Palworld Dev Addresses ‘Dead Game’ Debate: ‘Who Cares if There’s Only Five People Playing?’

Our obsession with the concept of the “dead game” and player counts is unhealthy for the video game industry and gamers, one of the developers behind Palworld has said.

Palworld, dubbed “Pokémon with guns,” launched in early access form to record-breaking success. It is the second most-played game ever on Steam, with an incredible concurrent player count of 2,101,867 on Valve’s platform. Only battle royale PUBG is ahead of Palworld in Steam’s all-time peak concurrents chart.

Palworld’s Steam concurrents have fallen since that explosive launch earlier this year, and now usually hit a peak in the tens of thousands rather than millions. The decline has caused some to call Palworld a “dead game,” but it is far from the only game to be called that in recent years.

For example, Rocksteady’s catastrophic Suicide Squad: Kill the Justice League, whose Steam concurrents usually peak in the hundreds of players, was called a dead game upon its release. Arrowhead’s Helldivers 2, Ubisoft’s Skull & Bones, and Blizzard’s Overwatch 2 are also often called dead games. Sony’s live service hero shooter Concord has been labeled “dead on arrival” before launch because of low beta concurrents on Steam.

The “dead game” narrative is exacerbated by an industry currently pumping out more live service games than the market can perhaps support, or even wants, and by publishers who walk away from their live service games amid low player numbers. This month Capcom announced plans to move on from dinosaur-themed shooter Exoprimal just a year after launch, with Steam concurrents brutally low.

John “Bucky” Buckley, community chief at Palworld developer Pocketpair, has been a vocal critic of the “dead game” phrase, and in social media posts has called on the industry, media, and gamers to ditch the fixation on concurrents and player counts.

Bucky followed up on these posts in an interview with YouTube channel Going Indie for a video titled, ‘Dead Games Are A Good Thing, Actually.’ In it, Bucky called out publishers and developers who try to brute-force mechanics designed to keep players playing forever into games they’re not suited to, declaring it “unhealthy.”

“Just play the games you like,” Bucky said. “If you finish in a day, cool. Good job. I’m glad you enjoyed it. Play the next one.

“I don’t think it really serves anyone to push gamers to just play the same game day in, day out. There are games that you can play every single day for months on end and never burn out. League of Legends, Dota, most MMOs, but they’re designed to be like that.

“Whereas what we’re seeing now is a trend of… I won’t necessarily say who’s trying to push it, but a lot more people are trying to push gamers to play games that aren’t really designed to be played for months on end, for months on end.”

Who cares if there’s only five people playing it? Just enjoy yourself.

“I don’t think you need to be pushing yourself to play the same game all the time,” Bucky continued.

“It’s not healthy for us, it’s not healthy for developers, it’s not healthy for gamers, it’s not healthy for the gaming media. And it’s just not healthy for our industry, because the more we push this kind of narrative, the more very large companies are going to just say ‘gamers want more live service.’ And we’re just going to get more of these really soulless live service games that come out and then get shut down nine months later, 12 months later, because they’re not making enough money. And we all lose in that case.

“Play all the indIes you can. Spend as much money on indies as you can. Who cares if there’s only five people playing it? Just enjoy yourself. Just enjoy games. I don’t think it needs to be any more complex than that.”

But will the industry, the media, and gamers listen? The “dead game” narrative is in part fueled by the video game industry’s obsession with secrecy. Unlike Hollywood, which makes movie budgets and box office figures public, video game publishers tend not to announce video game sales and/or revenue unless they’re truly spectacular, with development budgets almost always kept a closely guarded secret. In truth, it’s almost impossible to determine whether a video game has met expectations, which is why vague publisher comments made by CEOs in investor-focused financial calls get so much attention.

This secrecy means gamers and the media have just one publicly available performance metric with which to gauge performance: Steam concurrents. Valve continues to make this stat available for the world to see, and so the world has developed a hyper-focus around it, in turn leading to an over-reliance.

In any case, there have been plenty of examples of live service video games that were prematurely consigned to the scrap heap. Ubisoft’s Rainbow Six Siege suffered a disastrous launch but went on to become one of the biggest live service games around. Hello Games’ No Man’s Sky is another redemption story, as is CD Projekt’s Cyberpunk 2077. And let’s not forget the humble origins of Fortnite, what began as a lackluster tower defense game but ended up perhaps the biggest live service of them all.

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.

Once Human Dev Publishes Patch Notes for August 1 Update Ahead of Server Maintenance

Steam hit Once Human is set to go offline today, July 31, in order to release a significant update that makes a number of key changes to the game.

Once Human is a free-to-play multiplayer open-world survival game from Starry Studio, a developer owned by Chinese games company NetEase. It launched on PC on July 9 and quickly found an audience, with a huge peak concurrent player count of 231,668 on Steam, where it remains one of the most-played games.

IGN’s Once Human review returned an 8/10. We said: “Once Human combines simple but solid building and upgrading with some of the best, and weirdest, creature designs of the year to create a very enjoyable survival-crafting experience.”

While you’re out collecting rare Deviations or scouting the best base locations in Once Human, keep track of collectibles and Mystical Crates using IGN’s interactive Once Human map.

Starry Studio said the server maintenance, during which Once Human will be offline and unplayable, starts at 9pm PDT today, July 31, and is expected to last for four hours. “Please plan your game time accordingly, and thank you for your understanding and support,” the studio said.

Ahead of the release of the next big update on August 1, Starry Studio published the patch notes, below:

“We have been actively listening to and addressing feedback and suggestions from our community since the global release,” the developer said.

Once Human August 1, 2024 update patch notes:

Optimizations

I. Memetic Optimizations

1. Added a new item drop: Memetic Specialization Memory Fragments

– After using a Memetic Specialization Memory Fragment, you will gain the corresponding Memetic specialization effect.

– Up to three Memetic Specialization Memory Fragments can be used per season.

– When the in-game item Controller is used, there is a certain chance of obtaining a random Memory Fragment.

– All Memetic Specialization Memory Fragments will be destroyed at the end of the season, and they will not be sent to the Eternaland Depot.

– Memetic Specialization Memory Fragments can be traded between players.

2. Adjusted some display elements on the Memetic Specialization screen

– Optimized the stacking of certain metal ingots in the Backpack.

– Optimized the display of Memetic specializations in the gear details pop-up.

– Production output of regular Ammunition can be increased by 50%.

II. Gameplay Optimizations

1. Enriched the Highway Pursuit game mode

– Added a new Highway Pursuit route to the Chalk Peak region.

– The event starting time is now fixed to 9:00 PM, server time.

– Rosetta trucks now automatically drop Sproutlets even if the player does not attack them.

– Increased the quantity of Sproutlet and reward drops.

– Optimized the item storage quantity and subtraction rules of the Cargo Scramble game mode.

2. Optimized the ease of checking certain display elements

– After opening the Map, you can now click on Monolith, Securement Silo, Public Crisis Event, Cargo Conquest, and other icons to open their details screen.

– Added a combat invitation function to Public Crisis Events. You can now send invitations to other players via chat channels.

– There is no longer a countdown timer for pressing Ready when entering a Monolith or Securement Silo solo.

III. Vehicle Optimizations

1. Increased the acceleration and maximum speed of low-level Motorcycles. Slightly increased the acceleration and maximum speed of Off-Roaders and Coupes.

2. Fixed an issue where after boarding a vehicle, the player would need to press a movement key once before being able to operate the vehicle.

3. Added a function where if a vehicle is stuck on terrain, you can hold down the accelerate key to free the vehicle.

4. Added a setting for auto-centering the vehicle camera. You can now choose to enable or disable auto-centering while operating a vehicle.

5. Optimized the vehicle repair and modification procedure. Heavily damaged vehicles must now be repaired before they can be modified.

IV. Planting Optimizations

1. Added a Continuous Planting function to the Planter Box. This function will automatically replant with the previously used seeds and fertilizer.

V. Combat Optimizations

1. Fixed the issue where the Attack buff gained from defeating a target with Doombringer did not stack.

2. Fixed an issue where certain kinds of damage in PvP mode were not affected by the gear build.

3. Adjusted the rules for Bounce target selection. Black Water will no longer be targeted by Bounce attacks.

4. Adjusted the displayed weapon accuracy values. The actual attributes have not been changed.

5. Added a weapon inspection function that can be accessed from the action wheel.

6. Added a hit counter for the KAM – Abyss Glance.

7. Optimized the field of view when using iron sights on some KAM weapons.

VI. Wilderness Optimizations

1. Construction is now forbidden in the vicinity of the Scarecrow at Rippleby Market.

2. Added a Camera Height option to the Settings. The player can now adjust the character’s vertical position on the screen.

3. Optimized the movement path of the Wanderer. It can now move around within a single region more effectively.

VII. Interaction, Art, and SFX Optimizations

1. Optimized the appearance of Teleportation Towers.

2. Optimized the on-hit SFX for certain Deviants.

3. Unlocked some control functions and some settings.

4. Added a controls display function. The player can now view their current controls and their corresponding functions.

VIII. Trades

1. Added Nisa’s Loot Crate to the Sproutlet Shop of Nisa, an NPC merchant who can be found in neutral Strongholds. There is a 30% chance of obtaining a Legendary Mod when opening Nisa’s Loot Crate. If a Mod is not obtained, one of the following will be obtained instead: Acid x200, Barreled Premium Fuel x20, or Stardust Source x67.

