How Dead Island 2 Was Brought Back From the Dead | IGN Inside Stories

Dead Island 2’s development cycle is infamous at this point. Initially revealed in 2014, its journey has been almost as treacherous as a runner trying to make it along Venice Beach in the midst of a zombie outbreak. Two studios tried to put a sequel together but were met with little more than a gory disaster. But while those projects died, hope did not. And so, the reins were handed to the team at Dambuster Studios.

Over the course of nine years and three developers, the long-awaited zombie-killing sequel has kept running (or walking) on. And now, it is finally at the finish line. This is the Inside Story of how Dead Island 2 was brought back from the dead.

The Dead Island 2 we’re playing today is unapologetically pulpy – a straightforward homage to B-movie horror that builds on the tone established in the 2011 original. It’s both a love letter to the zombie genre and a bite back against the more human-centric stories that have dominated it more recently. Since the release of its predecessor, zombie games such as The Last of Us, The Walking Dead, and Days Gone have focussed more on the complexities of humanity in post-apocalyptic worlds than the simple pleasure of taking on the undead headfirst with a hatchet.

Despite respecting the stories that those games have to tell, the team at developer Dambuster Studios is much more interested in the latter. For them, there’s little more satisfying than the simple thrill of punching a zombie in the face and seeing your fist crunching through the back of its skull.

“I think we really just wanted to focus the attention back on the zombies”, explains Dave Stenton, game director at Dambuster Studios. “I think over the years, recent years with say, Walking Dead for example, which was a massively popular series, the attention, I think, had moved definitely more to humans, and humanity, and that sort of post-apocalyptic survival, and getting through the trauma of the outbreak. I mean those stories have been told, right?”

Dan Evans-Lawes, Dead Island 2’s technical art director, agrees: “I think they’ve done a really good job of it in the Last of Us and stuff like that, where they’ve kind of balanced that, so the combat and the violence does feel really brutal in a way that is quite realistic, I think. But that’s a different thing to what Dead Island 1 was, and it was a different thing to what we wanted to do. We wanted to make it fun, basically, make all the violence fun rather than make you sad.”

We wanted to make it fun, basically, make all the violence fun rather than make you sad.

Before Dambuster was granted the opportunity to execute their vision, however, the story of Dead Island 2 was a sad one. Almost a decade of troubled development led to a moment few saw coming – a grand re-reveal at gamescom 2022. It was an exciting time for the studio to showcase what they’d be working so hard and so quietly on, but one that came with its fair share of nerves. How would it be received? Did people even care about Dead Island 2 anymore?

“It was torture being on at the end, all these fantastic games coming on before us, but we knew that we were kind of closing the show there”, recalls design director Adam Duckett.

“Up until that point you are always kind of asking yourself, ‘Well, I think it’s fun, but I don’t know how that’s going to kind of pan out when we give it to other people,’” Evan-Lawes remembers.

The Dead Island 2 revealed that day was nothing more than a pipedream back in 2011, the year the original game was released. Developed by Polish studio Techland, Dead Island placed the focus firmly on butchering its plentiful hordes of zombies in creative ways with satisfying melee combat. A huge commercial hit, it sold over 5 million copies in its first two years and nurtured a passionate fanbase thanks to its over-the-top violence and echoes of classic zombie cinema.

“I think Dead Island 1 was a little bit sort of lightning in a bottle”, says Stenton. “One of my favorite zombie movies is Zombie Flesh Eaters by Lucio Fulci. That had that kind of desert island beach vibe, sort of sparsely populated and with the zombies rising up. Dead Island 1 definitely evoked that fantasy for me.”

The success of the original naturally paved the road for a sequel. But from the very beginning, the follow-up was in an odd position. Techland and publisher Deep Silver had conflicting ideas about the creative direction of a second game – a disagreement that saw Techland take their zombies elsewhere and start work on a brand new zombie game, Dying Light. And so when Deep Silver revealed Dead Island 2 at E3 2014, it came with the surprise announcement that it would not be developed by the series’ creator. Instead, German studio Yager Development of Spec Ops: The Line fame would helm the sequel, with a brand new studio – Yager Productions – created purely to work on Dead Island 2.

But the change in developer wasn’t the thing everyone was talking about. Dead Island 2 was revealed via one of video games’ most memorable trailers – a slapstick stroll with the undead along Los Angeles’ iconic Venice Beach. It made a splash, to say the least – winning IGN’s award for best E3 2014 trailer at the time and sticking long enough in the memory to have been parodied as recently as 2022 by Goat Simulator 3.

“It was a great trailer and it carried on that Dead Island tradition of great trailers”, says creative director James Worrall. “The first one was very striking, and the one set in LA was striking, but the thing that, as a creative and a narrative specialist, I was really struck by was the change in tone, and that kind of really appealed to me.”

“We were actually at E3 at the same time as Dead Island 2 was being shown. I had no notion that these years later I’d actually be at the helm working on that sequel”, laughs Stenton.

The excitement was palpable and things were looking bright for the series. Dead Island 2 was set to build on what players loved from the original – an expanded eight-player co-op campaign, a huge range of weaponry, a plethora of zombie types, a more comedic tone, and yes, lots and lots of blood.

In the months that followed, dozens of video game journalists went hands-on with Dead Island 2 at PAX and gamescom 2014. IGN was among them, and our preview enthused that “Dead Island 2 finally looks to deliver on the promise made by the blood-soaked trailer”. Sadly and frustratingly, though, that promise wouldn’t be delivered on anytime soon.

Dead Island 2 was scheduled to release in Spring of 2015. But by the summer of that year, there was still no sign of it at all, despite it having been playable at multiple game conventions. And in July, Dead Island 2’s first major disaster was made public: Yager Productions had severed ties with the project after three years of development.

In an interview with GamesIndustry, Yager managing director Timo Ullman spoke of a situation that echoed the fallout between Deep Silver and series creator Techland just a few years prior: “The team worked with enthusiasm to take Dead Island 2 to a new level of quality. However, Yager and Deep Silver’s respective visions of the project fell out of alignment, which led to the decision that has been made.” Yager Productions would file for insolvency just weeks later.

Despite this major setback, Deep Silver kept faith in Dead Island 2. The search began for a new developer, and in March 2016 it was announced that Sumo Digital was taking its turn to have its crack at breathing new life into the still-warm corpse. A UK-based studio known mostly at that time for sports games and LittleBigPlanet 3, it was a surprising match, to say the least. Still, Deep Silver assured that things were going smoothly at Sumo’s studio in Sheffield, although very little else was being said publicly.

Meanwhile, in May of 2016, down the road in Nottingham, the team at Dambuster was navigating through a difficult time in their own history following the disappointing reception of Homefront: The Revolution – their ambitious but ultimately flawed first-person shooter.

“I think it’s fair to say it didn’t launch in the state that we would’ve really wanted”, Stenton admits. “It was a complex game, it was an ambitious game. There were lots of emergent systems at play in it. Finding the fun of the game, the kind of simulation of it came quite late, I think, in the development of Homefront.”

“Obviously, that game didn’t launch in as good a way as we’d hoped”, Evans-Lawes agrees. “It was disappointing for everybody who’d been working on it for quite some time. So we were trying to figure out what direction the studio was going to go in and we’d sort of prototyped a bunch of stuff and were trying out various ideas.”

As a studio, we were regrouping, we were rebuilding.

“As a studio, we were regrouping, we were rebuilding”, explains Duckett. “We’d moved from CryEngine to Unreal Engine, so it was new tech for us as well. We’d lost a lot of good people. You know, it happens at the end of most dev cycles, but I think at the end of Homefront, we lost more than we would’ve anticipated. So we were bringing in fresh talent, and with that fresh ideas and fresh knowledge of tools.“

The years following Homefront’s release was a tough learning period for Dambuster. After Homefront’s multi-layered ambitions fell short, the studio recognized that a narrow, focused vision would be key to a comeback success. Learning from the error of its ways, the first thing that Dambuster vowed to do when starting work on its new project, whatever that was to be, was to find the fun straight away. That fun was found in a prototype for the incredibly gross and gory Fully Locational Evisceration System for Humanoids, more catchily known as FLESH.

“We’d been working on the FLESH system and the gore. It was only super, super early stuff”, Evans-Lawes remembers. “All of the prototypes we were doing had some kind of concept behind them. I think this was the one that went furthest and it was a zombie-themed game.”

