Palia Is Like the Bizarre Lovechild of World of Warcraft and Animal Crossing

For the past month, many of my gaming hours every week have been dedicated not to action-packed fantasy adventures like Final Fantasy XVI, but to picking mushrooms, fishing, and crafting furniture in the upcoming cozy MMO: Palia. Channeling the likes of Disney Dreamlight Valley’s community-building, Palia hopes to kick things up a notch by throwing players together in one big server and letting them loose to farm, hunt, and romance NPCs alongside one another, and from what I’ve played so far that premise has enormous potential. I never knew that I wanted to catch bugs and go fishing with my buddies in an online cozy game, instead of fighting alongside them in a battle royale, but here we are – Palia’s got me hooked.

If you aren’t familiar with the genre, cozy games are recognizable for their slower pace, emphasis on homemaking, and social links, with notable entries including Animal Crossing and Stardew Valley. Most don’t have combat or fail states of any kind, instead putting calmer activities like gardening, fishing, cooking, crafting, and decorating front and center. While many games in the genre have only limited multiplayer components or are strictly singleplayer, the upcoming Palia reimagines the formula as a massively multiplayer online game where social interaction and real-world cooperation is at the heart of things.

You’re able to see and interact with other players out in the world, and even help out with things like hunting or mining for raw materials like copper. All of the basic multiplayer functionality you’d expect to find in Animal Crossing are accounted for, and I was able to do everything from visit friends at their own homestead, to send items via mail to assist others with their cozy undertakings. But where Palia sets itself apart is with joint activities that make clever use of the multiplayer nature of an MMO, like when I wanted to cook an advanced recipe that had multiple steps that needed to be performed in a short window of time, which required an extra pair of hands – or two.

Multiplayer is baked into nearly every aspect of Palia. Hunting was a whole lot easier when I had multiple bows trained on my prey, and fishing was way more beneficial in groups due to fishing buffs I’d get when casting out with friends. There’s even some essential items that could only be acquired when working together, like magic-infused trees that regenerate their health faster than I was able to reduce it with an ax…at least alone. But by working with another player, I was able to cut these trees down to size and reap the valuable magical materials I needed for my next crafting project.

“The cast of characters so far has been great.”

Naturally, Palia also has a ton of social links and dating sim mechanics baked into it, with a decent range of romance options available from the suave and stylish Jel, to the cranky and sarcastic Kenyatta. I also had plenty of opportunities for non-romantic friendships with the likes of Badruu, a dad joke slinging farmer, and a very polite automaton named Hekla. The cast of characters so far has been great, with plenty of loveable folks to spend your time with, each with their own questlines that help you get to know them better.

Sadly, there doesn’t seem to be any attempt to add social link elements between players, though (at least for now), which does seem to run counter to the game’s MMO premise. I’d thought that hanging out with specific players or fulfilling one another’s item requests would rank up player-to-player relationships, but it didn’t. Here’s hoping that gets added at some point, because that would take the multiplayer component to a whole new level.

I’ve already spent more time than I care to admit running around Palia during the alpha period, and plan on spending many more in the beta, which just launched today. If you see me catching grasshoppers and hang-gliding around town, feel free to stop and say hello!

Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.

Why an Obscure 2010 DSiWare Game Is the Highest User-Rated Nintendo Game on Metacritic

Last week, a Reddit user by the name of u/SayFuzzyPickles42 took to r/Nintendo to ask a rather strange question:

“Weird question – why is the highest user-reviewed Nintendo game of all time an obscure DSiWare game called Metal Torrent?”

According to FuzzyPickles, they were looking at Nintendo’s user reviews to see where Pikmin 4 had landed, and were surprised to see an obscure DSiWare title called Metal Torrent at the top with a sky-high 9.6 rating. It currently sits above classics like Super Metroid (for Wii), Pokemon SoulSilver, the Metroid Prime Trilogy, and Banjo-Kazooie in the user ratings, despite having a much lower critical Metascore of 62.

In the replies, a handful of fellow redditors offered their theories about this mystery. Maybe this was an example of “meme-brigading,” where a group of community members band together to artificially inflate user scores of a lesser-known game by flooding a page with positive reviews. Maybe there’s an underground cult following that’s just very, very into Metal Torrent. Or maybe it’s just rated so highly because it was (for many) a free game, and people like free things.

