Zelda: Tears of the Kingdom Improves Cooking With a New Pot, Recipe Cards, and More

Cooking hearty, fulfilling, and occasionally dubious meals was an integral part of survival in The Legend of Zelda: Breath of the Wild. Sure you could have skipped that feature entirely and just eaten 40 apples and a bag of raw meats every time your health was low after a time fight, but combining the right ingredients to cook a big custom meal that would boost your strength, stamina, and resistance to the elements was definitely a much smarter winning strategy.

Well, cooking is back in the upcoming sequel The Legend of Zelda: Tears of the Kingdom and there are a few really cool new improvements to go with it.

A brand new cooking pot

Let’s start with your cooking device itself. In Breath of the Wild you generally needed to find a cooking pot in the wild — usually in a village, stable, or similar communal location — to actually combine ingredients into a recipe and make a meal. You could also start a fire anywhere and crudely throw individual edible items onto it and make stuff like cooked apples or hard boiled eggs, but those things didn’t give Link nearly the same boosts as combining two to five things in a pot and cooking up a specific recipe.

Tears of the Kingdom circumvents the need to travel to specific locations to cook by giving you a cooking pot Zonai device that effectively allows you to cook almost anywhere in the world, or at least anywhere with a flat surface. Zonai devices are depletable resources that you can manipulate with Link’s new powers like Fuse and Ultrahand, so you’ll be limited by the number of cooking pots you have in your inventory if you want to start cooking while you’re up in the clouds or hanging out on a mountain top down in Hyrule.

Either way, it’s pretty awesome that you’ll now be able to cook up a bunch of hearty meals before a big fight anywhere rather than having to fast travel to specific locations. However, and this is important: keep in mind that pots are one time use only and they break after cooking a single meal, so you should definitely make that meal count instead of cooking up a plate of gross, blurry food. Have a spicy pepper steak. You’ve earned it.

Link’s recipe cards

Additionally, Tears of the Kingdom also has a recipe database in your sub menus that shows you a list of recipes, including which items you’ll need to create them, what sorts of stat and health boosts they’ll give Link, and a picture of what the completed dish looks like. Think of them like those recipe cards that come with meal prep kits like Blue Apron or Home Chef. It seems as if cooking a recipe for the first time will unlock that recipe in your records for the rest of that play through.

You’ll still have to manually stack items in Link’s hands and then drop them into a cooking pot manually as there’s no way to hit a prompt on the recipe card and have it sort through your inventory and automatically cook a recipe for you. That feature certainly would’ve been helpful (especially in scenarios when you want to cook several of the same meal in a row before a tough boss) but for now at least you’ll be able to dig through your database to recall a recipe instead of digging through your own memory.

So are you excited to get cooking in Tears of the Kingdom? Are you gonna make hearty, healthy meals anywhere or will you force Link to eat cooked wood like I did to survive the Master Trials? Let us know in the comments below and make sure to check out our full preview for more.

Additional reporting by Casey DeFreitas.

Brian Altano is an executive producer and host at IGN. The Legend of Zelda is his favorite video game franchise, Link’s Awakening is his favorite game of all time, and he’s never finished Skyward Sword despite several valiant attempts.

Alien: Isolation’s Terrifying Introduction to the Perfect Predator – Art of the Level

Few video games capture the essence of their inspiration quite like Alien: Isolation. Creative Assembly’s 2014 survival horror looks as if it were made by the set designers of Ridley Scott’s movie themselves, such is the incredible attention to detail. But it’s the groundbreaking use of the xenomorph that makes Alien: Isolation such a triumph; this perfect organism is an engine for fear.

The game’s fifth mission, The Quarantine, marks the first moment in which the xenomorph actively hunts you through Sevastopol Station. Armed with little more than the iconic motion tracker, you must evade and escape cinema’s most terrifying predator. This is where Creative Assembly truly brought the Alien fantasy to life. But recreating the terror experienced by Ellen Ripley in the original film took more than authentic visuals and sound effects.

To find out how The Quarantine was made we spoke to two of the game’s developers about how Creative Assembly brought together astonishing AI, clever looping level design, and cutting edge lighting to inject pure terror into your first encounter with the alien.

The core of Alien: Isolation is a cat and mouse chase between your protagonist, Amanda Ripley, and the xenomorph. Prior games in the franchise depicted the aliens as cannon fodder for gung-ho Colonial Marines, but Creative Assembly looked to Ridley Scott’s tense original film, not James Cameron’s action-packed sequel, for inspiration. Much like in the 1979 horror classic, there’s just a single xenomorph in Alien: Isolation and you’re powerless to stop it. The only thing you can do is try to survive.