IX. Deviation Interaction Optimizations

1. Optimized the controls for synchronizing Deviation Abilities. The player can now press G to interact with a Securement Unit to sync a Combat Deviation to their Cradle.

2. Adjusted the controls for withdrawing Deviations. After opening a Securement Unit, the player can now press U to withdraw the Deviation.

X. Character, Controls, and Camera Optimizations

1. Optimized the camera when interacting with the Bed furniture item.

2. Reduced the player’s recovery time after being grabbed and thrown by a Deviant.

3. Fixed an issue where changes to the character’s body would cause their arms to clip when using a melee weapon.

4. Adjusted the camera sensitivity when reloading while scoped to be the same as that of aiming while scoped. Camera controls when reloading a weapon with a high-powered scope will now be more fluid.

XI. Task Narrative Optimizations

1. To make it easier for you to view all purchasable items at traders in neutral Settlements, items sold at Claire’s shop are now included in the Settlement Shop. In addition, the player can now press W and S to scroll through dialogue options.

XII. Cosmetics Optimizations

1. Added more hair color presets.

2. Optimized the results screen for Rift Space, Securement Silo, and dungeon instances to highlight players with outstanding performances. Added a results screen for The Prime War and Stronghold Conquest that congratulates the top-ranked players. Various stylish effects will be displayed based on the player’s ranking.

XIII. Performance Optimizations

1. On PC, the resolution can now be changed when playing in full-screen mode.

XIV. Other Adjustments

1. Optimized the Manibus scenario on PvE servers. New server-wide tasks and rewards have been added for Phase V of the season.

August-Themed Event

On Nalcott Island, the month of August itself is an anomalous event. During this “forgotten summer,” we will receive additional produce from harvesting every week. More events will be gradually unlocked in the game. All Metas are welcome to participate!

1. Login Event: On August 1, August 8, and August 15, special rewards will be unlocked, including the Epic cosmetic – Crimson Spider Gloves and a Butterfly’s Emissary Crate I! Rewards can be claimed anytime before the event ends on September 4.

2. Upcoming Events

– Wilderness Express: starts on August 15

Enjoy racing through the wilderness alone or as a team, and earn a rating for mileage and collisions achieved. Attain the required rating to claim rewards including Starchrom and the limited-edition cosmetic – Fulfilled Wish Vest!

– Secure on Sight: starts on August 22

During the event, defeat enemies to earn Loot Crates which may contain Specimen Cards. Collect Specimen Cards and fill the Specimen Encyclopedia to obtain rewards.

* Refer to the event screen for detailed rules.

Shop Arrivals

New arrivals are available in the Shop! Visit the Shop to check them out.

1. Added the Epic-quality outfit: Racing Loon, as well as a discounted theme pack.

2. Added the Neon series of Epic weapon cosmetics for the SOCR, MG4, KV-SBR, and other popular weapons.

3. Added the City Vending Machine cosmetic for the Vending Machine. It is the first facility cosmetic to be available and comes in three colors. Bring some glamor to your trades!

4. Added the Sunny Coast Living Room furniture set. Transform your home into a romantic summertime beach!

Bug Fixes

I. Territory Construction

1. Fixed an issue with the Supplies Workbench specialization that caused its actual healing effect to differ from its description.

2. Fixed an issue with the Electrical Expert and One with the Tides specializations that caused the actual number of Generators that could be placed to differ from their descriptions.

3. Fixed an issue where the list of Memetic logging, mining, and gathering devices was displayed wrongly.

4. Fixed where the duration extension effect of Stardust Tea did not affect Hydration.

5. Fixed an issue where fuel refinery facilities upgraded with Memetic specializations could not refine Barreled Crude Oil.

6. Fixed an issue that caused the Automated Mining facility screen to display the wrong Vein.

7. Fixed an issue where the button for returning to the list of facilities from the Facility Details screen would not work.

8. Fixed an issue that caused mining facilities to quickly produce Stardust Ore.

9. Fixed an issue where the Hydraulic Generator could not generate electricity correctly.

10. Fixed an issue that caused wires to remain on top of the Garage after recalling a truck.

11. Fixed a display issue that occurred when placing Blueprints while using Flight Mode in Eternaland.

12. Fixed an issue with building Blueprints where small grids could not be recognized when replacing materials.

13. Fixed an issue that caused queued Construction tasks to be counted toward the Crafting queue limit.

14. Fixed an issue where the description of Stardust Tea did not match its effect.

15. Fixed an issue that caused Deviant Energy Generators on the home-moving vehicle would not work correctly in a Pollution Zone.

16. Fixed an issue where, after moving the Territory from a Pollution Zone to a normal region, Deviant Energy Generators would not work but would still display the working animation.

II. Wilderness

1. Fixed an issue where the Map’s navigation function would sometimes not work or fail to display the navigation route.

2. Fixed an issue where the player would receive the wrong item after buying a Bait formula from the fish trader.

III. Combat

1. Fixed an issue where the Durability attribute would turn yellow if the gear lost Durability.

2. Fixed an issue where the Crossbow’s Calibration Blueprint could not be disassembled.

3. Fixed an issue that caused a switching error to occur on the right side of the weapon selection panel when replacing a Calibration Blueprint.

4. Fixed an issue where some dropped weapons would randomly contain red-colored Blueprint attributes, so the weapon could not be disassembled to get its Blueprint.

5. Fixed the inconsistent descriptions of The Weaver elixir and the Whim effect.

6. Fixed an issue where if Hold to Sprint is enabled and the player is currently holding the Sprint key to sprint, clicking on Auto-Run would not stop the character from sprinting.

7. Fixed an issue that caused some weapon crosshairs to display incorrectly in 4K resolution.

IV. Game Modes

1. Fixed an issue with the Mist game mode where the center point’s location would be wrongly determined.

2. Fixed an issue with The Prime War that caused the Shadow Hound to get stuck in the air when using its skill.

3. Fixed an issue with The Prime War where if more players than the maximum attempted to teleport, they would get stuck on the edge of the map.

4. Optimized the on-hit visual effect and effective range of manual turrets in The Prime War.

5. Fixed an issue that caused Deviations to drop additional copies of items in Securement Silo – EX1.

6. Fixed the spawn rules of some Deviations in Securement Silo – PSI and Securement Silo – THETA. Dr. Teddy, Enchanting Void, Upper World Spawn, and Snow Globe will now spawn in the correct scenario.

V. Deviations

1. Fixed an issue where Deviations whose skills have a designated target could not be recalled while the player was reloading.

2. Fixed an issue where Mini Wonder would absorb teammates’ bullets in its range when attached to the player character.

3. Fixed an issue that prevented Mini Wonder from defending against shotguns.

VI. Other Fixes

1. Fixed an issue where the wrong text was displayed if you had not been friends with another player for at least seven days.

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 First Descendant Gets Huge 1.0.5 Patch, Adds Luna and Ultimate Valby

Nexon has released the 1.0.5 update for looter shooter The First Descendant alongside the extensive patch notes.

The 1.0.5 update, out now across PC via Steam, Xbox Series X and S, Xbox One, PlayStation 4, and PlayStation 5, makes a long list of changes to the game.

The highlights include the addition of two new playable characters (Luna and Ultimate Valby), a new hard Void Intercept battle (Gluttony), a new Ultimate weapon (Peace Maker), and a new module (Arche Concretion).

There are various changes to the way the game works, too. For example, Nexon has blocked equipping and removing modules, changing presets, and changing loadouts to prevent module swapping from becoming a strategy in Intercept Battles and Infiltration Operations.

Alongside the release of the 1.0.5 patch, The First Descendant director Minseok Joo outlined the development team’s plans for issues that are much-discussed within the game’s community. Minseok Joo confirmed plans to introduce a “guaranteed drop” system where players will be guaranteed to get the item they want after repeating an activity a certain number of times, in response to complaints about “the vagaries of drop rate.”

“The First Descendant has various missions and Amorphous Materials with chance-dependent rewards,” Minseok Joo said. “We’re considering how we can effectively implement the ‘guaranteed drop’ in such diverse reward systems, and we’re working to create a farming structure that players will be happy with. We hope to make improvements before long to provide a more rational and satisfying farming experience.”

Elsewhere, Nexon is planning a system to dismantle leftover items to get byproducts, and a rotating shop system where you can exchange the byproducts for something of value. “This will allow the items you obtained to have a greater value in the game,” Minseok Joo said.

Minseok Joo also discussed balancing, admitting “we can’t promise that all Descendants and weapons will be equally balanced at all times.” However, Nexon intends to keep changing the “effective” builds. “To that end, we promise to make constant adjustments and offer different ways to play with new content.”

These improvements will be made to the game during Seasons 1 and 2.

Nexon’s free-to-play co-op focused looter shooter has enjoyed enormous popularity with over 10 million players in just 10 days. But it has been heavily criticized for its ultra aggressive monetization, which includes the cost of Ultimate versions of its playable characters. IGN has reported on one player who spent an eye-watering 200 hours to unlock every Ultimate Descendant currently available in the game without paying money.

The First Descendant update 1.0.5 patch notes:

New Descendant: Ultimate Valby
– Added “Ultimate Valby.”