While the Nintendo subreddit seemed fairly quick to dismiss the question, FuzzyPickles had me intrigued. Why was Metal Torrent at the top of the Nintendo user review scores? The answer, as it turns out, was none of the things the Reddit community suggested. Rather, it appears to be the quiet work of one gamer who, in 2020, was very upset about a completely different video game, and took out their frustration on multiple Metacritic pages. And while their handiwork has largely been erased elsewhere on Metacritic, Metal Torrent’s dubiously earned crown remains as a strange artifact, and a reminder of how easily manipulated online score aggregators truly are.

‘Five Bucks Well Spent’

Metal Torrent is a vertical scrolling shooter that launched worldwide in 2010 as a DSiWare title available for 500 Nintendo points on the Nintendo DSi, or $4.99 on the 3DS. It was developed by Arika, a Japanese studio better known for the Endless Ocean games and, most recently, Tetris 99. Our review back in 2010 gave Metal Torrent a 7, saying it delivered a “torrential downpour of bullets, but not of content.”

As of 2014, Metal Torrent’s online leaderboards were shut off with the loss of Nintendo DS online support, and there hasn’t been anything resembling a re-release or resurgence of interest in this little shooter since. So while there’s no reason to slander this little schmup, it’s…kind of a nothing game. Not that big a deal when it launched, not easily accessible today, and by now old enough that any semblance of a community it may have had is now long gone. Not really the type of game you’d expect to see at the top of any rankings, even rankings as fickle as average user ratings on Metacritic!

They really knew what they were doing when they made this! It’s 5 bucks well spent!

Sometimes relatively unknown games end up highly-ranked thanks to a small but passionate community, but this doesn’t seem to be the case with Metal Torrent. At the time this piece was written, Metal Torrent had 1,402 user ratings. That’s not as many as, say, Tears of the Kingdom (which has over 8,000 at the time of this piece), but it’s certainly enough to consider its 9.6 user score a reasonable average on its face, especially considering 1,339 of those reviews are positive. But here’s where things start to look odd: of those 1,402 reviews, only 11 users left comments. Nine of those comments were extremely negative, giving the game only a 0 or a 1. One commenter gave it a 5 (specifically noting they did so because they felt the user score was too high). And one commenter, KuranushiShizue, gave it a 10 in February of 2020. They said:

“A rather brilliant lost hidden gem made by Nintendo.

“Score attack action has never been this amazing.

“Evidently they brought their A-game for the music, it’s just as wonderful as you’d expect.

“They really knew what they were doing when they made this! It’s 5 bucks well spent!”

Clearly, something funny is going on with Metal Torrent’s user score, but it’s unclear exactly what. Curious, I began to trawl the Internet looking for sources of an explicable surge of Metal Torrent adoration that would explain the apparent invisible fan community clamoring for their DSiWare schmup to be #1.

Summer of Review Bombs

First, I used the Wayback Machine to try and pin down exactly when Metal Torrent topped Nintendo’s user-rating charts. The page doesn’t have a ton of archives, but I was able to find a few that narrowed it down. Prior to 2020, Metal Torrent wasn’t anywhere near the top of the charts. But by August 2020, that had changed, and it was beating out Super Metroid with the same score it has now. A snapshot of Metal Torrent’s page taken in February of 2020 showed that at the time, the game had 41 ratings and a user score of 8.6. The next snapshot, taken in November of the same year, shows 823 ratings and a user score of 97. So clearly something happened in the middle of 2020 to skyrocket Metal Torrent’s user favor.

The question was: what? At first, I assumed a popular content creator must have streamed the game and gotten a surge of support for it, but combing through Twitter, YouTube, and Reddit didn’t reveal anything resembling a fan campaign, a call for positive attention, or literally any meaningful discussion of Metal Torrent whatsoever. Who, then, was so obsessed with this obscure game?

Up to this point, I hadn’t thought about review bombing as a serious possibility for what was happening to Metal Torrent. Review bombing typically (but not always) comes for well-known games that have some sort of controversy (real or perceived) attached to them. But at this point, I was running out of ideas, so I began to look for review bombing campaigns that took place in 2020. It was a busy year for review bombers, who went after The Last of Us Part 2 that summer over its inclusion of queer characters. The campaign was so intense, Metacritic quietly changed its policies on user reviews to prevent users from submitting game reviews until 36 hours after a game was released. Was this what happened to Metal Torrent, then? Had it simply been caught in the crossfire of bored review bombers upset about The Last of Us who wanted something to mess around with?

