Flores, you were caught by the infamous Family. Now you are gravely wounded and chained up in the basement, with escape being your only option to survive. If you plan to get out, you will need to not only avoid the killers, but be resourceful in how you search for an escape. Here are some tips if you are just starting out as a Victim in The Texas Chain Saw Massacre:
Don’t Be Afraid to Make Noise at the Beginning
When you first load into a game, you’ll be chained up in a basement and have to escape. If it’s you’re first time playing, you may not want to make a lot of noise to escape your shackles. But don’t worry. This is the one time you can afford to make some noise. Mash the escape button until you fall. Once you hit the ground, you’ll need to start being as silent as possible.
Take Advantage of Escape Animations
Whenever you’re crawling through a space, squeezing through a wall, or falling into a well, you cannot take damage. You may see some family members attacking you but don’t worry because you can’t take damage as long as you’re in that animation.
However, it’s worth pointing out that you’re not fully protected. Leatherface is the only Family member capable of hurting you while moving through walls. He can stick his chain saw through wall cracks to hit you, so be wary when facing off against Leatherface.
All Chickens Must Die
Be careful when you’re near a chicken – even they’re trying to kill you to some degree. If you get too close to a caged chicken or make enough noise in the vicinity, they’ll begin to to cluck up a storm.
The racket a chicken makes when disturbed informs the whole Family that someone is nearby them. Luckily, even if a chicken is alerted, you won’t be marked. Only the chicken will appear to all the Family with an audio indicator, so ensure you get away quickly.
Did you know that there are multiple ways to escape from the Slaughter Family? Our How To Escape guide breaks down how to use the Fuse Box, Car Battery, and more to open an escape exit. Or perhaps you’re struggling to pick the best perks to unlock to build a loadout for your favorite character? Once you’ve figured out How To Level Up, check out our Best Perks page for our top recommendations!
At TennoCon 2023, Warframe developer Digital Extremes shared new details on its upcoming free-to-play game Soulframe.
The presentation started with Digital Extreme showcasing an extensive gameplay demonstration resembling a Warframe and FromSoftware’s Elden Ring fusion. So far, the gameplay and controls looked fluid, and some gameplay showed some of the magic combat and stealth gameplay players can partake in.
Digital Extremes’ presentation included a look at the Plain of Souls and the Nightfold tent. The former, described by Digital Extremes, will serve as a village of your ancestors once you unlock more world history and progress through Soulframe.
We also saw a bit of the RPG elements coming to Soulframe, with Digital Extremes admitting that the RPG genre is “a little out of [its] wheelhouse.” The developer explained how the skillset in Soulframe is divided into three stats called Virtues: Courage, Spirit, and Grac, which are based on a fighter, magic, or assassin character seen in similar fantasy RPG games.
The gameplay deep dive touched on how inventory works in Soulframe. In addition to holding weapons and wear, players will also have a slot for collecting souls. In Soulframe, the Envoy (which the player controls) has their soul and heart taken from them, and the only way they can gain permanent skills is to reconnect with their ancestors and collect their souls.
One of the most interesting features in Soulframe, like Warframe before it has a feature where you can switch classes seamlessly. In Soulframe the feature is called Pacts, and each one offers three different perks; Digital Extremes showed off just two in the demo: Fey and Ode Tempest.
Soulframe was announced at TennoCon last year and is described as a free-to-play open-world adventure “heavily influenced by themes of nature, restoration, and exploration,” with some inspirations from projects such as Princess Mononoke.
Digital Extremes has yet to announce a release date for Soulframe.
Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.
VALORANT, Riot’s popular first-person tactical shooter, is all about quick reflexes, teamwork, and hard fought duels across a wide selection of maps. During the VALORANT Champions Tour Grand Finals, or VCT for short, Riot took time to unveil its tenth standard map, Sunset, which is heavily inspired by Riot’s hometown of Los Angeles. Sunset joins the map pool roughly five months after the release of VALORANT’s 21st agent (well, 22 if you’re big into the lore,) and native Angeleno, Gekko (You can check out his abilities in our VALORANT guide).