Ultimate Valby Modification Modules
– Spiral Tidal Wave: The bouncy Bubble Bullet has been replaced by a projectile that flies in a straight line. Spiral Tidal Wave is stackable and can be fired three times in a row, and attracts impurities during the Gluttony Intercept Battle.
– Hydro Pressure Bomb: Instead of “Plop Plop,” she leaps forward and deals damage to enemies around the landing area. The more enemies in the Laundry state, the more powerful the damage.

Added Ultimate Valby Amorphous Materials
– Amorphous Material Patterns 011, 044, 115, 030, 055, 113, 023, 052, 073, 087, 110, and 125 can no longer be acquired. You can continue to use the Amorphous Materials you already have as before.
– Added the “AA variants” of Amorphous Materials 011, 044, 115, 030, 055, 113, 023, 052, 073, 087, 110, and 125. You can acquire the Enhanced Cell Blueprint, Stabilizer Blueprint, Spiral Catalyst Blueprint, and Code of Ultimate Valby from them. Ultimate Valby’s blueprint and Code Materials will replace one of the items available from the original Amorphous.
– The Amorphous Materials of the “AA variant” can be acquired and used in the same place as the original.

New Descendant: Luna
– Added new Descendant, Luna.

Luna Skills
– (Passive Skill) Improvisation: Using any skill increases Inspiration Gauge, which allows Luna to use Enhanced Skills.
– (Active Skill 1) Stage Presence: Using the skill changes Luna’s weapon to her Unique Weapon. Performing the notes in time to the music by using skills or hitting monsters stacks and increases her Skill Power Modifier.
– (Active Skill 2) Passionate Stage: Using the skill makes Luna play upbeat music, increasing the Skill Power Modifier of Luna and her allies. Gaining the Enhanced Effect increases the Skill Power Modifier even more and also increases the Skill Critical Hit Rate and damage of allies.
– (Active Skill 3) Relaxing Act: Using the skill makes Luna play relaxing music. Hitting the enemy with a note grants an effect that instantly recovers the MP of Luna and her allies. Gaining the Enhanced Effect increases MP Recovery, and reduces Skill Cost.
– (Active Skill 4) Delightful Stage: Using the skill makes Luna play delightful music. Hitting the enemy with a note increases Inspiration Gauge and decreases the skill cooldown of allies. Gaining the Enhanced Effect increases the Inspiration Gauge even more and immediately resets the cooldown of allies.

Luna Modification Modules
– Nimble Footsteps: This Modification Module enhances Luna’s Movement Speed and amplifies the effect range of her performance, making it easier to support her allies.
– Noise Surge: Transforms all of Luna’s skills to combat skills. Performing the notes in rhythm unleashes a powerful AoE attack. When the Inspiration Gauge is full, summons a moving stage where she dances to recover MP and Shield.

Added Luna Amorphous Materials
– Amorphous Material Patterns 017, 038, 081, 020, 098, 068, 015, 049, 071, 027, 090, and 094 can no longer be acquired. You can continue to use the Amorphous Materials you already have as before.
– Added the “AA variants” of Amorphous Materials 017, 038, 081, 020, 098, 068, 015, 049, 071, 027, 090, and 094. You can acquire the Enhanced Cell Blueprint, Stabilizer Blueprint, Spiral Catalyst Blueprint, and Code of Luna from them. Luna’s blueprint and Code Materials will replace one of the items available from the original Amorphous.
– The Amorphous Materials of the “AA variant” can be acquired and used in the same place as the original.

Added New Hard Void Intercept Battle: Gluttony
– Added new Hard Difficulty Void Intercept Battle, Gluttony.
– Intercept Gluttony to collect the Hungry Sonic External Components Set and the blueprint of the Ultimate Weapon Peace Maker.

Gluttony External Components Set
– Hungry Sonic Set: 2-piece set effect grants Toxin Resistance. 4-piece set grants an effect that recovers MP on hitting the target with a skill’s Unique Weapon as well as an effect that increases Skill Duration and MP Heal Modifier proportionally to Max MP.

New Ultimate Equipment: Peace Maker
– Added new Ultimate Weapon Peace Maker. Using a Dimension skill grants the “Single Reload for Peace” effect.
At maximum stacks, the “Single Reload for Peace” effect enables you to fire the loaded ammo in a single quick burst when taking an aimed shot.

New Module
– Arche Concretion: Decreases Movement Speed, Firearm ATK, and all Attribute ATK except the Non-Attribute ATK every time a skill is used, but each stack of Arche Concretion increases DEF and MP.

Added New Products
– Added “New Descendant: Exclusive Luna Bundle” which includes Luna and the “Pool Party” skin.
– Added Luna to the list of standard Descendants in the shop.
– Added “Premium Ultimate Valby Bundle” which includes Ultimate Valby and the “Vermillion Wave skin,” and “Ultimate Valby Bundle.”
– Added “Valby’s Summer Theme,” “Viessa’s Summer Theme,” and “Male Summer Theme Set.”
– Added “Luna’s Albion Academy Cadet,” “Luna’s Classic Maid Uniform,” “Luna’s Panda,” and “Luna’s Dinosaur” limited skins.
– Added “Luna’s Augmented Reality of Madness” premium skin package.
– Added Luna’s exclusive “White Mouse” premium head skin.
– Added Luna’s exclusive Hair & Makeup 1 & 2.
– Added Luna’s “The Ultimate High Feeling” and “Volume Up” standard skins.
– Added Luna’s makeup “Sly.”
– Added “Adjustment Control Axis X30” and “Fine Adjustment Control Axis 20” support items.

■ Hotfix 1.0.5
Content Improvements
(1) UI/UX
– To prevent module swapping from becoming a strategy in Intercept Battles and Infiltration Operations, equipping and removing modules, changing presets, and changing loadouts are now prohibited.
– Added a feature to collect all Lost and Found items at once in the Mailbox.
– After checking the map with acquired information in the Library, closing the map now leaves the Library open.
– Added Camera Shake ON/OFF feature in Game Options.
– (PS, Xbox) Added the ability to select preset search keywords to make it easier to search modules and research.
– Added commas after every three digits in the game menu and HUD to make it easier to read numerical units.
– You can now check key stat information in the weapon, reactor, and external component inventories.
– You can now register equipped items as Attached Items.
– Saving a preset now automatically registers equipped items as Attached Items.
– You can now turn the red dot crosshair display on or off cities in Game Options.
– Added an image to some items in Graphics Options to show what they do.
– Increased the speed of scrolling when scrolling the map with the gamepad’s R-stick.
– Changed the color of icons for Hard difficulty Void Intercept Battles on the World Map to make it easier to distinguish them from Normal difficulty battles.
– The map no longer displays the marker when a quest NPC being tracked disappears.
– The Modification Modules for the same Descendant are now displayed together in a row in the Library.
– When the first clear reward and repeat clear reward are the same, the Acquisition Info in the Library no longer shows them both.
– When selecting all duplicate modules in Dismantle Modules, you can now use a filter to register only the selected modules for dismantling.
– Simplified the module combining animation.
– Starting a research in the Materials tab of the Research menu now returns you to the Materials tab.
– Added the “Leave Party” button to the Social menu to make the function easier to find.
– Added a search function to the Consumables menu.
– Even when acquiring skins for Descendants not currently in use the red dot still appears.
– Added the red dot when acquiring paint.
– The red dot now appears in the Weapons List side tab too when acquiring a weapon skin.

(2) Descendants, Modules
– Increased the Poison contagion range of Freyna’s Room 0 Trauma from a 4 m radius to a 7 m radius.
– Increased the maximum scaling range of Valby’s skills from 200% to 250%.
– Increased the maximum scaling range of Blair’s skills from 200% to 250%.
– Changed the blizzard generated by Viessa’s “Glacial Cloud” module to be triggered instantly without delay.
– Changed Valby’s “Albion Academy Cadet” head skin to be dyeable.
– Changed “Incoming Final Damage” to “Incoming Damage Modifier” in the description of the “Safe Recovery” module.

(3) Equipment
– Added a feature in Game Options that enables some single-shot and burst weapons to fire automatically when the fire button is pressed and held down.
– Increased Enduring Legacy’s Critical Hit Damage from 1.7x to 2.3x.
– Increased Secret Garden’s Critical Hit Rate from 35% to 50% and Critical Hit Damage from 1.85x to 2.25x.
– Increased Nazeistra’s Devotion’s Critical Hit Rate from 36% to 45% and Critical Hit Damage from 2x to 2.25x.
– Decreased the trigger rate of Bombardment of Greg’s Reversed Fate, but now it also triggers when the weapon is fired at unshielded enemies.
– Equipment can now be dismantled at once with no quantity limit.

(4) Field
– Increased the amount of Void Shards that can be acquired from Special Operations by about 7 times.

# Director’s Comment
Hotfix 1.0.4 added Void Shards as rewards to Special Operations, but unfortunately, there were just too few. The original intent was to keep Void Fragments as the primary farming source for Void Shards, and get additional Void Shards from Special Operations.

But the community has told us that many of you don’t like this loop, so we’ve increased the amount of Void Shards that can be earned in Special Operations. We’re also working on some steps for future improvements.

Many players are currently farming materials without spending the Fragments at the Fusion Reactor, so we’re considering removing the Fragments from the Fusion Reactor startup altogether. This would make the Fragments necessary only when the Reconstructing Device is used at the Fusion Reactor.