While that’s one possible explanation, a far more likely one presented itself shortly after. And it regards another 2020 review controversy surrounding a very different game: AI: The Somnium Files.

The A-set Defender Logs On

AI: The Somnium Files was review bombed earlier in 2020, in February. At first, fans suspected it was being targeted due to the inclusion of a pro-LGBT scene late in the game, but initially it was unclear who was responsible. However, a culprit almost immediately appeared and identified themselves.

A ResetEra member going by the username “Krvavi Abadas” first posted a long, oddly detailed explanation of how anyone could manipulate user reviews on Metacritic, including specific time-stamped details about how, when, and even potentially why a single individual might have done such a thing. It didn’t take Era users long to put two and two together and accuse Krvavi Abadas of being the review bomber, to which they almost immediately confessed.

Krvavi Abadas went further, though, and also explained why they were doing all this. According to their post, they were upset about the game’s treatment of the character A-set and wanted to express that. But they also had a secondary motive. Krvavi explained that they had read articles about Warcraft 3 Reforged becoming the “worst user-scored game on Metacritic” earlier that year, and wanted to demonstrate how manipulable the Metacritic system actually was. “The plan was to make a proper thread a few days after my tests were finished, demonstrating how you can easily turn any obscure game into one of the best or worst games of all time with just a few hours of work,” they wrote.

You can easily turn any obscure game into one of the best or worst games of all time with just a few hours of work.

What does this have to do with Metal Torrent? Well, Krvavi Abadas didn’t just review bomb AI: The Somnium files. They also confessed to having manipulated the average user score of another Spike Chunsoft game, Crystar, to be much higher than it was previously. And they did the same thing to Metal Torrent, taking it up to a 9.6 user score with 66 ratings back in February of 2020, per a screenshot posted by the user. On both games, they claim to have left a calling card of sorts in the written reviews by leaving references to AI: The Somnium Files. Their Metal Torrent review, the same 10/10 review we quoted above from February of 2020, is even structured so that the first letter of each sentence spells out “A S E T.”

Since this incident, AI: The Somnium Files appears to have had its user score reset to counter the review bombing. But Crystar and Metal Torrent seem untouched. Both games continued to receive hundreds of positive reviews without context added in the ensuing months, with Crystar’s PS4 version remaining the highest user-rated Spike Chunsoft title despite middling critical, PC, and Switch reviews, and Metal Torrent similarly topping Nintendo’s publisher charts. While it’s unclear whether or not this continued surge of reviews was the work of the same culprit, it does seem extremely likely that either Krvavi Abadas continued their review manipulation long after they were exposed, or that their explanation on Era inspired a protege or two to continue mucking around with user scores in their wake. In fact, it’s entirely possible that even more games on Metacritic have been impacted by this tactic over the years. Metacritic declined to provide comment for this piece.

User scores in any context are always a tricky feature to navigate. Taken at face value, user reviews on storefronts such as Steam or on platforms like Metacritic can be a helpful tool to get an at-a-glance look at what individuals and communities at large think about a game both at launch and over time. They can serve as spaces for communities to surface helpful information about bugs or technical issues, or explain how a piece of art impacted them. But the internet is the internet, and wherever spaces are made for individual expression, it’s inevitable that some folks will show up and try to wreck them. In recent years, for instance, review bombing has been a popular tactic for extremist audiences to express anger at art depicting groups they dislike. And fortunately, for the most part, that flavor of review manipulation has been countered by sites like Metacritic and Steam. But it’s also clearly possible for individuals to quietly manipulate numbers to paint a false portrait of community consensus for any reason they like – including being mad about a character in a video game – which makes trusting aggregated scores a dicey prospect indeed.

In short: while aggregate scores may be interesting sometimes, numbers can’t always be trusted. It’s far more valuable to take our reviews head Dan Stapleton’s advice and actually read individual reviews from critics and users to see what people are really saying about a game. In the case of Metal Torrent, the supposed best Nintendo-published game of all time by user score, reviews like “Boring shoter.. not tu much to add here” might nudge you toward runner-up Super Metroid on the Wii instead.