To create a believable, relentless predator, Creative Assembly programmed its xenomorph with advanced artificial intelligence. This terrifying creature is able to explore environments of its own volition, hunting you down through sight and sound. It can even learn your survival tactics and adapt to outsmart you. It is, to quote Ash, “A perfect organism. Its structural perfection is matched only by its hostility.”

During Alien: Isolation’s opening missions the xenomorph is only glimpsed in scripted moments, but in The Quarantine it’s finally given full freedom to stalk you. “This was the first encounter where we took the brakes off, the first ‘real’ encounter if you like,” explains Jude Bond, lead artist on Alien: Isolation. “The creature was fully off the leash; Amanda had the motion tracker and a job to do, she was on safari with the Alien, set for a deadly game of hide and seek.”

“An insane amount of work went into shaping the creature from a visual perspective – everything from the development of its physiology, through to modelling, animation and VFX,” he says. “Evidently, we’d developed complex AI and behavioural systems, scripting, and level mark-up too. As such, it was the first opportunity in the game for us to fully showcase the enormous amount of work we’d put into the creature.”

In the events leading up to The Quarantine, you have discovered that a full-grown xenomorph is skulking through the vents and corridors of the vast Sevastopol Station. Following the injury of a colleague you’re sent to the San Cristobal Medical Facility in search of supplies. To access them, you first need to find a keycard belonging to the deceased Dr. Morely. But just minutes into your search the entire facility is put into lockdown as the xenomorph arrives on the scene.

Reverse engineering the original movie provided us with great foundations to build the Sevastopol on.

“The alarm sequence was a great opportunity to reference the Nostromo destruction sequence in the original movie,” Bond says. “The emergency lighting state in San Cristobal was great fun to produce – the asynchronous patterns of the rolling lightings and strobes, supported by the audio, created a really disarming sense of chaos, disorienting the player, and heightening the tension.”

It’s not just this alarm sequence that acts as a call back to the original film, though. The entire Sevastopol Station draws heavily on the retro-futuristic style of Alien, and its architecture is directly informed by the design of the Nostromo freighter ship. The Quarrantine’s medical facility was based on the movie set’s sick bay in which Kane was treated following his encounter with a facehugger.

“By the time we started to build this space, we’d thoroughly deconstructed the original movie, frame by frame,” recalls Bond. “We really got inside the heads of the original production designers and understood not just the design language, but how that was achieved in a practical sense, on a movie set.”

“Reverse engineering the original movie provided us with great foundations to build the Sevastopol on,” he adds. “We took the essence of the Nostromo, then used its DNA to inform a huge amount and variety of content.”

It wasn’t enough for the medical facility to be authentic to the original film, though. It had to be an arena perfectly calibrated for the player’s very first unscripted encounter with the xenomorph. This location would be a showcase for the alien’s capabilities, as well an introduction to the mechanics players could use to evade it. Everything that players had learned across the previous four missions would come together in this practical examination that would test their ability to survive against their worst nightmare.

Structural Perfection

“The shape and design [of the environment] is massively influenced by the fact that it’s for an alien encounter,” says Catherine Woolley, the level designer behind The Quarantine. “The level itself became a great testing ground while the AI for the xenomorph was being tweaked, as we needed to make sure it would work as we expected within environments created for it.”

“When designing a space for the alien to exist within, we wanted to try and ensure the player would not easily become trapped in a scenario they cannot escape, as not only could it feel unfair, like the level isn’t there to help them, but [this would] relieve the frustration of being cornered like a cat with a mouse,” she explains.

“If you pay close attention to the map for the Crisis Stabilisation Unit (which lives within the San Cristobal Medical Facility) you [will] notice a large number of loops from corridors creating loops, underground passages or vents to other corridors,” she notes. “These loops give you an option of finding a safer spot should you come head to head with your foe. Some loops are larger and pose a greater threat, some have dead ends, and some are very small to help with the trickier situations.”

Those looping routes were also designed to provide vital sightlines for both the player and the alien. The first segment of the facility, for example, loops around the Day Room, an area that features windows that allow vision not just into the room, but straight through it and across to the Sedation Ward. Doors at either end of the room also open up a sightline from the entrance corridor right across to the Staff Quarters. These intersecting sightlines, along with the beeps of your newly-acquired motion tracker, allow you to plot the alien’s location, which in turns helps you plan your movements towards the Staff Quarters, where you will hopefully be able to locate Dr. Morley’s keycard.