We’re taking a close look at how the reward loop we planned works in practice. We’ll try to finalize a reward loop that players will be satisfied with in the near future.
– Reduced the distance you’re knocked down when hit by a trap.
– Lowered the ratio at which the named monster’s immunity sphere HP scales with the number of players in Infiltration Operations, and reduced the duration of immunity.
– The Agna Desert, Vespers, Echo Swamp, White-night Gulch, Hagios, and Fortress fields now have a 100% chance to spawn Encrypted Vaults at spawn.
– Increased the hit box size in “data collection” missions to make it easier to collect data.
– Outside environmental sounds are now less audible in the indoor areas in Kingston.
– Adjusted the distance that monsters spawn in the Laboratory to be closer as 15m.

(5) Miscellaneous
– Balanced sound levels for shield destruction notification, material research result window, etc.

Optimization Improvements
– (PC, PS5, XSX, XSS) Applied AMD FSR 3.1.
– (PS4, XB1) Optimized memory usage.
– (PS4, XB1) Optimized resolution to increase the maximum resolution by at least 5%.
Bug Fixes
(1) UI/UX
– Fixed an issue where enemies defeated by the unique effects of Ultimate Weapons were not counted in Battle Pass Challenge and Awards.
– Fixed an issue where the capacity cost reduced by matching socket types was not displayed on the Weapon Module Enhancement screen.
– Fixed an issue where closing the Capacity Exceeded warning message while enhancing a module made the game inoperable.
– Fixed an issue where restarting an Intercept Battle, Infiltration Operation, or Special Operation after completing it would not matchmake you with allies who applied to restart with you.
– Revised the description on the Info screen that incorrectly stated that the damage taken decreases the higher the “Incoming Damage Modifier,” so that now it states the damage taken decreases the lower the modifier.
– Fixed an issue where completing a mission with a weapon that has been socketed at least once would appear to give Mastery Rank EXP, when in fact it does not.
– Fixed an issue where the names of the core materials and blueprints of Ultimate Weapons were swapped.
– Fixed an issue where the quantity of attached paint was not displayed in the Mailbox.
– Fixed an issue where the DBNO UI animation would persist when a DBNO ally left and another ally joined.
– Fixed an issue where changing loadouts while in combat is not possible but the UI would switch to the selected loadout.

(2) Descendants
– Fixed an issue where Lepic could trigger the “Overkill” skill at 0 MP while equipping the “Increased Efficiency” module.
– Fixed an issue where Yujin could not target an ally when using “Solidarity Healing” if part of their body was covered by an object.
– Fixed an issue where DBNO allies rescued by Yujin could not use any skills for a short period of time after the rescue.
– Fixed an issue where switching weapons after using Viessa’s “Frost Road” skill caused the skill’s visual effect to remain.
– Fixed an issue where the Knockdown range of Valby’s “Plop Plop” skill was larger than the actual Skill Range.
– Fixed an issue where Enzo’s “Shoot Support” was not applied to allies.
– Fixed an issue where using Ultimate Gley’s “Massacre” or “Life Siphon” skill did not increase her Skill damage when she is above 50% HP.
– Fixed an issue where Gley’s “Life Siphon” skill and her Modification Modules “Massive Sanguification” and “Explosive Life” could be used on objects in Intercept Battles.
– Fixed an issue where Kyle’s “Repulsion Dash” could be used on objects in Intercept Battles.
– Fixed an issue where the skill animation of Kyle’s “Repulsion Dash” skill would intermittently be cancelled.
– Fixed an issue where the power of Ultimate Bunny’s “Lightning Emission” was determined by the amount of Electricity she had at the time of use, unlike Bunny. The power of Bunny’s “Lightning Emission” depends on the amount of Electricity she currently has.
– Fixed an issue where Bunny’s “Maximum Power” skill’s sound pitch went up infinitely and sounded like a noise.
– Fixed an issue where Esiemo would become uncontrollable while using the “Arche Explosion” skill.
– Fixed an issue where after Ultimate Viessa used “Frost Road” with the “Absolute-Zero” module or Valby used “Laundry Bomb,” Ajax placing a barrier on top of it inflicted reflective damage on Ultimate Viessa or Valby.

(3) Equipment
– Fixed an issue where moving on a field with three or four pieces of an external component set prevented the 2-piece set effect from being applied.
– Fixed an issue where the damage of hitting the Ultimate Weapon King’s Guard Lance after it was deployed was recorded in the statistics.
– Fixed an issue where the Ultimate Weapon Executor’s Hip Fire Accuracy was lower than what it should be.
– Fixed an issue where the Ultimate Weapon Thunder Cage’s unique effect would deal more than 1.33x damage when monsters were clustered. Instead, Electric Shockwave now deals 2x damage regardless of the number of enemies.

# Director’s Comment
During internal testing, we discovered a bug with Thunder Cage. Thunder Cage should always deal 1.33x damage according to its description, but it was dealing more than 1.33x damage when there were a lot of monsters. We fixed this bug, but we also boosted the 1.33x damage to 2x so that it doesn’t become less efficient when hunting.

We’re well aware that the value of items you own is important to you. To ensure that fixing the bug doesn’t devalue your items, we’ve given it more power than we originally intended. If something like this happens again in the future, we won’t stop at simply fixing the bug but consider how to preserve the value of your items to provide a reasonable patch.
– Fixed an issue where you could hear one or two extra shots when firing single shots with a repeating firearm.

(4) Modules
– Fixed an issue where the Firearm Critical Hit Rate increase effect was missing in the description of Valby’s “Supply Moisture” module.
– Fixed an issue where Valby’s “Tidal Wave” module would not properly stack Finishing Attack when piercing an enemy.
– Fixed an issue where equipping Ajax’s “Body Enhancement” module would have different final result values depending on when it was saved.
– Fixed an issue where if the “Matrix Recomputation module” was equipped by Ajax the Shield would recover every time after a very short while and the Shield started at 50% after equipment.
– Fixed an issue where the “Pitmaster” passive would remain indefinitely when Blair removed the “Classic Chef” module while Flame Zone was in effect.
– Fixed an issue where the knockback effect would not trigger when Blair used “Deadly Cuisine” while equipped with the “Backdraft” module.
– Fixed an issue where the name of the “Sharp Precision Shot” module’s buff was incorrectly shown as “Lethal Finish.”
– Fixed an issue where Bunny’s Evolving Skin quest requirements were not counted when Bunny equipped a Modification Module.
– Fixed an issue where Bunny unequipping the “Electric Condense” module left a status effect display that did not have any effect.
– Fixed an issue where Gley’s “Predator Instinct” module skill displayed the Frenzied state icon and name twice when used.
– Fixed an issue where Ultimate Gley’s “Demonic Modification” module sometimes did not deal damage when used.

(5) Field
– Fixed an issue where defeating named monsters at the same time as Void Fusion Reactor mission was being deleted allowed the player to use Reconstructing Devices without consuming Void Shards.
– Fixed an issue where the zone map of “Hagios: The Old Mystery” showed different paths from actual paths.
– Fixed an issue where the traps would remain on restart after dying in the No Resurrection Zone in Hagos: The Haven.
– Fixed an issue where movement markers would appear while progressing through the Void Fusion Reactor.
– Fixed an issue where roaming monsters would not spawn on the White-night Gulch: Hatchery battlefield.
– Changed the Amorphous Material Patterns and Shape Stabilizers acquired from Hard Infiltration Operations in the White-night Gulch and Hagios.

(6) Miscellaneous
– Fixed an intermittent terrain rendering bug.
– [XB1, XB1S] Fixed an issue where textures would intermittently display black lines when rendering terrain.
– Fixed an issue where the Sub Quest “Obtain Freyna’s Research Materials 1” would complete after clearing “Rockfall: Vulgus Strategic Outpost” even if the “Amorphous Material Pattern: Freyna” was not obtained.
– Fixed an issue where the Sub Quest “Prepare to Obtain Additional Materials for Freyna Research” could not be completed with Ultimate Bunny.
– Fixed an issue where the camera would intermittently freeze when removing parts during Intercept Battles.
– Fixed an issue where the Elite Vulgus Special Effect “Chasing Orb” would not deal damage.

# Director’s Additional Comment
Greetings, this is The First Descendant Director Minseok Joo. Today, I’m going to outline the Dev Team’s plans for issues that are discussed frequently by the community.

The team is currently working on Season 1 and Season 2 updates, while also responding to improvement issues discovered during the live service. Today, I’m going to talk more about how we plan to improve the current state of The First Descendant rather than about the Season 1 and 2 updates.

Drop Rate Improvement Plans
While all of our drop rate systems are operating fairly in The First Descendant, we do understand that some players are struggling with the vagaries of drop rate. To address this, we’re planning to introduce a “guaranteed drop” system where you’re guaranteed to get the item you want after repeating the activity a certain number of times.

The First Descendant has various missions and Amorphous Materials with chance-dependent rewards. We’re considering how we can effectively implement the “guaranteed drop” in such diverse reward systems, and we’re working to create a farming structure that players will be happy with. We hope to make improvements before long to provide a more rational and satisfying farming experience.

Disposing of Leftover Items
Next is an update on items that are piling up in your Consumables. There is currently no way to dispose blueprints for Descendants and weapons that you’ve already completed, so there are cases where players are getting multiple copies of blueprints they already own during the farming process.