Sunset is as gorgeous as its namesake, featuring a neon sunset glow that highlights the cultural staples of LA scattered throughout the map. The map includes both Art Deco and Mission-style architecture, and even graffiti that Riot sourced from a few local LA artists. There are also unending traffic jams that plague LA and food trucks, which are one of my favorite staples when I visit. There are also a few areas like the clock tower and parking lot affected by Radianite, though why they have a different look compared to the Radianite affected areas on other maps is being kept under wraps for now.
The gorgeous neon sunset glow apparently wasn’t as simple as changing the color palette of the skybox. When asked about any unexpected challenges in designing the map Joe Lansford, the Lead Map Designer, explained “Getting the lighting right took a lot of fine tuning and collaboration between art and design. We wanted to hit the mood of an LA sunset with a pink skyline and long shadows, but those aren’t great for gameplay. After a lot of back and forth, we think we found that sweet spot that captures both the tone and clarity we want.” But how does it play? IGN got to fly around Sunset in spectator mode for a bit ahead of its official release.
Sunset is a three lane, two site map with the usual adornments of boxes, barrels, and other VALORANT staples to give both attackers and defenders various angles to cover. However, the big element of Sunset is its emphasis on controlling mid. By design, Sunset has nice long sightlines making rifles a great option for either side, perfect for fans of the Breeze map before the overhaul.
My initial time spent on Sunset wasn’t what I would call “successful” – experienced Rioters made quick work of me while I was still trying to learn a new map, plus I had been skipping VALORANT practice these last few months. I did, however, manage to plant the spike in one of the rounds and assist enough to allow a teammate of mine to clutch out the round, so I’ll take that as a small victory.
Though I didn’t get the glory, I was happy for us to take the round. Each round I noticed my damage output and survival time improving which was victory enough for me on the day, which I think speaks to the readability of Sunset. While VALORANT has been off my mind for the past month or two with – thanks to what feels like a neverending release schedule of amazing games this year. The neon glow of golden hour on Sunset might be the trick to get it back in my rotation.
Below is our full, detailed Q&A with Payday 3 lead producer Andreas Häll-Penninger and global brand director Almir Listo about everything Payday 3: it’s planned Unreal 5 update, the new Ice-T heist, its $40 price, and more:
IGN: Why did you decide to launch the Unreal 5 version of Payday 3 after the launch of the game?
Andreas Häll-Penninger: I can take that. So when we started the development of Payday 3, we just had Unreal 4. Unreal 5 wasn’t available, and as Unreal 5 became available, we did look into it and evaluated it. But we just saw that moving and transitioning during development would put some risk to the core experience of the project, and the most important thing for us right now is to make sure that the game is fun and it plays well. So the transition post-launch just makes sense for us from a development point of view.
We saw new footage of the new heist that is available later. Can you tell us a little bit more about this particular one?
AH-P: Yeah. So like you said, in the beta we had a bank, which…has a very classic bank robbery feel to it. It’s very close to the core fantasy. This one is a little bit different, most noticeable. It has a very different setting. It’s also a little bit more stealth-oriented, and it has a very interesting feature where when you steal the loot that you’re after, it degrades over time. So you need to be very quick and very coordinated with your team to get it back to its container before it loses its value.
Almir Listo: It also features a new contractor. So for this heist, we’re working together with Ice-T, who portrays the character of Mac. And apparently, we didn’t know this before, but Ice-T has been a fan of Payday since seven, eight years past. Yeah, Payday 2. So when we reached out to him, he was super excited to work with us. So he’s a new contractor, this is his heist in New Jersey, because he’s from New Jersey, so we had to do that for him.
What was the biggest challenge in developing Payday 3 on the new engine as well? You did talk about the different technical challenges it presented.