“I’d like to think [those key lines of sight] helped players, as the moment you spot the xeno walking the opposite way from the staff quarters is the second you can make your move,” says Woolley.

You’re not entirely reliant on your wits and observation skills, though. While you can’t do anything to harm the xenomorph, there are a number of tools located around the level that can be used to distract and relocate the beast hunting you.

“I knew in this scenario the player would only have the Pistol, Crowbar and Motion Tracker,” Woolley notes. “They also may have crafted a few distractive elements like an EMP, Flashbang, Noise Maker, Smoke Bomb or Pipe Bomb.”

“However, as you didn’t have anything that could make the alien retreat at this stage, I’d made sure there were other ways to distract the creature to ensure safe (or not so safe) movement through the level,” she explains. “You can do this with the rewire systems dotted around. These allow you to power the underfloor vents, a door, and then also set off some alarms and sprinkler systems. Provided you’re not near those alarms they can be a worthwhile distraction, sending our tall friend off to the Sedation Ward to see what’s going on.”

With the alien successfully evaded and the door to the Staff Quarters unlocked, you enter a new area where tighter corridor structures significantly diminish your vision cone. However, each room is still built to allow speedy recognition of threats and escape routes. The recreation room, for instance, allows you to take cover behind the circular sitting area and observe both entrances from relative safety. With the coast clear you can then duck into the sleeping area. Here you discover the patient rooms assigned to Dr. Morely, which helps narrow your search for his keycard.

That information leads you into a circular corridor with seven treatment rooms, each of which is a dead end with no easy escape should you be cornered. That’s why finding the list of three rooms on Dr. Morley’s round is so essential; you don’t want to investigate all seven of them when there’s the constant threat of the xenomorph trapping you inside. But even with that information, you still don’t know exactly where the keycard is. You’re still going to have to take some risks.

“One thing we were trying to do with Isolation was create what feels like an interactive real environment,” says Woolley. “Telling you exactly where you needed to go would remove tension, plus I felt it gave a nod to games where you used to have to note down where to go and everything wasn’t just given to you through objectives and direct waypoints. Signage is a key part of Alien: Isolation and we hoped people would utilise it! Just like you would [if you were] in a hospital!”

It was designed to feel like a hospital, rather than function as a hospital. Believable, not authentic.

With the keycard lifted from the mutilated corpse of Dr. Morely you’re able to complete the final loop of The Quarantine. The card unlocks a nearby door that leads directly back to the very start of the level, the Welcome Area, and from there you can head down to the lower hospital to continue your search for medical supplies in the next mission.

To encourage you to take this shortcut and not backtrack all the way through the level are the navigation signs that Woolley mentioned, which point to the Welcome Area. But while the signage and general aesthetic of the San Cristobal Medical Facility were meant to evoke the feeling of a real hospital, it was not envisioned as an authentic space. Instead, it is first and foremost a video game level designed to support the hide and seek gameplay generated by the xenomorph’s AI.

“I’d be lying if I said we were looking for the authenticity of a medical setting,” admits Bond. “It was designed to feel like a hospital, rather than function as a hospital. Believable, not authentic. That’s not to say we just threw in some hospital furniture and crossed our fingers. Far from it.”

“We took care to think about what the spaces were and how they would be used by the crew,” he explains. “This resulted in us creating a lived-in feel through informal, slightly chaotic propping, giving us a strong counterpoint to the mechanical formality of the architecture. There were lots of layers to the art we produced, but this trick alone created a nice tension, and we used it all over the game.”

“All the littered pieces among the hallways were to help, and at times hinder, the players,” adds Woolley. “From the gurney bed you’re near when the xenomorph makes its appearance, which allows you to take cover underneath it in the hopes people don’t back track to Morley’s office, to the various cabinets someone will hopefully use to hide from the alien.”

“Each piece of cover was instrumental in allowing players to progress forwards and towards their goal,” she says.

Deadly Atmosphere

The very act of having to evade Creative Assembly’s intelligent hunter is more than enough to generate a palpable sense of fear. But the continual sense of dread players experience in Alien: Isolation comes from far more than just the creature alone. The very architecture of Sevastopol Station is designed to generate a truly terrifying atmosphere.