We’ve been listening to the community, who have told us that there needs to be a way to dispose of these unwanted items. While we could consider simply converting them into some Gold or Kuiper, we want to reward you with more value for the time you have put into the game.

To resolve this, the Dev Team is planning a system to dismantle leftover items to get byproducts, and a rotating shop system where you can exchange the byproducts for something of value. This will allow the items you obtained to have a greater value in the game.

Supporting Build Diversity
It’s a lot of fun for us to see the variety of builds being posted in the community lately. We love seeing you try so many different builds and are amazed by the unexpected ways you’ve evolved them.

We hope for more builds to exist in The First Descendant, and we want an environment where players are free to experiment with different builds. However, we’ve found that it is difficult to take advantage of loadouts after assigning socket types, which goes against our goal of experimenting with different builds freely.

As a result, the Dev Team is planning to provide an environment where completely different builds can be created by assigning each loadout with different socket types. We hope this will help you experiment with different builds without feeling overwhelmed.

Balancing
Finally, some news about balancing. We are seeing a dominance of the skill damage-focused builds of some Descendants. Descendants and weapons that are well-suited for these builds are quite popular now.

We want the meta builds to change from season to season. We want the Descendants and weapons that are effective in new content to be different from those in previous seasons. Also, we’re looking to increase the proportion of firearm-based combat in the endgame.

We can’t promise that all Descendants and weapons will be equally balanced at all times, but our goal is to keep changing the effective builds. To that end, we promise to make constant adjustments and offer different ways to play with new content.

We aim to implement the improvements I talked about today during Seasons 1 and 2.

Your feedback means a lot to the Dev Team. We’ll do our best to provide a better experience as we build the game together, and we’ll continue to listen to you as we strive to make The First Descendant even better.

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.

Pokémon’s New Shrouded Fable TCG Expansion Is Small But Brilliant

Pokémon TCG: Scarlet and Violet—Shrouded Fable expansion kicks off on August 8, with preorders available now, and we’ve managed to get our hands on the latest expansion.

Based on the Loyal Three and their Moochi-feeding mythical master, Pecharunt, the Shrouded Fable set features some key players of the Pokémon Scarlet & Violet DLC: Hidden Treasures of Area Zero, amongst new additions. It’s a packed set, with Kingdra ex also making a royal splash in the expansion.

As night falls, Pecharunt ex emerges, commanding the Loyal Three—Okidogi ex, Munkidori ex, and Fezandipiti ex—in their evil mission. Meanwhile, Revavroom ex lights up the battlefield as a Lightning type through Terastallization.

Here’s a firsthand look at our highlights from the Elite Trainer Box, Kingambit Illustration Collection, Kingdra ex-Special Illustration Collection, and some standout cards from Pokémon TCG: Scarlet and Violet—Shrouded Fable.

Shrouded Fable Elite Trainer Box Preview

The Pokémon TCG: Scarlet and Violet—Shrouded Fable Elite Trainer Box is an absolute must-have if you’re a dedicated trainer. Everything is neatly organized in a collector’s box with four dividers, making storing and transporting your collection easy. Plus, a Pokémon Trading Card Game Live code card for the set is included for digital pack openings. Still, nothing beats ripping open the included boosters!

Inside, you can find nine Shrouded Fable boosters, all bursting with diverse cards to enhance your deck. This is alongside a foil promo card featuring Pecharunt, a powerful addition to your Dark-type deck and a collector’s gem. There’s also 65 card sleeves centered around Okidogi, Munkidori, and Fezandipiti, all rocking a cool purple and green metallic design, perfect for a new deck build.

Shrouded Fable Elite Trainer Box – What’s In The Box?

  • Nine Shrouded Fable booster packs
  • Full-art foil promo card featuring Pecharunt
  • 65 card sleeves featuring the Loyal Three
  • 45 Pokémon TCG Energy cards
  • A player’s guide to the expansion
  • Six damage-counter dice and a competition-legal coin-flip die.
  • Two plastic condition markers

Kingambit Illustration Collection Preview

The Kingambit Illustration Collection looks stunning! The titled stage two card is hands down the best card art out of the big boxes in Shrouded Fable in our opinion. Kingambit commands respect and overcomes all challengers. This collection is perfect for those looking to strike, slash, and take command in their battles.

The promo card Kingambit we’ve found inside showcases the big blade Pokémon in a menacing classical painting style, alongside foil cards featuring Pawniard and Bisharp completing Kingambit evolution chain for a cool Steel type playset straight out of the box! There’s also four Shrouded Fable boosters, each a chance to find powerful and rare cards, and codes for Pokémon TCG Live.

Kingambit Illustration Collection – What’s In The Box?

  • 1 full-art foil promo card featuring Kingambit:
  • 2 foil cards featuring Pawniard and Bisharp:
  • 4 Shrouded Fable booster packs
  • A code card for Pokémon TCG Live

Kingdra ex-Special Illustration Collection Preview

The Kingdra ex-Special Illustration Collection is another fantastic addition that we love. This collection adds artistic flair to your deck while strengthening strategy with bench-damaging cards, making it a must-have for collectors.

Inside you’ll find stunning classic Japanese print artwork and powerful gameplay features from the Kingdra ex promo card, another full playset line out of the box with foil cards featuring Horsea and Seadra, codes for Pokémon TCG Live, alongside a set of five Shrouded Fable boosters. It’s nice to see those included as well.

Kingdra ex-Special Illustration Collection – What’s In The Box?

  • 1 full-art foil promo card featuring Kingdra ex
  • 2 foil cards featuring Horsea and Seadra
  • 5 Shrouded Fable booster packs
  • A code card for Pokémon TCG Live

Our Favorites Pulls From Pokémon TCG: Scarlet and Violet—Shrouded Fable

Kingambit – Illustration Rare

Stats:

  • Type: Dark
  • HP: 180
  • Attacks:
    • [D] Dark Slice (50 damage)
    • [D][C][C] Night Slash (90 damage): Switch this Pokémon with one of your Benched Pokémon.

Rarity: Kingambit Illustration Rare is a literal Pocket Monster. With amazing-looking artwork and two devastating attacks, this card will be very sought after by both players and collectors!

How to Play: Once a player’s Pokémon has put at least 4 damage counters on an opponent’s Bench and active Pokémon, it’s time to bring Kingambit in. Even if there are one or two Pokémon left over under 140HP, Massive Rend will one-shot them.

Fezandipiti – Illustration Rare

Stats:

  • Type: Psychic
  • HP: 120
  • Attacks:
    • Ability: Adrena Pheromone – If this Pokémon has any [D] attached and is damaged by an attack, flip a coin. If heads, prevent that damage.
    • [P] Energy Feather (30 X damage): This attack does 30 damage for each Energy attached to this Pokémon.

Rarity: As an Illustration Rare, Fezandipiti is rare, and it is very playable in dark decks. Expect this one to attract buyers with cash on the hip!

How to Play: Fezandipiti offers a superb blend of offense and defense, making it invaluable in any dark deck. Start stacking Energy on this Pokémon as soon as it hits the Bench, bringing it in to clear out any hush HP active Pokémon with Switch or sacrificing energy for retreating. Make sure to have some Energy Retrievals on hand, just in case!

Pecharunt – Illustration Rare

Stats:

  • Type: Dark
  • HP: 80
  • Attacks:
    • Ability: Toxic Subjugation: As long as this Pokémon is in the Active Spot, put 5 more damage counters on your opponent’s Poisoned Pokémon during Pokémon Checkup.
    • [D][C] Poison Chain (10 damage) Your opponent’s Active Pokémon is now Poisoned. During your opponent’s next turn, that Pokémon can’t retreat.

Rarity: Although it can be found easily in Shrouded Fable Elite Trainer Boxes, Pecharunt’s ability is very powerful and can be used from the Bench. When in play, this Pokémon can cause 7 damage counters per Pokémon checkup, so there is no doubt this card will be seen in players’ decks quickly.

How to Play: Pecharunt is a fantastic Poisoner and can slow an opponent’s game from the Bench. Ideally, you should use another Pokémon to poison opponents and then use Pecharunt’s ability to enhance the poison. Using it alongside Garbador’s “Poisonous Puddle” ability from Rebel Clash would be a fantastic combination from a player’s Bench, allowing an active Pokémon to clean up!

Pecharunt EX

Stats:

  • Type: Psychic
  • HP: 190
  • Attacks:
    • Ability: Controlling Chains: Once during your turn, you may switch 1 of your Benched [D] Pokémon, except any Pecharunt ex, with your Active Pokémon. If you do, your new Active Pokémon is now Poisoned. You can’t use more than 1
    • Controlling Chains Ability each turn.
    • [D][D] Irritating Burst: 60x damage. This attack does 60 damage for each Prize card your opponent has taken.

Rarity: Pecharunt EX is a rare and powerful card, although not as much as its full-art variant. It’s also extremely playable, so it’s likely to be in high demand!

How to Play: Using Pecharunt EX alongside any Loyal Three EX is a winning combination and allows for switching of Dark types once a turn with no retreat cost. In our opinion, this can really slow down opponents, saving Pecharunt EX when you are low on Prize Cards to devastate an opponent’s active Pokémon.

Where to Preorder Pokémon TCG: Scarlet and Violet—Shrouded Fable

Shrouded Fable is busting out all of the usual box sets and booster bundles, this time centered around the Loyal Three of Kitakami, Okidogi, Munkidori and Fezandipiti.

