Phasmophobia Delayed on Console Following ‘Fire Incident’ in Developer’s Office Building

Kinetic Games has announced that it is delaying the console launch of its ghost-hunting horror title Phasmophobia following the outbreak of a fire in the studio’s office building.

“First and foremost, we’d like to thank you all for your support and that you are just as excited as we are for the console release,” read a message posted to the game’s official Twitter/X account. “Due to a recent fire incident in our office building, and unpredicted development issues, our ability to test and develop has been significantly impacted.”

Phasmophobia quickly became one of the most-played games on Steam, and most-streamed games on Twitch following its early access in October 2020 on PC. In June earlier this year Kinetic Games revealed that Xbox Series X|S, PlayStation 5, and PSVR 2 versions of the game were also on the way, with a planned release window of August.

Sadly, recent unfortunate developments have forced Kinetic Games to push back Phasmophobia’s console release a number of weeks.

“After careful consideration, we have made the tough decision to delay the console release, initially set for August, while we get everything sorted,” continued the post. “We are now aiming for a special launch during the week leading up to Halloween this October.”

Kinetic Games recently launched its Ascension update for the PC version of Phasmophobia, which brought a range of improvements to the game, including significant changes to the progression system, new unlocks, a prestige system, and more.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

AMD Announces the Radeon RX 7800 XT and 7700 XT Desktop GPUs

At gamescom 2023, AMD announced a new pair of desktop graphics cards for its Radeon RX 7000 series designed for those looking to build a PC capable of running games at 1440p resolution.

The AMD Radeon RX 7800 XT features 16GB of GDDR6 memory, a total board power of 263 watts, and 60 unified RDNA 3 computer units. The Radeon RX 7700 XT features 12GB of GDDR6 memory, 245 watts of total board power, and 54 unified RDNA 3 compute units. AMD touts that the RX 7800 XT and 7700 XXT will allow people to play games with an average FPS of 60 or more while running at 1440p resolution.

AMD claims that the Radeon RX 7800 XT can outperform Nvidia’s RTX 4070 GPU in games such as Cyberpunk 2077, Star Wars Jedi: Survivor, and Hogwarts Legacy, but the testing should always be taken with a grain of salt.

AMD also took the time to share some new details on the third generation of FidelityFX Super Resolution (FSR). According to AMD, FSR 3 will introduce a new native anti-aliasing mode. No release date yet, but AMD says FSR 3 is “coming soon.”

AMD’s Radeon RX 7800 XT and 7700 XT will be available on September 6; no pricing has been shared yet.

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

Xbox Version of Baldur’s Gate 3 Will Have Cross-Save Compatibility With PlayStation

Baldur’s Gate 3 on Xbox will have cross-save compatibility not just with PC but also PlayStation 5 versions of the game when it launches later this year.

Developer Larian Studios’ director of publishing Michael Douse confirmed on Twitter (below) that the Xbox version of the game, which was finally confirmed to launch this year during gamescom following an indefinite delay, will have compatibility with its rival console’s version.

“For the avoidance of doubt, Xbox will indeed feature cross-save not only between Xbox and PC but also Xbox and PlayStation 5, thanks to our Larian accounts system,” Douse said.

The state of the Xbox version was up in the air due to Microsoft’s policy that games must have feature parity between the Xbox Series X and Xbox Series S. Larian couldn’t get split-screen working on the latter, and Microsoft even sent engineers to try and solve the issue with no luck.

Making an exception to this rule, perhaps due to the incredible success of Baldur’s Gate 3 on PC, Microsoft has allowed Larian to include split-screen only on the more powerful console.

The Dungeons & Dragons-based RPG has proven incredibly popular so far, almost immediately becoming one of the most popular games on Steam and forcing a hotfix from Larian to cope with demand.

It’s also gained attention for being, in the developers’ own words, “big-budget horny”, with players being shocked by the extent of its nudity.

In our 10/10 review, IGN said: “With crunchy, tactical RPG combat, a memorable story with complex characters, highly polished cinematic presentation, and a world that always rewards exploration and creativity, Baldur’s Gate 3 is the new high-water mark for CRPGs.”

