How to Play Every Dark Souls Game and Expansion in Order

Back in 2011, FromSoftware released a spiritual successor to its 2009 cult classic, Demon’s Souls. This new game, titled Dark Souls, was a tough sell: a punishing, hardcore RPG where players attempt to survive a haunting fantasy hellscape teeming with gruesome monsters that could eviscerate them in seconds. At the time, it was hard to imagine the team’s crushing new creation would become one of gaming’s most revered modern franchises.

However, Dark Souls’ ruthlessly satisfying combat, brutal yet compelling boss encounters, and story-rich world transformed it into a global phenomenon, inspiring an entire genre of challenging RPGs that’s still thriving over a decade later. With FromSoftware’s work on the Dark Souls franchise now wrapped up, we’ve decided to break down every game and expansion in the trilogy, as well as offer new players a recommended starting point.

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How Many Dark Souls Games and Expansions Are There?

Not including remasters or ports, there are three Dark Souls games and six expansions, with every release arriving on home consoles and PC.

Where’s the Best Place to Start?

For newcomers, picking a place to dive into the franchise is tricky. Some will suggest starting with the original Dark Souls, as it marked the beginning of the franchise and gives you a broad overview of what the series offers.

While Dark Souls 1 is a great place to start, from a gameplay standpoint, we’d recommend diving into Dark Souls 3 first. Although you can expect a steep learning curve at points, Dark Souls 3 is the simplest of the trilogy to pick up and play, with a more linear world to traverse and a series of early-game encounters that help you learn the ropes. It’s also the newest of the three Dark Souls games and, by extension, the smoothest to play.

That being said, if the lore of Dark Souls appeals to you, you’re probably best jumping into the original game first. Dark Souls has a rich world and a deep story that you’ll uncover over time, and while each game largely stands on its own, some aspects of the lore are best experienced chronologically.

Every Dark Souls Game in Release Order

These blurbs contain mild spoilers for each game, including characters, settings, and story beats.

1. Dark Souls (2011)

Hitting shelves in 2011, FromSoftware followed up its work on Demon’s Souls by releasing a spiritual successor titled Dark Souls. The game took place in the dour realm of Lordran, with players assuming the role of a hollowed warrior known as the Chosen Undead. Awakening in the desolate halls of the Undead Asylum, they’re given a quest: link the First Flame and continue the Age of Fire, preventing Lordran from plunging into darkness.

Escaping the Asylum, the Chosen Undead undertakes an adventure across the realm, battling through the onslaught of monstrosities and corrupted gods that call the haunting locale home. Players had to study their surroundings and create precise character builds in order to navigate its hopeless, punishing world. It demanded a lot from its audience, offering them challenging battles that felt genuinely rewarding to learn and master.

Whether it’s enduring the perilous descent to the poisoned depths of Blighttown or overcoming the towering Ornstein and agile Smough, Dark Souls’ seminal moments and approach to difficult but satisfying gameplay made it an instant classic.

2. Dark Souls: Artorias of the Abyss (2011)

Shortly after the release of the base game, FromSoftware released the first and only major expansion for the original Dark Souls: Artorias of the Abyss. Taking place during the events of the main campaign, it sees the Chosen Undead venture through a portal that sends them back in time. Arriving in the land of Oolacile, they must face an ancient and powerful new threat.

Alongside several bosses, including arguably the game’s toughest challenge, Manus, Father of the Abyss, Dark Souls: Artortias of the Abyss added a new area to explore and some powerful end-game gear, while also building significantly on the series’ lore.

3. Dark Souls 2 (2014)

Three years later, FromSoftware released the second entry in the Dark Souls trilogy, with Dark Souls 2 picking up the story thousands of years later. This time around, a new hollowed warrior known as the Bearer of the Curse takes center stage, journeying to the kingdom of Drangleic to dispel the undead curse afflicting them.

Their quest puts them on the trail of the long-missing King Vendrick, kick starting an adventure to track down Drangleic’s former liege. Dark Souls 2 built off the original Dark Souls’ foundation in a number of ways, implementing changes to the respawn mechanic so enemies no longer return if you’ve killed them multiple times, fully overhauling the humanity system, and making fast travel available from the very beginning of the game.

4. Dark Souls 2: Crown of the Sunken King (2014)

The first of a three-part DLC slate for Dark Souls 2 known as The Lost Crowns, Crown of the Sunken King follows the Bearer of the Curse as they descend deep below Drangleic. There, they search for the titular Crown of the Sunken King.