“Low ceilings and narrow corridors certainly created a sense of oppression and confinement,” says Bond. “The space is in control, you’re not. A lot of our architecture modulated between constricted and relatively open spaces though. We did this to create an appealing rhythm, setting, and resetting the player’s perception of the space. Tension and respite, breath in, and breath out.”

This philosophy can clearly be seen in the contrast between the spacious corridors around the Day Room and the tight, claustrophobic ones that snake through the Crew Quarters. These locations are also lit in very specific ways to enhance the atmosphere provided by the area’s structure.

“The lighting in San Cristobal no doubt helped to build tension and a sense of fear, or dread,” Bond says. “Generally, we used shadow, or the absence of light, to create a feeling of veiled threat. On a basic human level, what you can’t see is scary and creates space for the imagination! We really tapped into that specific flavour of psychological horror, so prevalent in the 1979 movie.”

“We regulated the darkness, punctuating it with spots or pools of light,” he explains. “This punctuation obviously helps to describe the space and guide the player, but it also created the tension that we were striving for.”

“We used the light component of ‘pooled lighting and darkness’ to create a kind of a deceptive sanctuary for the player, luring them into a false sense of security,” he continues. “Where the light and shadow meet, we found a sweet spot for creating tension – at the edge of being able to discern distinct shape and form, with a degree of ambiguity around what you’re seeing.”

While tension, fear, and dread are all vital components of survival horror, these need to be off-set by occasional moments of relief and safety. In Alien: Isolation this is provided by a very limited amount of save points. There are just three in The Quarantine, and they split the mission into relatively even thirds. One is available at the very start of the level in the Welcome Area, a second can be found in the Day Room near the vent from which the alien first appears, and a third in the Staff Quarters close to where you eventually find Dr. Morley’s keycard.

“I tried to place them in locations where you could potentially have a breather, trying to find a secure feeling location and lines of sight to make sure you weren’t about to be eaten,” explains Woolley. “However, for those less aware of their surroundings, that might not be the case. I wasn’t so much trying to increase tension, but more create spaces that you can’t wait to get to!”

By allowing these moments of relief, the save points tie Alien: Isolation’s ideas together. The astonishing, adaptive intelligence of the xenomorph is obviously the key to the experience, but the entire thing would fail if the alien could reliably defeat you each and every time. This is a survival horror, and the player must make it through alive to not only complete the game, but to also live an experience that replicates that of Ellen Ripley in the original film. The save points, distraction tools, sightlines, and lighting in The Quarantine all combine to help the player survive this terrifying ordeal, and ultimately provide an unforgettable introduction to one of gaming’s most terrifying hunters.

For more insights on your favourite levels from the people who made them, take a look at our breakdowns of Cuphead’s stop motion King of Games section and Titanfall 2’s Into The Abyss.

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

Totally Spies Is Being Revived on Cartoon Network and Max

Totally Spies! is being revived and headed straight to Cartoon Network and Max in 2024. French media company Banijay Kids & Family made the announcement in a press release today, confirming that Warner Bros. Discovery acquired the rights to the seventh season of the French-Canadian animated series.

The show centers around a trio of teenage girls — brainiac Sam, fashionable Clover, and clumsy Alex — who balance their high school lives in Beverly Hills and their jobs as secret agents for the World Organization of Human Protection (WOOHP), using new gadgets in every episode to get them out of whatever situation warrants them during their missions.

It’s like the anime version of Charlie’s Angels, except the girls actually see their boss instead of talking to him through a speaker box.

While later seasons of the original series saw the girls go off to college, the company said that Season 7 will be considered a reboot with the girls attending high school once again in a new city.

“With strong female leads and an aesthetic that has inspired a generation, Totally Spies! is an iconic show with a hugely passionate global fanbase, eager to join the agents on their latest adventures,” Banijay Kids & Family CEO and producer Benoît Di Sabatino said. “The new series stays true to all the key elements that make the show so popular, but has been lovingly updated for a new audience, reflecting the modern challenges faced by both high-schoolers and spies alike!”

The new series stays true to all the key elements that make the show so popular

The news comes over a year after Thomas Astruc, the creator of Miraculous Ladybug who worked as a storyboard artist for Totally Spies!, announced the show’s comeback, which was supposed to be released this year, only to get pushed back to next year. The new season/reboot of Totally Spies will premiere on Cartoon Network in the United States and then on Max (the new name for HBO Max) in Europe, the Middle East and Africa (EMEA).

