F1 23 Review

After roughly 940 million kilometres, the Earth has reached the point on its 12-month celestial march around the sun where it’s time for another Formula 1 game. Fitting, perhaps, considering I feel like I’ve driven roughly 940 million kilometres in this series over the past decade-and-change. Jokes aside, it’s a testament to the incredible robustness of Codemasters’ brand of open-wheel motorsport magic that climbing back into the cockpit each year remains a pleasure, and F1 23 is no exception. Alongside noticeably improved handling for the new-era cars, F1 23 also adds the next chapter of the Braking Point story mode introduced in F1 2021 – plus a new reward-based progression system with daily, weekly, and seasonal goals. The result is plenty to keep us busy, even if your personal mileage may vary substantially depending on your taste in both curated, solo campaigns and live service-style game modes.

Last season’s sweeping regulation changes ushered in a field full of brand-new F1 cars, and with their bigger wheels and tyres they were the best-looking cars the sport had seen in some time. However, they were also the heaviest cars in the championship’s history. In F1 22 this translated to a model that made manhandling that additional bulk quite tricky. Relearning the limits of these new cars was admittedly an absorbing challenge, but it wasn’t always a fun one; there was definitely a fickleness to the way the cars had a tendency to both understeer coming into corners and oversteer while trying to throttle out of them.

Driveability has improved dramatically.

In F1 23, driveability has improved dramatically. There’s still a sensation of bulk here in the hefty new-era cars, but they feel considerably more cooperative; grippier and more stable, especially clipping kerbs. Better still, for those of you without a wheel there’s a truly excellent intuitiveness to the game pad controls this year. This was most evident to me while navigating slow corners in narrow street circuits and snapping out of early slides when getting on the throttle a little too hard. I don’t know if I’ve ever really been able to catch oversteer so effectively on a humble analogue stick in any F1 game, ever. F1 23 is easily the best the F1 series has ever felt on a traditional controller. The cars feel lively and dangerous, but they respect your commands. It’s like walking an obedient Dobermann through a butcher’s shop.

Brakin’ 2: Electric Boogaloo

Braking Point 2 is the continuation of the story Codemasters kicked off in F1 2021 and, despite the fact its 17 chapters ultimately only lasted me a few sessions over a couple of days, it’s definitely my favourite part of F1 23.

For the purposes of a good yarn, Braking Point 2 adds a fictional eleventh team called Konnersport to the grid (much like we’ve been doing ourselves in My Team mode since F1 2020). The upshot here is that it seems to have resulted in a story with a bit more substance this time around. Emotion and conflict both run a little higher than I would suspect might have been possible within the bubble of an existing team with real-world sponsors. Also, while Braking Point 2 may move to a predictable enough conclusion, I was pleasantly surprised to be caught unawares by at least a couple of unexpected developments.

While Braking Point 2 may move to a predictable enough conclusion, I was pleasantly surprised to be caught unawares by at least a couple of unexpected developments.

While the original Braking Point concentrated on the chalk-and-cheese driving pair of rookie Aiden Jackson and retiring Dutch journeyman Casper Akkerman, Braking Point 2 broadens its lens. The focus here is really the whole Konnersport team, from the drivers (Jackson and his long-time nemesis Devon Butler) to likeable team principal Andreo Konner. Also in the frame is Davidoff Butler, Devon’s father and the CEO of Konnersport’s primary sponsor – plus up-and-coming F2 driver Callie Mayer, who’s being managed by Akkerman.

As with the original Braking Point, the events in Braking Point 2 are a mix of scenarios with specific challenges to achieve as Jackson, Mayer, and even Devon Butler himself. Some events are full races but most are mid-race situations where you may find yourself asked to finish ahead of specific drivers or teams, salvage or defend your position after dealing with some bad luck, or capitalise on some smart strategy. Overachieving this time around can earn you bonus objectives, and doing so ranks you up within the story mode to unlock new responses to press questions and internal staff queries, but it doesn’t change the overall story – just minor side stories and conversations along the way. That said, I really like the structure; I appreciate the variety and I enjoy having goals. Make up so many spots. Don’t finish behind so-and-so. Maybe I just like being bossed around.