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

Star Trek: Resurgence Disc Version Out This Fall, PS4 Owners Get Free PS5 Upgrade

A physical version of the recently-released, previously digital-only Star Trek: Resurgence comes out October 6 on PlayStation 4, PlayStation 5, Xbox Series X and S, and Xbox One.

PS4 owners get a free upgrade to the PS5 version (currently the PS5 plays the PS4 version in emulation). The new versions include a raft of bug fixes and quality-of-life additions, too.

Star Trek: Resurgence is a third-person narrative adventure game developed by Dramatic Labs, a team that includes over 20 former Telltale staff. It tells an original story set shortly after Star Trek: The Next Generation and follows the crew of the U.S.S. Resolute.

IGN’s Star Trek: Resurgence review beamed up a 7/10: “The story of Star Trek: Resurgence does an excellent job of capturing what makes Star Trek work by presenting strong characters and tough decisions. Some storylines lack closure and it doesn’t always run smoothly, but its heart is in the right place,” we said.

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.

TMNT’s Original Arcade Game Was a Licensed Game Done Right

More pizza toppings don’t mean a better pizza. The Teenage Mutant Ninja Turtles might like to put a bunch of ridiculous nonsense on their pies, but it’s hard to deny the simple pleasures of a slice of plain cheese or pepperoni when it’s done right. A similar declaration could be made about video games, and as cool as it is to see the medium constantly pushing the boundaries of new technology, sometimes less is more. Take for instance Teenage Mutant Ninja Turtles: Shredder’s Revenge, which went back to basics, iterating on everything that made the original TMNT arcade game so beloved without losing sight of its charm.

Shredder’s Revenge capitalized on millennial nostalgia for the original arcade game. Some of that nostalgia might be tangled up with fondness for the original cartoon or happy childhood memories, but it’s worth putting into perspective exactly how much that original arcade game was the intersection of great ideas implemented well at the center of a maelstrom of “right place, right time” circumstances.

The fact that Teenage Mutant Ninja Turtles and video games intersected at all was serendipitous, and almost definitely wasn’t part of the plan from day one. While Kevin Eastman and Peter Laird were having their “Eureka!” moment over a drawing of a tortoise with nunchaku in late 1983, the video game industry was collapsing on both ends. The recession caused by “atari shock” decimated the home console market, while the arcade scene was floundering due to the oversaturation of mediocre games and backlash to moral panic.

The sorry state of video games in the early eighties might explain why some of the most beloved kids’ properties are all but absent in the video game space. G.I. Joe: A Real American Hero, He-Man and the Masters of the Universe and Transformers all conquered Saturday morning and after-school airwaves, toy aisles and comic racks, but their presence on cartridges and in cabinets was sorely lacking. He-Man got a text adventure. The most memorable G.I. Joe game was released five years after the cartoon’s final episode aired, when its earliest fans were likely entering high school. Transformers got a game, but it was exclusive to Famicom and only released in Japan. Also, you had to play as Ultra Magnus, the “is Pepsi okay?” of truck-shaped Autobot leaders.

Obviously, video games got back on their feet. The arrival of the Nintendo Entertainment System revitalized the home console market, and arcade games got a second wind thanks to some technological advances and outraged parents finding other things to be offended by. In the time it took all that to happen, a black and white independently published comic called Teenage Mutant Ninja Turtles had snowballed in popularity enough to attract the attention of a licensing agent. A cartoon was produced to herald the arrival of the action figure line, and from that point forward it was a feeding frenzy of product tie-ins, which included video games. The Japanese game company Konami was quick to adapt the property for both the arcade and the home console.

The Nintendo game hit store shelves in the summer of 1989, a year and a half after the Turtles made their TV debut. There’s some nostalgia for that game, but there’s more unresolved trauma from that f**king water level with the bombs. Anyway, despite fears that home console game sales would cannibalize arcade game profits, that wasn’t the case for Konami’s Ninja Turtles arcade game, which started showing up in arcades later that fall. It would be the company’s most successful arcade game, the most profitable arcade game of 1990 overall, and such a beloved licensed game that my editor thought it was worth writing 1500 words about 34 years after the fact.

