Summoners War RELOADED: A Massive Update is Coming to Summoners War: Sky Arena

Summoners War RELOADED: A Massive Update is Coming to Summoners War: Sky Arena

Fans of Com2uS’ tactical fantasy RPG hit, Summoners War, know that after celebrating nine years of success, Com2uS has no intention of slowing down. From amazing anniversary rewards for players, to in-game events and even an Assassin’s Creed collaboration, Summoners War has given players plenty of reasons to return to the world they love. With their latest showcase on June 23rd for Summoners War RELOADED, they’ve announced another massive set of updates! Read on for all of the latest news.

Dungeons, Artifacts, and Monsters!

There was a lot of content announced at Summoners War RELOADED showcase. New players will have hours and hours of content to discover, while returning summoners will have more than enough to keep them engaged.

Spiritual Realm, a new Cairos Dungeon, has been added. This new dungeon has difficulty settings that are comparable to the existing Cairos Dungeons, but will drop Fight, Enhance, Accuracy, Determination, and Tolerance runes that were previously dropped only in the rift world. It will also drop the newly added Seal Runes, the second set of runes. For existing Giant Dungeons, the Abyss Floors have been added. Existing dungeons have been changed from 12 floors to 10 floors, and two new floors will be added. Abyss floors are seasonal, and do not allow for multiple monsters. Six star runes are returning to the 10th floors of dungeons, while new rune sets will only be dropped on the Abyss floors. You can dive into Necropolis in July, Spiritual Realm in August, the Steel Fortress in September, and the Punisher’s Crypt in December.

Meet the two new monsters joining the fray: the Indra and the Asura! Today, we’re highlighting the Wind Indra and Water Asura which are just two of the ten variations joining the fray! The Wind Indra is a 5-star that specializes in wind and lightning attacks that debuff enemies while the Water Asura is a 4-Star that gradually increases their attack power every time they strike an enemy. If you liked reading about them, just know that both monsters will be coming in every single attribute! That means you can expect to see things like a Light Asura or a Dark Indra as well. For more info, you can check out all skills and specs of the new monsters in-game!

Two new sets of runes have been added with various effects and ways to impact gameplay. The Intangible Rune allows players to complete a rune set by filling one empty slot, allowing players to have the full effects of a complete rune set. While it won’t replace several runes in a single set, it’s still a powerful tool if used wisely.

What’s New?

Com2uS has proven to be a team that not only listens to their community, but also acts on the feedback they get. They’ve heard the feedback and are doing away with many of the inefficient and outdated systems that have run their course over the last nine years. Instead, they’ve improved and simplified these systems.

Seasoned players will notice the rearrangement of the in-game item acquiring area – this feature simplifies the process so players can focus on farming, rather than constant dungeon switching. Rune enhancement has also been simplified, letting players acquire nat6 runes through Rune Combination, rather than just from farming!

Yet another improvement is the update made to their battle systems. They’ve added an additional turn and unified the attack gauge conditions. Before, some combat situations would result in a player getting an additional turn deferred. Now, with this improvement, they’ve ensured that all skills resulting in an additional turn, will be the same across the board. They’re also updating how the “Absorption” effect in the attack gauge is handled. Currently, if the gauge was absorbed by whatever percent, it would go up that amount regardless of the remaining attack gauge. Now, even if a monster only has ten percent of their health remaining, a player using the absorption effect to steal fifty percent health, will still get that full amount. A few other changes are that “Crushing Hits,” an attribute advantage attack, have been removed. They’ve also rearranged the effect of the Despair rune set with a multi-hit skill!

Other Highlights From the Showcase

In addition to the game features mentioned, one notable highlight from last weekend’s showcase includes the announcement of the fanart event winners celebrating the 9th anniversary of Summoners War. Grand Prize winners are receiving special edition art books signed by the artists behind Summoners War!

Com2uS also held an extensive Q&A time with key members of the team addressing the most pressing questions from players. The team dedicated a significant portion of their time during the presentation to hear and address feedback from their fanbase. It seems to be one of the reasons Summoners War continues to have an active community nine years after its initial launch!

With new dungeons, new monsters, new features directly added based on player feedback, and a ton of other additions, Summoners War fans have a lot of content to explore. If you’re searching for a new tactical RPG to dive into, or a lifelong summoner looking for a new adventure, Summoners War: Sky Arena has you covered!

Will Xbox Win the FTC Trial? We Asked the Experts

If Microsoft could make a video game that was as successful and beloved by gamers as Call of Duty, it wouldn’t have been in court in late June. That’s the core of the issue, according to economists, the San Francisco judge, and onlookers who await the judge’s decision with baited breath.

“We wouldn’t be here if Microsoft had created Call of Duty,” Judge Jacqueline Scott Corley said to lawyers representing Microsoft and the FTC. The law wants people to make their own creative video game smash hits, rather than purchasing them, according to the judge last Thursday.

Corley is poised to make a decision within two weeks on whether Microsoft can acquire Activision Blizzard for nearly $70 billion. Most experts IGN spoke to think that Microsoft is likely to win its case against the Federal Trade Commission, though a vocal minority disagree. The FTC and Microsoft declined to comment.

Much of the FTC’s case hinges on Call of Duty, or “a shooter video game,” as the judge put it, and that Microsoft did not make a video game that shot its way to success by itself but is looking to buy one.