Perhaps surprisingly considering his role in F1 2021, Jackson takes a bit of a backseat in Braking Point 2. This actually may be for the best as I found him even harder to warm to this time around, although some of that may be to do with the fact he’s still probably the least fleshed-out character. We learned very little about Jackson in the first Braking Point and we learn even less here. The spotlight instead has shifted to the ambitious Mayer and the smarmy Devon Butler. Intriguingly, while his stint as Braking Point’s heel continues, Devon easily emerges from Braking Point 2 as its most interesting and layered character.

Braking Point 2’s cutscenes are a big improvement over the original and the facial performance capture in particular is far stronger. The interview sequences make for some clever script segues but I do wonder whether it would’ve benefited from a more documentary-style, fly-on-the-wall approach to the dramatic scenes also. The inability to prod the mode with the team you actually chose in the original is a minor miss, but it seems like it would’ve been an easy win for immersion’s sake. As it stands, the Braking Point 1 recap has Jackson and Akkerman wearing Alfa Romeo gear – in my game two years ago they drove for Haas.

The World is Now Enough

The other big new addition in F1 23 is F1 World, which is a standalone mode that appears to be built on the bones of the naff, lifestyle and apparel focused F1 Life mode from F1 22. You could probably describe F1 World as a secondary career mode where, instead of taking on traditional championship seasons, you complete a range of daily, weekly, and seasonal goals and races to earn rewards and upgrade your F1 World car.

I don’t really know what to make of F1 World, but I do know I keep bouncing off it. I can certainly appreciate the appeal of a mode more suited to dipping in and out for short bursts of F1 action than the more time-consuming full race weekends in the normal career mode, but I’m just not attracted to the upgrade loop that comes alongside it.

Upgrades in F1 World come in the form of miscellaneous and eccentric parts and performance boosters, like brakes that will make my tyres last a tiny bit longer – but only on North and South American racetracks. Or a bloke called Robert who will make my engine more powerful for 60 seconds after I make a pitstop, like some kind of motorsport warlock.

There’s an elegance in having what’s essentially an evolving quick play mode all housed under a single umbrella that rewards you for time spent, but there’s a mobile game tone here that I’m just not sure I have the constitution for. If you’re in the same boat, the traditional career and My Team modes remain present. Just know they’re essentially the same as last year, only with some extra tracks: Lusail and Las Vegas. It’s hard to say what kind of race the Vegas Strip street course will make for in real life this November but it’s a cracking-looking track in F1 23, daubed in a busy neon background and brimming with verticality just beyond the track boundaries. It’s extremely eye-catching.

10 Things Diablo 4 Doesn’t Tell You

Diablo 4 is full of more demons than ever before, and its expansive regions can be both dangerous and confusing to explore. Whether you’re looking to tweak the difficulty, get help in combat, or understand its various mechanics, materials, and currencies, we’ve compiled the biggest things Diablo 4 doesn’t always tell you outright.

1 – When Can I Get That Mount?

As soon as you finish the Prologue tutorial and arrive in the main city of Kyovashad, you can try to interact with the stables where Lorath got a horse, only to find you aren’t able to purchase one as well. Even if you’ve bought special editions of the game or purchased cosmetics from the in-game store, you still won’t be able to have a mount of your own just yet.

Instead, you’ll need to progress through the Main Story’s multiple Acts for quite a bit of time. Though you’re welcome to undertake Act 1, Act 2, and Act 3 in any order you like, all of them must be completed before you can start Act 4 — where completing the second main mission, A Master’s Touch, will finally unlock a Priority Quest to visit the stable for your very own horse.

Mounts in Diablo 4 will allow you to traverse large expansive regions at a much quicker pace, and can be customized with various cosmetics that can either be unlocked in game or bought as microtransactions. You can’t exactly attack while mounted, but you can perform a leaping special move to dive straight into combat!

2 – Unlock More Clothing Options

As you start obtaining more and more gear, you may find some outfits look better on you than others. Luckily there’s a way to customize your look, as long as you know what to do with your old gear.

Head to the Blacksmith in any town (not to be confused with the Armorer who sells gear nearby), and you should find that several pieces of gear in your inventory have a pickaxe symbol on them. By clicking on the larger pickaxe symbol in the Blacksmith’s menu, and then clicking on the gear you want to Salvage, you’ll not only get materials in exchange, but you’ll also unlock that gear’s look. If you head to the Wardrobe in the large tavern just above the main town square, you can change the look and color of your currently equipped gear to any piece you have salvaged – including both armor and weapons!