The expansion provides an all-new labyrinthine underground area to explore, delivering a gauntlet of poison-inflicting enemies, hidden traps, environmental puzzles, and a handful of tough new bosses.

5. Dark Souls 2: Crown of the Old Iron King (2014)

The second entry in the Lost Crowns expansion trilogy, Crown of the Old Iron King sees the Bearer of the Curse explore a new area known as Brume Tower. Much like the last expansion, the protagonist’s goal is to track down an ancient crown, this time belonging to the titular Old Iron King.

To find the artifact, they’ll have to make their way past the tower’s defenses, battling a range of powerful fire-wielding foes while navigating precarious pathways and going toe-to-toe with another wave of hyper-challenging bosses.

6. Dark Souls 2: Crown of the Ivory King (2014)

The third and final entry in The Lost Crowns expansion trilogy, Crown of the Ivory King sends players to the icy kingdom of Eleum Loyce. There, they’re tasked with tracking down the final missing crown: the Crown of the Ivory King.

Exploring the ruins amidst a blizzard, players must fend off a range of frozen threats, contending with rival phantoms, hazardous environments, and, of course, a handful of challenging new bosses.

7. Dark Souls 3 (2016)

After the release of Bloodborne, FromSoftware returned to the Dark Souls franchise for its final entry: Dark Souls 3. Our story begins as, once again, the First Flame begins to fade, causing a hollowed undead by the title of Ashen One to rise and begin a quest to relink the flame.

To accomplish their mission, they must return the powerful Lords of Cinder to their thrones, launching the Ashen One on a perilous journey across the kingdom of Lothric. Acting as a finale to the series, Dark Souls 3 was the biggest Dark Souls game yet, with grander, more intense boss battles; some of the franchise’s most visually and technically ambitious levels; and faster, more aggressive combat.

8. Dark Souls 3: Ashes of Ariandel (2016)

The first of two major expansions for Dark Souls 3, Ashes of Ariandel sees the player travel to the Painted World of Ariandel on a quest to fulfill a prophecy. There, they find a frost-covered world filled with danger.

Ashes of Ariandel unleashes a range of new threats on the player, as they explore fallen ruins while finding new gear, battling fierce endgame enemies, and tackling one of Dark Souls 3’s hardest boss fights yet with Sister Friede and Father Ariandel.

9. Dark Souls 3: The Ringed City (2017)

The second and final expansion for Dark Souls 3, The Ringed City brings the Dark Souls series to a close. Exploring a distorted world of fallen kingdoms known as the Dreg Heap, players embark on an adventure through this haunting graveyard, setting up a climactic showdown against a corrupted foe.

The Ringed City delivered one final area for Dark Souls veterans to test their mettle, pitting them against brutal, high-level enemies who offered powerful endgame gear and delivered some of the trilogy’s most challenging boss encounters.

What’s Next for Dark Souls?

As it currently stands, Dark Souls as a franchise is officially complete. Series creator Hidetaka Miyazaki has reiterated that FromSoftware is done with the series multiple times, although told us in an interview back in 2016 that its conclusion “doesn’t necessarily mean [we’re] not going to work on a Dark Souls-like game.”

We saw Miyazaki’s words come to fruition six years later, with FromSoftware releasing a spiritual successor to the series, Elden Ring, in 2022. Last year, we learned that Elden Ring will be receiving a major expansion in the near future, with FromSoftware announcing that an add-on titled The Shadow of the Erdtree is in development.

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

5 Tips for Your First Palworld Base

Setting up a base is one of the very first things you’ll do when you’re getting started in Palworld. You’ll be building up your base throughout the game, so getting your location and layout right will save you plenty of headaches in the long run – here’s what we wish we knew starting out!

Choose A Flat, Unobstructed Area

After placing your Palbox down, you’ll see a large blue circle surrounding it – this is the buildable area for your base. You want this area to be as free as possible of any hills, cliffs, water, or other obstructions. You’ll need a lot of space for the structures and buildings you’ll eventually want to construct, some of which can be pretty large.

As Pals wander around your base diligently working, they have an unfortunate tendency to get stuck and become unable to move, eventually becoming hungry, tired, and unwell. The clearer your base is, the less likely this is to happen!