Florian Ederer, associate professor of economics at the Yale School of Management, explained to IGN that a key point in antitrust law is that “nobody can really say that you are doing anything bad if you’re the one that organically grew into a dominant player.”

“If you just make amazing games that then give you a very dominant market position, that’s not illegal. That’s perfectly fine,” Ederer said. Sony’s God of War was brought up in court as an example of organic success.

Corley pushed the FTC on the possibility that some other game developer could come out with something better, if Microsoft bought up Call of Duty. She said: “I’m trying to figure out why the emphasis is so much on ‘Call of Duty.’ Isn’t there an argument that will force someone to come up with another good annual game? After all, Mr. Kotick started from essentially nothing, but he was able to do it, right?”

The FTC responded that Call of Duty was particularly successful – or as some have described it, “a unicorn.”

If you just make amazing games that then give you a very dominant market position, that’s not illegal. That’s perfectly fine

According to a June survey of 1,000 PC and console gamers by investment bank Jefferies, 38% surveyed wanted to play Call of Duty, followed by Fortnite (29%) and Minecraft (29%). The majority (31%) were looking forward to the upcoming Call of Duty title the most, followed by Spider-Man 2, a PlayStation exclusive, at 28%.

Xbox’s counter-argument: Call of Duty was not a unicorn.

Microsoft’s economist Dr. Liz Bailey argued on the stand this week that Call of Duty was not unique, that the FTC’s economist’s market definition was too narrow and didn’t align with reality, and that if the merger goes through, Activision games will become available on more platforms. Bailey analyzed the market and said that Nintendo was a competitor to PlayStation and Xbox.

It’s in Microsoft’s favor to argue that the market is larger, so that the company is seen as less monopolistic, while it’s in the FTC’s favor to argue that the market is smaller.

Most analysts IGN interviewed agreed that the judge was likely to rule in Microsoft’s favor, and that a different outcome would take them by surprise.

“Everybody knows that the FTC at the moment is very, very, very aggressive,” Ederer said. “Most people expect the FTC not to be successful here.”

Under the Biden administration, the FTC has been more proactive, including suing Amazon in June for allegedly tricking customers into signing up for Amazon Prime.

“The Federal Trade Commission isn’t bringing cases because they are easy to win,” said Lee Hepner, legal counsel at anti-monopoly advocacy group the American Economic Liberties Project. “They are bringing cases that anticipate new frontiers of corporate dominance. Microsoft’s ambition is to create a monopoly in the fastest growing sector of the entertainment industry, at a price that is 70 times the size of Facebook’s acquisition of Instagram.”

Not everything has gone Microsoft’s way. The United Kingdom blocked the merger in April, citing cloud gaming as the reason. The FTC continued this line of argument during the hearing, saying that if consoles became obsolete in the future, they’d be replaced by the cloud, where Microsoft holds the advantage.

The FTC also had some evidence on its side: in particular, two emails from Matt Booty, the head of Xbox Games Studios, from 2019 and 2021.

In 2019, Booty wrote to Xbox’s chief financial officer Tim Stuart that Microsoft could “spend Sony out of business.”

“Content is the one moat that we have,” Booty wrote in response to emails that were redacted from public view. He said that in ten years, the company would look back and say, it would have been worth spending $2 or $3 billion in 2020 to stay ahead of the competition.

Microsoft spokesperson David Cuddy responded in a statement last Monday: “This email is three and a half years old and predates the announcement of our acquisition by 25 months. It refers to industry trends we never pursued and is unrelated to the acquisition.”

In a 2021 email, Booty wrote that there was “no effing way” that Xbox was going to put its original games on competitors’ streaming or subscription service.

What’s next for the Xbox FTC case

During a tense moment in court, the FTC and Microsoft argued in closing remarks and the judge gave an indication of her thinking.

“The merger is permanent, Judge,” FTC lawyer James Weingarten said repeatedly on Thursday, before he launched into an argument about how the deal would hurt Sony.

Corley interrupted him. “It’s not the harm to Sony we care about, it’s the harm to consumers,” she said, before calling for a break.

The FTC versus Microsoft hearing is only the first step in what could be a long, drawn-out process, depending on how the judge rules.

If the FTC loses the hearing, it could immediately appeal the judge’s decision and file to stop the court order. It could also choose to continue its case against Microsoft, even if the merger is completed.

As for Activision Blizzard, it will be paid a $3 billion break-up fee if the deal fails, and if it’s completed, Activision CEO Bobby Kotick stands to earn roughly $400 million.

The deal has a July 18 deadline. Microsoft and Activision could potentially renegotiate if the judge rules against them. We have been avidly covering the trial and will keep a close eye on the judge’s decision.

Shannon Liao is a video games journalist who was formerly a staff writer at the Washington Post, CNN and The Verge. You can follow her on Twitter at @Shannon_Liao and on Substack at shannonliao.substack.com

12 Surprising Reveals From the Xbox FTC Trial

The Microsoft FTC trial is a wrap, and while we don’t have a ruling yet, we learned a lot of inside industry information that’s not usually available to the public.

From drama surrounding the exclusivity of Starfield and other Bethesda titles to the cost of producing huge AAA games like The Last of Us Part II, there were plenty of bombshell reveals from this week’s court battle. Here are 12 big things we learned from the Xbox FTC hearing.