Worrall expands on the mood at the studio: “What was Dambuster going to make? What kind of games do we want to make? But the flesh engine and that kind of exploration really started to make people excited. Now, there was still a lot of soul-searching at that point. What does a gore engine mean for a game and how do you add something to that so it doesn’t just become like a corpse-mashing simulation?”

Dambuster had crafted a fun core, but it needed a game. And that game would arrive in the form of Sumo Digital’s quiet departure from Dead Island 2 in 2018. With no further sightings of the game for years by that point, rumours had rumbled on that the zombie smasher may never see the light of day again, despite repeated statements to the contrary from Deep Silver. But in 2019 the publisher broke its silence and publicly revealed that history had repeated itself and Sumo had become Dead Island 2’s latest victim. No explanation for why the developer left the project was offered, and Sumo’s own vision for Dead Island 2 remains a mystery.

Plagued by development issues that had now seen not only one, but two different studios divorced from the project, it would indeed now be the turn of Dambuster Studios to try and get the sequel into the hands of players. It was an exciting challenge for a studio looking to put their freshly prototyped gore system into play, but a challenge nonetheless.

“Obviously, there’s a certain amount of trepidation of like, ‘Well, this is a game that’s been around the houses, it’s been sort of semi-canceled a couple of times and now we’re taking it on,” says Evan-Lawes. “Is that a bit of a poison chalice?”

It’s been sort of semi-canceled a couple of times and now we’re taking it on, is that a bit of a poison chalice?

Stenton shared similar concerns. “I mean, you’re kind of contemplating that kind of thing very early on in development,” he says. “It just comes with the sort of pressure of the franchise, right? It’s a very popular franchise. There’s a fan base that is really dedicated and passionate about it. Obviously, you want to do it justice.”

But there was confidence, as Worrall explains: “You always worry if there have been a few missteps or perhaps relationships, creative relationships, have broken down with those missteps kind of thing but Deep Silver was really keen to just give us the space to come up with what we wanted to do. We had a pretty good idea of what we wanted to do, keep it laser-focused, keep it simple. And so, we were just given the time and the space to do just that.”

The fact that Dambuster had been working for some time on the FLESH system meant that it was immediately in a good position to hit the ground running with Dead Island 2. The team had the passion and the drive to make an undead smasher, even before such a massive IP had been offered to them.

Regardless of if Dambuster had secured the rights to Dead Island 2 or not, it seems as if the studio was naturally drifting towards a zombie project. “Quite possibly [we would have made a zombie game anyway]. Nothing was concrete at that point,” Evans-Lawes reveals. “When we heard that Dead Island 2 was maybe coming our way and we had this sort of initial prototype that had lots of elements that we could take across, we were like, ‘Well, that’s great because it fits with what we’ve got.’”

At this juncture, Worrall joined the studio: “I was brought in just after that decision and, basically, Dambuster showed me the gore tech and I just saw the gore tech and the proposals for the way they wanted to switch the tone from the original Dead Island and I thought, ‘Yeah, this is me. This is really, really good.’”

With their desire to make a zombie game already in full bloom, it appeared that the stars had aligned as Sumo’s loss became Dambuster’s gain. And so, sharing an office with zombies of efforts past, the team began work on Dead Island 2. The studio had a clear idea of what they wanted to do from the start – make the zombies, and specifically dispatching them as disgustingly as possible, the star of the show. And so despite having playable builds of both Yager and Sumo’s efforts available to them, the decision was made to rip it all up and start again.

“I guess there were two different sorts of takes on what Dead Island 2 was going to be and we were able to play both of those,” says Stenton. But it was never a realistic aim on our side to carry any of that forward. We just had our own unique take on what our Dead Island 2 was going to be like.”

It was important for us to just do a fresh start and just kind of wipe the slate clean.

“Obviously, some of those builds were quite old by the time we got them”, adds Duckett. “And in order to do the IP justice, and to put out a Dead Island 2 that I think the fans will appreciate, it was important for us to just do a fresh start and just kind of wipe the slate clean.”

Worrall was eager to avoid past mistakes. “It wasn’t necessarily the content or the tone or the stuff like that,” he says. “A lot of it was perhaps they took a too complex approach, maybe. It was something that we focused on and I think this is a problem that’s facing games, in general, is just blossoming complexity and it comes back to bite the studio when they’re trying to get that game out the door. And so, early on when we just decided, ‘Right. No, [it’s] just going to be people versus zombies, we got a gore engine, we’re going to make the combat really, really visceral and tactile and in your face.”

Evans-Lawes also had the past on his mind. “On Homefront I spent a long time working on dynamic day/night cycle, dynamic weather systems, all this kind of stuff,” he recalls. “And it took ages and we got it to a pretty good place, but it made no difference to the game really. It didn’t make any difference to what you were playing minute to minute. And so I was really keen to put my efforts into something that I felt was absolutely a core part of the game.”

There were aspects of the previous versions of Dead Island 2 that Dambuster appreciated, but seeing as they were effectively starting all over again from scratch anyway, they stuck to their guns and decided on a singular, narrow vision – aiming to avoid the bloat that Homefront had succumbed to, but also wary of not falling foul of the same errors their predecessor studios had. For example, Dambuster settled on three-player co-op, whereas Yager’s original vision back in 2014 was to have eight-player.

“We definitely had to evaluate what was there and go, ’Which features do we want to have in the game?’” says Evans-Laws. “And certainly, there were some interesting ideas that we looked at from previous iterations of the game that didn’t make it in, but primarily for scope reasons and trying to get the project done in a reasonable timeframe.

“There was some vehicle stuff, like driving cars, things like that, where it was certainly interesting what we saw in a previous build and there were some quite nice ideas,” he continues. “But in terms of the level design and keeping levels at the scale where the hand-to-hand melee combat works, you design a level differently if you’re driving around it.”

We had discussions of Catalina Island, which is just off the Californian Coast.

Alternative locations were also discussed, as Worral reveals: “We had discussions of Catalina Island, which is just off the Californian Coast. We thought about that as a location but, again, back to that Hollywood lens and the picture postcard, it’s about delivering that familiarity that people the world over are familiar with. That Los Angeles through the Hollywood lens.”

“Originally it was the whole of California I think”, Evans-Lawes adds. “Or at least there were going to be bits in different areas of California that had been already sort of scaled down to LA. Yeah, I think that was pretty much non-negotiable. In terms of the tone, that kind of went a few ways. We had to, I guess, figure out exactly where we wanted it to land. I think it’s landed fairly close to that Dead Island 2 trailer. But we experimented first of all with, ‘Does it want to go a bit more serious?’ And I think it’s definitely landed in a good place.”

Duckett explains that location wasn’t necessarily all-important, however. “Dead Island is known for those paradise-gone-to-hell locations and we wanted to make sure that we doubled down on that,” he says. “We wanted to make sure we doubled down, tripled down maybe even, on zombies at the core, to just really go to town on as many zombies as we could put together. Doubling down on the gore, the FLESH system again, just because as a zombie fan, that’s what I want to see.”

But what did fans of the series want to see from the sequel? The studio wrestled with those expectations. “I think we expected that obviously, people are going to have preconceived ideas about what Dead Island 2 is going to be,” Evans-Lawes explains “They’re going to have preconceived ideas about, ‘Well, it’s been in development for 10 years and so therefore, it’s going to either be a total disaster or it’s going to be this absolutely enormous behemoth of a game that just has everything in it.’

“And in actual fact, we weren’t developing it for 10 years, so we didn’t have all that time to make a huge, huge, huge game,” he clarifies. “And I think one of the things that we learned from Homefront was that you need to be focused on what you’re doing and you need to choose a few things and do them really, really well.”

“It was that laser focus on being best in class, first-person combat”, states Stenton. “I think in fairness to the team, it is really something that genuinely we’ve had right away from day one. Right the way from those very early prototypes and those very early prototypes of the FLESH system, and the weapons, and the enemies.

“It wasn’t based on a trailer, it wasn’t based on a storyboard. It was based on gameplay and the fantasy of hacking apart zombies, and melting zombies in the most spectacular, gory, groundbreaking ways possible.”

From late 2018 to the summer of 2022, the creation of that grotesque, pulpy, and violent fantasy quietly took place behind the firmly closed doors of Dambuster. Not a single screenshot, video clip, or even quote was released to the public; a conscious decision made by the studio to allow themselves to get their heads down and work with as little outside interference as possible.