Include Harvestable Resources Nearby

If you have harvestable resources, like wood, ore, Paldium, and stone, within your base radius, the Pals that you have working at your base can gather them as they work. You’ll need plenty of resources in order to progress, so it’s a good idea to start passively accumulating them as soon as possible.

Build a Vixy Ranch

Ranches are unlocked at level 5 in the Palworld Technology tree. You can assign any Pal with the farming skill to the Ranch, and they’ll drop items specific to their species – Chikipi drops eggs, and Mozzarina drops milk, but the most immediately useful pal to use is Vixy. Vixy drops Pal Spheres and Arrows when assigned to the Ranch, both of which are incredibly useful for catching Pals – you’ll find yourself needing hundreds of them before long.

Place Feed Boxes and Chests Near Workstations

Pals with the Transporting proficiency will carry dropped or harvested resources to nearby chests for you. To save them wasting time traipsing across the map, place chests near any workstations that output materials. You should also make sure every workstation is reasonably close to a Feed Box so that Pals can take a lunch break without walking too far.

Upgrade to Stone as Soon as Possible

At some point, your base will begin to be targeted by raids, in which groups of Pals or other enemies spawn in and attempt to damage your Pals and structures. If your base is made of flammable materials, there’s a chance Pals with explosive or fire-based attacks could set it alight. Fire spreads incredibly quickly, so you’re likely to lose anything attached to the burning structure.

The stone structure set is unlocked at Level 18!

Jen Rothery is a Senior Editor on the IGN Guides team, primarily covering live service games. In Palworld, she spends most of her time baking cakes.

Dungeonborne Mixes Strategic, Extraction and Battle Royale Gameplay, and You Can Try It Out at Steam Next Fest

Dungeonborne is an upcoming first person PvPvE dungeon crawler developed in Unreal Engine 5 that thrusts players into a dark fantasy world, where you get to feel every sword swing as you slay monsters with might and magics. Dungeonborne combines dungeon crawling with the realms of extraction and battle royale gameplay to spice things up and create a unique spin on the genre.

Starting February 2nd, you can try Dungeonborne during the game’s open alpha as part of the upcoming Steam Next Fest!

Here are four main reasons why you won’t want to miss it if you’re looking for a fresh dungeon crawler experience.

Dungeonborne is More Than a Mindless Dungeon Crawler – You’ll Need to Think Fast on Your Feet

While Dungeonborne may seem like a traditional dungeon crawler at first, there is more to it than meets the eye. As you venture into the gothic depths solo or in a party with two friends, lethal traps and dark shadows await at every turn. Trust nothing, but seek to utilize everything to your advantage. Look for high ground and ambush your foes, lure them into traps, or even take on the form of a treasure chest and lie in wait for your enemies’ greed to betray them.

Sharp tactical wit, team composition, and terrain understanding are all necessary to secure your treasure as you navigate this treacherous realm. You’ll need to make some hard decisions as you play: Do you escape early and secure your loot, or will you choose to stay behind and seek greater power at the risk of losing it all?

It’s the on-the-go decision making introduced by the extraction mechanic that spices things up in Dungeonborne, combined with the ever-shrinking safe zone that will force you to make tough calls, often in the middle of a fight. But winning isn’t all about being the last one standing. Your main objective is to make it out in one piece with some epic loot you can use later on.

Master the Gothic Spires With Powerful Classes and a Vast Combat System

Dungeonborne draws heavily on its RPG inspiration, and there will be plenty of classes for players to master. While there are familiar fantasy archetypes like Fighter, Priest or Rogue, you will also be able to pursue more specialized classes.

Encase your foes in ice as a Cryomancer or rain hellfire on all who oppose when you don the Pyromancer mantle. If you are a fan of necromancy or the occult, Dungeonborne has you covered. tep into the boots of a Death Knight, grasp foes with spectral chains, and drain their very life force.

Dungeonborne’s brutal combat rewards precision. Practice and perfect the core block and parry combat, carefully manage your class abilities, and utilize the flask and potion system to give you the edge in a fight. But beware: he further you venture, the tougher enemies get.

Team composition makes a big difference in Dungeonborne, so choose carefully when you decide whom to adventure with. While Dungeonborne’s open alpha will only feature the human and undead races, more options will arrive as the game nears its launch.

It’s All About Loot – Plunder, Craft and Enhance to Your Heart’s Content

After you’ve snatched victory from the jaws of defeat, it’s time to consolidate your loot and gear up before you head back into the fray. Once players make it back home, they can sell their loot at the in-game auction house or further enhance it. Every piece of loot matters and has its place in the game, deepening buildcrafting and giving you more options.