Xbox Admits It Lost the Console Wars

The entire Xbox/Activision Blizzard saga has been filled with both Microsoft and Sony downplaying their respective achievements to appear as meek as possible to regulators. The FTC hearing was no exception, as the week kicked off with news of Microsoft claiming Xbox has officially “lost the console wars”.

Microsoft claimed its original Xbox was crushed by Sony and Nintendo when it entered the market in 2001, and the company said it’s been “losing” the “console wars” ever since. Citing numbers from 2021, Microsoft said Xbox held a 16% share of the console video game market. Xbox’s Phil Spencer also said a piece on the console wars, calling it a “social construct within the community” during his testimony.

Microsoft Says Next Gen Could Start in 2028

Years of hardware shortages and a slew of cross-generation game releases can make it feel like this console generation just started. But the reality is that we’re creeping up on the PlayStation 5 and Xbox Series X|S’ third birthday parties. In court documents reviewed by IGN, Microsoft is expecting the next generation — meaning the PlayStation 6 and Xbox Series X|S successor — to begin in 2028.

If Microsoft’s projection remains accurate, that means we’re just a year-and-a-half away from the halfway point of this current generation. 2028 places the PS5 and Xbox Series on an eight-year cycle, which is one year longer than the PS4 and Xbox One, and roughly the same length as the Xbox 360/PS3 generation.

Microsoft Wanted to Scoop Up Bungie, Sega, Square Enix, Zynga, and More

The last few years have seen the gaming industry’s biggest players go on an acquisition spree. We’ve seen Sony acquire Bungie, Microsoft acquire Bethesda, and a lot more. But in court documents, we’ve learned that Microsoft had plans for some big-name transactions that didn’t end up happening.

Namely, Microsoft had conversations about acquiring Sega, Square Enix, Zynga, and even Bungie before Sony bought them. But Microsoft’s ambitions went well beyond these big players. Internal documents reveal a list of 100 developers Microsoft considered at one point, before narrowing it down to eight final candidates. This list included Hades developer Supergiant Games, Pokemon GO’s Niantic, IO Interactive, and more.

AAA Sony Games Cost $200 Million-Plus to Produce

We’ve always known modern AAA video games cost a ton of money to make. But now we have a good idea of just how expensive some of these games are. In a poorly-redacted document submitted by Sony Interactive Entertainment, we learned The Last of Us Part II cost $220 million to develop, while Horizon Forbidden West cost $212 million. In the document, PlayStation said the costs are justified because AAA games “create deep and ongoing engagements with players.”

These costs give more context to recent comments from Xbox Game Studios’ Matt Booty, who said big-budget AAA games cost a half-decade or more to make, and failure can potentially ruin a studio.

Call of Duty Is, in Fact, Worth a Lot of Money

Unsurprisingly, Call of Duty was at the center of almost the entire courtroom battle over the last week. Activision’s biggest asset came up repeatedly, with the FTC raising concerns about exclusivity, or the potential of Activision releasing a worse version of Call of Duty on PlayStation.

Call of Duty’s impact makes sense, given that the same poorly-redacted document from Sony revealed that Call of Duty generated over $800 million for PlayStation in the United States alone in 2021. From Phil Spencer testifying under oath that Xbox will keep Call of Duty on PlayStation, to claims that Activision CEO Bobby Kotick threatened to pull Call of Duty from Xbox unless Microsoft granted Activision a higher revenue share, we learned a lot about the value of the franchise to both Sony and Microsoft.

Jim Ryan Doesn’t Think Starfield’s Exclusivity Is Anti-Competitive and Says PlayStation Will Be Fine

PlayStation boss Jim Ryan made it very clear that he’s not a fan of Starfield’s Xbox exclusivity. That being said, he admitted he doesn’t think it’s anti-competitive. Publicly, PlayStation has been the biggest opponent of the Microsoft Activision merger. But privately, it’s a bit of a different story.

In an email sent after Microsoft announced its intent to acquire Activision Blizzard, Ryan wrote, “I’m pretty sure we will continue to see Call of Duty on PlayStation for many years to come,” expressing that PlayStation would be more than okay if the transaction was approved.

Starfield Almost Skipped Xbox Entirely

Starfield is coming out this September as an Xbox exclusive, but that wasn’t always going to be the case. Xbox boss Phil Spencer confirmed that Starfield was potentially going to skip Xbox entirely prior to Microsoft’s acquisition of ZeniMax.

Xbox was worried about losing out on Starfield following PlayStation’s exclusivity deals for Bethesda games like Ghostwire: Tokyo and Deathloop. Spencer said Microsoft had to secure content for Xbox to “remain viable in the business.” Xbox did so by acquiring ZeniMax altogether, locking down Starfield as an Xbox exclusive.

Drama Surrounding Bethesda Exclusivity: Indiana Jones, Elder Scrolls, and More

The FTC tried to prove that Xbox’s treatment of ZeniMax games could demonstrate how the company will handle exclusivity when it comes to Activision Blizzard games. One piece of evidence used was a chat exchange between Xbox’s Tim Stuart and Matt Booty. The chat log focused on a November 2021 meeting, where Phil Spencer apparently decided to make all future Bethesda games Xbox exclusives, not just new IP.