3 – Don’t Sell Your Rare Items – Salvage Them

While speaking to merchants, it can be tempting to just sell extra Rare gear you happen to find as you level up for some easy Gold, but don’t be so quick to sell them away. The Blacksmith that can salvage gear for new looks can also salvage Rare items for a good chance at earning Veiled Crystals.

Using this material, you can upgrade your currently equipped Rare gear into Legendary armor and weapons at the Occultist. This is done by imprinting Aspects – which are gear modifiers you can earn by completing dungeons all across the open world. Be sure to check the list of Aspects and find the Dungeon that holds one that benefits your class, and then use the Veiled Crystals gained from salvaging extra Rare gear to make your own Legendaries!

Once you start to reach higher levels, imbuing Aspects will cost more than just Veiled Crystals, and you’ll have to salvage spare Legendary Gear of each type to be able to make more Legendaries of your own.

4 – Spend Your Murmuring Obols

When exploring the different regions, you’ll usually come across several different types of World Events, which are quick challenges that any nearby player can take part in. Completing these will award you a chest with loot (and even better quality if you complete an optional objective), as well as a handful Murmuring Obols. Depending on where the event takes place (outdoors, in cellars or dungeons, or Legion Events that require lots of players), and if you complete the Mastery objectives, you can stand to earn a lot of Obols for each Event you complete.

This type of currency can only be spent at a Curiosities Vendor in town, and you can buy unidentified items that may turn out to be Rare – or even Legendary gear (or just common vendor trash)! You can also purchase Whispering Keys, which are needed to unlock strange locked Silent Chests that can be found randomly in the world, so it’s worth always having a few on you. Since you can only hold a maximum amount of 500 Obols (which can be upgraded slightly over time by increasing your Renown in a region or finding Altars of Lilith), it’s always worth spending them before you hit the cap, and stop earning more from other Events you complete!

5 – Emotes Are Important

Diablo 4 allows you to call out to other players by pulling up a radial menu with several sections to choose emotes that convey thanks, greetings, and more. However, these emotes have multiple functions in Diablo, as they are needed to solve a variety of puzzles and side quests.

If you happen across strange weathered statues with barely legible inscriptions that hint at certain actions, you can perform the indicated emote to earn temporary buffs to help you in your adventure. Similarly, certain Side Quests will often pose riddles that are actually tied to emotes – like the Secret of the Springs. When they say you need “patience”, what they actually mean is try using the “wait” emote!

6 – Tweak the World Tier Difficulty

Diablo 4 mentions world tiers only in passing early on, so it can be easy to forget that you can tweak the risks and rewards associated with difficulty if you want to. Each of the major cities in each region has a large statue near the town square that you can interact with to change the World Tier Difficulty.

By default, you should start at Tier 1, which is balanced to provide a decently challenging experience for newer players. However, if you want the chance at slightly better loot and experience, you can turn things up to Tier 2 to fight monsters that are about 20% more difficult. Once you beat the main story and all of its Acts, you can start working your way up to Tier 3 and beyond for even more difficult encounters, unlock exclusive dungeons and events, and get better chances to earn the rarest of gear.

It’s worth noting that while Tier 2 claims to offer more experience against harder monsters, those looking to level as fast as possible may want to stick with Tier 1, as the time it takes to defeat these tougher monsters doesn’t always equate to earning experience at a faster rate!

7 – Strongholds Hide Multiple Unlocks

Each of the main regions in Diablo 4 contains multiple Strongholds, which are difficult and challenging events that act like outdoor dungeons. They consist of multiple objectives and very tough boss fights, but the rewards are more than you may expect.

Once you’ve completed defeating all the enemies within a Stronghold and conclude the event, you’ll get a bunch of gear rewards, but you may also find that the site of the Stronghold will be converted into an active settlement as villagers return to build up the area into a liveable place. This means you’ll now have a new place to use as a base camp, including various merchants to sell at, a fast travel spot – plus the potential addition of new Side Quests to undertake, and sometimes you may even uncover Dungeons that aren’t accessible otherwise.