“It’s partly because we knew with the history of the franchise, it’s been such a long wait for players, and we knew that there’d been a couple of false starts before”, Stenton reveals. “So this time we really better make sure that we’ve got something awesome to play, something awesome to show. Absolutely just prove once and for all when it’s announced this time it’s real, it’s super close to launch, it’s coming soon, you can play it already.”

We didn’t want to announce vaporware, we didn’t want to just come out with a CGI and then have people go, ‘Well, is there really a game?

“The game had had two false starts, right?” says Worrall. “We didn’t want to announce vaporware, we didn’t want to just come out with a CGI and then have people go, ‘Well, is there really a game?’”

Stenton agrees, stating “It can be challenging to read those kinds of comments and sit on your hands and not give any hints or any indication, because as a studio you invest your heart, soul, blood, sweat, and tears into the project and you have been doing for a while.”

And so we find ourselves back in 2022, when that silence was broken in the final moments of gamescom’s Opening Night Live. Dead Island 2 made its very loud and very unexpected return from the dead and, to the team’s relief, the trailer was met with a newfound hunger. The long-thought corpse of a game was finally reanimated. For Dambuster, it was a moment of pure relief matched only by the excitement from the fanbase.

Stenton recalls the moment fondly. “It was funny at Opening Night Live because we’d got, actually, Dead Island T-shirts that we weren’t allowed to wear until the moment of the reveal,” he laughs. “Obviously, you know, you’re super pensive at the point that it’s all about to happen. But it’s such a relief once it’s out there, once everybody knows. Then finally we’re able to show the branding and what we’ve been working on for all of these years. It’s just releasing the pressure valve, to be honest, and being able to talk more freely about it and wear the game with pride and show the game with pride.”

“It is really nice to see people’s reactions when they play the game and people’s kind of shock at the gore system and everyone kind of going like, ‘Oh man, bloody hell!’ but then also laughing”, says Evans-Lawes. “It’s really gruesome, but it’s to the point that you just kind of have to laugh. So seeing people actually do that, play the game, whack a zombie in the head, and then just start laughing because the gore is so ridiculous, you’re kind of like, ‘Right, okay, yeah, we got that.’”

The re-reveal at gamescom signalled the light at the end of the tunnel for the long-tortured sequel. Dead Island 2 would finally arrive in the spring of 2023 and thousands of zombies would once again die in all manner of experimentally violent ways.

For the best part of a decade, the first question that came to many when thinking about Dead Island 2 was “Is it a real game?” But for the team at Dambuster, the question is what do they hope its lasting legacy will be?

“I hope they remember that it was fun,” says Duckett. “As a designer, that’s what I want to hear. It was fun to engage with the setups. It was fun to kill the zombies. It was vibrant, it was pulpy, it was different. It didn’t take itself too seriously, and it knew what it wanted to be.”

“I’m pretty confident that players will look back at the launch of Dead Island 2 and see how it’s reinjected a sense of vibrancy, and purpose, and real differentiation to the zombie genre, that we bring something different, and really iconic, and really worthwhile”, says Stenton.

Evans-Lawes hopes “That players think, ‘This is the game that has reinvigorated the zombie genre and taken it back to a place that is trashy, kind of pulpy and lots of fun.’ That’s what I wanted to do with it. And I feel like that’s what we’ve done. We have succeeded where others have not. So yeah, that’s nice too.”

We have succeeded where others have not. So yeah, that’s nice.

Worrall holds hope “that they will think that Dead Island 2 wasn’t such a simple undertaking and I think that was proven with the development cycle but getting it right was worth the wait.”

So yes, Dead Island 2 is definitely a real game, just not necessarily the same one that started life all those years ago. It’s been a long decade for fans of the series. Studios may have fallen by the wayside like dismembered limbs, but neither the head was removed nor the brain destroyed. Dead Island 2 successfully imitated its own shambling hordes as the game that refused to die.

I guess the only logical question to ask next then is… Is Dead Island 3 a real game?

“No comment”, says Stenton.

Simon Cardy would last two minutes in a zombie apocalypse. Follow him on Twitter at @CardySimon.

Stray Blade Review

It can be tough to stand out from the pack when creating another Dark Souls-inspired action game to toss on the pile. In theory, developer Point Blank Games had the right idea of how to do it with Stray Blade, making a more approachable soulslike with a focus heavily on traditional storytelling in a bright fantasy setting. But while that makes for a great first impression, every piece of it falls short of both its own ambitions and the high bar set by others in the genre. Poor level design, uninteresting world building, and shoddy combat mechanics keep this stray from ever finding its way home.

As the capable and curious Farren, you find yourself trapped on the magical island of Arcea with no way off besides being led on a quest to kill some big bad guys, break a magic seal, and yada yada yada – you know the drill. As much as I came to like the self-important heart of gold hero Farren and their relationship to their scrappy and altruistic spell slinging sidekick, Boji, this story has nothing you haven’t heard before, and is told in largely forgettable expository dialogue and lore pickups. When following the main path, I felt like I was stopping to hear the two characters riffing off of one another about the local environment, their backgrounds, or the mission way too often. The trope of lonely, barren, and opaque soulslike storytelling is tired these days, but Stray Blade feels like it overcorrected in its attempt to swing the opposite way.

The world itself is very pretty, at least. It’s epic scale and bright colors really help make Acrea look like a storybook fantasy world teeming with magic. The locations themselves don’t feel much different from one another outside of the colors and flora though. You do the same sort of platforming and cave skulking in each region, where you’ll find a plethora of nooks and crannies hiding crafting materials or lorestones. I found myself getting distracted by side paths a lot during the roughly 18 hours it took me to finish Stray Blade, and I always felt like the end prize was worth the trouble.

The world itself is very pretty, at least.

That said, the layouts of these regions are often confusing, lacking many good landmarks to help navigate with. The in-game map and on-screen compass do a mediocre job of helping you find your way back on task, as well. The former has no way to indicate elevation, so you can’t tell if a location is high on a mountain or deep in a valley. Meanwhile, the compass can show you which direction to go, but not what path to take, so you’ll often have to rely on the context clues of Boji occasionally flagging you down and pointing you to the right direction – but even then, Boji has a habit of just showing up in places that aren’t the right direction at all.

Each area is brimming with hostile enemies who don’t take kindly to your presence. You’ll exhaust the variety of these enemies pretty early, with stronger versions swapping colors and adding a new attack here and there later on. Combat, though largely restricted by stamina with combos based on weapon type a la Dark Souls, tries to spice up the well-worn formula to mixed results. Weapons themselves come in many forms, from mighty hammers to quick daggers, each with their own light and heavy attacks. Some of the more unique weapons, like the Arcane ones you’ll have to explore to find in the mid and end game, were tons of fun. Some of my favorites include an unreasonably large molten sword that explodes on impact, or a katana that grows in size after every swing in a combo.

You’ll exhaust the variety of these enemies pretty early.

Enemy attacks are color coded: red ones must be dodged and blue ones can only be parried. Perfectly timing a dodge or parry refunds some stamina back to you, and on-time parries specifically can drain enemy poise meters, which opens them up for executions when fully empty. The problem is that the timing windows are all over the map, with a mix of muddy responsiveness and some deceptive enemy animations that can give nailing defense maneuvers a frustrating learning curve. Missing feels particularly bad, too, as enemies can easily catch you in extremely punishing stun loops in return.

The red light/blue light concept itself serves to make combat easier than Stray Blade’s contemporaries, but also far less expressive. You’ll spend most of your time defending with a binary choice, attacking in the window you opened, and then repeating until the enemy is dead. The true difficulty waxes and wanes because of factors like enemy behavior, which regularly goes off the rails, causing enemies to stand idle or awkwardly run in circles – or in some instances be so evasive that they would rather walk themselves off of cliffs than die to Farren’s blade. When fighting more than one enemy at a time, Stray Blade’s truly abysmal lock-on system either sticks hard to one enemy and refuses to change targets, or when it does change (usually when the original target is defeated) it chooses the enemy that makes the least sense to target next.

Stray Blade’s truly abysmal lock-on system either sticks hard to one enemy or chooses the enemy that makes the least sense.