Exclusives came up in a number of different ways during the hearing, specifically in regard to ZeniMax studios. We learned that MachineGames’ upcoming AAA Indiana Jones game was at one point set to be a multiplatform release before Microsoft’s acquisition changed plans. In terms of other future games, Spencer claimed that final decisions on platforms for upcoming Bethesda games like Obsidian’s The Outer Worlds 2 and Bethesda Game Studios’ The Elder Scrolls 6 have not been made yet. But with Spencer’s apparent decision in mind, it seems like deciding Xbox exclusivity for those titles could be more of a formality than an actual decision at this point.

The Elder Scrolls 6 Is a Long Ways Off

Speaking of The Elder Scrolls 6, don’t expect to play the Skyrim follow-up anytime soon. We already knew The Elder Scrolls 6 was set to be Bethesda Game Studios’ next priority following Starfield (With Fallout 5 coming after TES6), but Spencer said the game is still “five plus years away.” Five years from now is 2028, which puts us in the window for the next console generation we discussed earlier. So, it’s entirely possible that The Elder Scrolls 6 could be a cross-generation release, or skip this current generation of consoles entirely.

Everyone Says They Don’t Like Exclusives

For all the talk of exclusives, multiple industry figures took the stand and said they aren’t big fans of exclusive games. Microsoft CEO Satya Nadella said he “has no love” for console exclusives, and that Microsoft plays the exclusive game to stay competitive with market leaders. Activision CEO Bobby Kotick agreed, saying making Call of Duty Xbox exclusive isn’t in Activision’s best interest, and it would actually be detrimental to business.

“You would alienate over 100 million monthly active players,” Kotick said. “Half of them play on phones, but the rest of them play on computer and PlayStation, and you would have a revolt if you were to remove the game from more than one platform. Gamers are very passionate… And so with that kind of investment, time, and effort, you get an enthusiastic, passionate group of people.”

Sony’s Jim Ryan and Activision’s Bobby Kotick Had Words for Game Pass

PlayStation boss Jim Ryan had strong words for Xbox Game Pass, claiming he “talked to all the publishers, and they unanimously do not like Game Pass because it is value destructive.” Ryan also claimed Game Pass is unprofitable for Microsoft. IGN reached out to Xbox for comment, and Xbox pointed out that every Game Pass title announced at this month’s Xbox Games Showcase is coming from a creator that’s previously worked with the subscription service. And, there are multiple examples of publishers in favor of Xbox Game Pass, so it’s not entirely clear who exactly Ryan was referring to.

We know that Activision’s Bobby Kotick doesn’t want to see his games on subscription services, as he said, “I don’t agree with the idea of a multi-game subscription service as a business proposition going forwards, but we [Activision and Microsoft] can agree to disagree.”

Activision CEO Bobby Kotick Regrets Not Supporting Nintendo Switch

The Nintendo Switch is an undeniable smash hit. But that wasn’t obvious to everyone when Nintendo was emerging from the Wii U era in 2017. In fact, even Activision’s Bobby Kotick underestimated the Nintendo Switch when he saw a prototype for the machine. Now, he admits it was a mistake to not develop more software for Switch, and says Activision will consider putting Call of Duty on future Nintendo consoles once they have the specs of the next device.

There’s a lot more to read about regarding this week’s huge trial while we all wait for a ruling. Check out our analysis pieces about how Microsoft’s mask is slipping, and Activision’s claims that the FTC “doesn’t really understand our industry.” And, IGN Senior Reporter Rebekah Valentine was in the courtroom all week long, and she wrote analyses and recaps for every day of the hearing. Or, for all the news highlights, check out our full recap of the Microsoft FTC hearing.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over seven years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Daedalic Entertainment Ending Internal Development, Work on New Lord of the Rings Game Halted

Daedalic Entertainment, the studio behind the long-delayed and poorly-reviewed The Lord of the Rings: Gollum, is shutting down its internal development arm.

In a new article by Games Wirtschaft, the outlet reported that Daedalic Entertainment will now focus on game publishing, sales, and marketing. The studio sent out a statement to Games Wirtschaft, stating that it was a “difficult turning point” for the company.

Daedalic Entertainment also told the studio that it is laying off people, with 25 individuals impacted by the layoffs. “We value each and every member of our team, and it is important to us that the transition goes as smoothly as possible,” a Daedalic spokesperson told Games Wirtschaft. “Therefore, we will support our former employees in finding new opportunities within our network.”

Additionally, the German-based game studio announced that it had halted the development of another Lord of the Rings game it was working on internally. The game has been in development since 2022 and was under the codename “It’s Magic,” with it supposedly launching next year.

Despite the studio no longer working on new games internally, it is still committed to improving The Lord of the Rings: Gollum, with another patch currently being worked on, according to Games Wirtschaft. A Nintendo Switch version is also in development and is aiming to release later this year.

The Lord of the Rings: Gollum was released last month and was met with criticism for its performance issues, graphics, and gameplay. Shortly after its launch, the developer apologized and pledged to improve the quality of the game.

In our review of The Lord of the Rings: Gollum, which we gave a 4 out of 10, we said the game ” is filled with dull stealth, bad platforming, and a pointless story, and does little to justify why anyone should take the time to play it.”