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

Starfield ‘Doesn’t Really Even Get Going’ Until Players Finish the Main Quest, Bethesda Exec Says

Bethesda head of publishing Pete Hines has said Starfield “doesn’t even really get going” until after the main story mission is completed.

During an appearance on Bethesda Mainstream at Gamescom 2023, Hines explained he had sunk roughly 80 hours into Starfield’s faction-based questlines and other side activities before being prompted by Bethesda head Todd Howard to get started on the main story.

“We intentionally don’t talk about the main quest a lot because truthfully it is super spoilery,” said Hines. “But I’m here to tell you that this game doesn’t even really get going until you finish the main quest.”

Hines noted the main quest took him around 50 hours to complete, which means that, by his own reckoning, Starfield didn’t “really get going” for the Bethesda veteran until he had sunk 130 hours into the game.

“That story, it’s my favourite Bethesda Game Studios story,” said Hines. “It’s my favourite Bethesda Games Studios’ ending to a story, and I hope people enjoy it as much as I have.”

It isn’t clear exactly what content will become available to players once they reach the conclusion of Starfield’s main quest but it’s possible Hines was referring to Starfield’s recently revealed New Game+ mode, which, according to Todd Howard, will feature “a unique and exciting twist”, that will “incentivise continued and repeat play”.

Whilst the vast majority of Starfield’s gargantuan story remains shrouded in mystery, spoilers have started to surface on social media.

Check out IGN’s primer article to get up to date with everything there is to know about Starfield, and to mark your diary for August 31, when we’ll be dropping our full review of the game.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Banishers: Ghosts of New Eden – The First Preview | gamescom 2023

At a glance, Banishers: Ghosts of New Eden owes a lot to Sony’s recent God of War outings. Its close third-person camera perspective, linear-but-open level design, and mix of environmental puzzles and hard-hitting melee combat are all present. But there’s more than meets the eye here. After playing a whole quest I’ve discovered that beneath that surface lies a soul just as connected to the Life is Strange series developer Don’t Nod is famed for as it is to Sony’s godly behemoth.

You play as Red, a Scotsman in 1695 North America, who’s taken up the profession of Banisher – a sort of exorcist Witcher who hunts ghosts rather than monsters. But he also has a greater, more personal purpose. Red’s romantic partner, Antea, recently met a tragic fate, and so his primary objective is now to find a way to bring her back to life. That’s one option, anyway. Beyond its third-person action flourishes Banishers is hiding a choice-based adventure firmly rooted in developer Don’t Nod’s DNA. It provides a mix of violence and delicacy that could be felt clearly as I played through an hour-long mission from one of its earliest chapters.

Arriving in a small 17th-century east-coast settlement made up of ramshackle log cabins and huts that had seen better days, I was quickly introduced to the town’s matriarch. An imposing woman by the apt name of Thickskin, she had little time for small talk but all the time in the world for big beasts. After tasking me with a mission to rid the town of a mysterious ghostly monster that’s been terrorising its inhabitants for some time, I set off into the wilderness in search of clues. First, though, I’d need a gun, and in order to get it I had to navigate a conversation with Thickskin’s much less evocatively named sister, Kate. While the dialogue choices made here had no bearing on the outcome (you always get the gun), it did teach me more about the familial dynamics at play here – information that would later aid me in making a much bigger decision.

With my new gun slung over my shoulder, I headed into the altogether unwelcoming woods in search of my prey. It wasn’t long before grunts from beyond the grave looked to stop me in my tracks, however, allowing me to put my musket to good use. Its old-school kick delivers a satisfying shot as punchy bullets crash into bone, but a lengthy reload fitting of the era stops you from sending another in quick succession. You have unlimited ammo, but this reload time adds a natural risk/reward aspect as it leaves you vulnerable while you prepare another loaded chamber.

Melee combat then, is something you’ll be utilising with far more regularity. On the surface it’s not dissimilar from the raft of action RPGs you’ll have played in recent years. A standard mix of light and heavy attacks, dodges, and blocks are punctuated by some of Banishers’ more unique approaches to combat.