The skill tree is large, but a bit of a misnomer as any of the actual “skills” you learn all come from outside of this tree, usually from defeating bosses. Instead, its more of an elaborate stat sheet that encourages you to try a lot of different weapons because enhancing things like maximum health or base attack damage is tied to how many kills you have with each one. This gates both your power and a feeling of overall growth behind your ability to craft new weapons and find new blueprints, the former of which is more of a pain than the latter. I spent so much of my adventuring time picking up materials and still never seemed to have enough to craft all of the blueprints burning a hole in my inventory.

The more interesting skills Farren gets access to are special abilities earned by taking down bosses. Even though they have uses in and out of combat, their battle effects are lackluster in comparison to the regular weapons. One late game ability, Xhinnon, stops foes in their tracks for a moment, which is great until only an hour or so later when many of the enemies become completely immune to it. The one I used the most, Intium, allows you to teleport to targets, but the attack itself does very little damage and leaves you susceptible to counter attacks since it doesn’t stagger enemies.

Boji has his own skill tree as well, which allows you to power up both the abilities you can command him to use and runes that give you passive combat bonuses for a limited time. His abilities can be helpful, like one that fires a bolt of force and chips away at enemy poise, but I found that I got far more use out of runes, which require small amounts of materials to give you buffs like health recovery after finishing off enemies. My favorite knocked over enemies that did damage to me, which went a long way towards evening the playing field of Stray Blade’s inconsistent combat.

Major Publishers Report AAA Games Can Cost Over a Billion to Make

On Wednesday, the UK Competition and Markets Authority (CMA) blocked the Microsoft and Activision Blizzard Merger due to its implications for cloud gaming. Along with fundamentally changing the future of Microsoft and Activision Blizzard, the document released alongside this decision has revealed quite a few details about the increasing financial demands behind AAA games.

In a massive report on the decision, the CMA revealed that some major publishers report their AAA games can cost over $1 billion to make.

According to the report, AAA games that are greenlit now with potential releases in 2024 or 2025 typically receive development budgets of $200 million or higher — Call of Duty has already surpassed $300 million in development costs alone, and the next Grand Theft Auto title will likely require a development budget of $250 million or more. When considering marketing costs, this number can jump to over $1 billion, with one large studio reporting that a major franchise’s development cost $660 million and marketing cost nearly $550 million.

These costs demonstrate a significant increase from five years ago, when most AAA games had budgets between $50 and $150 million.

The CMA’s ruling, citing a report by market intelligence group IDG, also revealed details about the increasing development demands for new Call of Duty titles.

“We have to make so much content for Call of Duty that we can’t even lean on one lead studio anymore,” Activision was quoted as saying in the report. “Now we need almost 1.5 lead studios for each annual CoD. That kind of bandwidth pressure is forcing us to use outsourcers more and more. I don’t see that changing anytime soon.”

Alongside its insights into the rapidly increasing costs of AAA game development, the CMA’s report also asserts that Nintendo’s platforms aren’t “technically capable” of running Call of Duty despite Microsoft’s confidence. The report also details how Microsoft could potentially make Game Pass more expensive after the acqusition.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun. Find them on Twitter: @ameliazollner.

Here’s Everything That’s Free-to-Play in Destiny 2 After Lightfall

Since going free-to-play in 2019, Bungie has made many changes with what’s pro bono and what will require a real-world investment in Destiny 2. If you’re wondering exactly what is free and what’s paid, we made this nifty guide to help you navigate all that space magic.

Destiny 2 Free-to-Play Activities

First, let’s cover all the things you can do in Destiny 2 without paying. These are all the playlist activities, limited-time events, and stories you can partake in without ever running into Destiny’s paywall:

1. The “New Light” Questline and Guardian Rank Onboarding

As a newcomer, this content will be the first thing you’re forced to tackle before you can do anything else. This brief storyline will introduce you to the Destiny universe, teach you the basics of looting and shooting, and catch you up on the happenings so far, including a special cutscene to catch you up to speed all the way to Lightfall. After that, you’ll be given a series of goals via the “Journey” tab that will tell you what to do next, as part of Bungie’s new onboarding mechanic. Thankfully, it points you to free content long before you ever see an objective that would require you to buy something.

2. The Vanguard Strikes Playlist

As a free player, you won’t be allowed to access most strikes from the world maps, but all of them will appear (whether you own the content the strike comes from or not) in the Vanguard Strikes playlist. These activities are short stories taking place throughout Destiny’s storied history, and are one of the best ways to complete bounties and grab some easy loot.

3. Most Crucible Playlists

If you’re hoping to go head-to-head against your fellow Guardians, luckily almost all Crucible content is on the table. The Competitive 3v3 playlist, Team Quickplay’s 6v6 queue, and rotating playlists like Rumble’s free-for-all mode are available to jump in and play for all players. Iron Banner, a weeklong event taking place a few times every season, is also available to play and earn exclusive loot from whenever it shows up. One important detail is that, if you’re hoping to partake in the competitive playlist, you’ll need to verify your account on Bungie.net first, which requires you to register a cell phone number and associate it with your account.

4. Gambit

Gambit is Destiny’s Pve/PvP hybrid mode that pits teams of four against one another to bank motes before summoning and killing a boss. The first team to slay their boss wins, but the real twist is that players can invade one another’s world and kill the opposing team to set back their progress. You can play this mode solo (in Freelance mode), with a crew, or in a private match, but it’s all the same mode and only a handful of maps. Still, this is one of the few areas where absolutely everything is available to free-to-play players.

5. Seasonal Events

Every season in Destiny is marked by one seasonal event: Guardian Games in the spring, Solstice of Heroes in the summer, Festival of the Lost in the fall, and The Dawning in the winter. Each of these events brings with them a plethora of exclusive loot as well as at least one playable activity to engage with. As a free-to-play player, you’re free to participate in any or all of these as they occur. However, each has their own paid version as well, plus numerous cosmetics available for purchase, so your mileage may vary if you’re committed to playing for free.

6. The Prophecy Dungeon

Dungeons, Destiny 2’s coolest 3-player activities, are largely unavailable to free-to-play players, but the Prophecy Dungeon can be played by anyone and is arguably the best one. This raid-like activity takes place in the Realm of the Nine and is best played with two friends. Unfortunately, no matchmaking is available for this activity, but the loot is quite good, so it’s worth finding people to play with.

7. Vault of Glass and King’s Fall Raids

Like Dungeons, raids account for some of Destiny’s best and most difficult content, and most are pay-to-play. However two remastered Dungeons originating from Destiny 1, can be found and played for free in Destiny 2. Vault of Glass, the first Destiny raid ever featuring menacing Vex enemies, and King’s Fall, where you hunt down The Taken King Oryx, are both 6-player activities that require a fireteam, and like Dungeons you won’t be able to rely on matchmaking.

8. Patrols, Public Events, and Lost Sectors

As a free player, you can explore every destination and participate in various activities those places offer, like Patrols, Public Events, and Lost Sectors. Patrols are bite-sized bounties that have you kill or scan something, while Public Events occur regularly when exploring each location and usually require a group of people to complete. Finally, Lost Sectors are hidden areas in each world that serve as mini Dungeons, complete with a boss and chest to loot at the end. However, not every planet will be available to you at the start, as The Dreaming City, The Moon, and Europa all are unlocked by gaining enough XP from completing various activities.

9. Dares of Eternity

This six-player matchmade activity throws you into a very silly game show starring Xur and a magical horse with massive loot drops at the activity’s conclusion. It’s free to all players and definitely one of the more entertaining and rewarding things to do in Destiny.

10. The First Campaign Missions for The Witch Queen and Lightfall Campaigns

As a way to entice players to purchase an expansion, free players are given a taste of each campaign via the campaign’s first mission, which is available for free.

Though there’s plenty to do as a free player in Destiny 2, you’ll regularly run into paywalls which will require you to purchase an expansion or DLC before you can play it. Here’s everything that will require opening your pocketbook:

1. Campaign Missions

This one’s pretty obvious, as you won’t be able to play any of Destiny’s main campaign missions (beyond the first one for The Witch Queen and Lightfall) before buying the expansion. This includes Shadowkeep, Beyond Light, The Witch Queen, and Lightfall – all of the campaigns that are currently available in Destiny 2.

2. Seasonal Activities & Story Missions (with exceptions)

Each season in Destiny 2 brings new miniature stories and seasonal events that, for the most part, are limited to those who own the season pass. New seasons also bring with them new weapons, armor, and cosmetics which are more often than not locked behind the seasonal paywall.