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

Buy 2, Get 1 Free Sale on Pre-Owned Games at GameStop

If you’re looking to save on some of this year’s most exciting games – like The Legend of Zelda: Tears of the Kingdom, Final Fantasy XVI, or Diablo IV – GameStop has a Buy 2 Get 1 Free sale going on right now for pre-owned games. This includes some excellent newer releases like those previously mentioned. Check out some of the games included in the sale below, and to see all of the pre-owned games available in the sale, click here.

GameStop Buy 2, Get 1 Free on Pre-owned Games Sale

For those with a My Best Buy Plus/Total membership, you can also save on select Nintendo games at Best Buy right now through their Buy 2 Get 1 Free sale. This sale even includes preorders for newly announced games like Super Mario Bros. Wonder and Super Mario RPG.

If you’d like to see more video game deals going on right now, we have a collection of several that are all gathered up in our best video game deals article. We also have individual deal pages written up for PlayStation, Xbox, and Nintendo, if you’d rather zero in on your favorite console. Not only do we keep all of those updated with individual game deals, but we also update them when big publisher events happen, like PlayStation’s Days of Play or Nintendo’s eShop sale.

There’s also Amazon Prime Day to look forward to on July 11 and 12, which is an excellent time to pick up discounted video games. In general, you’ll find a wide variety of items on sale that are worth picking up then, and we’ll keep you up to date on all of the sales as they unfold on the day. If you’d like to see some early Amazon Prime Day sales, check out the links below.

Great Deals Before Prime Day

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

I Don’t Want Tears of the Kingdom to End

I haven’t beaten Tears of the Kingdom yet. I also don’t think I want to. I don’t have anywhere near as much time in it as I should, between work commitments and a short family trip, but I’m over 60 hours now and I feel like I should be nearing a place in my heart where I want to see things wrap up. But I don’t even have the slightest twinge. Finishing Tears of the Kingdom’s story feels completely against the way I’ve chosen to enjoy its beautiful and gigantic world. It’s the first game since Red Dead Redemption 2 to make me feel like I never want it to end, and only the third game I’ve deliberately avoided finishing in spite of absolutely loving it.

The other two are the aforementioned Red Dead 2, and before that, Metal Gear Solid V. They all have something in common: all three of them completely overtook all my free time at the expense of all other games. In the case of Tears of the Kingdom, in spite of my relatively limited play time, I’ve gotten less sleep, completed fewer of my weekly tasks, and basically fallen behind in life just a little bit. And I’m OK with that! Sinks were made to have dishes piled up in them. I believe it’s in the original patent. Maybe I should look that up.

Tears is only the third game I’ve deliberately avoided finishing, in spite of absolutely loving it.

Both Red Dead 2 and MGS5, and now Tears, presented me with a world where I was basically free to wander and do whatever I pleased without needing to progress the story. I never even opened up the full map on RDR2 in spite of having over 150 hours in it, because I was just enjoying the world, the setting, the way it made me feel like I was actually on the last vestiges of the American frontier and living a life as someone would have in the turn of the 20th century. Metal Gear was like a giant playset and I had all my GI Joes in there with the best vehicles and weapons, and I constantly revisited guard posts and story missions to try and get that elusive S-rank on all of them (all of them I’d already completed, at least). Tears of the Kingdom is a magical combination of both those things. It’s a toy box filled with the funnest LEGO sets I can stick together to create weird and often ridiculous creations. It’s a world with increasingly difficult enemies, who drop tantalizing rewards after defeat, sparking a curiosity in me that wants to see what results I can come up with after fusing them to my weapons.

It’s a toy box filled with the funnest LEGO sets I can stick together

But then there are three different complimentary layers: the sky world, with its golden hues straight out of Greek mythology, the newly changed Hyrule that manages to feel unfamiliar in spite of being essentially the same map from the first game, and the depths. The depths are where I feel the most rewarded for my exploration, with only slices of it being visible until the activation of a lightroot, and even then it’s merely a tiny sliver of the entire underworld map. Each section almost feels like it could stand on its own, and to be fair, Hyrule did, but then there are caves and shrines and dungeons and gigantic monsters and side-quests and armor pieces to find and collect and upgrade.

It’s just so tremendous, the wizardry involved in making it always feel fun is astonishing to me. I never suffer from a crisis of choice, nor do I ever feel like I’m making my way through big empty areas. I love Ghost of Tsushima quite a bit, but as gorgeous as that world is, it did sometimes feel empty to me. Not so in Tears. Everything is exactly placed to maximize satiating my curiosity without feeling barren nor overcrowded.

The immense opportunities to enjoy Tears of the Kingdom outside of its main story are keeping me extremely busy. And I’m loving it. I look forward to playing it at every opportunity I have. It’s a joy to play, and as much as I love the story it tells and the way it tells it, I don’t have any desire to see it wrapped up any time soon. I’m still having way too much fun.

Seth Macy is Executive Editor, IGN Commerce, and just wants to be your friend. You can find him hosting the Nintendo Voice Chat podcast.

Beware the Diablo 4 Treasure Goblin, Which Cannot Attack but Is Killing Hardcore Characters Anyway

The Treasure Goblin is not meant to instill fear in the hearts and minds of Diablo 4 players. It is, after all, an enemy that spits out loot and cannot attack. And yet, players across Sanctuary have a newfound fear of the unassuming demon after it killed a raft of high-level Hardcore characters.