In 1989, the idea of a co-op multiplayer beat-em-up side scroller was a fairly new concept. Double Dragon was the first arcade game that allowed two pals to share a screen and walk down the street whaling on goons, and Teenage Mutant Ninja Turtles took Double Dragon’s feature and doubled down. It wasn’t the first four-player arcade beat-em-up (it was a close second to Crime Fighters, which Konami also developed) but it was the first one to let players pick from four unique characters, rather than just the same dude in different colors. The game would have been a lot more confusing if the cartoon show hadn’t deviated from Eastman and Laird’s original vision in one key way: color-coding the turtles, rather than keeping their original matching red bandanas.

The best thing a licensed game can do is translate a core theme from its source material into an original game mechanic. The swath of beat-em-up arcade games that featured four (or more) player co-op makes it easy to gloss over how perfectly it captured the Ninja Turtles’ team dynamic, but it’s up there with the original Spider-Man 2 letting players swing through an open-world New York, or Batman’s “Detective Vision” in the Arkham Games.

A four-player co-op arcade game in general is a pretty brilliant cash-grab, since it inhales quarters at quadruple the rate of single-player cabinets. A similar logic may have something to do with TMNT’s merchandising potential. After all, you gotta have all four turtles! Not completing the set just doesn’t feel right.

Everyone has their favorite turtle, as well as their favorite turtle to play as in the arcade game. They’re not always mutually exclusive. There have been countless arguments over who has dibs on which character, but compared to other co-op beat-em-ups, the Turtles’ almost-palette-swapped look softens the blow of not getting your first choice. Playing as Mikey when you wanted to be Donatello doesn’t sting quite as much as playing as Marge when you wanted to be Bart in The Simpsons, or drawing the short straw in X-Men and getting stuck as Dazzler.

A four-player co-op arcade game in general is a pretty brilliant cash-grab, since it inhales quarters at quadruple the rate of single-player cabinets.

Aside from the multi-colored bandanas, another thing introduced in the cartoon that made its way into the arcade game is how much the Ninja Turtles love pizza. Other beat-em-up heroes restored health by eating food items they picked up off the ground, but the Turtles strictly ate pizza. Realistically, eating any food item off the ground is likely detrimental to your health, but pizza that’s been sitting on the sidewalk in a box is probably slightly more hygienic than eating a roast chicken you found under a garbage can.

In any case, not only is pizza an appropriate power up to have in the TMNT arcade game, it also adds to the experience if you’re playing the game in close proximity to pizza. That might seem like a mozzarella-esque stretch, but considering the ubiquity of arcade games in pizza places and pizza in arcade game places, that’s some pretty strong synergy and/or brand-agnostic product placement. Chuck E. Cheese, for instance, may claim to be “where a kid can be a kid,” but it’s also the only place a kid can eat pizza, roughhouse with their siblings, get scolded by a giant anthropomorphic rat, crawl around in big pipes that may or may not smell like human waste, and pump tokens into the TMNT arcade machine until the Technodrome is totalled. If anything, it seems like Chuck E. Cheese is the place where a kid can be a Ninja Turtle.

Playing as Mikey when you wanted to be Donatello doesn’t sting quite as much as playing as Marge when you wanted to be Bart in The Simpsons, or drawing the short straw in X-Men and getting stuck as Dazzler.

In a lot of ways, the Teenage Mutant Ninja Turtles arcade game set the bar too high. It’s unrealistic to expect that all future Turtles games would offer the same four-player excitement and faithfulness to the source material while also scaling to look and play as well in present day as the arcade game did in 1989. It doesn’t help that a lot of adult TMNT fans’ memories of the original arcade game is likely tinged with nostalgia for those childhood birthday parties.

A massive AAA co-op Ninja Turtles game set in an open-world filled with bad guys to pummel would be great. Really, Gotham Knights would have been a great Ninja Turtles game. But Shredder’s Revenge is one hell of a consolation prize. If you’re old enough to have fond memories of the original arcade game, you’re old enough to order pizza and invite your friends over to play couch-op. Shredder’s Revenge even doubled the number of players in co-op, which is great for anyone who’s managed to make and/or maintain friendships with more than three people over the last three decades.

Since the early nineties, licensed video games have gone from an invasive species to an endangered one. It’s awesome that we’re getting highly evolved AAA games based on other media that are committed to being more than cash-grab tie-ins, like Marvel’s Spider-Man, Star Wars: Jedi Survivor and Hogwarts Legacy, but it’d be nice to see more throwbacks like Shredder’s Revenge. Much like the noble Galapagos Tortoise, the type of licensed games we got in decades past seems rough around the edges, silly-looking and a bit clunky compared to the competition, but much like those big dumb reptiles, they’re still loveable enough that we should keep them from going extinct.