8 – Potions Offer More Than Stat Boosts

It can be easy to overlook that your inventory has multiple tabs – and one of them is for consumables like potions, which are often given to you as quest rewards, but can also be brewed by visiting an Alchemist in most towns, if you’ve found the right materials when exploring.

The effects of early potions aren’t all that amazing, but what is important to note is that pretty much every potion you can craft or get from rewards also increases the amount of experience you gain by a decent amount. Even better, this effect lasts for 30 minutes, making it great to use before you set off into a Dungeon or undertake a larger part of the main story quests. Try to keep a potion effect going as much as possible unless you’re planning on spending time in town browsing shops or choosing your next skill point placement.

9 – Get Out of Dungeons Faster

Once you complete lengthy Dungeons — either by exploring the world or delving into story-related ruins and caves, you may not want to waste time having to trek all the way back to the entrance. Luckily, there are two options to make the trip home a lot easier.

The first option is to simply open up your radial menu, which can be done on PC by holding E, or on consoles by holding Up on the D-Pad. Among the Emotes you can use is an option to simply “Leave Dungeon”, which will take you right back to the entrance located in the open world region. Use this option if you’ve still got places nearby to explore, need to meet someone outside, or still have plenty of inventory space left.

If you need to head back to a town to sell, you can instead press T to activate a Town Portal, and warp directly back to your last major town you’ve visited. The Town Portal will remain in town to take you back should you want to return, but if you leave town by other means, the portal will disappear.

10 – Rewards Can Carry Over

While there are lots of loot and other prizes to earn as you defeat demons and delve through dungeons, certain activities will reward you with perks that aren’t just limited to your current character. There are some actions you can take that will benefit both your current character, and any others you create on that server — regardless of if they’ve already been created or not.

The open world regions of Diablo contain dozens of statues called Altars of Lilith, and interacting with one will either raise your stats, or increase the max amount of Murmuring Obols you can carry, but will do so for all of your characters. Any Legendary Aspects you are awarded by completing dungeons will also be stored in your codex and can be accessed by any character, even if your current character class cannot make use of it. Finally, by undertaking tasks in each region of the game, you’ll earn Renown that raises up to several tiers, and will give awards to both the current character, and benefit others you create as well, like extra skill points or healing potion charges. Even if you create a level 1 character at a later date, they’ll immediately start with extra skill points to allocate and a boost to their health potions, making leveling up new characters even easier!

More Diablo 4 Guides

‘My Favorite Final Fantasy!’ Final Fantasy 16 Devs Give Their Top 3 – IGN First

Of course, the developers themselves are players and fans of the Final Fantasy series too, and finding out their favorite Final Fantasy games may offer a few hints as to the inspirations behind the new game. So during a visit to Square Enix’s Tokyo HQ, we asked six members of the dev team to tell us their Top 3 Final Fantasy games. Let’s take a look!

Naoki Yoshida (Producer)

“I’ve been a player since the NES days, so for me the original Final Fantasy was a huge deal. Partly because of (Yoshitaka) Amano’s illustrations, I was mesmerized by the game’s strong sense of fantasy. Above all, the timing of where the game’s title logo appears had a great impact on me. It only appears after you finish the first part of the story: While the characters are crossing a bridge, the title logo finally appears. It made me feel like I had just watched the prologue of a movie. The game’s cinematic approach to storytelling and presentation was very inspiring. It’s still a huge milestone that indicates what the series strives to be.

“The next title I would want to mention is Final Fantasy III. The player controls the four Warriors of Light, and their names have not been decided. Thanks to the job system, you can customize your own characters. It was also the first iteration of the Active Time Battle system. To me, Final Fantasy III solidified the series’ systems. The world is of a grand scale, and the game’s difficulty was something to remember as well. I think this title showed me that Final Fantasy is a series that needs to have both a great story as well as well designed systems.

“I also love Final Fantasy VII. This one is not about your own roleplaying experience, but a roleplay experience in which you stand in the shoes of the unique characters that are Cloud and his friends. The graphics had a great impact on me, and the game’s volume of content was almost unbelievable at the time. It had three discs, and the amount of mini games it included is almost reminiscent of the amount of content you find in an MMORPG. You can feel the incredible power of Square’s developers at the time, eager to put every interesting idea they had in there.