Let’s start with Diablo 4 player Killthuzad. Icy-Veins reported this Hardcore character unexpectedly died to a Treasure Goblin while running a tier 37 Nightmare Dungeon. Stunned into silence, Killthuzad has no option but to return to the character creation screen. They eventually get up from their gaming chair and put their head in their hands.

What happened here? Killthuzad had the Death Pulse affix enabled. This means “killing a monster releases a deadly lightning pulse after a short delay”. Watch the clip carefully and you’ll see the Death Pulse emit from the dead Treasure Goblin, killing the character in one hit.

Let’s not forget, in Diablo 4, when a Hardcore character dies it is lost forever. IGN has reported on multiple instances of high-level Hardcore characters dying due to a disconnect or even while in a loading screen. Now, Treasure Goblins are getting in on the act.

Killthuzad is not alone. Some players believe the Treasure Goblin Death Pulse is doing way more damage than it should, so much so they reckon it’s bugged. Diablo 4 player “faraddox” took to the Blizzard forum to report his character death as a bug, complaining about the loss of their Hardcore level 60 Druid while in a tier nine Nightmare Dungeon with the Death Pulse affix enabled.

“I had more than enough damage reductions and armor to tank anything, all previous explosions from Death Pulse affix caused almost no harm,” faraddox said. “In last room of this section I saw Goblin, there were no other monsters nearby (one monster left for task, no other marks on minimap). I had full life and fortify since I didn’t take any damage fighting Goblin. As soon as he died, my Druid died too.”

Faraddox said Diablo 4’s Hall of Fallen Heroes, which documents lost Hardcore characters, states they were slain by an “unknown killer”.

Another player, called Chillout, said they lost their level 76 Necromancer after a Treasure Goblin died while running a tier 26 Nightmare Dungeon. “I am a casual player and losing 86 hours to such a bug is really bad” they said.

“All I did was kill the Goblin. It says I killed myself. So… I have some questions for Blizzard.”

MythiZena recorded the shocking moment they lost their level 97 Druid to a Death Pulse from a Treasure Goblin. “I can’t believe how much damage that did,” MythiZena says in the clip. “Is that a bug? That’s got to be a bug, right? I’m so confused right now. It’s just the Death Pulse. All I did was kill the Goblin. It says I killed myself. So… I have some questions for Blizzard.”

There are multiple reports online from players who suffered the same fate. Blizzard has issued a number of patches since Diablo 4 came out. Perhaps the next hotfix will force the Treasure Goblins to calm down a bit.

Diablo 4 launched big, becoming Blizzard’s fastest-selling game ever. It is also a hit with critics, and, generally, has gone down well with fans. However, the cost of Diablo 4’s microtransactions has raised eyebrows, and, surprisingly, Whoopi Goldberg called on Blizzard to release Diablo 4 on Mac.

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.

The Legend of Heroes: Trails into Reverie Review

Ever wanted to experience the Marvel Cinematic Universe of RPGs? The Trails series is exactly that. More specifically, The Legend of Heroes: Trails into Reverie is the Avengers: Endgame of RPGs. It’s the culmination of three different subseries within Trails and two decades’ worth of meticulous storytelling, easily totaling over 100 hours of gameplay time between its story, combat, and post-game activities. Despite a bloated cast of characters resulting from combining the expansive Trails series, impeccable pacing makes every event and interaction manageable. With its politically engaging story and strategically fun turn-based gameplay, it’s one of the best RPGs of 2023.

Reverie is able to pack so much content in because its overarching story is split into three routes, each with a different main character. By switching between perspectives, it’s able to keep its various plot twists and revelations fresh, and I never felt like I was lingering on one particular route too long before I had to make progress on another.

Fans of the Trails series will undoubtedly recognize the first protagonist, Rean Schwarzer. I’d gotten tired of playing as Rean as the main character of the four games in the Cold Steel saga – in particular, the story around him involving some worldwide catastrophe in Cold Steel IV was messy and convoluted. However, Reverie redeems Rean by giving him a much more focused storyline for his route, and I was impressed at how cleverly it expanded on his arc from Cold Steel IV.

The second protagonist, Lloyd Bannings, surprisingly has the weakest route of the three. I immensely enjoyed the Crossbell ‌duology that he originated from; Trails from Zero and Trails to Azure tell the story of Lloyd and the Special Support Section fighting for the city of Crossbell’s independence. Reverie retreads that same story, making Lloyd’s route a bit boring compared to the other two. It’s also central to Reverie’s overall story, which is a little disappointing since I’ve seen it all before.

Reverie redeems Rean by giving him a much more focused storyline.

The third route follows a new character named C, and it’s easily the best Reverie has to offer. Much of the mystique in C’s cast comes from all of their unknown backgrounds and amazing chemistry: C, the one adult in the group, wears a mask and a deep voice modulator – what’s his true identity? Swin Abel and Nadia Rayne are both child assassins, but why were they roped into a dangerous profession at such a young age? And while Swin and Nadia had to grow up fast in order to survive, their amnesiac companion Lapis has this innocent childlike curiosity about the world. Their mix of personalities is incredibly entertaining, and interactions between them are always fun to watch.

You can switch between the three main characters at any time using the cleverly named timeline system, Trails to Walk, but there are certain points in each that remain locked until you’ve made progress in another route. For example, in one section, both Lloyd and C have to work together in order to make their way through two different facilities as their respective locking mechanisms work in tandem. I really enjoyed the way mechanics like this make the three stories feel intertwined, but also allows space for their individual stories to shine.