AH-P: I think, so Payday 1 and Payday 2 were developed in our in-house engine diesel, and Payday 3 is done on Unreal 4. And one of the biggest challenges that we faced very early on was making sure that we still capture that Payday feel, the moment-to-moment. Because it has a very particular feel. So we worked on that for a very long time and made sure that we had a prototype that felt like Payday before we started fleshing out a lot more features.
I also think something cool that we could prepare properly for Payday 3 was that when we made Payday 2, we didn’t know we were going to be working on it for 10 years. But making Payday 3, we’ve built the proper foundation so that we know that we can continuously update it over time. And with our partner Deep Silver, we can look forward to at least 18 months of post-launch content.
We see a lot of games coming out at the $70 price point. What was the reasoning for the $39.99 release price?
AL: I only have 40 bucks! No, but I think it’s a fair price point for a fair amount of content. Payday: The Heist to the highest, the first game had six heists on launch. Payday 2 had 12, and Payday 3 has eight on launch. But over time, we’re going to add more content, both free and paid, whether it’s characters, heists, weapons, gadgets, new outfits. So over time there’ll be more to enjoy. But I think $40 is a great price point, because if it would be a $70 title, maybe that would be two more years of development or whatever. But we feel this is a good price point for the amount of content you get.
The preview has some mechanics that we weren’t able to do before, like putting the mask on and being able to climb things to help with the stealth gameplay. So what were the biggest changes in Payday 3’s mechanics from Payday 2?
AH-P: What we did early on was really try to identify how we can get closer to what the heist fantasy is all about. So not necessarily looking at mechanics that are like, yes, this would be fun. That’s obviously a very important part of it, but starting with how do we enhance that? So I think, at least for me, and many of the people in the studio, all the new mechanics around hostage management, now you can grab civilians and guards as human shields, you can trade them with the police and negotiate with them, you can trade them between assaults to get resources back. So there’s a lot of things to play with there that really fits into what bank robbery is all about.
AL: For me, it was a lot about retaining the integrity of the game, like the world of Payday. I think with Payday 2 we went over time, we went all over the place trying different things and so on. And for Payday 3, even though the game is an evolution of the series, we still want to pull back the fantasy and make it more mature again. A bit more dark and gritty. So I think that’s reflected in the behavior of the world, how it looks, the atmosphere of it all, how New York feels and so on. But also our characters, that they look five years older. Because a matter of fact, it’s been five years since they retired in Payday 2, and that’s also an important part of making a sequel. That it’s the same world, it’s the same storyline. We haven’t gone and changed everything. It is your OG for coming back into a world of crime for whatever reason that is going to unfold in Payday 3.
Can you actually go into a little bit of the story? Why did they come out of retirement and what have they been up to?
AL: I think we don’t want to spoil too much, but what I can say is that what happened after the White House heist in Payday 2, when they stole their pardons, their presidential pardons, the gang retired, and there were more than 20 people in the Payday gang at the time, they retired and went their different ways, and for whatever reason that we’ll find out in Payday 3, they were forced back into a life of crime. And Mac, the new contractor that is portrayed by Ice-T, including others, are bringing them to New York to help them along.
For Payday 3, even though the game is an evolution of the series, we still want to pull back the fantasy and make it more mature again
You did mention earlier that there are going to be some expansions, some free, some not. So how many DLC do you have planned for this game so far?
AL: We’re looking at year one initially, because that’s what we have coming up. But of course we’re fantasizing about what’s to come and there is so much input. I really want to give a shout-out to the community. They’ve been with us through these past 10 years, always having great feedback on what to do, what not to do. And they’ll definitely influence us, I think, as soon as they get to try their hands on the launch content and as soon as they start feedbacking us, we’ll be taking that in and adjusting course probably slightly.