“Final Fantasy XVI is developed by Square Enix’s Creative Business Unit III. The Final Fantasy games that have stayed with the members on this team tend to be the titles they played when they were young. In that regard, I guess you can say that the worldbuilding of the more classic Final Fantasy games until VI or VII are by far the strongest original experiences for us.”

Hiroshi Takai (Director)

“In third place, I would like to choose Final Fantasy X. I think it was a high quality, very well made Final Fantasy.

“Final Fantasy VI gets my second spot. It was the last Final Fantasy to use sprites. The vibrant sprites really show Square’s development skills at the time. This one was also very well made, especially when you take into account that it was made for the SNES.

“My No.1 is Final Fantasy V. This was also the first Final Fantasy I worked on as a developer, and I love its battle system. I think within the Final Fantasy series it is an unshakable No.1.

“As for whether any of the traits of these titles live on in Final Fantasy XVI, I think my best answer would be that creating your own character build by choosing from a set of abilities is reminiscent of Final Fantasy V.”

Kazutoyo Maehiro (Creative Director)

“It’s a bit weird to say with Takai sitting next to me (since Takai worked on the game), but for me too, Final Fantasy V is No.1.

“I played it as a student. The battle system is great, and at the end of the game pigeons fly through a scrolling overworld. It made use of Mode 7, a graphics mode of the SNES. After seeing that scene of flying pigeons I said to myself, ‘I’m going to make games one day too’. The overall game was just so well made, and it really inspired me. It is indeed an unshakable No.1.

“It might sound a bit self-flattering, but my No.2 is Final Fantasy Tactics. While not a numbered title, it was the first big game I got to work on as a game designer. Through this title, I decided what type of game developer I was going to become, and that hasn’t changed since. It’s a title near and dear to my heart. Final Fantasy V is included in the Pixel Remaster series, but Final Fantasy Tactics can be difficult to play today. I hope to be able to resurrect it someday.

“My No.3 is Final Fantasy XII, which – again – sounds like self flattery. I have worked on a number of Final Fantasy titles and worked in a different position each time. For XII, I was the Combat Director. Creating a new type of combat while making a Final Fantasy true to my own vision is something I won’t forget.”

Ryota Suzuki (Combat Director)

“My No.3 is Final Fantasy V. I really loved the battle system. There is a job type called Freelancer, which allows you to keep the traits and statuses of other jobs. This is something that lives on in Final Fantasy XVI, as you can take mastered abilities to other builds. In that sense, I think that Final Fantasy V greatly inspired our battle system.

“Final Fantasy X is my pick for second place. When X was released, I was already working as a game developer, but I got totally lost in the game’s world and lost track of time. I don’t think there’s been another game in which I wanted to see what happens next in the story as much as in Final Fantasy X. I think that Final Fantasy XVI’s story is just as appealing.

“Final Fantasy III is my No.1. It was the first Final Fantasy I played, and it gave me a huge appreciation for the RPG genre as a whole, and it encouraged me to delve into titles like Final Fantasy II. Final Fantasy III’s job system allows you to change jobs. For me, it’s the most iconic RPG out there. I think I was in elementary school at the time. I fondly remember wanting to play it as soon as I got back home from school.”

Hiroshi Minagawa (Art Director)

As a player, I like older titles such as Final Fantasy III and V. I entered the video game industry right after I moved to Tokyo, and Final Fantasy III was the first Final Fantasy I played after I started working. As a young developer, I was astonished by what the team had accomplished on the NES. Before that I was just a student, so I was only enjoying games as a player, and didn’t really realize how technically impressive they were. In that sense, Final Fantasy III showed me what I lacked as a developer at the time. I bought it right away and played it at the studio I worked at until late in the night.

“With its job system and abilities, for me Final Fantasy V established my idea of what the Final Fantasy series is.

“If I had to mention another title, I guess it would be Final Fantasy XII, a game I worked on myself. It was very challenging to develop, both in good ways and bad ways. It gave me a great sense of accomplishment, and I have a lot of memories from that title.”

Michael-Christopher Koji Fox (Localization Director)

“My favorite Final Fantasy of all time would have to be Final Fantasy V. It wasn’t the first one I played: I’ve been playing them since the first one came out in America. But V was the first one that really blew me away. Growing up in the United States, there were a lot of violent cartoons, but nobody ever died in them, at least not in the media that I consumed when I was young in the 1980s. But in Final Fantasy V – spoilers – there’s a point in which a main character dies. That got me thinking: You can do this in a game? From that point I thought this is the series that I want to stick with.