Reverie does have an issue with a massively bloated cast – there are over 50 playable characters.

Reverie does have an issue with a massively bloated cast – there are over 50 playable characters coming together from all of the previous Trails games, which is a lot of faces and names to remember even if you’ve played every single one. However, it manages to let each character get relatively equal amounts of the limelight, and in doing so it allows people to interact with each other where they never could in their respective origin games.

For example, watching Crossbell Police Department detective Alex Dudley and Rean’s classmate Machias Regnitz praise each other’s studious personalities is so satisfying. Even other characters who overhear their conversation note how they’re both so similar. It’s moments like these where I felt like Trails into Reverie was fanfiction done right.

However, by its very nature it’s not an approachable game for newcomers. The story fully expects you to know who these characters are, and it wraps up the entire arcs of the Crossbell duology and the Cold Steel saga; if you don’t know what those are you’ll be entirely lost. Plenty of characters from the Trails in the Sky trilogy make appearances as well. It’s a daunting task, but it’s highly recommended to play all of the other games before Trails into Reverie. Having played them, the overwhelming familiarity and nostalgia were worth it.

Having played all the Trials games, the overwhelming familiarity and nostalgia were worth it.

Trails has one of the most meticulously designed battle systems in any RPG series – unlike Final Fantasy, Trails has stuck to its turn-based guns here – and Reverie is no exception. You can have up to four different party members on the field at one time, but other characters in your active party can be switched in and can also provide support from the sidelines. There is quite a lot of nuance that goes into the different options you have during battle, from positioning your characters on the free roam-based battlefields to managing a turn-order timeline. You have a high degree of freedom in how you can approach and dictate the flow of battles.

A particularly satisfying one is how you can use certain attacks, called Crafts, to not just impact a character’s placement on the move-order timeline but also expose them to bonus damage effects. If an enemy’s timeline icon shows a critical hit effect, that’s an opportunity to delay that enemy’s turn so that the turn order changes to one of your characters, thus guaranteeing a critical hit. These incentives kept me engaged and focused throughout the entire campaign’s worth of battles, especially on higher difficulties where capitalizing on those openings is crucial. One wrong move and the enemy could wipe out my party, but overcoming a challenging boss felt rewarding.

As a whole, the Trails series emphasizes the theme of teamwork, and Reverie’s battle system has a few other cool features to reinforce that. For instance, enemies are weak to certain weapon types, and hitting them with the appropriate weakness allows one of your allies to do a follow-up assist attack to earn Bravery Points (BP).

With three BP stacked up, you can launch a Rush dual attack with an ally, and five BP can be spent to launch a Burst attack where all four party members pile up on the enemies, similar to Persona’s All-Out Attack mechanic. But that’s nothing compared to the newly introduced United Front attacks, in which your entire party, even the ones on the sideline, rushes in from off screen to attack. I love this assist system because I felt the camaraderie through gameplay, not just ‌in the cutscenes and story.

I felt the camaraderie through gameplay, not just ‌in the cutscenes and story.

BP can also be spent on Orders, which are party-wide buffs that can turn the tide of battle. Is the boss charging up their ultimate attack on the timeline? Three BP activate Lapis’ Order, Pallas Coppelion, which reduces incoming damage by 60% for the next six turns. However, we’re given good cause to be careful about when to use these powerful bonuses: Bosses can also launch their own abilities, called Dis-Orders, which can have similar effects like reducing your party’s damage output, canceling your current Order in the process. Whenever bosses pulled them out, I’d immediately have to adjust to a more defensive playstyle in order to hunker down and wait until the effect wore off. Dis-Orders are a great way to shift the momentum back toward the boss just when I thought I held the upper hand, keeping me on guard even when a fight seemed like it was already over. It kept battles dynamic and exciting, forcing me to think quickly on my feet.

Reverie also has a bunch of customization options for how you can build out your characters. Want to make Rean’s ninja assassin, Fie Claussell, an evasion tank so enemies miss their attacks all the time? Just slot her up with gems (called Quartz) that boost her evasion stat – and also her counterattack range if you want to give her a free attack on the enemy’s turn. There’s no role I couldn’t tailor specific characters toward, be it a healer or magic user. I could spend hours optimizing my Quartz setup for my party – it’s that engrossing.

The features that Reverie’s battle system introduces may seem overwhelming at first, but it’s nothing that a Trails veteran can’t pick up quickly – and again, if you’re not a Trails veteran, you probably shouldn’t be playing this until you are.

In a game that’s so focused on its characters it’s important that they look convincing, and Reverie does its cast justice. While they aren’t what I’d expect from a big-budget game like Final Fantasy XVI or Persona 5, they’re still an admirable improvement over previous Trails games. In particular, character models look less stilted and don’t awkwardly move their limbs when walking or waving their arms while talking.

Reverie’s soundtrack is excellent, too. Rean, Lloyd, and C all have different battle themes and they fit appropriately and reinforce their respective characters. Rean’s electric guitar-heavy theme reflects the energy that he embodies during battle, while Lloyd’s sounds like an anthem, fitting for a nationalist hero like himself. C’s theme incorporates more piano, giving it a more graceful feeling to match his calm demeanor.