Potentially Ban-Worthy Diablo 4 Exploit Lets You Transfer Eternal Characters to Seasonal Realm

A newly-surfaced Diablo 4 glitch lets players transfer their Eternal Realm characters into the Seasonal Realm, sparking concern about the potential of a Blizzard ban.

YouTuber Glitch Unlimited posted a video breaking down this inter-realm travel and what it enables. In summary, to exploit the glitch you need to be in a group with a friend in the Seasonal Realm, briefly disconnect your internet, then log back into the Seasonal Realm with your Eternal character.

Eternal characters who exploit this glitch can benefit from the Seasonal Blessing experience boost, which will let them level up faster than they would normally be able to. Eternal Realm characters can also carry over their gear and inventory items, which creates obvious issues for the balance of the Seasonal Realm Blizzard has created.

For example, you can sell your items for gold, creating effective inter-realm gold transfer. You can also give Aspects and items to your Seasonal character by dropping them into your stash. Malignant Hearts, however, do not work in the Eternal Realm.

This is obviously not intended gameplay from Blizzard’s perspective, but it may already be popular. Some Diablo 4 players were unhappy to learn they had to start a new seasonal character to play Season 1 content, including its battle pass. Exploiting this glitch bypasses this requirement.

The exploit is so obviously problematic that some Diablo 4 fans speculate Blizzard may issue retrospective bans to those who have made use of it. “This sounds like one of those exploits Bliz gonna drop a ban hammer on people for,” said jeremysmith9319 in the YouTube comments.

“Pretty sure I had this happen and I wasn’t doing it on purpose; not sure what items got swapped. I’ll probably get banned even though it was a bug,” said nameundefined4317.

“This will get you guys a 100% permanent ban for sure,” said beatrageGameSalad. “Speedrunning a ban right here,” added ThanatosTheDH.

IGN has asked Blizzard for comment on potential bans. Meanwhile, Blizzard is set to issue patch notes for update 1.1.1 later today, and fans are already keen to see whether a fix is included. The patch itself goes live August 8.

Despite various issues, Diablo 4 enjoyed an enormous launch that saw over 10 million people play in June. It’s Blizzard’s fastest-selling game of all time and has fuelled record revenue and profits for the company. If you’re still playing, check out our interactive Diablo 4 map to start tracking your progress as you play.

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.

Nintendo Restores Wii U Mario Kart 8 and Splatoon Online Play After 5-Month Absence

Nintendo has restored online play for Splatoon and Mario Kart 8 on Wii U, and apologised to fans after taking the servers offline for five months to fix a security exploit.

“In March 2023, Nintendo paused network services for the Wii U games Splatoon and Mario Kart 8 to address a vulnerability related to online play,” reads a post on the Nintendo website. “The issue has now been fixed, and so we will resume online play for these games based on the schedule below. Please accept our sincere apologies for the extended waiting period.”

Nintendo hauled the servers offline for urgent maintenance on March 3, citing “a vulnerability related to online play” without mentioning when the games would be restored.

At the time, dataminer OatmealDome suggested both games could have rendered players open to a netcode vulnerability called “ENLBufferPwn”, which lets malicious actors execute code and take control of another user’s console remotely.

Nintendo has yet to confirm whether this exploit was indeed the cause of the scare. Regardless, it took the company a full five months to address the problem, and it seems any further issues with keeping the titles online could see Mario Kart 8, and Splatoon’s Wii U servers permanently shut down.

“If further issues occur which make it difficult to continue supporting online play, we may have to discontinue the online play service for the Wii U games Splatoon and Mario Kart 8 at short notice,” Nintendo warned. “Should this occur, please note that offline play would continue to function normally.”

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

Capcom Delivers Early Verdicts on Street Fighter 6 and Exoprimal Sales

Capcom has issued verdicts on the initial sales performance of the recently-released Street Fighter 6 and Exoprimal.

Street Fighter 6 sold two million copies in just over a month which, in a note to investors, Capcom said was “generally progressing in line with our expectations”, adding it hoped positive word of mouth would fuel follow-up success.