AH-P: Yeah. We want to work with them closely. And then also, even though we haven’t said exactly what we’re going to do for year one, what I can say is that it’s important to us that it’s not just a content treadmill, not only characters and weapons and cosmetics. We want to ensure that we grow the product and we take the experience where we want it to be, and we work together with the community on finding out what’s that going to be long-term.
AL: It’s funny with Payday 2 as well, I remember when we were making collabs initially, we made over 30 different collaborations for Payday 2 over 10 years, the fans were like, “Why did you do this? Why did you add this? Oh no.” And now with Payday 3, they’re like, “When am I going to get my favorite collab back?” So the tide has changed somewhat, but we still want to retain the integrity, focus on the core gang initially, and then over time we’ll try to see what collab should we do, what shouldn’t we do?
AH-P: Yeah. And I think retaining the integrity has a lot to do with collaborating with your community. We have people that have thousands of hours in the game, and Payday 2 has almost been … Almir and I have been at Starbreeze for almost 12 years now and working on Payday 2 for a long time, and Payday 2 for us has almost been like a test bed. We’ve been trying and experimenting a lot with different things, some stuff that works, some that doesn’t really. So I think we’ve learned a lot from that and really learned that working together with our fans on making sure where their expectations potentially aren’t met.
AL: Especially being really clear on when we screwed up, because we have … In over 200 updates over 10 years you’re bound to screw up at some point. And I think being very honest and open about that and telling the community, “We’re sorry, we should have done this, we should have done that instead,” and just listening to them and having that very truthful and straight relationship with them, I think that’s done a lot over the years.
It has been 16 years since STALKER: Shadow of Chernobyl. That means it’s also been 16 years since I last played a STALKER game. I admired the original but never loved its wonky, ambitious heart enough to explore its two follow-ups. But despite that decade-plus time away from the series, when I sat down to play STALKER 2: Heart of Chornobyl at gamescom 2023 it felt like I’d never been away. As if reactivating a long-dormant muscle, I found its creeping pace and scrappy gunfights instantly familiar. That’s good news for devout fans of the cult PC series, but perhaps more of a challenge for the potential legion of newcomers that will arrive at launch via Game Pass.
Despite its Unreal Engine 5 base and prominent Microsoft support, the fifteen-minute gamescom demo suggests that STALKER 2 still sits in the ‘eurojank’ category; the colloquial term for eastern European games that are overly ambitious and technically wobbly. This sequel’s animations are stiff, its human faces look like haunted waxworks, the AI struggles to stay smart, and inventory management is fiddly. But in exchange for that you get a Soviet bloc world that feels authentic and layered with opportunity. This demo may have been short, but its small areas featured numerous angles for stealth or action approaches, fun flanking routes, and a variety of side objectives.
My sample misadventure through the rusted carcass that is the Chornobyl Exclusion Zone begins with a rabid dog mauling away at my ankles. The mutt is dispatched by kicking it into an anomaly; the rippling miniature storms that litter STALKER’s world. The dog explodes into a dozen gory chunks, demonstrating that these anomalies are to be steered well clear of. I’m also given some bolts, which can be thrown into anomalies from a safe distance to cause them to erupt and open up a safe path. These storms don’t turn up again for the rest of the demo, but I hope in the full game they fulfil a dual role as environmental hazard puzzles and traps to lure enemies into.
Further down the road I discover a man fighting off more of those mutated dogs. My over-cautious nature sees me blast a hole in the side of his head (why would I trust anyone in this god-forsaken place?), which results in a notification that I’ve failed an optional objective. Thankfully I’m able to reload the demo and approach in a more friendly manner, but this slip-up shows off STALKER 2’s push for realism; NPCs are not safe from stray or purposeful shots, and objectives will change with their fates.
With the dogs dispatched on this fresh attempt, I have a quick chat with the survivor and his injured friend. The conversation really highlights STALKER 2’s graphical limitations; these characters look like Bethesda NPCs from the previous generation and move with a similar lack of grace. Beyond this room, the wider world feels a lot like a cutting-edge PC game from ten years ago; still detailed and sharp in a grungy way that suits the decayed setting, but clearly not of the modern era. Graphics are obviously not a vital part of the experience, but considering its next-gen exclusivity and Unreal Engine 5 foundations, I did expect STALKER 2 to be more of a looker.