Constant Customization

Characters can also equip costumes that don’t have an impact on stats – it’s just there if you want to play dress-up with various items like hats and swimsuits. You can earn a few of those costume items just by playing through Reverie’s main story or fulfilling side quests, but many of them are earned through a randomized dungeon called the Reverie Corridor. Here, all three protagonists and their parties have been whisked away to a different dimension where they can interact outside the main story’s events. The catch is that they won’t remember what they were doing right before arriving, and they also won’t remember what transpired in the Reverie Corridor when they exit. It’s a weird but very clever way to have all the characters gather in one place to interact with each other before the finale when their paths ultimately converge. Additionally, any character levels gained inside the Reverie Corridor will transfer back to their home dimensions.

Reverie Corridor’s randomized nature is similar to that of Persona 5’s Mementos: you’ll fight through a few floors and then battle bosses at the mid and endpoints. There’s also a gatcha system, but don’t worry: there are no microtransactions or real-world currency involved at all. In fact, Trails into Reverie even told me to reload a save just in case I didn’t receive what I wanted! Some of those rewards include extra characters who appeared in past Trails games but didn’t have a presence in the main story. While these characters can’t be used outside the Reverie Corridor, they can be used as Tagalongs, meaning that you can still activate their specific Orders and they’ll also participate in United Fronts.

You’re only required to progress through the first two Stratums as part of the main story, but afterward, you’re free to put it off for as long as you want. The Reverie Corridor is the only aspect of Trails into Reverie that feels a bit out of place in the story, as the characters are puzzled by why such a place even exists. However, there’s plenty of post-game content that unlocks more Stratums and reveals extra story context behind the Reverie Corridor, as well as a final post-game boss and an additional ending, and that was a fantastic send-off for these combined series and an exit ramp to tell new Trails stories in the future.

Baldur’s Gate 3 Standard Playthrough Takes 75 to 100 Hours, Larian Says

Wondering if you’ll be able to squeeze in a playthrough of Baldur’s Gate 3 before Starfield comes out? Be warned: one run takes on average 75 to 100 hours, developer Larian has said.

Baldur’s Gate 3 is a sprawling open-ended role-playing game from the makers of the Divinity: Original Sin series. Larian announced it had brought the PC version release date forward a month, from August 31 to August 3, in order to avoid a clash with the likes of Bethesda’s upcoming behemoth Starfield in early September. The PlayStation 5 version, meanwhile, is delayed slightly to September 6, and the Xbox Series X and S versions are without a release window (more on Baldur’s Gate 3’s Xbox hold-up here).

Speaking to IGN, Larian boss Swen Vincke said the developer is seeing a standard playthrough of Baldur’s Gate 3 take 75 to 100 hours. However, players who want to “do everything” should expect to double that figure.

“Between 75 and 100 hours, that’s what we’re seeing,” Vincke said. “That’s not doing everything, that is just going to be a playthrough. There will be people who will be way over that, the ones who want to do everything. They will probably hit 200 hours, I think. On average we’re seeing people who are going through take about 75 to 100 hours.”

“There will be people who will be way over that, the ones who want to do everything. They will probably hit 200 hours.”

Vincke pointed out, however, that Larian expects to see different playstyles upon Baldur’s Gate 3’s release. Those who play the game in multiplayer, for example, may take over a year to finish the game as they organise regular sessions with friends.

“There are multiple ways of playing it, right?” Vincke said. “We saw that with [Divinity: Original Sin 2] and it will be no different here. People who are going to be playing in multiplayer, they’ll take a year, a year-and-a-half. They will make their regular sessions where they play, like D&D.”

Baldur’s Gate 3 is divided up into discreet chunks by big transitions that move players from chapter to chapter, much like in the original Baldur’s Gate. These transition points provide natural stop / start moments for players who may fancy giving Baldur’s Gate 3 a rest in favour of another game.

“There will be moments where you can say, ‘you know what? I’ll stop here and try something else,’ and then I’ll pick it up again. It’s big enough,” Vincke said.

Even after a playthrough is complete, players may feel compelled to re-roll due to the nature of Baldur’s Gate 3 itself, Vincke suggested.

“It has an enormous amount of replay because there are so many ways to do things,” Vincke said. “I think people will re-roll a lot. We have this insane amount of classes, sub-classes, races, sub-races. This is not a small game you’re going to be done with in a month. You will be playing it in bits and chunks. Maybe you will drop in with a friend in multiplayer – we have drop-in / drop-out multiplayer also. There are so many ways of playing it.

“We saw with [Divinity: Original Sin 2] also, people played it for years. There are still quite a lot of people playing DOS2, still discovering new things that are in there. This one is significantly bigger, with significantly more layers of depth to it also.

“I don’t think you’ll be done in a month, is what I’m saying.”

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.

IGN UK Podcast 703: The Best of 2023 So Far

We’ve officially made it halfway through 2023. Congrats to everybody. To celebrate, Cardy, Mat, and Wes are here to share their favourite games, films, and TV shows from the year so far. But that isn’t all, they then look ahead to the rest of 2023 to what they’re most excited for.

Want to let us know which games you’re most excited for later this year, or just want to tell us the weirdest thing you’ve had as a pizza topping? Drop us an email: ign_ukfeedback@ign.com.

IGN UK Podcast 703: The Best of 2023 So Far