Totally Spies originally aired for 6 seasons from 2001 to 2015. In the United States, it aired on ABC Family (now Freeform) first before moving to Cartoon Network in 2003. The show got a prequel film after the fifth season in 2009, which focuses on Sam, Clover, and Alex’s budding new friendship and first mission together.

Cristina Alexander is a freelance writer for IGN. She has contributed her work to various publications, including Digital Trends, TheGamer, Twinfinite, Mega Visions, and The Escapist. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.

Tron: Identity Review

Despite its origins as a 1982 film about a video game-inspired world inside a computer, Disney’s Tron franchise doesn’t have the best track record when it comes to game adaptations in the post-arcade era. Bithell Games, the studio behind minimalist indie darlings like Thomas Was Alone and Volume, aims to change that with the release of its first collaboration with the house of mouse, Tron: Identity. Part visual novel, part hard-boiled detective story, Tron: Identity is a gorgeous new take on life on the Grid — even if its plot raises more questions than it answers.

For the uninitiated, Tron: Identity takes place in the Grid, a self-sustaining world inside of computers, where human-like “programs” fulfill their functions and serve the “user” (the person actually using the computer in the real world). The Grid was created by a programmer named Flynn, who’s been missing since the events of 2009’s Tron: Legacy. Flynn is referred to among programs as either an omnipotent, godlike being due to return any minute now or a myth, but he doesn’t appear in any way, nor do any other characters from the Tron movies. Tron: Identity is an entirely new story that builds on the franchise’s foundation and reveals yet another facet of life on the Grid.

Tron: Identity is a gorgeous new take on life on the Grid.

Advances in technology since 1982 (the year the first film was released) have made that life more complicated, and Bithell Games’ vision reflects that. Some programs have begun to challenge their original programming, going outside the scope of what their users intended. Protagonist Query, a detective on a new case, is at such a crossroads in Tron: Identity. As a member of the Disciples of Tron, Query’s job is to go where he’s told and seek the truth without interfering, but this philosophy is repeatedly tested as the mystery unfolds.

It Happened One Night

The story begins when Query arrives at the Repository, a secure building in the center of the Grid. As Query, you’re sent to investigate an explosion in the Repository’s vault, though the details of the crime are shrouded in mystery. The entire story takes place throughout a few set locations within the building, and the cast consists of just six characters in addition to Query. Throughout the night, Query interacts with these denizens of the Repository, and how much information he extracts depends largely on whether or not your dialogue choices and actions earn their trust and respect. By the end of the night, you’ll have solved at least one mystery — and potentially opened up several more.

This unfolds in a visual novel packed with branching conversations and critical decisions that affect how the rest of the programs at the Repository respond to your, well, queries. Programs can be cooperative or hostile based on your actions, and you never know when one bad choice will come back to haunt you. The weight of these decisions is reminiscent of Telltale’s episodic adventure series like The Walking Dead, only instead of fighting off zombies, you’re fighting for the truth — even if that truth threatens life on the Grid.

Tron: Identity is short, but its length doesn’t detract from the experience.

Tron: Identity is short, with each playthrough coming in at around two hours, but its length doesn’t detract from the experience. Because of the branching paths your choices can unravel, Identity encourages multiple playthroughs to get the whole story. While the overall themes of Tron: Identity won’t change from playthrough to playthrough, the way you get to the end can be remarkably different. The choices you need to make in order to proceed typically aren’t easy ones; there’s no obvious right or wrong answer, and not taking a side has consequences of its own. Without spoiling the story, let’s just say that making bad decisions can leave you with very few allies.

While the bulk of the gameplay mostly concerns conversations with other programs and Query’s own internal monologue, these portions are occasionally punctuated by short puzzles that appear any time you need to help a program recover their memories. These mini-games, which involve matching colors and shapes in an attempt to defrag a program’s malfunctioning disc, come in several iterations of the same basic concept. The puzzles are fun at first, but on subsequent runs, they begin to feel repetitive and a bit mindless. I would have appreciated more variety and depth in these puzzles, giving you a nice break in between text-heavy sections instead of a tedious roadblock before getting back to the story.

Fighting for the User

Bithell Games has done a remarkable job of bringing the Grid to life. From the first moments of Identity, it’s clear that it was developed with reverence for the source material. The art direction is absolutely stunning in its minimalism, with dark backgrounds lit up by the franchise’s trademark neon lights. The animations are subtle but meaningful, from the data trees swaying in the breeze and drops of icy blue rain cutting through the pitch-black sky to the questioning stares and nods from the NPCs you’re interrogating.