Spires and Dungeons Shine With Unreal Engine 5 Visuals

The gloomy gothic backdrop of Dungeonborne is brought to life in detail thanks to the power of Unreal Engine 5. Immerse yourself in the stereoscopic capital audio that lets you hear every clash of blades, and every creak of a door that betrays your enemy’s position.

Test out Dungeonborne This February as Part of Steam Next Fest

Dungeonborne’s open alpha will be playable from February 2nd, and will be part of Steam Next Fest which kicks off on February 5th and ends on February 12th, giving you over a week to try it out for free. Developer Mithril Interactive will take all the player feedback from the open alpha and use it to improve the game in ways that support the community.

For more on Dungeonborne, be sure to check out the official website and the game’s Steam page where you can wishlist the game and jump in as soon as possible. To join the community, visit the official Discord channel or X (Twitter) page.

Bloodborne Kart Creator Says She Will ‘Scrub the Branding Off’ After Sony Reached Out

The creator of the game formerly known as Bloodborne Kart has announced she plans to delay the game’s release and “scrub the branding off” after being contacted by Sony about the kart racer’s use of, well, Bloodborne.

Today, Lilith Walker, or PSX Bunlith (@b0tster) on X/Twitter posted a thread explaining that Sony had reached out, with the end result being that she needed to update the in-progress kart racer to get rid of anything that was too close to copyright infringement.

Walker seems to be taking the change in stride. Her thread continued, saying that “we were all expecting this to happen so we could be pleasantly surprised if it didn’t,” and that she’d have to push the release date as a result, but that she was excited about the transition from a fan game to an original game that the team would have “full creative control over.”

Composer Evelyn Lark chimed in as well, expressing excitement to get to work on “an original (albeit familiar) soundtrack”.

Bloodborne Kart, or I suppose just ‘Kart’ now that it can’t be about Bloodborne anymore, was originally planned for a release on January 31, 2024. Originally revealed back in 2022, Bloodborne Kart was originally a fan community meme taken to its logical confusion: a PS1-style kart racer with characters, karts, and environments directly derived from Bloodborne. It is expected to include 12 racers, 16 maps, boss fights, a campaign, a battle mode, and split-screen multiplayer.

No word yet on when we’ll be able to play Not-Bloodborne Kart, but you can currently play Bloodborne PSX, which is a PS1-style Bloodborne de-make from the same team working on Not-Bloodborne Kart.

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

Dragon’s Dogma 2: The Final Preview – IGN First

I thought it’d just be a simple sidequest. The owner of an apothecary enlisted my help to find his lost grandson, who had been taken by wolves. As I followed the trail, I heard a screeching noise from up above. All of a sudden I’m in a battle for my life against a Griffin. It’s a monster that’s far too strong for my party to handle, but we fight and claw and hold our ground until we finally get it to retreat. I breathe a sigh of relief, then set up at the nearby camp and sleep till nightfall. That sleep is interrupted by the same Griffin, back for revenge. That fight somehow boils over into another battle with a Wight, who proceeds to beat me within an inch of my life before I finally take him out, just as the sun rises, after an epic 20-minute battle.

None of this was part of the actual quest involving saving the boy. It was just a series of events that cascaded into one of the most unforgettable encounters I’ve had in an open-world action-RPG. And it was just one of the incredible encounters that I experienced during the 10 hours that I spent adventuring through Dragon’s Dogma 2’s fantastic open world.

While I didn’t get to start from the very beginning, I did get to begin with the creation of my own Pawn. Pawns, for those unfamiliar with the first Dragon’s Dogma, are AI-controlled companions that gain gear, skills, and experience from your game, and take all of that with them online where they can be hired by other players to be companions in their own games. I’m not going to spend too much time on either Pawns or character creation – especially because we already have a Dragon’s Dogma 2 Character Creator Deep Dive and a look at How Pawns Have Evolved in Dragon’s Dogma 2 – but what I will say is that Pawns are integral to one of my big takeaways, which is that exploration and discovery in Dragon’s Dogma 2 feels much more natural than before.

Exploration and discovery in Dragon’s Dogma 2 feels much more natural than before.