“Compared to the internal plan for the title, sales are generally progressing in line with our expectations,” Capcom said. “We believe that its positive critical reception will work as a tailwind in expanding future sales of the game as a catalogue title.”

Capcom said it’s aiming for Street Fighter 6 to outsell Street Fighter 5, which means selling over 10 million over the course of its lifetime.

“While we do not communicate specific figures for internal budgets, we look to outperform the title’s predecessor, Street Fighter 5, and are aiming for more than 10 million units over the life of the title,” Capcom said. Capcom declined to disclose Street Fighter 6 development costs.

Street Fighter 6 has just released its first DLC character, Rashid, and subsequent DLC character releases (including the hugely popular Akuma) should give sales a shot in the arm. Street Fighter 6’s top-billing at tournaments, such as the high-profile Evo event, should boost sales further.

Things sound less clear cut for Exoprimal, Capcom’s sci-fi dinosaur game. It launched straight onto Game Pass, which may have had a cannibalising effect on PC and Xbox version sales. Capcom admitted to “challenges”, given Exoprimal is a new IP, but pointed to the fact it had more than one million players as a “positive”.

“Given that this game is an all-new IP, the situation is not without its challenges; however, we view the fact that the game has amassed over one million players to be positive,” Capcom said. “Going forward, we will continue to release content for the game while monitoring player behaviour with an eye toward expanding sales.”

Capcom insisted it expects Exoprimal will be a profitable project overall. “As this title was released during the second quarter, earnings from it will be reflected beginning in that period. We do not expect it to be unprofitable at this time,” Capcom said.

IGN’s Exoprimal review returned an 8/10. “Exoprimal’s unique take on the hero shooter genre is a bold one – with its best modes and surprises hidden deep within its goofy sci-fi story – but a variety of fun exosuits, the simple appeal of tearing through thousands of dinos, and great multiplayer design make that grind an easy one to recommend sticking with,” we said.

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.

Warhaven Hands-On: Finding Joy in the Mayhem

In a bid for the growing number of warfare-centric multiplayer games with massive numbers of combatants taking to the field all at once to impale one another, Warhaven hopes make a name for itself with large maps, an impressive roster of warriors, and objective matches that have armies scrambling to overrun one another in an elaborate game of tug-of-war. I recently spent several hours with the team at Nexon and some of my fellow IGN sweaty tryhards as we tried desperately to maim one another while slinging as much trash talk as humanly possible. The result was a few entertaining hours that were complete pandemonium from beginning to end.

While combat may be slightly reminiscent of fellow third-person melee warfare game For Honor, Warhaven’s biggest departure is in its decidedly more chaotic style. Instead of smaller engagements with only a few players slowly and methodically dueling against one another, Warhaven 16-vs.-16 multiplayer throws an avalanche of opponents into a jumbled pile of swords, shields, and cannonballs that’s almost always pure mayhem. While fighting one-on-one can certainly be a strategic dance of blocking, slashing, and well-timed abilities, more often than not any hope at a fair fight is immediately dashed when either you or your opponent shows up in full force to ruthlessly butcher anyone in sight while sheer numbers throw any hope of fighting back right out the window.

In the occasional instances where both teams show up at a single point in full force, the often one-sided push and pull is replaced by a disorderly slaughterfest that’s sure to be the highlight of any match. Even when the odds feel fair though, the haphazard swings from your characters weapons and decidedly floaty movement makes for an imprecise experience that sometimes doesn’t feel great, even though that untidiness usually leads to hilarity. It’s especially funny to see players spontaneously transform into ultra-powerful heroes once they’ve accrued enough murder karma, then roll over an entire team as a horse-mounted character or a magical samurai with a cowboy hat. It’s ridiculous, over-the-top, and at times feels completely unbalanced, but there’s a certain kind of joy in that utter anarchy that makes each match amusing in how it appeals to my inner agent of chaos.

It’s not that Warhaven lacks strategy, though – in fact, there’s plenty of opportunities for teams to communicate with one another around objectives in order to win the game. For example, a few maps feature a cannon that’s absolutely essential to victory, as whoever has control of it can rain down deadly hellfire over vast swathes of the map, leaving little hope for the enemy to control the objective without dealing with you first. That race to control the all-powerful artillery was definitely a good time, especially when I was the one firing the cannon at the soon-to-be-dead sorry excuse for a soldier who opposed me. But just like everything else in Warhaven, the battle over the cannon is in no way immune to the utter tumult of warfare, and it seemed like, even whilst communicating with my team as much as possible, we still regularly found ourselves steamrolled by overwhelming numbers leading to repeated turnovers. It honestly felt like, in a lot of cases, the match’s outcome came down to a coin toss based on the random and messy flow of battle, even when that sloppy homicide fiesta was generally a lot of fun.