You see, Antea may be dead, but she’s still by your side in spectral form. And she’s just as up for a fight as you are. Switching to her in combat opens up new possibilities, albeit not drastically different ones. She’s still melee-focused – preferring bare fists to Red’s cutlass – but is in command of a powerful area-of-effect attack that deals ghostly green damage to any ghoul around. And where Red has a health bar to manage and top up, Antea has no more life to fill a bar with. Instead, magic is her vitality. This is where the music to Banisher’s combat dance is written – building up Antea’s mana bar by attacking as Red before switching to his dead lover to send a kiss of death to their enemies.

You can switch to Antea at any time outside of combat, as she’s the vital key to solving some relatively basic environmental puzzles, such as lining up glowing glyphs to trigger a jump across chasms. But Antea is also a sort of spirit detective and can inspect spectral dust for clues to what has happened to the people of this place. Gaining new information not only fleshes out these ghost stories, but any scrap of intel could also prove crucial when faced with the ‘big decision’ that will seemingly occur at the end of each mission (more on that later). Echoes and visions of villagers’ grisly demises only add to the creepy, uneasy tone that Banishers perpetuates throughout. Inspired by films like The Revenant and The Village, it’s a New England setting haunted by old evils.

It posed a welcome challenge that made me juggle all of the tools at my disposal in an exciting manner. 

That tone translates onto the enemies you’ll face, who primarily consist of mangled collections of bones suspended by a ghoulish green glow. Waves of foes were made up of relatively basic melee and ranged units during this early section, but every now and then a stronger test would be posed. Enter the fearsomely named Nicholas Doolan – a reanimated corpse of a mini-boss that aims to pick you off at range with a musket of his own while swamping you with his skeletal friends. It posed a welcome challenge that made me juggle all of the tools at my disposal in an exciting manner.

Of course, because we’re in the year 2023, there are multiple ability, upgrade, and crafting menus to sift through in order to tailor your playstyle to your liking. Banishers’ developers promise not to overload you with too many different types of weapons or armours to collect, though, instead letting you choose which of its modest offerings to specialise in and upgrade to their maximum level. I didn’t get to experiment too much with these systems during my limited time with the game, but glimpses of powerful arcane abilities can be seen in some of the game’s trailers, suggesting an exciting level of skill progression. Combat is not necessarily where I see Banisher’s most interesting promises lying, though. Instead, I’m drawn toward its story and the impact your aforementioned choices will have on it.

The mission ends with a ritual that summons a visually impressive boss battle. A huge, clawed beast made up of rot, bones, and branches scratches and swipes at you as you chip away at its equally large health bar. It was a fun, three-stage fight that married the combat of previous encounters with in-world lore as each fleshless limb was banished after the next. The encounter itself is not revolutionary when compared to the action RPGs Don’t Nod appears to take inspiration from, but what happened next is where Banishers sets itself apart.

Using all of the knowledge gained from the journey and tales told by memories of the dead, a fuller picture of the curse befouling the town is painted. These facts are crucial when making a critical choice involving the fate of the two sisters met during the mission’s opening. I won’t reveal the nature of their story, but rest assured it’s one filled with horror and tragedy befitting of the setting. It’s not told through the most poetic of prose, but one that admirably establishes a bond between its characters in a short amount of time.

The decision you have to make is a clear one, with genuine consequences for not just the sisters, but also Red and Antea. Pick the cutthroat option and the path towards Antea’s resurrection will be further walked along. But opt for the more merciful route and you’ll instead push Antea in the direction of ascending to the afterlife. It’s this central conflict that will likely propel Banishers through its 20-30 hour story, and one I’m sure will be riddled with all sorts of ethical conundrums as the temptation to return Antea to her corporeal form looms.

While it may not have the level of quality in its writing or ferocity in its combat to match the calibre of games it’s evoking, Don’t Nod’s trademark choice-based narrative systems are where Banishers differentiates itself. Despite only playing for an hour, I found myself quickly invested in Red and Antea’s story, and intrigued by what the remainder of Banisher’s tale (and indeed my own decisions) have in store for them. I look forward to seeing what dark, sad, and likely horrific places it takes me to next.

Simon Cardy is a friendly ghost. Follow him on Twitter at @CardySimon.