First and foremost, there are no more quest boards, there are no markers that appear above people’s heads letting you know who’s got a quest, and any sort of symbols placed on your map to let you know of points of interest are kept to a minimum. As such, you’ll rely on your Pawns and NPCs to guide you through Dragon’s Dogma 2’s world. NPCs will, more often than not, be the ones to approach you with opportunities for side quests, as opposed to it being the other way around. Pawns will also point out objects of interest, like peculiar statues, boulders that can be destroyed to find a path that leads to treasure, or if they already have knowledge of a quest from their owner’s game, they will straight up lead you to them if you give them the go-ahead.

All of this leads to a style of exploration and adventuring that feels organic and appropriately rewarding – very much in the same way that Elden Ring and the two most recent Zelda games do. As alluded to in the intro to this preview, you also never really know what to expect once you set out to pursue a quest lead. The very act of exploring beyond the safety of a city’s walls is unpredictable, dangerous, and enticing, which is why it’s so exciting.

Power Fantasies

Over the course of my ten hours, I got to play with a total of five Vocations: Fighter, Mage, Warrior, Sorcerer, and Trickster (Which you can read about in our Trickster Breakdown article). Unlike the first game, which had you unlocking advanced Vocations simply by leveling up the base ones, the two advanced Vocations were actually unlocked via a quest. After visiting the Vocation guild, I was given a quest to retrieve a Greatsword and an Archstaff, and after doing so, I unlocked both the Warrior and Sorcerer Vocations. I don’t know if all of them will be unlocked this way, and I didn’t get a chance to unlock any of the hybrid ones like Mystic Spearhand or Magick Archer, but I definitely liked the idea of not having to grind Vocations in order to unlock others.

My personal favorite of the Vocations I got to try was by far the Warrior, who maintains the fantasy of being the greatsword wielding badass that brings giant beasts to their knees with just one charged strike, but also adds a few more tricks to their repertoire. Director Hideaki Itsuno heard feedback that the Warrior didn’t feel like a super viable vocation in the first game, and thus worked hard to give them some new elements to help bring out their strengths.

For starters, we’ve jacked up Warrior’s offense and destructive power, to the point where it’s unfair

“For starters, we’ve jacked up Warrior’s offense and destructive power,” Itsuno-san told us. “To the point where it’s unfair. In exchange, its abilities take a little longer to execute. This makes the Vocation somewhat difficult to use, but that’s where the tackle comes into play. If you’re attacked, you can use the tackle to cause an enemy to be stunned instead of being stunned yourself, making it easier to get into the Vocation.”

The tackle he’s referring to is a new ability called Barge that allows the Warrior to execute a quick shoulder bash, even while they’re charging an attack, to interrupt and potentially stun any enemy that’s trying to stuff their attack. The Vocation, after all, is built around being able to charge up massively powerful attacks that deal humongous damage, so this small change goes a long way in making it a little easier to get those big shots off.

My favorite new addition for the Warrior, though, is a passive skill that allows you to swing regular attacks much more quickly if you’re able to precisely time your next button press with when the attack actually lands. This gives a nice rhythm to the Warrior’s combat and allows a skilled player to compensate for the typical weakness of having very slow attack, while still making those slow and powerful attacks still feel like they have their own place in the Warrior’s skillset. Also, if you’re like me and enjoy the feeling of leaping off cliffs and slamming your weapon down on a monster’s head, this is the Vocation for you.

If you’re like me and enjoy the feeling of leaping off cliffs and slamming your weapon down on a monster’s head, Warrior is the vocation for you.

I unfortunately didn’t get deep enough into the Sorcerer Vocation to see any of the really big, crazy spells that they’re so beloved for, but what I really enjoyed about the Sorcerer was the addition of a unique skill called Galvanize. This allows you to go into a stance that recovers your stamina extremely quickly, which is especially useful for the Sorcerer, due to the fact that their spells take so long to cast. To shorten those spells, you’ll need to use a skill called quickspell, which allows you to spend stamina to reduce a spell’s cast time. All of this leads to a careful balance of preparing to cast a powerful spell, using quickspell to shorten its cast time, and then making note of whether you have enough stamina to cast another spell, or whether you have to break away and use galvanize to get your stamina back up. It’s a fun dance that made Sorcerer feel a lot more active than in the past.

The Power of Distance

Dragon’s Dogma 2’s open world is enormous, reported to be roughly four times the size of the already huge map in the first game, and I don’t doubt that claim in my experience of checking the map and wandering through just a small portion of it. It’s big, but it’s also dense with exciting encounters both on and off the beaten path that were paced nicely so I wasn’t constantly slowed down by back-to-back battles, but I also never went too long without having something to engage with.