“The next one on the list for me would be Final Fantasy XI. That was the game that got me into Square Enix. I was up in Hokkaido teaching English, and when I came home at night I needed a release, which was playing Final Fantasy XI. I started playing with the beta version and I fell in love with it. It was while looking for tips for Final Fantasy XI that I found out that Square Enix was looking for localization staff, and so that’s how I got into the company. They were looking for someone to translate. I had fallen in love with Final Fantasy XI as a gamer and then was able to work on it, which was very exciting for me.

“Then I think the third title would have to be Final Fantasy XIV, just because of the natural progression of working on Final Fantasy XI and then XIV as well from the beginning. A lot of my ideas were incorporated and are still being used. I was excited to enjoy a game both as a player and a developer.

“We are using a lot of the terms of lore and terminology that we came up with in XI and XIV for XVI as well.”

As Yoshida points out, the team’s most popular Final Fantasy games are often the ones they grew up playing with. It was also interesting to learn the memories some of them shared about the titles they helped bring to life themselves.

With votes from five out of these six developers, Final Fantasy V is the team’s most popular title. Final Fantasy III gets three votes, while Final Fantasy X and Final Fantasy XII come in at joint third place with two votes each.

According to director Takai, one thing should be noted when looking at these rankings.

“Final Fantasy XVI was obviously excluded in these rankings. If we were to include it, it would be the No.1 for all of us, which would be boring, right?” Takai says with a chuckle.

Final Fantasy XVI releases for PlayStation 5 on June 22.

Esra Krabbe is an editor at IGN Japan. His favorite Final Fantasy game is Final Fantasy X.

Star Wars Outlaws Dev Explains Why It’s Set Between Empire and Jedi

Star Wars Outlaws developer Massive Entertainment has revealed why it set its open world, galaxy-spanning adventure between the Empire Strikes Back and Return of the Jedi.

Speaking to IGN, Massive Entertainment creative director Julian Gerighty explained that, while this time period was chosen in part because his colleagues are all huge fans of the original trilogy, there’s a very specific reason relating to its scoundrel-led story.

The time between Empire Strikes Back and Return of the Jedi is a lull for the Rebellion, meaning not just the Empire is running rampant, but the Outer Rim’s festering crime organisations are too.

“When we were starting off the discussions with Lucasfilm, it was very clear that the one year period between Empire Strikes Back and Return of the Jedi, that’s where the Rebels aren’t part of the picture,” Gerighty said.

“The Empire’s taking more and more control, but the syndicates, they’re taking more power, they’re exploiting all of these weaknesses. So it really is a moment where the underworld is thriving and there’s no better situation for an established or a rookie scoundrel to cut their teeth than this particular moment.”

Ubisoft’s open world Star Wars game was finally revealed as Star Wars Outlaws at the Xbox Games Showcase on June 11, with a gameplay reveal following soon after at Ubisoft Forward.

Star Wars Outlaws follows Kay Vess as she embarks on a scrappy adventure around the galaxy, using her wits (and a blaster bolt or two) to navigate the fearsome underbelly of the Outer Rim.

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

Assassin’s Creed Codename Jade Enters Public Testing Later This Month

Sandwiched between Nexus and Mirage at today’s Ubisoft Forward event, we got a longer look at the upcoming mobile Assassin’s Creed Codename Jade, which is preparing to enter a public testing phase ahead of launch.

Codename Jade is being made in partnership with Tencent’s Level Infinite publishing division, and is a mobile-first Assassin’s Creed game that takes place in China. It’s set during the Qin Dynasty, just after the Warring States period, and between the events of Assassin’s Creed Odyssey and Origins.

One notable feature shown off was the character customization. In a series first, players can fully customize the look and style of their assassin character, including gender, clothing, and other features.

During the presentation, we learned that Codename Jade is “making great progress” since it was first revealed almost a year ago, and has just wrapped up a technical alpha on iOS. Ubisoft is opening up pre-registration today for a public testing phase before the game releases on iOS and Android at a later date.