Baldur’s Gate 3 Patch #1 Now Live, Includes More Than 1,000 Improvements

Larian Studios’ first major update for Baldur’s Gate 3, aptly titled Patch #1, is now live and includes more than 1,000 improvements to the game.

Announced on Steam (with full notes on its own website because they exceeded the character limit), Patch #1 addresses “over 1,000 bugs, balancing, flow issues, and much, much more”, Larian said.

While the full patch notes are incredibly long, the developer highlighted some bigger fixes to things like NPCs spotting the player that shouldn’t be able to, floating items like mugs and newspapers, and the conclusion to Shadowheart’s romance not triggering for some players. We’ve included this condensed list below, with spoilers omitted.

As well as bug fixes and similar improvements, Larian said it also added “more post-launch polish” to Baldur’s Gate 3 like improving kissing contact animations for short races. Patch #2 is also “right around the corner” and “will feature significant performance improvements”.

Baldur’s Gate 3 already launched to an incredibly positive reception. The Dungeons & Dragons-based RPG has also proven incredibly popular, almost immediately becoming one of the most popular games on Steam and forcing a hotfix from Larian to cope with demand.

It’s also gained attention for being, in the developers’ own words, “big-budget horny”, with players being shocked by the extent of its nudity.

In our 10/10 review, IGN said: “With crunchy, tactical RPG combat, a memorable story with complex characters, highly polished cinematic presentation, and a world that always rewards exploration and creativity, Baldur’s Gate 3 is the new high-water mark for CRPGs.”

Baldur’s Gate 3 Patch #1 Highlights

Showstoppers

  • Fixed a bug where listening in on a conversation as Player 1 and then exiting the dialogue prematurely could result in not being able to interact with anything anymore.
  • Fixed an issue causing the Reaction UI to not work correctly and potentially block progress in combat if you save the game in the middle of a reaction.
  • Fixed loot in corpses sometimes not appearing in multiplayer until an item is dragged onto the corpse.
  • Fixed a bug causing you to get a Game Over screen after helping Downed party members.
  • Fixed the Helm of Arcane Acuity crashing the game. The condition is now capped to 7 stacks.
  • Attacking an NPC during a dialogue after being Downed will now get you arrested rather than giving you a Game Over screen.
  • Fixed an issue where characters could get stuck in an infinite falling loop.
  • Fixed an issue with Marcus being resurrected by players hitting him with a dual-wield attack – the second hit will no longer revive him.

Story Flow and Logic

  • Wyll should now be able to tell you what to do next if is killed and he has an exclamation mark above his head.
  • Shadowheart should more easily follow up on her proposed romance moments in Act III.
  • Fixed conditions being updated before a savegame finished loading. This, for instance, caused to have 0 HP if loading an autosave created when entering the Lower City, preventing you from progressing through related quests.
  • Jaheira and Minsc’s paths are tied after you save Minsc, so if you’ve forsaken him, Jaheira should now follow after him.
  • Fixed bug that made it possible to break up with Astarion without meaning to.
  • The drider will now recognise that you’re with him when reaching Moonrise Towers if you start following him in the middle of his route.
  • Art Cullagh and Fist J’ehlar no longer get so scared of bears and spiders that their quest breaks.
  • The Zhentarim will more consistently use the mines after their allies have fallen back to safety, and will no longer actively try to blow themselves up by checking active mines.
  • Minthara no longer references irrelevant topics or passes judgement on companions more than once.
  • Fixed the dialogue flow when dating Minthara.
  • You can no longer recruit both Halsin and Minthara to camp in the same playthrough.
  • Made it less ambiguous that you’re starting a romance with Gale when choosing certain dialogue options.
  • During Gale’s spell-teaching scene, you now have the option to picture a future with Gale that falls somewhere in between kissing him and kicking him in the head.
  • Fixed an issue where using non-lethal attacks on Auntie Ethel would still kill her.
  • You can now opt to respect the privacy of the bugbear and the ogre outside the Blighted Village again. Don’t get in the way of real love.
  • Fixed a level design quirk that would allow you to use a spell like Misty Step or Dimension Door to skip part of the main quest sequence in Act II.
  • Fixed an issue where the Baldur’s Mouth headline about a cute cat could get accidentally overwritten.
  • If Wyll isn’t recruited, he will now recognise Avatar Karlach and initiate dialogue.
  • Throwing a single coin at the beggars will no longer damage them.
  • If Dolly Dolly Dolly curses you with the A Clown in Town condition for making her angry while inside the Moonlantern, she will now paint your face. That’ll teach you.
  • The Zhentarim at the Goblin Camp should now be more tolerant if you approach them.