3. Nightfall Strikes

The most challenging version of the Vanguard Strikes, called Nightfall Strikes, are gated behind the most recent expansion (in this case: Lightfall). These Strikes are some of the most challenging (and rewarding) PvE activities out there, but don’t provide any additional content beyond a harder version of the existing missions in the Vanguard Strikes playlist.

4. Dungeons

Most Dungeons aren’t available to free players, including The Shattered Throne, Pit of Heresy, Grasp of Avarice, Duality, and Spire of the Watcher. Most of these are locked behind whichever expansion they released with (Spire of the Watcher requires The Witch Queen expansion, for example), but some can also be purchased from Ikora who will sell a Dungeon Key for that specific activity.

5. Raids

Similar to Dungeons, Raids are mostly locked behind whichever expansion premiered them, and those include: Last Wish, Garden of Salvation, Deep Stone Crypt, Vow of the Disciple, and Root of Nightmares. These raids are great, but there’s currently no way to buy them alone like some dungeons, and you’ll need to invest in expansions to play them.

6. Trials of Osiris

Trials of Osiris is Destiny 2’s premiere PvP mode, which pits players against one another in a tournament-style competition. Unfortunately, it was added to the list of activities that are locked behind Destiny 2’s paywall somewhat recently, and you’ll need the most recent expansion (Lightfall) to partake.

Free-to-Play Unlocks

Aside from just things to do, another important part of Destiny 2’s free-to-play model are the tools you have (or don’t have) access to. Here are all the things you can collect and make use of in the free version:

1. All Three Classes

Whether you want to play a crafty Hunter, an undaunting Titan, or a mystical Warlock, all three of Destiny 2’s playable classes are available to you in all versions of the game.

2. All Light Subclasses

Light Subclasses account for 3/5ths of the available playstyles in Destiny 2, and all nine of those are available to you as a free player. This includes Solar, Void, and Arc subclasses for each of the three Guardian classes, though some will need to be unlocked through playing the game. You gain access to the questlines to do just that once you’ve completed the introductory New Light mission.

3. Most Weapons and Armor

Although some weapons and armor that are only available in certain paid activities can’t be obtained by a free player, the vast majority of it can be found in the loot pools that are free-to-play, though some require a bit more work than is required by paying customers.

4. Transmogrification

Although players can microtransact to speed up the process, the ability to swap the appearance of one armor piece with the appearance of another you’ve already acquired is available cia Ada-1 to anyone who’s up for completing her bounties.

5. Partial Access to Season Passes

Like most live-service games, Destiny 2 has a season pass with two progression tracks: the free track and the paid track. Naturally the paid version has better loot, more frequent drops, and grants access to the best stuff earlier in the season, but most of the important loot (like seasonal exotics) can be obtained via the free progression track with enough elbow grease.

6. Clan Membership

Destiny veterans will know that “the friend game is the endgame,” and thankfully this isn’t gated behind a paywall. Clans, which allow you to group up with your fellow Guardians to earn special loot drops and gain buffs via the Clan Banner seasonal buffs, can be freely created and joined by any Destiny player.

1. Six Darkness Subclasses

The six Darkness subclasses introduced in recent years are locked behind the expansions that debuted them – Three Stasis subclasses with Beyond Light and Three Strand subclasses with Lightfall. If you want access to the powerful abilities these subclasses afford, you’ll need to own those expansions respectively.

2. The Full Season Pass

If you want access to the better of the two season pass progression tracks, you’ll need to pony up some real-world Glimmer.

3. Additional Items Granted Through Purchases

Some items are arbitrarily gifted to the player when they complete a purchase, like a legendary ship Shaw Han has in stock that he’ll only give to players who purchase Lightfall. Beyond that, there are plenty of loot drops and Eververse cosmetics only available to those who have made specific purchases or microtransactions.

“If I Want to Dive Deeper, What Should I Buy First?”

This will all depend on what kind of activity you’re drawn to. If you and two of your pals really enjoy PvE content, maybe consider buying access to the standalone Dungeons that are cheaper than some of the other content. If you like PvP and want to give Trials a shot, then you’ll need to buy the most recent expansion (Lightfall) to participate. Generally speaking though, it’s almost always the best idea to buy the most recent expansion to gain access to current seasonal activities and conform with any changes to the meta, like the recent addition of the Strand subclasses.

I would just advise staying far away from Eververse at the outset, as the Silver currency she sells only offers nonessential items and things that can be earned for free, like tokens to transmog your equipment. Focus on the main expansions and replayable content to start, and see if your interest continues to be piqued from there.

For more, check out our latest Destiny 2 review of the Lightfall expansion, and if you’re ready to dive into some paid content, check out our guide for the Root of Nightmares raid.

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

How to Find All Collectibles and Secrets in Zelda: Breath of the Wild

With The Legend of Zelda: Tears of the Kingdom coming out in just a couple of weeks, there’s never been a better time to play (or replay) Breath of the Wild. And while there are those who prefer to mainline the story and finish the game quickly, there are benefits to taking your time to unravel all of the small details hiding in Hyrule.

That being said, you don’t need to spend all of your time searching for collectibles and secrets. Not without help at least. Whether you’re trying to nab every Korok seed or just discover some hidden areas, we have a handy Breath of the Wild Wiki guide to help you on your journey. Below are some of the most pertinent guide to finding everything in the game before you play Tears of the Kingdom. You can also take advantage of our interactive Breath of the Wild map that features every location in the game.

All Korok Seed Locations

There are a total of 900 Korok seeds in Zelda: Breath of the Wild for you to find. And while you certainly don’t need to find them all to complete the game, you do end up getting a special (and quite ridiculous) prize for doing so. You can watch the video above to find out what prize you get for collecting them all, or you can just find out yourself!

To help you gather every seed, we have a handy guide that details all of the Korok seed locations in Breath of the Wild. You can also drill down to each region and get help with any complicated Korok seed puzzles you may run into.

All Memory Locations

Recovering links memories in Breath of the Wild isn’t necessary to finish the game, but it’s a great way to explore Hyrule while also unraveling the secrets of Link’s past. In addition to the 12 memories you need to find to complete the Captured Memories quest, there are also 6 more memories you uncover as the main story progresses.

If you’re hoping to get the full story experience from the game, it’s worth uncovering all of the memories as you play. You can do so by using our guide to all memory locations in Breath of the Wild. You can also watch the video above to see all of the cutscenes without having to collect those memories.

All Side Quests

If you’re looking for more than just a walkthrough of the main story, then you’re going to want to complete some of the many side quests in Breath of the Wild. Each of these quests offer a reward as well additional depth to the surrounding characters and storyline. There’s even a side quest that allows you to have your own home!

To help you find every one of these lateral journeys in the game, you can check out our guide to every side quest in BotW. It includes locations, rewards, and walkthroughs that will make navigation easy.

All Shrine Locations

There are a total of 120 Shrines in the game, each with their own unique puzzle or challenge you’ll need to complete. And although you don’t need to complete all of the shrines to defeat Ganon, you do need to complete enough to be able to obtain the Master Sword.

To help you find every Shrine you might have missed, you can take a look at our comprehensive guide to all Shrine locations in Breath of the Wild. If you need help completing any of them, you can also check out our Shrine quest walkthroughs for assistance.

All Great Fairy Fountain Locations

There are a total of 4 Great Fairy Fountains across Hyrule, each of which will allow you to upgrade your armor for a price and certain materials. You’ll need quite a few Rupees to upgrade your armor all the way, but if you just need to find the fountains first, we’ve got you covered.

You can either check out the video above or dive into our guide to all Great Fairy Fountain locations in Breath of the Wild.

All Weapons and Armor Locations

The right armor and weapons in Breath of the Wild can make all of the difference. Some weapons may not last long, but if used correctly, they can help you power through some of the most difficult fights with ease. And some of the best armor in breath of the wild can even provide power-ups you may want.

To help you find the right gear for you, you can check out our comprehensive guides to armor and weapons in Breath of the Wild — including how to get the Master Sword and Green Tunic.

Find the Special Horses

One of the most exciting aspects of Breath of the Wild is that you can find and tame your own horses. Not only that, you can even mount some of the other wildlife and ride them around Hyrule if you’re daring enough — though you won’t be able to register them at the stables.

Although there are plenty of wild horses you can find, there are also some special ones out there you may want to collect. One of the best horses in the game is Epona, which requires the use of a special Link Amiibo. You can also find the majestic White Horse, which is a descendent of Princess Zelda’s horse from 100 years ago. If you’re looking for a bit more power, there’s also the Giant Horse — a descendent from Gananondorf’s horse.