They’ll all be getting EX cards alongside the malicious Pecharunt, looking to shove its cursed Moochi treats into the face of any human or Pokémon it can. Here are all the details you need to secure the your preorders for Pokémon TCG: Scarlet and Violet—Shrouded Fable, releasing on August 8.

We’re always watching the latest Pokémon deals here on IGN, not to mention giving our readers early previews of upcoming sets such as Twilight Masquerade. Stick with IGN for everything Pokémon TCG for the latest.

Christian Wait is a UK-based freelancer for IGN, you can follow him @ChrisReggieWait on Twitter/X.

EA CEO Says Video Game Actor Strikes Won’t Have ‘Short-Term Impact’ on the Company

Video game actors are currently on strike, in hopes that withholding their work from video game companies will push those companies to agree to better actor protections around the use of AI. However, at least one video game CEO — Andrew Wilson of Electronic Arts — doesn’t think the strike is going to impact his company, at least in the short-term.

In today’s EA earnings call, Wilson answered a question from an investor about the impact of the strike on the business. Put simply, he’s not worried for now. Here’s the full quote:

We deeply value our talented actors who are an important part of the work we do to deliver the incredible entertainment experiences that our players enjoy around the world. We’re working very closely; this is not an EA-specific situation, this is an industry-specific stuation, and we’re working diligently to negotiate at the table. The way it works now in terms of our product specifically is that the strike is limited to games commencing production after September 2023, including live service games. So we don’t expect any near-term disruption to any of the games we have in development or any of the live services we’re currently running. That being said, we’re committed to continuing to bargain in good faith and are hopeful that the parties can expediently resolve our issues at the bargaining table. But we’re not anticipating any significant short-term impact at EA.

Wilson’s confidence likely comes from the fact that EA’s portfolio is almost entirely live service games right now, and games whose development began prior to September 2023 (so, basically every live service game) are not impacted by the strike. The company’s $1.26 billion in net bookings for the quarter was driven by Madden NFL 24, FC Mobile, and FC Online, all live service games, and the rest of its coming fiscal year is much of the same: Madden NFL 25, EA Sports FC 25, NHL 25, and so forth. The Sims 4 and College Football 25, also unaffected.

Its one single-player offering, Dragon Age: The Veilguard, is also fine. And while it’s impossible to speak to EA’s release slate further out, it’s probably a safe bet that next year’s release slate likely looks a lot like this year’s, and is entirely populated by games that have been in development for three, four, five or more years. EA, at least, is in a position to weather the storm for a long time.

What Wilson doesn’t mention is how this will impact the company in the long-term. The longer the strike goes, the more in-progress games will be impacted. Any game the studio greenlit after September of 2023 is going to be slowed down if no SAG voice actors will touch it, and this will impact EA’s plans for 2026, 2027, and so on. So while short-term impacts won’t be felt, it’s possible that a strike will start to have affects we’ll see years down the road, especially if a contract is not agreed on soon.

SAG-AFTRA officially called a video game actor strike late last week, beginning at 12:01 am on Friday, July 26. The union has been unable to come to an agreement with video game companies on a new contract for eighteen months, with AI protections being the primary sticking point of negotiations. The union has announced it will hold its first strike picket on Thursday, August 1 at WB Games. We wrote a detailed guide on what the SAG-AFTRA video game strike means for everyday gamers, which you can read right here.

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

Xbox Hardware Revenue Down 42% From Last Year as Activision Acquisition Continues to Boost Content Sales

Xbox hardware sales are way down again in Microsoft’s Q4, while gaming content sales skyrocketed again thanks to the company’s acquisition of Activision-Blizzard last year.

The company posted its earnings today, which included a report of hardware revenue down 42% year-over-year. Hardware sales saw a significant dip of 31% year-over-year last quarter as well, though sales were up slightly (3%) in Q2 thanks to a series of holiday discounts and promotions. But hardware was also down 7% prior to that in Q1, and yes, dropping steadily for several quarters prior to that too.

For what it’s worth, Xbox is far from the only console maker seeing dips in hardware sales. Everyone’s impacted, according to Circana’s most recent report. Xbox, Sony, and Nintendo all say “double-digit percentage declines” in May of 2024, and the Switch saw the most significant drop. This is likely reflective of the fact that all three consoles are on the back halves of their life cycles, and is reflective of fairly normal, cyclical industry trends. Xbox has already confirmed that a “next-gen” console is in the works, and has expressed plans to share more information about hardware of some sort around the holiday season.

Gaming revenue overall appears to be doing more than fine in terms of year-on-year comparisons, even setting quarterly records. This is largely due to the boost offered by the acquisition of Activision Blizzard – it wasn’t there to make money for the company last year, now it is, so the numbers have gone up. Gaming revenue was up 44% year-over-year, but with 48 points of net impact from the acquisition, this indicates that Xbox’s not-Activision-Blizzard-related business isn’t doing quiiiiite as well as it was last year. Xbox content and services revenue faired better, up 61% year-over-year, with 58 points of net impact from the acquisition.

Overall, Microsoft’s More Personal Computing division (which includes Xbox as well as other segments such as Windows) brought in $15.9 billion in revenue, up 14% year-over-year. Microsoft will hold its Q4 earnings call and field questions from investors and analysts shortly.

Earth Defense Force 6 Review

Some studios will spend years of development time and hundreds of millions of dollars chasing emotional, Hollywood-quality stories and realistic graphics, but the Earth Defense Force series proudly prefers to remain the most pure video game nonsense ever conceived. Don’t be fooled by the PS3-era graphics, atrocious voice acting, absurd story, and uneven technical performance of Earth Defense Force 6 – developer Sandlot knows exactly what it’s doing with this over-the-top satire that makes Helldivers 2 look highbrow by comparison. Like its predecessors, EDF6 leans into its rough edges and silly cooperative mayhem, prioritizing mindless fun above all else, and the result is yet another wonderfully amusing entry in the ongoing saga. But even going in with the right expectations, it’s not all sunshine and dismembered thoraxes, as this inadvisably long campaign has tons of repetition, plenty of levels that are more boring than amusing, and at times crosses the line from knowingly campy to just plain bad. Still, this giant insect-filled monster fest is more often than not a hilariously good time, and that’s something we could certainly use more of.

Earth Defense Force 6 is a goofy as heck cooperative third-person shooter that throws you and up to three friends into a version of our world under siege by aliens. Called the Primus, these primarily insectoid invaders are a grab bag of dorky monsters that range from generic flying drones, knockoff Godzilla kaiju, oversized evil Battletoads, massive spiders that jump everywhere, and more. Across the 80+ hours it took me to complete its 147 level main campaign, you’ll blast these low-res goons to bits using a growing arsenal of guns, rocket launchers, grenades, turrets, vehicles, and giant Gundam mechs, some of which feel great while others are experiments gone horribly wrong. Wrap all of this ridiculousness in some contentedly outdated graphics and a framerate that becomes unstable whenever your explosive shenanigans reach a fever pitch, and you’re in for an uproarious good time.

It’s hard to beat rocket launchers that can level cityscapes in seconds.

You’ll also bounce between four returning character classes: the Ranger, a standard soldier whose only advantage is that their weapons are the best around; the Wing Diver, a Valkyrie-like class whose jet-pack and wings give her unmatched mobility (offset by the fact that she’s killed by a light breeze); the Air Raider, an often second-fiddle support class who specializes in calling in massive bombing runs, relies on gadgets like drones to squish bugs, and can summon vehicles to deal serious damage; and the Fencer, a dual-wielding tank class who can absorb serious damage with a giant shield and smash things to bits in melee, but who is also quite difficult to play well. It might be a little milquetoast, but I favor the Ranger – it’s just hard to beat rocket launchers that can level cityscapes in a few seconds and assault rifles that plow through hundreds of aliens with ease.

While the stories in Earth Defense Force games have always been charming rubbish, EDF 6 sets a new bar with a tale that actively makes no sense at various points (even if, like me, you’re following along very closely and occasionally taking notes). It makes heavy use of time travel and has humanity losing the war against the Primus, only for you and the aliens to both go back in time to try again – but the good guys perplexingly make very little use of the knowledge gained in the previous timeline, so you’ll have to watch them slowly piece together what’s happening while you and your character are already miles ahead of the buffoons trying saving humanity.

Most of the time, this insanity is as amusing as you might hope, like when one part introduces giant frog enemies and says they’re “just like humans” without addressing the fact that they’re clearly frogs, then later introduces cliche humanoid gray martian enemies and describes them as “not humanoid.” Other times, though, it’s just painful, like one section where they explain the origins and biological breakdown of a flying dragon monster while making you fight it about five times in a row, reminiscent of a filler episode of Dragonball Z.

The story’s insanity is as amusing as you might hope most of the time.

The extremely poorly written story is eclipsed in its dreadfulness only by the voice acting, which sounds like it was performed by some poor souls who were rejected by their local improv troupes and decided to give video game voices a try. One part nearly made me spit-take when a character says, in the most monotone voice imaginable, “you have no idea how relieved I am” – you’re right, my dude, I definitely do not. But between all of that cringey dialogue and senseless plot development, there’s a ton of joy. There is still plenty of the kind of bad-by-design silliness at which EDF excels, and the times where it manages to walk that line properly are a gift that keeps on giving.