Balance

  • Made gold bounties more generous in several containers across the game.
  • Increased players’ HP bonus in Explorer Mode from +50% to +100%.
  • Fixed the Freecast tadpole power to properly reset on Long Rest. It was creating infinite spell slots and Sorcery Points for sorcerers.
  • Arcane Tricksters’ Mage Hand Legerdemain now does not expire until destroyed, and does not lose Invisibility on Long Rest.
  • You can no longer have multiple Mage Hands active at the same time.
  • The Shield reaction can no longer be used while Silenced.
  • Fixed not being able to create 5th Level spell slots from Sorcery Points.
  • College of Lore bards can now pick which additional skill proficiency they receive. Bards that are already of the College of Lore need to respec to get this choice.
  • Made sure proper spell DC is applied during multiclassing.
  • Added spells to bards’ Magical Secrets feature: Banishing Smite, Animate Dead, Crusader’s Mantle, Hunger of Hadar, Revivify, Sleet Storm, Rage of Enfeeblement, Web, Entangle, Hunter’s Mark, Sanctuary, Thunderous Smite, Bone Chill, Eldritch Morphic Blast, Fire Bolt, Ray of Frost, Sacred Flame.
  • The Club of Hill Giant Strength now increases Strength to 19 and not some puny 15.
  • Fixed a bug with ranged enemies reapplying Hunter’s Mark constantly, even when not needed.
  • Warlocks’ Pact of the Chain summons now get to use their Extra Attack more than once.
  • Fixed NPCs sometimes spotting you even if they’re not supposed to be able to.
  • Fixed an issue where multiple rolls trigger if you walk along the edge of a cone of vision.
  • Danse Macabre ghouls will no longer kill you when you Long Rest.
  • If you make a successful Saving Throw against a poison, you will now gain immunity to that specific poison for 2 turns.
  • Meenlocks are now immune to the shadow curse.
  • Helped Minthara remember how to use her weapons.
  • Enabled trespass warnings for any additional characters that trespass after the first instead of immediately triggering combat.
  • Fixed NPCs attacking outside of their turn when combat starts during forced Turn-Based Mode.

Usability

  • Fixed dialogue notifications, like approval ratings and roll results, disappearing too early.
  • The Launcher will now remember whether you chose DX11 or Vulkan.
  • Fixed the incorrect amount of gold being displayed in all UI menus if the amount is too large.
  • Fixed spells like Hex randomly shifting in order, causing you to misclick if you’re moving and clicking around intuitively.
  • Fixed players who are merely listening in on a dialogue being able to skip lines – only the speaker can now do this.
  • Fixed an issue with Camp Supply values for the second local player in multiplayer if they joined during a game. Long Rests will, alas, no longer cost nothing.
  • You can no longer interact with another player’s inventory (e.g. send multiselected items or use their items) if their inventory is locked.
  • Fixed the critical hit text sometimes not appearing.
  • Improved the performance of the minimap when new map markers appear or old ones disappear.
  • Dyed armour will now appear in the right colour in the Level Up screen.
  • Halsin’s Wild Shape tooltip will now correctly call him a cave bear.

Visuals

  • Fixed the modesty filter not working on dragonborns.
  • Fixed earrings on tiefling female strong character models.
  • Added a Controller Style option, which allows you to override which controller’s icons are displayed.
  • Fixed an issue causing the clown makeup to not only not appear on Lae’zel’s face when applied, but also remove her characteristic tattoos and makeup.
  • Invoke Duplicity now works as an identical copy of your character. And they’re not naked.
  • Fixed a leather helmet, a metal helmet, and the Helmet of Smiting floating on some character models.
  • Lae’zel’s underwear will now more accurately reflect the colour of dyes used on it.