Build a Town

One of the best sidequests in Breath of the Wild is one that lets you work with NPCs to build an entire town called Tarrey Town. This starts after you complete the Hylian Homeowner side quest and move on to the From the Ground Up quest.

Tarrey Town is an entirely optional part of Breath of the Wild, but going through with everything results in some nice benefits such as merchants that can provide rare armor.

Find All of the Easter Eggs and References

Considering the Legend of Zelda timeline is quite vast and there have been quite a few games in the series, it’s no surprise that there are quite a few references to the older games hidden throughout Hyrule. You’ll find everything from specific locations from other games to musical references from years ago.

If you want to discover all of these little things on your own, you can check out our guide to all of the easter eggs and references in Breath of the Wild.

The Legend of Zelda: Tears of the Kingdom arrives on May 12. You can already preorder the game ahead of time to make sure you can play it on day 1. Check out our hands-on preview of teh game below:

Destiny 2: Where Is Xur Today? Location and Exotic Items for April 28-May 1

The black confetti-man, Xûr, is now live in Destiny 2 for the weekend until next week’s reset. If you’re looking to get your some shiny new Exotic armor or weapons for your Guardian, look no further.

Each week, Xûr has a random assortment of Exotic armor, one for each Guardian class, as well as a random Exotic Weapon and an Exotic Engram available for purchase. In addition to his Exotic wares, he’s got a random collection of Legendary weapons and armor to deck out your Guardians.

We’ve rounded up all the info on Xûr for the week including where to find Xûr, which Exotic weapons and armor are available, as well as which Legendary weapons you should pick up, either for PvE or PvP.

Where Is Xûr Located Today?

Xûr’s location can be found at Winding Cove in the EDZ on April 28 through May 1. To reach him, travel to the landing point at Winding Cove. When you arrive, make for the rock cliffs at the far end of the cove and look for a cave winding up to a platform next to some Fallen. There you’ll find the retail monster who inspires us all.

What’s Xûr Selling Today?

Exotic Engram

The Prospector – Exotic Grenade Launcher

Lucky Pants – Exotic Hunter Leg Armor

  • 15 Mobility
  • 3 Resilience
  • 16 Recovery
  • 14 Discipline
  • 15 Intellect
  • 2 Strength
  • Total: 65

Armamentarium – Exotic Titan Chest Armor

  • 7 Mobility
  • 17 Resilience
  • 10 Recovery
  • 15 Discipline
  • 7 Intellect
  • 9 Strength
  • Total: 65

Starfire Protocol – Exotic Warlock Chest Armor

  • 14 Mobility
  • 10 Resilience
  • 10 Recovery
  • 16 Discipline
  • 11 Intellect
  • 2 Strength
  • Total: 63

Exotic armor this week isn’t amazing, but we’ve got decent rolls for Hunters and Titans. While distributions could be better across the board and none of the rolls are spikey, these are still good exotics with usable rolls — that’s more than Xur has given us in weeks past!

Exotic Weapons

Hawkmoon – Exotic Hand Cannon

  • Paracausal Shot
  • Corkscrew Rifling
  • Alloy Magazine
  • Opening Shot
  • Heavy Grip

Dead Man’s Tale – Exotic Scout Rifle

  • Cranial Spike
  • Full Bore
  • Light Mag
  • Vorpal Weapon
  • Composite Stock

Both rolls this week get very close to God rolls! Hawkmoon with Alloy Mag, Opening Shot, and Heavy Grip are about as good as Hawkmoon gets, and DMT gets really close with Vorpal Weapon, but Light Mag isn’t as desirable as High-Caliber Rounds.

Legendary Weapons

Under Your Skin – Combat Bow

  • High Tension String/Natural String
  • Carbon Arrow Shaft/Helical Fletching
  • Archer’s Tempo
  • OSuccessful Warm-Up
  • Land Tank
  • Accuracy Masterwork

Judgement of Kelgorath – Glaive

  • Ballistic Tuning/Lightweight Emitter
  • Alloy Magazine/Appended Mag
  • Immovable Object
  • Incandescent
  • Ambush
  • Charge Time/Shield Duration Masterwork

Blast Battue – Grenade Launcher

  • Countermass/Linear Compensator
  • Proximity Grenades/High-Explosive Ordnance
  • Threat Detector
  • Snapshot Sights
  • Reload Speed Masterwork

Vulpecula – Hand Cannon

  • Arrowhead Brake/Hammer-Forged Rifling
  • Tactical Mag/Extended Mag
  • Outlaw
  • Adagio
  • Handling Masterwork

Lonesome – Sidearm

  • Fluted Barrel/Smallbore
  • Ricochet Rounds/Flared Magwell
  • Rapid Hit
  • Swashbuckler
  • Range Masterwork

Enigma’s Draw – Sidearm

  • Tactic SAS/Target SAS
  • Extended Mag/Ricochet Rounds
  • Grave Robber
  • Rapid Hit
  • Handling Masterwork

Friction Fire – Submachine Gun

  • Corkscrew Rifling/Smallbore
  • Tactical Mag/Steady Rounds
  • Killing Wind
  • Unrelenting
  • Handling Masterwork

We’ve got some great rolls this week! I quite like the glaive with Immovable Object and Incandescent, and the roll for Lonesome with Rapid Hit and Swashbuckler has a lot of great synergy for a sidearm. Friction Fire with Killing Wind and Unrelenting is also worth checking out!

Warlock Legendary Armor

For Warlocks, Xûr is selling the Yuga Sundown set which includes:

Yuga Sundown Gauntlets

  • 7 Mobility
  • 19 Resilience
  • 2 Recovery
  • 7 Discipline
  • 2 Intellect
  • 20 Strength
  • Total: 57

Yuga Sundown Chest Armor

  • 8 Mobility
  • 2 Resilience
  • 22 Recovery
  • 12 Discipline
  • 9 Intellect
  • 6 Strength
  • Total: 59

Yuga Sundown Helmet

  • 6 Mobility
  • 10 Resilience
  • 16 Recovery
  • 12 Discipline
  • 6 Intellect
  • 10 Strength
  • Total: 60

Yuga Sundown Leg Armor

  • 14 Mobility
  • 9 Resilience
  • 8 Recovery
  • 15 Discipline
  • 6 Intellect
  • 9 Strength
  • Total: 61

Yuga Sundown Bond

Sorry, Warlocks. None of these rolls are worth considering! Come back another week.

Titan Legendary Armor

For Titans, Xûr is selling the Midnight Exigent set which includes:

Midnight Exigent Gauntlets

  • 12 Mobility
  • 13 Resilience
  • 7 Recovery
  • 9 Discipline
  • 16 Intellect
  • 2 Strength
  • Total: 59

Midnight Exigent Chest Armor

  • 15 Mobility
  • 7 Resilience
  • 9 Recovery
  • 17 Discipline
  • 2 Intellect
  • 9 Strength
  • Total: 59

Midnight Exigent Helmet

  • 9 Mobility
  • 13 Resilience
  • 7 Recovery
  • 6 Discipline
  • 14 Intellect
  • 9 Strength
  • Total: 58

Midnight Exigent Leg Armor

  • 13 Mobility
  • 2 Resilience
  • 16 Recovery
  • 7 Discipline
  • 20 Intellect
  • 2 Strength
  • Total: 60

Midnight Exigent Mark

Titans also have very bad armor rolls this week. Sorry, y’all.

Hunter Legendary Armor

For Hunters, Xûr is selling the Abhorrent Imperative set which includes:

Abhorrent Imperative Gauntlets

  • 10 Mobility
  • 15 Resilience
  • 7 Recovery
  • 9 Discipline
  • 2 Intellect
  • 16 Strength
  • Total: 59

Abhorrent Imperative Chest Armor

  • 10 Mobility
  • 12 Resilience
  • 6 Recovery
  • 20 Discipline
  • 9 Intellect
  • 2 Strength
  • Total: 59

Abhorrent Imperative Helmet

  • 8 Mobility
  • 2 Resilience
  • 22 Recovery
  • 8 Discipline
  • 23 Intellect
  • 2 Strength
  • Total: 65

Abhorrent Imperative Leg Armor

  • 2 Mobility
  • 16 Resilience
  • 12 Recovery
  • 12 Discipline
  • 8 Intellect
  • 13 Strength
  • Total: 63

Abhorrent Imperative Cloak

Hunters have some of the only good rolls this week. The helmet has high stats and spikiness in Recovery and Intellect (though I sure wish that Resilience were higher), and the boots are also decent since they’ve got super low Mobility.