These are tense, dirty firefights with plenty of character and just a dash of fear.
The survivors, named Zhorik and Gloomy, turn out to be fellow STALKERs who have been attacked by bandits. Zhorik laments that their attackers have seized the nearby boiler house. I volunteer to take on the bandits, knowing it will be the ideal testing ground for the combat systems. It turns out to be a pretty classic outpost-style location; a building and courtyard arrangement surrounded by a perimeter wall. A gateway provides a direct route in, but crumbling brickwork to the side signals an alternate route in for a stealthier approach. I duck through the hole and behind a large fuel drum, peering beneath it to spy on the patrolling bandits. And then, one slightly fumbled headshot later, I’m thrust into a skirmish that feels completely true to the origins of the series.
STALKER 2’s guns are snappy and punchy in the way you’d expect of firearms that have survived being lugged around a rusting world. But, in an approach that puts them a world apart from weapons in modern shooters, they feel almost entirely unreliable. In Call of Duty, if you shoot an enemy in the head, that enemy is dead, and you even get a visual and audio cue to confirm that. STALKER 2, in keeping with both its predecessor and real life, offers no such feedback. Bullet spread is difficult to predict, and that gets trickier at longer ranges. It makes for tense, dirty firefights with plenty of character and just a dash of fear. There are very few games like this on the modern FPS scene, especially on consoles, and I admire that developer GSC Game World is doubling down on its unique flavour.
But, as with everything in this demo, the good comes with the jank. The bandits are not exactly the sharpest tools in the zone, and spend their time either bumbling in the open or glued to cover. I hope that in the months between now and launch, GSC can sharpen the AI’s senses. This is not to say that they are incapable of being a danger in their current state; I’m unceremoniously gunned down on my first attempt at clearing the camp. This does highlight STALKER 2’s approach to death, though, which resurrects me a few metres outside the boiler house and keeps the world state intact. I’d much rather death send me back to a previous save and allow me a fresh attempt at a challenge.
With the bandits cleaned up, a voice on my radio informs me of an incoming ‘emission’, and advises that I take cover. I sprint through the woods in search of a building and eventually find my way into a shabby cabin just as my Geiger counter goes into overdrive. Through a gap in the roof I watch as the sky turns a vibrant red, pierced occasionally by searing forks of white lightning. My subsequent death amid the unending rattle of radiation warnings signals the end of my short demo, but this concluding moment hints at emissions being regular occurrences that will force you to drop whatever you’re doing and run for your life. I hope the AI is as responsive to these situations as you need to be, because the idea of battles breaking out as characters fight for access to radiation-safe buildings is a thrilling one.
And that’s all I saw. This was an incredibly short and simple demo for what is presumably – based on its predecessors, at least – going to be a fairly complex FPS. I’m left wondering what the bigger picture is, how the systems interlink and overlap, and how flexible its combat encounters are. But what I did learn from this slim sample is that STALKER 2 feels somewhat of a remake of the original game. Not physically – everything here is new. But spiritually and mechanically, this slice felt almost exactly like my memories of the 2007 original.
Heart of Chornobyl’s old-school approach is great news for the original game’s dedicated fanbase, but I’m not sure what it means for more mainstream players who are being coaxed into its orbit by Microsoft’s big Game Pass push. They are likely better served by Metro: Exodus, the other Soviet bloc shooter that – despite being four years old – feels more modern than anything in this demo. But for those with a tolerance for rough edges and a hunger for something that’s unlike anything in the contemporary console space, STALKER 2 could be something to keep an eye on. We’ll need a much more substantial demo to truly know if it’s worth being excited about, though.
Matt Purslow is IGN’s UK News and Features Editor.