Cinematic Scenes

  • Made fixes to kissing scenes with the Origin characters across the game, for example to make sure physical contact is made properly, to account for shorter races, and to account for uneven ground.
  • Fixed items like mugs and newspapers floating in the air during dialogues – the characters holding them were correctly hidden but the items themselves weren’t. Ghosties begone!
  • Fixed Scratch’s position so you can try to get that ball out of his mouth. Whether he’ll let you have it is another matter.
  • Lae’zel no longer floats up and down during your dialogue where you discuss dating.
  • Fixed some cameras that couldn’t contain the force that is Astarion in a dialogue with him at night at camp. Also tweaked and added facial expressions where needed.
  • Fixed a camera position when Karlach hugs you for the first time after getting her upgrade.
  • Fixed the mind flayer not appearing in the cinematic dialogue with Dror Ragzlin if you manually trigger the dialogue.

Loot and Trade

  • Traders who stock dyes now also stock dye remover.
  • Made Lady Esther available to trade with after you’ve completed her quests.
  • Fish vendors now have more fish to sell. That new bait must be doing the trick!
  • Popper the kobold at the circus now sells more oddities.
  • Lady Jannath will now have artsy items to trade.
  • Skeletons around the Selûnite Outpost no longer have fresh food in their inventory.
  • Lohse’s portrait is now reachable, chief.

Misc

  • Updated the credits and reformatted them into two neater columns.
  • The Digital Deluxe DLC’s D:OS2 bard songs are now also granted to companions as well, instead of just player avatars.
  • All the extra bard songs from the Deluxe Edition will now be available even if you use Lohse’s Lute of the Merryweather Bard from the Deluxe Edition.
  • DLC rewards will no longer get removed if you load a save with that DLC not installed. Any rewards that were removed due to this will be restored.
  • Steel Watcher idle sounds no longer take up streaming bandwidth.
  • You can no longer climb the Shambling Mound.
  • Optimised the walking bounds of Glut so that it navigates the world and the battlefield better.

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

PS5 Consoles Are Already Back On Sale Again in the UK

You read that right, PlayStation 5 consoles are back on sale in the UK, only a week or so after the discount first expired. The majority of retailers are once again offering the PS5 at a minimum of £399, but plenty are extras alongside to entice you even further. ShopTo, for example, is currently offering the PS5 for £399.95, and to sweeten the deal, they’re throwing in a complimentary PS5 game of your choice. This deal is back at all your favourite UK retailers until September 7 (unless Sony decides to extend it… again).

The PS5 games you can choose from include Death Stranding Director’s Cut, Ghost of Tsushima Director’s Cut, Ratchet and Clank Rift Apart, Sackboy A Big Adventure, and Demon’s Souls. This really is the pick of the bunch when it comes to the recent PS5 discounts.

This really is the pick of the bunch when it comes to the recent PS5 discounts. ShopTo is a trusted UK seller and will even offer 24-hour free delivery. This is a limited-time sale, that will likely sell out as well, so we’d highly recommend securing your purchase ASAP to avoid disappointment.

In other PlayStation deal news, we’ve managed to find some great discounts on Spider-Man 2 preorders. For starters, Amazon has significantly trimmed down the preorder of the game to £62.99, complemented by a preorder price guarantee to safeguard against potential further reductions. That’s not the only deal available either, so check out the full range of options below as well.

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

Forza Motorsport is Car Porn at its Best | gamescom 2023

When I saw Forza Motorsport at Summer of Gaming a couple of months ago, I came away a little disappointed. Forza’s pedigree of having some of the most gorgeous visuals of any racing game is well known, and while the latest iteration of Motorsport undoubtedly looked good, it lacked polish at the time. So as a long-time Forza fan I’m pleased to say that Turn 10 has done a lot of work and after a behind-closed-doors demo at gamescom showing the game on the Xbox Series X, I walked away happy. Forza is definitely on track.

Importantly, it also looks like a promising return for Forza Motorsport after a six year hiatus, with its brattish sibling Horizon hogging the limelight for the past few years. And while Forza Horizon does outrageous arcade racing better than almost anything else, Motorsport promises a proper racing simulation experience that many, myself included, are desperate for.