Then there’s the music, which is almost as beautifully mesmerizing in its ambiance as Daft Punk’s Tron: Legacy soundtrack. It adds tension in all the right spots while being remarkably soothing. Overall, the presentation makes you feel firmly ensconced in the Grid, which can be both comforting and unsettling.

Diablo 4: Here’s How Long It Takes to Reach Level 100

Diablo 4 associate game director Joseph Piepiora has revealed that it will take over 150 hours to grind to level 100 in the upcoming action role playing game.

“Reaching level 100 will take 150+ hours for the average player experience,” replied Piepiora to a fan on Twitter, confirming the inevitable and significant time sink that Diablo 4 will represent when it launches on June 6 later this year.

Earlier this month the developer also revealed that it would take around 80 hours to complete each season’s battle pass, which will feature both a free, and paid premium track featuring more cosmetic rewards.

This isn’t the first time that a brief social media reply has imparted significant information about Diablo 4. Recently, the game’s general manager Rod Furgusson let slip in a Twitter reply that there were “no plans at the moment” to include the popular map overlay function in the game at launch.

Similarly, players found out that characters who fall in the PvP areas known as the Fields of Hatred will face permanent deletion on hardcore mode, when the game’s Global Community Director Adam Fletcher quote tweeted a question with the single word “permadeath”.

Diablo 4 is set to receive one final beta test, nicknamed the “server slam”, which will run from May 12 to 14. The event is designed to stress test the online infrastructure for the game, while introducing new tweeks, and gameplay updates prompted by previous test weekends. The developer has forewarned that character progression earned during this period won’t carry through to the final game.

The server slam is accessible on all platforms, with a two-player couch co-op mode available on consoles. Check out IGN’s Wiki Guide tips and tricks on Diablo 4 to get the most out of next month’s beta, and keep an eye out closer to the June release date for IGN’s scored review.

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

Redfall’s Environmental Storytelling Taps Into the Corruption of Safe Havens | IGN First

So far, Arkane Studios’ game playgrounds have been set in fantastical, odd futures or deteriorating steampunk cities. With Redfall, the team at Arkane Austin opted to take its immersive sim mechanics to something closer to a familiar but twisted reality. In an interview with Arkane Austin Art Director Karen Segars, IGN learned more about the inspirations for Redfall’s scenic island town setting, design challenges and solutions for the co-op mechanics, and telling Redfall’s story through its art.

Segars said their journey in designing Redfall began with a trip to New England that started in Bangor, Maine, and concluded a few days later in Boston, Massachusetts. It was October, making it the perfect time to collect close-ups of fall foliage and the general vibe of Redfall’s Halloween setting. Redfall is not based on a particular location in New England but Segars said it’s instead more of an amalgamation of locations including Camden, Bar Harbor, Old Orchard Beach, and Acadia National Park.

Segars said the district landmark locations were important considerations, not only aesthetically, but for Redfall’s gameplay design. Redfall marks two major development milestones for Arkane: not only is it the studio’s first major open-world game, but it’s also its first optional co-op campaign.

“One of the challenges is helping the players know where they are. [We] wanted to have various points of interest around the map so that they can orient themselves from wherever they are.” Segars said. “Also just setting up all of the level streaming and how everything streams around the player was a technical challenge we took on, right? Our tech team actually built our streaming system. We built our time of day system. Those were some of the core features we needed to make this game. I would say those were probably two of the biggest ones that we took on as far as what varied from previous games that we made. Prey did have time of day, but it was much more isolated on a space station [versus] people able to run across the town.”

The day and night cycle impacts Redfall’s gameplay. During the day, the vampire god The Black Sun looms over the town and speaks to any player who stares too long at the eclipse. At night, vampires are more active. Segars said another typical technique used to ground players is having a directional light. They sped up the sunrise and sunset timings to get the sun and moon in the sky faster to keep a key light in play.

Other major points for orienting the players include lighthouses — very New England, as Segars said — and major district landmarks, like the orchard in District 2. Redfall is played across two different maps. The first is home to the more dense town setting, while the second has farms and other aspects of rural life. One of Segars’ favorite elements of their design, though, are the three various churches. In IGN’s two hands-on sessions with Redfall, we saw that it boasts a fair amount of storytelling through art and the environment — a hallmark of Arkane.