Thankfully, the heart and soul of Earth Defense Force 6, its over-the-top combat against all manner of blurry foes, is actually a lot of fun – and oftentimes pretty darn challenging. Dodging, dashing, and flying out of the way as monsters, aliens, overgrown insects, and robots rock the screen (and threaten the framerate) is exactly the kind of action-packed madness I love about this series, and it’s never been done better than in this iteration. The fundamentals of that action may be almost identical to what we got a few games ago, but EDF6 adds a ton of weapons and new enemy types to the mix and then dreams up interesting scenarios to put you in, like one level where you’re defending a beach from an entire army of giant poisonous reptiles. Playing through on the normal difficulty can be challenging enough, especially if you don’t have a competent crew at your back, but it gets absolutely insane once you dial that up to the harder options. It requires an intense amount of grinding to get the requisite powerful weapons and armor to put up a fight, plus a team who absolutely knows what they’re doing. As with prior entries, combat’s simple setup and silly attitude don’t get in the way of being extremely entertaining and genuinely satisfying to overcome, and that can make it pretty hard to put down.

That said, some of the design decisions definitely go a step beyond janky fun and into being straight up obnoxious, like how if you’re killed and waiting to be revived by a teammate, you just have to sit there staring at your own corpse until they come to get you. There’s no option to watch what other players are doing if they aren’t standing right by you and no respawn timer, which is just plain boring. There are also a handful of maps you’ll find yourself running missions on quite a few times, and while the enemies and objectives are usually at least a little different, the lack of variety definitely grated on me at times. Also, you’re occasionally made to play some slower-paced, story-focused levels that are simply the worst, though they at least only show up at a few specific moments. This isn’t the kind of story that’s at all worth slowing down the pacing to tell, and those segments just absolutely waste your time in a campaign that’s already way longer than it probably should be.

The 2TB Crucial T500 PS5 SSD with Pre-Installed Heatsink Is Down to $136

Today Amazon is offering the recently released Crucial T500 2TB PCIe 4.0 M.2 NVMe SSD with pre-installed heatsink for only $135.84. The Crucial T500 was released in October of 2023 and it is currently one of the top performing PCIe 4.0 SSDs on the market. This solid state drive works equally well as additional storage for your PS5 console or as a blazing fast boot drive for your gaming rig.

2TB Crucial T500 SSD (PS5 Compatible) for $135.84

The T500 is Crucial’s newest flagship PCIe 4.0 SSD and replaces the P5 Plus. The T500 utilizes a Phison E25 controller with 232-layer Micron TLC NAND flash memory. It has proven to be one of the fastest SSDs on the market with sequential speeds of 7,300/6,800MB/s and random speeds of 1.15M/1.44M IOPs. It’s on par with other top-tier SSDs like the WD Black SN850X, the Samsung 990 Pro, and the SK Hynix P41 Platinum and it’s currently the least expensive of the bunch. It’s also backed by a 5 year warranty.

The Crucial T500 also makes for an excellent PS5 SSD. It fulfills all of Sony’s requirements, like a minimum read speed of 5,500MB/s and a PCI-Express Gen4x4 interface. A robust aluminum heatsink is also already pre-installed, so you don’t need to spend time and money installing one yourself.

If you’re looking for more SSD storage upgrade options for your PS5 console, check out our best PS5 SSD deals of 2024. There are even less expensive options if you’re not married to any brand.

Star Wars Outlaws: The Final Preview

It seems impossible that Star Wars Outlaws is the first-ever open-world Star Wars game, but indeed it’s true. With that first comes plenty of expectation, but also lots of excitement – particularly when the studio handling the effort is Massive Entertainment, the talented developers of The Division. Speaking personally, I confess that I don’t often get hyped up for too many open-world games these days outside of those made by Rockstar – as those can be counted on to raise the bar every single time – but I have been plenty hyped for Outlaws. After all, it’s set after Empire Strikes Back, you play as a Han Solo-caliber scoundrel instead of yet another Jedi, and you’ve got an awesome alien creature pet named Nix by your side at all times, who promises to have an impact on gameplay and not just follow our hero Kay Vess around being adorable. In other words, it’s got a lot going for it on paper.

And while it doesn’t seem like Outlaws will do any Rockstar-like bar-raising, after playing a near-final build of it for four hours across two different sections of gameplay, I can say it’s still one of my most anticipated games yet to come out in a busy second half of 2024, and it feels very Star Wars in all the right ways.

Ubisoft has developed a reputation for making “checklist” open-world games; big spaces where you’re given a to-do list of sidequests and activities to complete outside of the golden path. Generally this is not a compliment. But one of the things that impressed me about Star Wars Outlaws is that I didn’t get the sense that I was just checking boxes to inch closer to 100% game completion. Don’t get me wrong – there is plenty to do in Outlaws, but those sidequests and activities feel a lot more organic than they do in the publisher’s other games. For example, while wandering around the town of Mirogana on the planet Toshara, I walked by an arcade mini-game of sorts. I wandered up and played a round. I also stumbled upon a betting stand where I could wager on holographic-horse races. I managed to bet on the right one by sheer good luck, which gave me a chuckle later when I discovered a datapad lying around elsewhere that gave me a strong hint on who to lay my money on. I also encountered a down-on-their-luck gambling addict who begged me for money. I obliged, enabling his vice and leaving with a promise that he’d share in his winnings should he find himself back on Lady Luck’s good side. Naturally, there’s also a cantina, and I even saw a Sabacc table, but I lacked sufficient funds at the time to buy in and play.

Massive has, based on what I’ve seen so far, done an excellent job of setting an authentic Star Wars stage.

All of these optional activities feel very natural on the planets and towns of Outlaws, and that’s true in part because of the excellent art direction that makes every location ooze Star Wars authenticity. From the lighting to the architecture to the NPCs milling about, Massive has, based on what I’ve seen so far, done an excellent job of setting an authentic Star Wars stage.

I’d be remiss if I didn’t add how the story of Star Wars Outlaws only supports and reinforces all of this. Kay is just out to make her way in an unforgiving galaxy, lying or double-crossing as she needs to in order to look out for number one. This plays out in occasional dialogue choices that pop up during cutscenes, adding a bit more player agency to what would otherwise be a mini-Star Wars in-game movie. Will those choices affect how the plot ultimately plays out? I wouldn’t bet on it, but there is a laudable faction reputation system that tracks how much (or little) each of the in-game syndicates likes you. Double-cross the Hutts and you’ll harm your reputation with them, but increase your standing with the Crimson Dawn. Piss off a faction enough and they won’t let you into their territory (meaning you’ll have to sneak in and stay undetected if you want access).

But, you’re probably wondering, what of the moment-to-moment gameplay? In this, Star Wars Outlaws made me happy. This is a stealth game if you want it to be. And if you mess up in that attempt, I honestly like that you don’t have a lightsaber to save you. You’ll have to use Kay’s blaster – which, yes, is upgradeable – to get out of trouble, and that adds to the sense of danger because you’re not a laser sword-wielding demigod. As such, the blaster battles felt like they had meaningful stakes, and the stealth gameplay had a bit of weight to it because I knew that I’d be up against it if I messed up.

Naturally, there’s lockpicking too in the form of data spikes, and I quite like how Outlaws handles it. Each lock has a particular audio signature, and it’s up to you to match that pattern by pressing the right trigger in time with the beeps. The longer you take, the more likely you are to be spotted. Similarly, the hacking minigame is also really fun. Here, you’ll need to line up the right symbols in the right order, which usually takes multiple attempts. Fail too often and you’ll fail the hack entirely. It took me a few tries to wrap my head around, but once I did I really enjoyed the opportunities I got to do some hacking.

The core stealth gameplay is aided by the breakout star of Outlaws, Nix. Yes, Nix is the BD-1 of this game, but compared to Cal Kestis’s droid companion, Kay’s organic pal can do a lot more for you. He can distract an enemy – by getting the bad guy’s attention and adorably playing dead – or flat-out attack them. He can hit buttons or switches too, and retrieve items. This is useful when you’re pinned down in a firefight and a more potent A300 Blaster Rifle is across the room. Nix can fetch it and drop it at your feet without you leaving cover. I even like how Outlaws handles these larger weapons: they can’t be reloaded, meaning that once you fire all the rounds, you just drop the empty gun and go back to your trusty blasters. This is likely a design decision to ensure that Kay never feels overpowered, thus making sure the player is always on their toes in combat.

Finally, you couldn’t have an open-world Star Wars game without ways to get around that expanse, and in Outlaws, Kay has a speeder bike that, as you’d guess, can also be upgraded. You can win credits doing races, or just stop off along the way to your destination at some interesting-looking pit stop. The bike controls well – it almost feels like driving a boat in Waverace 64 in that it’s pretty fast and maneuverable but hardly handles like it’s on rails.

Complementing this is Kay’s ship, the Trailblazer (and yes, it’s upgradeable). I got to do a bit of outer-space ship-to-ship combat, and I had a good time! I’ll need plenty more time in the pilot’s seat to really solidify my opinion here, but flying the Trailblazer made a good first impression.

If there’s one thing that concerned me during my hands-on time, it’s bugs. Outlaws went gold well before the preview event, meaning that if I wasn’t playing the certification build, it was something mighty close. And while yes, there will inevitably be a day-one patch as most games have nowadays, it was still disappointing to see as many annoying little – admittedly mostly visual and harmless – glitches as I did. Hopefully that day-one update will knock out the bulk of them.