One thing that was important to Itsuno-san and the team at Capcom was making sure that players really felt the distance they were traveling as they explored. To that end, fast travel is very limited like in the first game. You can only fast travel between discovered Port Crystals, and every time you do, you must expend a Ferrystone, which are highly valuable items that don’t come cheap and aren’t easily found. Another option you have for getting around is using an Ox Cart, which is relatively cheap, but they are limited in that you can’t choose where to travel. The main one I found only went from the capital city of Vernworth to the Checkpoint Town, which was far to the west. You also have to consider that Ox Carts are not a completely safe way to travel, as they often will be ambushed by all manners of beasts.

Of course, you can just hoof it on foot, which is where you’ll truly feel the weight of that distance, especially due to the new health restoration mechanic. In the first game, you’d be able to heal your entire life bar by using health restorative items, and recoverable gray health with spells. In Dragon’s Dogma 2, however, every hit diminishes a portion of your max health; and the only ways to restore it are by either finding a campfire to rest at, or returning to an Inn and resting for the night. Fortunately, if you rest at a campfire, you can also cook some meat to get some much needed buffs, in addition to restoring all of your life, but there’s a risk involved with resting at a campfire as well. The flames may attract monsters to your campsite, and as I mentioned at the beginning of this preview, you could actually wake up to an angry Griffin coming back to finish what it started.

What it comes down to is this: Virtually every action in Dragon’s Dogma 2 has some combination of a cost and risk tied to it. Ferrystones are risk-free travel, but they come at a steep price; Ox Carts are a low cost, but moderately risky method of travel; and traveling on foot is free, but extremely risky. Then you must also consider whether it’s worth it to press on in a quest line with low max health, or backtrack back to town to resupply; whether you should avoid fighting the giant, tanky ogre, or risk it all on trying to bring it down for both the experience and rare material reward; whether you should keep on the less dangerous beaten path, or take a detour into the unknown.

Virtually every action in Dragon’s Dogma 2 has some combination of a cost and a risk tied to it.

In the 10 hours I played, these were very compelling decisions to have to make, but the real test will be whether those decisions remain compelling or turn exhausting in hour 20 or 30 when the map has expanded dramatically, and you still have quests remaining to complete in a town you’re super far away from.

Hypotheticals aside, though, I loved just about every moment I spent playing Dragon’s Dogma 2 during this preview window. It doubles down on everything I loved about the first game, makes some smart improvements to the way quests are handled and how you explore its giant world, and the little taste I got of the Vocations is a tantalizing reminder of why Dragon’s Dogma is one of the best in the genre when it comes to delivering on the various power fantasies tied to the classic RPG archetypes. Even after all I played, I still feel like I just scratched the surface on what Capcom has in store for players when Dragon’s Dogma 2 releases on March 22.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Palworld vs. Pokémon Comparison: Just How Similar Are the Designs?

As a lifelong fan of Pokémon, I’m used to seeing other games in the “monster tamer” genre that are clearly inspired by it, from Temtem to Ni no Kuni, but nothing made me do a double take quite like Palworld, aka Pokémon With Guns. The first trailer of what looked like a heavily armed Pokemon Trainer using a terrified little pocket monster as a bullet shield was like a meme come to life. While the ridiculous concept is good for a laugh, what’s not so much of a laughing matter is how developer Pocketpair has seemingly copied elements of more than a few Pokémon designs when making its own creatures for Palworld, called Pals.

Well I’ve got a bone to pick with you, pal, because making a game with creatures inspired by Pokémon is one thing, but ripping them off – which, as I’ll demonstrate, is the case in some examples – is too much. I’m not a game designer but the inspiration for Pokémon comes from all around us. See those keys on the counter? That was an actual idea for a new Pokémon. And that ice cream cone? New Pokémon. That literal pile of trash? You get the idea. The fact Palworld doesn’t have wholly original designs, for whatever reason, seems wild to me. What’s more, by not coming up with its own designs, it potentially opened itself up to legal action from The Pokémon Company and, even worse, criticism from rabid Pokémon fans like me.

The CEO of Pocketpair, Takuro Mizobe, has denied allegations of plagiarism. While Pikachu doesn’t appear in Palworld exactly, there’s no denying that many of the designs are strikingly similar, whether it’s elements of different Pokémon thrown together to make a Pal that’s a bit Frankenstien’s monster, to more wholesale similarities. It’s at least enough to get on The Pokémon Company’s radar. The company made a statement saying, quote, “We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to the Pokémon.” Well, lets do our own research and you can be the judge.