“It’s especially funny to see players spontaneously transform into ultra-powerful heroes once they’ve accrued enough murder karma.”

The silly good times are definitely extended by Warhaven’s interesting roster of playable characters, which range from standard sword-wielding soldiers to lightning-fast assassins with a sneaky set of moves to healers with little in the way of attacks at all. Most of them feel good to play too, like the shield-bearer who can plow his way through an army of enemies like Frank West in Dead Rising, or the crazy dude with a warhammer who turns the enemy into mashed potatoes like the rabid monster that he is. From what I can tell in the handful of hours I had with it though, not all are winners, like the spearman whose attacks feel like they’re way harder to land hits with than they should be and which left me almost immediately flattened by the enemy every time I played as him.

So far Warhaven seems to be shaping up into a bizarrely disheveled war simulator that manages to pack a whole lot of entertaining moments in each chaotic match. I hope to spend more time blowing up my foes with a giant cannon when it is launched free-to-play later this year.

Elden Ring, Bloodbourne Composer Yuka Kitamura Exits FromSoftware After 12 Years

FromSoftware composer Yuka Kitamura has left the company and is now pursuing freelance work. She’s worked on games such Dark Souls III, Bloodborne, and Shadows Die Twice.

Over on X (formerly known as Twitter), Kitamura said, “Thank you all for your continued support. Today I have an announcement to make. I have decided to leave FromSoftware, the company I worked for, and to start working new as a freelance composer in this August.”

She continued, “I would like to continue to express myself in game music through various genres of music. I hope you will look forward to my music in the future! I have created a new website.” Her website notes that she specializes in orchestral, folk, and easygoing styles of music.

Kitamura joined From Software in 2011 and one of her first credits as a sound designer was with 2012’s Armored Core: Verdict Day. Her last known contribution was composing for last year’s Elden Ring. It’s currently unknown whether she is in the credits for From Software’s upcoming Armored Core VI: Fires of Rubicon. However, that should be revealed soon as it’s launching on August 25 for PC PS4, PS5, Xbox One, and Xbox Series X|S.

In IGN’s Armored Core VI: Fires of Rubicon preview, we said, “Armored Core 6 feels like a new beginning for this storied franchise, one that’s benefitted from the success and experience gained from From Software’s other titles, but one that is still true to the original vision of the series.”

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

Jujutsu Kaisen Is Coming to Fortnite

Your favorite sorcerers from Jujutsu Kaisen are dropping into Fortnite.

Epic Games released the teaser trailer for the latest anime collaboration on Fortnite’s official X (formerly Twitter) account Tuesday. The trailer shows Yuji, Megumi, Gojo, and Nobara scaring away Banana Man and Fishsticks with the Ten Shadows Technique cast by Megumi to turn their juvenile shadow puppets into terrifying shikigami and breaking through the wall to introduce themselves to the Fortnite world.

The teaser trailer for the Fortnite x Jujutsu Kaisen collaboration comes after leaks from dataminers unearthed images of bundle pages that showed skins of the characters (mainly Nobara, Megumi, and Gojo) and accessories inspired by the anime that would be coming to the game. The trailer corroborated the leaks, and Epic Games announced that the Jujutsu Kaisen bundles will be released into Fortnite in the Version 25.30 update.

Fortnite’s collaboration with Jujutsu Kaisen also comes after the anime began airing its second season last month. For those who are new to the series, it follows Yuji Itadori as he enrolls in Jujutsu High School to become a Sorcerer to avoid death by exorcism after becoming cursed by a talisman finger he swallowed to protect his friends and a Sorcerer from the demon who held the same finger.

Jujutsu Kaisen is the latest media franchise to come to Fortnite after Terminator and Futurama, the latter of which began airing the 11th season and revival on Hulu last week. The Terminator collaboration features a skin based on T-800, while Futurama comes with skins based on Fry, Leela, and Bender.

Cristina Alexander is a freelance writer for IGN. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.