That’s a wrap on Xûr for this week, Guardians! Who do you think will win Guardian Games next week? Let us know in the comments! For more on Destiny, check out some of the new weapons and gear you can find in Lightfall or our walkthrough of Lightfall’s campaign.

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

Votes for Women Board Game Review

Back in 1993, an unassuming game about the American Revolution called We the People launched a revolution in historical board games. By adding a deck of cards that mimicked historical events and putting political control on par with military occupation it merged politics and warfare into one neat package. Its more recent predecessors have eschewed the war board game aspect to focus on the politics, and the latest in this line is Votes for Women, in which you’ll refight the struggle for women’s suffrage in America with cards and dice.

What’s in the Box

Votes for Women packs a lot into its slim bookcase box. There’s a sturdy board featuring a map of America with the states picked out using two-letter codes, which may confuse non-US players. There are also several thick decks of cards, one for the suffrage player, one for the opposition and one for solo play, along with some smaller decks. All are illustrated with photos and political cartoons from the era which do a great job of setting the tone.

There’s also half a tree’s worth of wood in the form of dozens of little wooden cubes in purple, yellow and red along with some male and female campaigner figurines in matching colors. Unusually, Votes for Women gives you plenty of spares in this regard, including offering a choice of figure poses so you can use which ones you like best. There are also wooden checkmarks and crosses to indicate states which have passed or rejected the suffrage amendment, a lovely touch which looks awesome on the board. A few wooden cylinders, variously-shaped dice and cardboard chits round out the play components.

As is common for historically-oriented games there’s a booklet of designer’s notes alongside the rules, explaining how the designer, Tory Brown, feels the mechanics of her game tie into the history. What’s far less common but potentially far more interesting is a sheaf of facsimile historical documents, from a replica of a New York Times front page to a sample ballot from Chicago. If you’re interested in the history of this era, they’re a delight.

Rules and How It Plays

As card-driven games go, Votes for Women is pretty straightforward. You get a hand of event cards and can bid “buttons” – an abstract resource approximating campaign funding and momentum – to get a bonus strategy card from a face-up selection. Then the suffrage player and the opposition take turns playing cards from their hands. After six of these, the round is over and after six rounds the game ends in a sudden-death victory where players roll off to see which side wins any undecided states.

Most cards will be played for their events and most events allow you to add or remove cubes from states on the map. If you don’t want to play a card for its event then you can use it to campaign, which involves rolling a die for each campaigner on the map and allocating that many cubes to their surrounding area, or you can move them to a new one by paying a button. You can also play cards to get more buttons or to influence Congress to allow Americans a vote on suffrage: if Congress hasn’t done this by the time the game ends, the opposition player wins automatically.

You’ll refight the struggle for women’s suffrage in America with cards and dice.

Once Congress has passed that amendment then getting four of your cubes in a state “wins” it for you with a cross or a tick. The opposition player has fewer campaigners and cubes but only needs 13 states to reject suffrage in order to win. The suffrage player, meanwhile, is hampered by having to use two cube colors, reflecting the reality of racist factionalism within the movement. Prior to that, getting four cubes in certain critical states can win you an extra card associated with that state which you can play to advance your campaign.

If you assess Votes for Women purely from a mechanical standpoint, it uses a shocking amount of dice for a modern board game. Many event cards give you random amounts of cubes, as does campaigning. Committing cards to influence Congress, which is often what swings it over the line, requires rolling a six. The roll-off is particularly problematic: you get to add the number of cubes you have in the state but it’s still very prone to huge swings of fate and can often determine the winner on a single die roll. You might imagine that would make the game feel like a glorified crapshoot, yet it rarely does.

There are manifold reasons for this. A key one is the sheer amount of dice you roll over the course of the game, so your luck evens out. The fact the whole thing wraps in about 90 minutes helps, too. Another important aspect is the fact you can spend buttons to reroll, which makes fishing for sixes a bit less of a blunt instrument and gives you some control over other risk-against-reward decisions. It’s often so exciting to shake, with so much riding on the outcome, that you forget to worry about whether you’re making meaningful choices and roll with the drama as well as the dice.

This immersion is thanks largely to the game’s theme. While we happily play military simulations that slaughter thousands with a single card play, Votes for Women has such an astonishingly personal feel about it that it features excellent solo and cooperative versions for those who don’t want to play the opposition to suffrage. And it’s true: an opposition win feels thoroughly icky, whether you’re on the giving or receiving end. The root cause of this is that the game models systemic oppression rather than individual violence, and that the lingering effects of that systemic oppression are still being felt today.

It features excellent solo and cooperative versions for those who don’t want to play the opposition to suffrage.

For those who want to marshal their resources against that oppression, the game has plenty of tools to aid you. While there aren’t as many effects that link together as there perhaps might be, there are enough that experience with the deck will improve your game. Learning when to shepherd your buttons and when to spend them is critical, especially in the thrill of bidding for those powerful strategy cards. Knowing when to push the track for Congress over the tipping point proves a surprising double-edged sword for both sides and demands good judgement, as does when and where to campaign.

Votes for Women is based loosely on an older card-driven strategy board game called 1960: The Making of the President. This used the same state-wide board on which players added or removed cubes to each state but there was no geographical strategy, cubes just came and went like a tally and it felt like a missed opportunity. Votes for Women improves on its predecessor in almost every way but, despite the brief early importance of capturing particular states for special cards, it still has this nagging lack of spatial meaning and it still feels like a missed opportunity.

Where to Buy

Star Wars Jedi: Survivor Has Perfected Lightsaber Combat

If your childhood was in anyway similar to mine then the phrase “saberrealisticcombat” has permanent residency in your brain. For those not in the know, this is the cheat code that activates dismemberment in 2002’s Star Wars Jedi Knight 2, the long-reigning king of simulated lightsaber combat. Type that string of characters into the command console and suddenly every swing of Kyle Katarn’s humming blade produces a recreation of the cantina scene from A New Hope. But even without the detachable limbs, Jedi Knight 2’s lightsaber – and those in its sequel, Jedi Academy – felt like an unmatched force, until now.

Star Wars Jedi: Survivor has the best lightsabers in any Star Wars video game I’ve ever played. Their pitch-perfect hum, crackle, and hiss are matched by swift and smooth fight manoeuvres that truly convey this elegant weapon’s prowess. And so, after two decades, we finally have a worthy heir to Jedi Knight’s clashes.

To be clear, I mean that in the spiritual sense. Respawn Entertainment’s Jedi games are very different to Raven Software’s Jedi Knight series; rather than shooter/hack-and-slash hybrids, they are rooted in the melee combat rhythms of FromSoftware. If you loved Jedi Knight, there’s no guarantee that Jedi: Survivor is going to ignite your inner kyber crystal. But if you’re looking to once again feel the energetic rush that Raven imbued its lightsaber combat with, then Jedi: Survivor has a Corellian freighter’s worth.

That initial rush comes via the massive improvement that Respawn has made to its fencing fundamentals. While I’m aware that Jedi: Fallen Order was largely admired, I personally found its Dark Soulsian combat quite rough around the edges. It felt slow and clumsy, with protagonist Cal Kestis wielding his saber like a blunt baseball bat rather than a deadly plasma blade. Battles often felt like traded defensive blows rather than the samurai-inspired dances we see in the movies. And so the fact that Jedi: Survivor’s combat is more akin to Sekiro – FromSoftware’s own Sengoku-era Japan swordplay game – means that it’s off to a substantially better start.

There’s a stronger emphasis here on parrying blows rather than holding up a static defence, in part thanks to Survivor’s much larger array of blade-wielding enemies. Weapons intercept and push each other away in a form that looks and feels like genuine swordplay. Moves stitch together to create an impressively elaborate spectacle of your own making. To become good at Jedi: Survivor’s swordplay is to choreograph your own Star Wars duel, something I’ve not seen since the days of Jedi Knight.

The stances provide the sense of a Jedi being an incredibly skilled and multi-talented fighter; the very same sense upon which Jedi Knight thrived.