Ultimately, though, I had a fantastic time with Star Wars Outlaws. Open-world games tend to be jacks-of-all-trades, masters-of-none, and while I’m not sure Outlaws will master any of its gameplay components, it nonetheless not only does them all very well, but it does so with a convincing Star Wars sheen. And since there’s somehow never been an open-world Star Wars game before, it feels new, fresh, and most welcome. I’m glad this is arguably the first big-name game out this Fall on August 30, because I can’t wait to play more of it.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our long-form interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

How to Play Through the Canon Star Wars Games in Order

Although Star Wars has become a fixture of movie culture over the generations, it’s also left a signature stamp on the world of video games. From LEGO spin-offs and NES movie adaptations to pod-racing simulators, it’s hard to talk to someone about games they loved as a kid without the words Star Wars cropping up in there somewhere.

And as the series has grown into a powerhouse in the gaming world, so too have video games become a key part of the Star Wars universe as a whole. In recent years, we’ve seen more and more video games become official parts of the franchise’s canon timeline, whether that’s Cal Kestis’ adventures through a post-Order-66 world in the Star Wars Jedi series or Iden Versio’s transformation from Empire trooper to Resistance hero in 2017’s Star Wars Battlefront 2.

So, for those looking to catch up with the video-game-exclusive chapters of the Star Wars history books, let’s take a look at all of the canon Star Wars games in chronological order.

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How Many Canon Star Wars Games Are There?

Considering Star Wars has been making its way to video game consoles for over four decades at this point, there are a lot of Star Wars games spread across the history of the series. To be specific, there are well over 100 Star Wars games in total, including everything from first-person shooters and tactical strategy games to dance titles and even educational point-and-click adventures.

That’s a lot of games, although only a very small selection are part of the series’ official storyline. Since Disney wiped the extended universe from the canon, there are now eight games canon to the timeline of the series. Only one of these games won’t feature on our chronological list, and that’s Star Wars: Uprising. Although the mobile RPG was an official continuation of the Star Wars story, it was closed down back in 2016 due to low player counts and is no longer available.

We also haven’t included any of the Star Wars web browser games or titles that act as retellings of the events of the main story, such as the Star Wars Journeys series.

All Canon Star Wars Games in Chronological Order

1. Star Wars Jedi: Fallen Order

The first notch on the official canon timeline, Star Wars Jedi: Fallen Order is set half a decade after the events of Star Wars: Revenge of The Sith, and follows a survivor of the Order 66 Jedi purge.

After years of hiding from the Empire and their ruthless Jedi-hunting soldiers, the Inquisitors, Fallen Order’s story sees former padawan Cal Kestis rekindle with the force after his powers are discovered, sending him on a galaxy-wide adventure in the hopes of rebuilding the Jedi order. Along the way, he’s pursued by the merciless Second Sister; a powerful Sith Inquisitor determined to hunt Cal down and put a stop to his plans.

Fallen Order takes heavy inspiration from the soulslike genre, with players exploring iconic and all-new planets while taking part in frantic, fast-paced lightsaber duels and building their arsenal of force powers. It was the beginning of a franchise for developer Respawn Entertainment, who went on to make a sequel four years later. Speaking of…

2. Star Wars Jedi: Survivor

The official sequel to Fallen Order, Star Wars Jedi: Survivor is set five years after the events of the previous game. Now an older and more wizened Jedi Knight, we pick up Cal’s story as he searches for a place to hide from the Empire and raise a new crop of Force sensitive warriors. However, after discovering a powerful Jedi who served during the High Republic era, Cal quickly becomes embroiled in a new battle which tests his abilities and connection to the Jedi teachings.

Much like its predecessor, Survivor focuses heavily on soulslike combat spread across several explorable planets, taking players to new locations alongside a few fan favorites. All the while they’ll get to test their mettle with brand new fighting stances, allowing them to duel-wield a saber and a blaster, or channel Kylo Ren, and carve through their foes with a powerful crossguard lightsaber.

3. Vader Immortal: A Star Wars VR Series

Set after Revenge of the Sith and before Rogue One, Vader Immortal: A Star Wars VR Series takes place over three episodes and follows a nameless smuggler who becomes entangled in a mysterious plot tied to Darth Vader’s past.

After their ship is pulled out of hyperspace by the Empire, the smuggler is forced to explore Vader’s castle on Mustafar, where they learn about a mystical artifact with the power to conquer death. Vader Immortal aimed to grant players the childhood dream of wielding a lightsaber with their own hands, planting them in the world of Star Wars via a VR headset and fully immersing them in the Jedi experience.

4. Star Wars: Battlefront 2 (2017)

Although Star Wars: Battlefront 2’s multiplayer takes place across the various eras of Star Wars history, the story mode begins just after the events of Star Wars: Return of the Jedi. It follows Iden Versio: the commander of an Imperial squadron known as Inferno Squad. Spanning thirty years, it follows Versio and her allies’ journey, from the destruction of the Second Death Star all the way to the climax of Star Wars: The Force Awakens.

Along the way, she meets various iconic characters and explores some of Star Wars’ most famous battlegrounds, including Bespin, Endor and Naboo. In-game, players can expect plenty of third and first-person firefights, battling across lovingly recreated maps while wielding blasters, flying ships and even picking up a lightsaber as one of the game’s many hero characters.

5. Star Wars: Squadrons

The next notch on the timeline belongs to Star Wars: Squadrons; EA’s space-fighting spin-off. Strapping players into an array of iconic starships, they’ll engage in huge battles across the vast reaches of the galaxy, getting into intense dog fights from behind the controls of X-Wings, Tie Fighters and more.

Although the beginning of the story takes place during the events of A New Hope, the bulk of Squadrons’ campaign is set after the Return of the Jedi, with players switching between the roles of a Resistance and Empire pilot.

Shifting back and forth between both perspectives, it tells the story of a secret Rebel project codenamed Starhawk, which poses a major threat to the Empire. Intending to prevent its completion, the Empire rushes to stop the plans, leading to plenty of all-out, space-based skirmishes.

6. Star Wars: Hunters

Hitting shelves in 2024, Star Wars: Hunters is a free-to-play multiplayer arena shooter set after the events of Return of the Jedi. It sees players pick one of several heroes and team up with friends, taking on rival teams in fast-paced combat.

Like most hero-based shooters, players can dive into a large roster of characters each with their own unique weapons and abilities, with the list featuring everything from droid Jedis and Wookie berserkers to Mon Calamari technicians and even a Jawa tag team.

7. Star Wars: Droid Repair Bay

Set during the events of The Last Jedi, Star Wars: Droid Repair Bay is an entirely free VR experience that tasks players with repairing BB-8 and a series of other droids. They’ll have to remove and replace faulty parts, tweak circuits and ensure the droids are ready for field deployment. Droid Repair Bay was a tie-in with the release of Star Wars: The Last Jedi, with players cast as a mechanic on the Raddus space station shortly before its battle with the Supremacy dreadnought during the events of the film.

8. Star Wars: Tales from the Galaxy’s Edge

The final slot on the timeline comes via Star Wars: Tales from the Galaxy’s Edge. Set between the events of The Last Jedi and The Rise of Skywalker, Galaxy’s Edge is a VR experience where players step into the shoes of a nameless droid mechanic and explore the planet of Batuu: the same setting as Disneyland Park’s Star-Wars-themed attraction.

After crash-landing on Batuu to evade smugglers that boarded your ship, Galaxy’s Edge has you shooting your way through First Order soldiers and Guavian criminals while solving puzzles and delving deeper into the planet’s various mysteries. It eventually got an expansion called The Last Call, which allowed players to train as a Jedi and suit up as the legendary assassin droid, IG-88.

All Canon Star Wars Games in Release Order

  1. Star Wars Uprising (2015)
  2. Star Wars Battlefront 2 (2017)
  3. Star Wars: Droid Repair Bay (2017)
  4. Vader Immortal: A Star Wars VR Series (2019)
  5. Star Wars Jedi: Fallen Order (2019)
  6. Star Wars: Squadrons (2020)
  7. Star Wars: Tales From The Galaxy’s Edge (2020)
  8. Star Wars Jedi: Survivor (2023)
  9. Star Wars: Hunters (2024)

What’s Next for Star Wars Video Games?

Although the current list of canon video games in the Star Wars universe is relatively small, over the next few years, it appears to be growing significantly. On August 30, Ubisoft is set to add another major entry to the franchise in Star Wars: Outlaws. An open-world RPG casting players as underworld thief Kay Vess, it promises expansive worlds to explore and a new canon story, featuring some returning Star Wars characters like Jabba the Hutt and Qi’ra.

In terms of projects a little further out, Heavy Rain developer, Quantic Dream, announced back in 2021 that it’s working on a Star Wars title set during the High Republic era titled Star Wars: Eclipse. Amy Hennig also revealed she was working on a Star Wars game with Skydance Media back in 2022, while Saber Interactive’s CEO recently confirmed that the Star Wars: Knights of the Old Republic Remake is still in the works. In short, it seems we can expect plenty more visits to a galaxy far, far away over the next few years.

Callum Williams is a freelance media writer with years of experience as a game critic, news reporter, guides writer and features writer.