“There’s a prominent [church] in District 2 that we may have shown a creepy belltower in one of our first gameplay trailers. The storytelling that happens in those is such a juxtaposition of what’s supposed to be a calm and safe space. Some of the set dressing that we show, and at least in the church of District 1, it was supposed to be a safe haven,” Segars said. “You could see survivors actually flocked to the church, but you know, it didn’t go so well.”

Accounting for Variation

Another important style choice for Redfall is its cutscenes. Rather than something fully animated, they take a storybook-like style that highlights particular moments with narration of the player character over it.

“[Creative Director Ricardo Bare] used a good word for them; they’re a flash sideways,” Segars explained. “It’s kind of like a summary of what you just learned so that you can go out on your mission. A large priority of ours was [since] you can change your outfit in Redfall, we wanted that to be reflected in these scenes. I’ve played plenty of games where I’ve customized my character and then it’s a cutscene and they’re in their base outfit. So if your friends are there, you get to see them in what they’re wearing. We opted for the still scenes to capture that essence.

“If you would think about cinematics, that’s a huge animation undertaking. Doing it with the poses, you get to capture the emotion of that particular scene and just really double down on the pose and the facial expression and just create this kind of mood without having to get too busy with all these characters [being animated]. Since you can play with up to three friends, that means that there are four people on screen most of the time. All of that movement would be just a little bit distracting for telling the story. So the pose, the facial expression, and then the dialogue really gets to sell the mood of what we were trying to tell there.”

Segars explained that if you’re not joined by any or the maximum number of friends, the named NPCs will fill in the hero character spots. Even though you and your prospective team are the hero, the civilians are also part of the fight in taking back the island. Segars said even when you’re alone, you’re not alone.

Redfall is out on May 2 on PC and Xbox. For even more on Arkane’s upcoming vampire hunting FPS, be sure to check out the IGN First hero features for Layla, Jacob, Devinder, and Remi, and see our exclusive preview of how Redfall plays in co-op. If you’re more interested in how Redfall plays solo, we’ve got a preview for that too.

Miranda Sanchez is the executive editor of guides at IGN and a member of Podcast Unlocked. She’s a big fan of stationery and fountain pens. You can sometimes find her on Twitter.

Preorder the Link: Ocarina of Time Amiibo on Amazon for $15.99

The release of The Legend of Zelda: Tears of the Kingdom is coming up soon, and plenty of fun items have gone up for preorder in the lead-up to it. Some of these items include new and reprinted amiibo that can be used with the highly-anticipated game, and an Ocarina of Time Link amiibo is back in stock for fans to preorder ahead of the game’s release.

This amiibo features Link from Ocarina of Time playing the ocarina and is available to preorder on Amazon for just $15.99 with a release date of May 12 (though this one has an expected delivery of June 4-6). Click the link below to see the page in full.

Link: Ocarina of Time Amiibo on Amazon

Alongside this amiibo and the brand new amiibo with Link’s character model from Tears of the Kingdom, fans can also preorder more classic reprints of Zelda amiibo for the game. You can see every model that’s available to preorder, along with the Zelda and Loftwing amiibo that you can buy now, below.

More Link Amiibo to Preorder

More importantly, though, if you have yet to pick up The Legend of Zelda: Tears of the Kingdom game, you can save $10 on it through SuperShop by using the code IGNZLDA at checkout. So, rather than paying the full $69.99, you can get it for $59.99 instead. And, if you want to see even more Zelda-themed items that are worth preordering now, you can also preorder the gorgeous Tears of the Kingdom Switch OLED, the new Tears of the Kingdom Pro Controller, and more that can be found in our preorder guide here.

For even more Legend of Zelda gift ideas, make sure to visit our Zelda Gift Guide. Here, you can find a variety of items worth picking up for yourself or the fan in your life, from comfy shirts to incredible statues to set up around your space.

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

PSA: Star Wars Jedi Survivor Spoilers Have Leaked Online

The highly anticipated Star Wars: Jedi Survivor from EA’s Respawn Entertainment isn’t out for another few days, but heads up, spoilers have already leaked online.

The leaker, who appears to have been sold a copy of the game a few days early, has already completed Jedi: Survivor and took to Twitter to share their impressions, some screenshots, and other details. This was spotted by Angie on ResetEra, though we don’t recommend reading the post unless you want to have elements of the game spoiled.