While Survivor’s parry-based combat is a very different beast to Jedi Knight’s approach (which, in comparison, does now feel quite wild and uncalculated), there’s some significant shared DNA in their approaches to how a lightsaber is wielded. As we’ve seen in the films, a Jedi’s approach to swinging a lightsaber radically changes the tactics and rhythm of a fight. In the Jedi Knight games this is represented through three fighting styles; fast, medium, and strong. The former utilises speed to mount an overwhelming offence, while the latter uses slower and riskier – but more devastating – blows to cleave through an enemy’s defence. Medium, meanwhile, channels the classic fight styles that are iconic to Star Wars’ warrior monks.

Jedi: Survivor has an answer to all of these fighting styles through its new stance system, each of which uses a unique lightsaber. The classic single-bladed saber is equivalent to Jedi Knight’s medium stance; a balanced approach that unlocks your inner Obi-Wan Kenobi. Disciplined, flexible, universal. Snap your saber’s hilt in half, though, and you can dual wield blades to unleash a flurry of strikes at lightning speed. That’s your fast style, naturally. As for strong style, that comes via a Kylo Ren-like crossguard saber that’s swung in heavy, violent arcs akin to a two-handed claymore.

There’s more, too; the quarterstaff-like double-bladed lightsaber is perfect for decimating the gangs of battle droids that so often try to surround you in a mechanical pile-on, while the blaster stance pays homage to FromSoftware’s Bloodborne by putting a gun in your off-hand for shots between rapier-like lunges. Combined, these stances provide the sense of a Jedi being an incredibly skilled and multi-talented fighter; the very same sense upon which Jedi Knight thrived.

Of course, Jedi Knight was as famed for its array of Force powers as it was its lightsabers. 2008’s The Force Unleashed famously tried to one-up it in that department, with protagonist Starkiller being able to pull Star Destroyers out of the sky and crumple TIE Fighters like tinfoil. But that OTT approach, alongside its PS2-era God of War-like combat, meant it felt too much of a departure from the power levels of the Jedi we long to emulate. Respawn goes back to tried and true powers for Jedi: Survivor and it works beautifully. There’s a simple thrill in blasting a battle droid off a cliff, or hoisting a squad of hapless Stormtroopers into the air before slamming them back down to earth. The glue that holds all this together is discovering the links between your Force powers and your lightsaber; there’s nothing quite like pulling an enemy towards you and impaling them on your blade in one smooth motion.

But if you have those same Jedi Knight memories as me, perhaps the thing that makes Respawn’s latest such a clear heir to Raven’s games is the way Cal’s lightsaber lops off limbs. There’s nothing quite like rampaging through a group of buckethead Imperials with a white-hot blade, especially when the end result is a pile of cauterised body parts. That thought may sound gnarly, but the absolute absence of detached limbs in Fallen Order is what contributed to its lightsaber feeling much more like a club than a sword. Our very first introduction to the power of the Jedi’s signature weapon was Obi-Wan slicing off Ponda Baba’s arm in the Mos Eisley cantina, and from that moment onwards it has been permanently linked to dismemberment. Luke’s hand, Darth Maul’s lower half, Jango Fett’s head, Anakin’s… well, almost everything. Jedi: Survivor has “saberrealisticcombat” from the moment Cal ignites his weapon for the first time, without the need for a cheat code. And from the moment a Stormtrooper’s right arm went spiralling off into the distance, it was like I was back in 2002 all over again.

Matt Purslow is IGN’s UK News and Features Editor.

I Wish Nintendo Would Bring Back StreetPass

I visited PAX East in Boston last month and on my checklist of “things to bring along this year” was my New Nintendo 3DS XL. I honestly don’t remember the last time it was part of my kit while traveling, but I do remember bringing it with me to a post-Nintendo Switch PAX East and being disappointed by how few StreetPass notifications I picked up. This year I brought it along more as a science experiment than for the fun of it, wanting to see if I could pick up a few new guests for my Plaza during the course of my day.

I’ve been going to PAX East in Boston every year since 2013. Maybe earlier? It’s been a long time. Early on I would scrape together whatever spare cash I had, crash on hotel floors, eat nothing but $9 Con-sausages twice a day, and lose myself in the splendor and spectacle. It’s changed so much since I’ve been going, for the better, and some of my fondest memories during my time on the outside (and now inside) of the gaming industry are tied to PAX East. It’s just such a good time! If you haven’t gone to one, make it a priority. Trust me!

In the heyday of the 3DS, carrying one on your person as you wandered the floor or sat in on panels almost became too much to handle. It was glorious in a stressful yet satisfying way. You’d see people in the halls, huddled around one of the extremely rare power outlets, charging their 3DS and meeting new StreetPass guests at their Plaza Gates. Back then it was trivial to unlock enough pieces to complete one of the many 3D puzzles, or find a Mii wearing a rare-but-needed color to advance past a monster in Mii Quest.

There were just so many people passing one another, giving each other Nintendo’s equivalent of digital high-fives, and the thrill of meeting them all made it worth sitting down and cycling through your Plaza Gate every hour or so. Plus, unlocking new geographic regions added another layer to StreetPass. While I never did complete my map of the USA, I do have international StreetPasses from as far aways as Japan. And I got 99% of them from visits to PAX East over the years. If I had gone to other events during the 3DS’ heyday, like Gamescom or PAX West, my maps and puzzles would have been even more complete.

The light on the front corner of my 3DS was glowing green, telling me I had new guests to welcome to my Plaza. I was over the moon!

And I didn’t even mention the 3DS games with StreePass features, like Bravely Default, which allowed you to collect citizens for your town, or let you summon another player you’d StreetPassed to help you in battles. Just a great and delightful feature all around, one that could be both extremely helpful and a wonderful way to make you feel like part of a community.

So for PAX East 2023, I charged up my 3DS and carried it around for the entire day. After a few hours, I opened up my bag and peeked in. The light on the front corner of my 3DS was glowing green, telling me I had new guests to welcome to my Plaza. I was over the moon. I had met six new people via StreetPass and amazingly, one of my StreetPass guests was someone I’d met at an earlier PAX (their Mii told me “we’ve met twice now!).

After a few more hours of wandering the floor, I checked again and was thrilled to see I now had a full 10 visitors waiting to be greeted. Whereas years past I would fast-forward through the greetings, this time I savored them. I let my eyes dance back and forth as I read their greetings, their dreams, admired their hats and lusted after some of the less-common text-backgrounds they had acquired. I even saw a Famicom cartridge-style text background I’d never seen before. It was just so wonderful and pure.

After some more time passed, I checked once more. The light once again glowed green, and there was a single person waiting for me to greet them. After I let them into my Plaza, my Mii raised his hand to his brow to look around for more before walking back through the gates. With a twinge of sadness, I realized my little Mii might never see another person waiting to visit, that this could very well be the last time I ever get another StreetPass visitor.

I wish Nintendo would bring back StreetPass in some capacity. People line up to throw money at bracelets to help them catch Pokemon, but I don’t know if they’d do the same for the opportunity to unlock a puzzle piece or move past an enemy in a Mii-only game. Building the functionality into the Switch seems like it could work, but the Switch doesn’t fit as easily into your pocket as a 3DS, and the battery life on the Switch isn’t up to the same level as the Nintendo 3DS.

I’m glad I had a 3DS during the peak of StreetPass and while I’d love to see Nintendo bring it back for its next console, I’m not going to hold my breath. Nintendo’s handheld-only days seem to be over – the Switch and its hybrid-design is now the third-best selling video game console of all time. And famously, Nintendo surprises us both with the features and games of yore it brings back, and the ones it seemingly refuses to acknowledge (Mother 3 much?).

I just have some unfinished puzzles, so I guess I’ll keep bringing it with me to events where I anticipate StreetPass possibilities, like PAX West or… Tyler the Creator concerts.

IGN UK Podcast 694: Star Wars Jedi: Survivor is Everything We Wanted Fallen Order to Be

Star Wars Jedi: Survivor is here and Matt P has finished it and had a bloody lovely time with it, too. He’s joined by Cardy and Mat J, as they discuss what makes the sequel to Fallen Order so good before delving into the latest season of The Mandalorian, their favourite Black Mirror episodes, and another reminder of why you should be watching Barry.

What wettest film? What smells do you like? Drop us an email: ign_ukfeedback@ign.com.

IGN UK Podcast 694: Star Wars Jedi: Survivor is Everything We Wanted Fallen Order to Be