Although Nurburgring was the big reveal at the show, the demo showed off Italy’s Mugello circuit, which has a long straight and along the start-finish line and a series of tight turns and a hairpin in the final third. With 20 tracks on the way, each reveal has had me intrigued to see how the team plans to offer a wide variety of tracks that each offer their own unique racing challenges for seasoned sim racing fans. With Nurburging and Mugello added to the list, that leaves only three more to be revealed.

They were driving an Audi RS5 in a new game mode called the Builder’s Cup. Challenge the Grid is something that allows you, as a racer to set your starting point on the track and the further back you’re placed, the more bonus XP you will earn. We were racing against other Audis, Mercedes and BMWs. I loved that the aim is to earn XP by racing as cleanly as possible, so for every perfect overtake and apex you hit, you earn XP. But clip the side barriers or another car and you lose out. It’s an idea I’m really interested in – I really got into Gran Turismo 7 when it came out and bought a steering wheel set-up to get the best experience, so I’m looking forward to learning how to get the most out of each car, pushing it to the limits around each track without making a mistake.

Motorsport will launch with over 500 cars, from supercars from Ferrari and Lamborghini, to classics like the Aston Martin DB5, to the V8-electric hybrid Chevrolet Corvette E-Ray

The XP leans into the Turn 10’s philosophy of Level, Build, Dominate that they mentioned during the demo. The idea is that you pick a Builder’s Cup, choose a car, and then take that vehicle from factory-spec to a mean machine. It’s a strategy that I like because I imagine I’ll learn the ins and outs of a vehicle and really get a feel for each I choose to drive.

Although only three cars were on show in the demo, Motorsport will launch with over 500 cars, from supercars from Ferrari, Lamborghini and Porsche to classics like the Aston Martin DB5, to the V8-electric hybrid Chevrolet Corvette E-Ray. Many of the cars return from previous Forza games, but over 100 new motors are promised too.

And it should be noted that the Forza Motorsport team has committed to continue supporting the game post launch with monthly content drops of some kind. That may not be in the form of new tracks, but it is nice to hear we will have something new to look forward to after launch. The Forza Horizon team added Rally Adventure and the Hot Wheels expansion to Forza Horizon 5, the latter of which was a very fun way to learn a little bit more about the cars we all grew up playing while leaning into the whimsical tracks. I’m excited to see what they have cooking up for Motorsport.

But based on what I saw, it’s Forza Motorsport’s presentation that really impresses. Back in June the development team said it was targeting 4K, 60 frames-per-second on the Xbox Series X, and if this demo is anything to go by it’s totally hitting that number. It’s fast, smooth and very impressive, and I cannot wait to get behind the wheel this October.

Destin Legarie uses a G29 for racing because he’s new to sim setups. But his PC has a 7950X3D CPU and is a monster. Follow him on Twitter/X for plenty more nonsense about video games.

3 Ways to Get the Master Sword in Zelda: Tears of the Kingdom

The best weapon in Tears of the Kingdom is The Master Sword. It’s both powerful and able to regenerate after losing durability. And while you can rely on some pretty powerful weapon fusions to make your way to the end of the game, is Link’s whole look really complete without the Master Sword and Hylian Shield?

There are actually multiple ways for you to obtain the sword depending on what path you take. As long as you have 2 full wheels of stamina, there are officially 3 different ways to get your hands on the Master Sword in Tears of the Kingdom. Here’s everything you need to know below, or you can take a look at our Master Sword walkthrough for more detailed info.

1. Cleansing the Great Deku Tree

The primary path to obtaining the Master Sword is a lot like it was in Breath of the Wild, but with a twist. You’ll first need to clear the majority of the main quests until you receive a quest to visit the Great Deku Tree called Trail of the Master Sword.

Just like Breath of the Wild, you will need to head over to the Lost Woods in the Great Hyrule forest. You will need to traverse the Depths to find your way in and then clear the Gloom to get access to the tree, but after that the Great Deku will mark the location of the Master Sword on your map. See our guide on how to get through the Lost Woods for assistance.