In the same presentation, we also got a look at Assassin’s Creed: Nexus for VR and Assassin’s Creed Mirage, which is out this October. For this and all things Summer of Gaming, keep an eye on IGN for the latest trailers, news, and interviews.

Rebekah Valentine is a senior reporter for IGN. You can find her on Twitter @duckvalentine.

Phil Spencer Insists His Xbox Games Showcase T-Shirt Did Not Tease a New Hexen Game

If you watched the Xbox Games Showcase event yesterday, you might have noticed the t-shirt Phil Spencer was wearing was a print of the box art for Hexen: Beyond Heretic, a 90s fantasy FPS shooter. While many wondered if Spencer was teasing an impending announcement, sadly, those suspicions are not true.

Well, so he says.

In an interview with Polygon, Spencer insisted he was not teasing a revival for the game. “That wasn’t me trying to pre-announce it,” Spencer said. “But it was me recognizing the importance of some of the games in our portfolio.”

Spencer went on to explain a bit more about how Hexen was a game he “loved”, noting how the shirt was more for nostalgia with no hidden underlying meaning beyond that.

“So for me, wearing the [Hexen] shirt wasn’t as much about a tease forward as it was just about nostalgia,” Spencer explained. “I recognize that as our portfolio grows, we’ve got important [games] that we have to kind of protect and nurture and maybe bring back at some point.”

Hexen: Beyond Heretic, developed by Raven Software and published by Doom creator Id Software, was released back in 1995.

With Microsoft buying Id Software and the rest of the ZeniMax Media properties back in 2020, Xbox now owns the rights and could make another Heretic or Hexen game.

And if Xbox manages to acquire Activision-Blizzard, perhaps the company could tap Raven Software to develop it (again). We can only dream.

In case you missed it, here’s our Xbox showcase roundup, and here’s everything shown during the Starfield Direct. Check out our Summer of Gaming 2023 schedule to find out what’s coming next.

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

Xbox, PlayStation, Nintendo, and Other Major Subreddits Go Dark

Xbox, PlayStation, Nintendo, Star Wars, Cyberpunk 2077, and other major subreddits are going dark in protest against Reddit’s API price changes affecting third-party apps.

While visiting these subreddits previously would allow users to peruse all the usual conversations surrounding new reveals, highly contested topics, and so on, the Xbox, Nintendo, and PS5 pages are now blank.

Some of these subreddits are going private, meaning only invited members can access them (but no new members will be accepted), while others are closed off altogether. Some, like the Star Wars and Cyberpunk subreddits, are currently still available but won’t be soon, either temporarily or indefinitely.

The wave of subreddits going dark comes as a result of a new pricing strategy that raised the cost of Reddit’s API, the interface used by third-party developers to access and use Reddit data.

Though announced a few months ago, the severity of the changes only came to light earlier in June when the developer of Apollo, an app used by millions to browse and read Reddit posts, said it would now cost upwards of $20 million a year to run.

Apollo announced it would shut down as of June 30, 2023, prompting the Reddit community to take action. “This subreddit is temporarily private as part of a joint protest to Reddit’s recent API changes, which breaks third-party apps and moderation tools, effectively forcing users to use the official Reddit app,” reads a message on the PS5 subreddit.

“In solidarity with the rest of Reddit, we will be participating in the API protests indefinitely, at your request,” said the Cyberpunk 2077 subreddit. “We were going to open up in private but many people expressed their concerns of that undermining the protest.”

It’s unclear if or when these protests will end, but Reddit CEO Steve Huffman showed no sign of changing the policy when asked about it on June 9.

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

Capcom 40th Anniversary Website Lets You Play Retro Games For Free

Capcom has launched the Capcom Town website to celebrate its 40th anniversary.

It features playable retro games, development documents, and countless callbacks to the company’s rich history.

Since its founding on June 11 1983, Capcom has gone on to create some of the most beloved, iconic, and formative franchises in video game history, including the Resident Evil, Monster Hunter, and Street Fighter series.

The newly-created website lets you click around a delightfully-animated metropolis made up of a colourful range of districts highlighting famous locations and scenes from Capcom’s history. Jill Valentine can be seen chased through the streets by Nemesis, while characters from Capcom’s SonSon series can be seen drifting above the cityscape on a magical cloud.