The leak, which includes details about the ending, game length, the number of planets, new characters, and lots, lots more, even grabbed the attention of EA itself, as its Star Wars accounted tweeted: “No Spoilers!”

It continued: “We’re beyond excited for everyone to experience Star Wars: Jedi Survivor this week. We ask that you please be mindful of others and avoid posters or sharing spoilers. And remember, BD is watching.”

The game launches on April 28, and IGN’s review will arrive a little earlier on April 26. Respawn has already shared some details about what fans can expect, of course, including the tease of a beloved Star Wars planet.

If you’re incredibly eager to jump into Jedi Survivor on launch, however, we’d recommend steering clear of Twitter and other social media until you can play the game yourself.

In our preview of the game, IGN said: Our “main takeaway from roughly five hours with the upcoming sequel, Star Wars Jedi: Survivor, is that it felt like [we were] systematically crossing off the issues I had with Fallen Order.”

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Diablo 4 Dev Confirms That if Hardcore Players Die in PvP, They’re Dead Forever

Hardcore mode has been a time-honored Diablo tradition going back to Diablo II, challenging players with the possibility of permanent death. But what happens if your Hardcore character happens to stumble into one of Diablo IV’s Fields of Hatred? Well, watch your back.

Asked whether are consequences for Hardcore characters who die in Diablo IV’s PvP, Blizzard community director Adam Fletcher said simply, “Permadeath.”

In other words, it’s time to roll a new character.

Hardcore players will want to watch their step then, since the Fields of Hatred can be entered at will on Diablo IV’s open-world. There players can collect Shards of Hatred by killing other players as well as monsters. The areas also feature special vendors that serve as a further enticement to test your might in one of Diablo IV’s PvP zones.

For the daring, though, there’s the Fearless Combatant achievement, which can only be earned by getting 10 PvP kills in Hardcore Mode. Otherwise you can avoid Fields of Hatred altogether, which is likely the more prudent route unless you get to be especially powerful.

In the meantime, fans will get to try Diablo IV one more time before launch as part of an upcoming “server slam.” The server slam, which is designed to stress test Diablo IV’s servers before launch, will include the various changes from previous beta tests. It will commence at 12pm PST on Friday and conclude at 12pm PST on Sunday.

While you wait, check out our recent interview with Diablo IV’s developers, in which they talk about class changes, dungeons, and more ahead of the final test.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Deal Alert: Score a Meta Quest 2 256GB VR Headset for Only $330.56 at Woot

Today, Woot is offering the open box Meta Quest 2 256GB VR headset for only $330.56. Note that this is the larger capacity 256GB model. That’s a rather significant price drop for what is already one of the least expensive VR headsets on the market. The lower capacity 128GB model normally retails for $399.99 new and the 256GB model for $499.99 new.

After over 2 years on the market, the Quest 2 is still far and away the best value when it comes to VR gaming. For a price that beats every other comparable VR headset out there, it offers a completely tether-free experience, phenomenal inside-out tracking, and a huge library of games. Also, starting August of 2022, you do not need a Facebook account to login to your Quest 2. That was justifiably a sore point for many people.

Meta Quest 2 256GB VR Headset for $330.56

The Quest 2 is the most practical option for you to jump into Beat Saber, easily the most successful VR game in history. Beat Saber is a simple rhythm based game that doubles as an outstanding fitness tool. By now there are hundreds of official songs available and the game receives plenty of regular updates. If that’s not enough, there’s a huge modding community out there with access to tens of thousands of user created songs that are every bit as good as the official songs. Beat Saber needs to be purchased separately ($29.99), but really you shouldn’t be getting a VR headset if you don’t get this game.

On a personal note, I own the Oculus Quest 2 specifically for Beat Saber. I purchased the original Rift CV1 headset and a third sensor back in 2016 and since then I’ve clocked almost 1,000 hours in Beat Saber and I’m pretty good at it. In my opinion, the Quest 2’s simple inside out tracking is superior to the original Rift’s 3-sensor setup. In conjunction with the light weight and comfortable ergonomics of the Touch controllers, you can’t really ask for a better control setup for a fast-paced precision game like Beat Saber. I’ve tried other VR headsets and the only other headset that comes close is the Valve Index, and that setup will run you hundreds of dollars more. As someone who plays VR games religiously over PCVR with his RTX 4090 gaming rig, I can say that getting a $1000 VR setup is still not worth it.

For more deals, take a look at our daily deals for today.