2. Find All of the Dragon Tears (Geoglyphs)

Depending on whether or not you follow the standard path in Tears of the Kingdom, you should end up finding yourself in a quest called Impa and the Geoglyphs. Located outside the New Serenne Stable in Hyrule Ridge, Impa will be standing next to a hot air balloon awaiting you.

This quest will lead you down the path of discovering all of the Geoglyphs and Dragon Tear locations. By unlocking all of these memories, you will end up with a quest update that can direct you straight to the Master Sword.

3. Find the Light Dragon

Technically the quickest path to getting the Master Sword is finding the Light Dragon. And while the easiest way to find the Light Dragon is to complete one of the quests above and obtain it’s location, you can also make your way to it before that if you’re determined enough.

Due to the extremely high altitude of the Light Dragon earlier on in the game, you will need to either create a really high flying Zonai Device or leap off of one of the highest islands. One such island is the Zonaite Forge Island, which you can reach by climbing up the waterfall.

To add to the difficulty here, you will still need to find the Light Dragon and jump on its back. Unlike Breath of the Wild, the Dragons circle the entirety of Hyrule, making them hard to pin down. You can use our guide to the Light Dragon Path for some assistance. Once you make your way onto its back, you’ll find the Master Sword in its head. And while you’re there, you might as well farm some Dragon parts while you’re at it.

Looking for help finding more stuff in The Legend of Zelda: Tears of the Kingdom? You can check out our guide on how to find everything, including Korok Seeds, Armor Sets, and more.

Like a Dragon Series Producer Says Devs Always Intended for Kiryu to Return | gamescom 2023

Since the reveal of Like a Dragon: Infinite Wealth, many veteran fans of the series have been perplexed by the decision to bring back long-time series protagonist Kazuma Kiryu as a dual protagonist. However, Like a Dragon series producer Hiroyuki Sakamoto claims that Kiryu’s return has been in the cards for a long, long time.

First, some context. Be warned: below the video, we’ve included spoilers for the ending of Yakuza 6: Song of Life, and the late-game of Yakuza: Like a Dragon.

At the end of Yakuza 6: Song of Life, Kiryu fakes his own death to protect those closest to him, effectively ending his career as a member and/or pawn of the yakuza. However, he made a brief return in Yakuza: Like a Dragon in a dramatic segment where he battles protagonist Kasuga Ichiban. The late-game fight is incredibly difficult, and was seen by many players as symbolizing Kiryu passing the torch of being “the dragon” from himself to Ichiban – a true final farewell for Kiryu of sorts.

With that context, it makes sense why fans were so surprised to find out that Kiryu would return in full in not just the eighth series installment, but also in an upcoming spinoff entitled Like a Dragon Gaiden: The Man Who Erased His Name. However, when we spoke to Sakamoto at gamescom 2023, he indicated that the plan had always been for Kiryu to return, even as far back as the development of Song of Life.

When we said goodbye to [Kazuma Kiryu], we were still planning to have him appear as a double protagonist for [Like a Dragon: Infinite Wealth]

“When we said goodbye to [Kazuma Kiryu], we were still planning to have him appear as a double protagonist for [Like a Dragon: Infinite Wealth]. So, this has been kind of a long time something that we’ve been thinking about. So, also in [Yakuza: Like a Dragon], Kazuma kind of appeared as a sort of backup character, and a lot of people who played [Yakuza: Like a Dragon] but weren’t familiar with the previous games in the series are probably still wondering, ‘Who is this character and what’s his role?’ within the series.

“So, [Like a Dragon Gaiden: The Man Who Erased His Name] was kind of invented as a spinoff, a Gaiden, but what we really wanted to do with it was talk about what sort of life Kazuma had from the end of [Yakuza 6] to the events in [Infinite Wealth]. So, what he was doing in the background and what he was up to. This is the goal for this whole game.”

We also spoke with Sakamoto about more details from Like a Dragon Gaiden: The Man Who Erased His Name, including some tidbits about his fashion, a new battle arena called the Coliseum, and the presence of Ono Michio in the game. You can read our full Q&A right here, and catch up with all the rest of the news coming out of gamescom with our roundups of day one and Opening Night Live. And for more Like a Dragon Gaiden, check out our first preview of the game right here.

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