Users can click on locations marked by a pin to visit key attractions, including Merch Factory where visitors can download digital items such as Twitter icons. The newfound digital city also features a virtual museum containing a development history of the company, along with original artwork, development documents, videos, and music from classic and modern games alike.

Visitors can also jump into the Retro Games section to play a number of classic titles, including a version of the first 1987 NES Mega Man game, Street Fighter 2 (SNES 1992), Mega Man 2 (NES 1988), Final Fight (SNES 1991), and Mega Man X (SNES 1994).

Meanwhile, the towering skyscrapers at the heart of Capcom Town let fans find out more about the company’s leadership by reading bios and interview snippets with company CEO Kenzo Tsujimoto, and COO Haruhiro Tsujimoto.

Capcom will hold a 36-minute showcase at 3pm PT June 12. It’s set to feature news and updates on a range of games including Exoprimal, Ghost Trick Phantom Detective, and Dragon’s Dogma 2.

Check out all 380+ games announced over the course of Summer of Gaming. Beyond that, don’t forget to stick with IGN for comprehensive coverage of June 12’s Ubisoft Forward (10am PT), and the Capcom showcase later today.

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

Image Credit: Capcom

Cyberpunk 2077 Adds a Key Part of the Edgerunners Anime With Its Phantom Liberty Expansion

CD Projekt Red has added a key part of the Edgerunners anime to Cyberpunk 2077 with the Phantom Liberty update.

As reported by VGC, an overhaul to the capacity system forces players to consider the risk of cyberpsychosis when installing new cyberware.

Featured as a key plot point in Netflix’s Cyberpunk: Edgeunners, cyberpsychosis affects people who install too much tech onto their feeble human bodies, potentially turning them into mindless killing machines.

Signs of this can perhaps be seen early on in the Phantom Liberty trailer released during the Xbox Games Showcase, where protagonist V seemingly loses control of her actions.

It’s unclear exactly how the feature will work in Cyberpunk 2077, however, though a mod released last year added the ability to turn cyberpsycho in the PC version. It’s perhaps unlikely an exact copy of this mod will be used, though CD Projekt Red isn’t against the idea of using community mods in its releases, having previously done so with The Witcher 3.

A September 26 release date for Phantom Liberty was also announced, though unlike the base game the expansion is set for PlayStation 5, Xbox Series, and PC only. It’s also worth noting this cyberpsychosis feature is seemingly a part of the general update 1.7 and won’t necessarily require the purchasing of Phantom Liberty to access.

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

Mortal Kombat 1’s Ed Boon Says Door Not Closed On Injustice 3

Mortal Kombat 1’s Ed Boon has confirmed the door is not closed on Injustice 3.

IGN had the chance to speak with Boon and ask him about NetherRealm’s decision to go with another Mortal Kombat game after Mortal Kombat 11, given the studio has alternated between Mortal Kombat and Injustice since the 2013 release of Injustice: Gods Among Us.

“There were a number of factors, some of which I can talk about, some of which I probably shouldn’t,” Boon said.

Two reasons Boon was willing to discuss were the unfortunate onset of the COVID-19 pandemic and the team’s choice to switch to a newer version of the Unreal game engine (Mortal Kombat 11 runs on Unreal Engine 3, whereas Mortal Kombat 1 runs on Unreal Engine 4).

“But we did go to a new graphics engine, Unreal,” Boon said. “We really wanted to be careful with COVID and all that stuff and everybody staying safe. So there were a bunch of variables involved that eventually we realised, ‘Okay, let’s do another Mortal Kombat game and hopefully we’ll get back to the Injustice games.’ ”

Just to be sure, we wanted to confirm with him directly that the door was not closed on the Injustice franchise.

“Not at all,” Boon answered.

Injustice: Gods Among Us was released in 2013 and its sequel, Injustice 2, arrived in 2017. In our Injustice 2 review, we said: “Faster, deeper action, and a wealth of content make this DC heroes fighting game feel super.”

As for Mortal Kombat 1, which is set to launch on September 19, 2023, we got a brutal new look at the game in action and the new Kameo system at Summer Game Fest. We also got a chance to get hands-on with Mortal Kombat 1, and we thought there were some exciting differences from Mortal Kombat 11 even though the gameplay felt pretty familiar.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.