Before I get to the comparisons, it’s important to point out I have no issue with the fact Palworld has elements of Pokémon’s gameplay. Countless games do the same thing and anyone who has played the first 15 minutes of Palworld can plainly see that while it does have monster taming, its survival gameplay, crafting mechanics, and lack of glaring technical issues make it clear it’s otherwise nothing like a Pokémon game. For me, it’s all about the designs of the Pokémon themselves – the creatures I’ve spent years of my life getting to know and love, and to see some of many favorites presented in the way they are in Palworld genuinely breaks my heart. I’m really sentimental like that.

The following Pal/Pokémon comparisons are categorized by the nature of their resemblance. We’ll start with some examples of designs that are well within the bounds of good taste, then progress to designs that share more than a few commonalities.

Fair Play

This first group is full of designs where you can tell which Pokemon inspired each Pal, but the Pal is a wholly original design. There are many of these, so these are just a few to show as an example.

Sparkit

The Pal called Sparkit is obviously meant to evoke the Pokémon mascot Pikachu. It’s a small, yellow furry electric creature, but it’s still very much its own design.

Foxparks

This little fire fox Pal named Foxparks obviously evokes the little fire fox Pokémon Vulpix, and the flaming tail bears a striking similarity to Charmander’s. But while those similarities are easy to see, they’re nothing more than just that: similarities. This is a great example of a Pal that puts its own unique spin on a Pokémon concept.

Pengullet

The same goes for the blue penguin Pal Pengullet, which reminds me of the blue penguin Pokémon Piplup. The same idea with distinctly different execution.

Most of Palworld’s 100-plus monsters are original designs like the ones above, but others bear a much stronger resemblance to specific Pokémon designs, although you might need to look a little closer to spot the similarities.

A Little Something Borrowed

These next Pals have faces that look just like those of certain Pokémon.

Mozzarina

For instance, Mozzarina’s sleepy face is the exact same as Snorlax’s, except they reversed the direction of the teeth.

Grintale

Grintale has the same facial features as Galarian Meowth, save for the pupils.

Dumud

Dumud’s face is the same derpy one as Slowpoke’s, right down to the way the mouth hangs open. The only difference is Dumud has teeth on both the top and bottom, whereas Slowpoke only has one set.

A Striking Resemblance

These Pals are largely unique save for signature elements from certain Pokémon.

Kingpaca

The crown on Kingpaca’s forehead looks a whole lot like Emploeon’s trident beak, plus they also share a tall, egg-like body shape when viewed from the front.

Univolt

It’s easy to see that the Pokémon Zebstrika inspired the Pal called Univolt, but enough is different that you wouldn’t likely mistake one for the other.

Robinquill

This archer Pal called Robinquill has the same color scheme, cape, and bow and arrow weapon as the bird Pokémon Decidueye.

Tocotoco

Similarly, Tocotoco is a weird bird with a green/yellow/black/red design, much like the Pokémon Xatu. It also has a similar beak to Toucannon.

The Resemblance Is Uncanny

The Pals in this group look like Pokémon doppelgangers, where the base model is similar but the design on top is different.

Anubis

The humanoid body and pointy ears of the dog-warrior Pal known as Anubis looks almost the same as the Pokémon Lucario, although it’s dressed in Egyptian armor.

Grizzbolt

Grizzbolt has the same body shape, color, and design elements as Electabuzz.

Elizabee

The insect Pal named Elizabee has the same snatched waist, long arms with pointy bug-hands and dress-like abdomen as the bee Pokémon Vespiquen.

Astegon

Astegon has a very similar build and shape as Mega Aggron.

Incineram

Incineram looks like someone used a Fire Stone on a Zoroark.

Orserk

Ever wonder what Garchomp would look like if it were an Electric/Bug Type? Palworld’s Orserk gives you a pretty good idea with its horns, wings, and new paint job.

Twinning

This is where the Pals start to look a lot more like the Pokémon they’re based on.

Jetragon

The jet-dragon Pal named Jetragon is a dead ringer for the jet-dragon Pokémon Latios and Latias.

Lamball

Sorry, giving Wooloo a haircut isn’t enough to make Lamball pass as a completely new design.

Fenglope

Fenglope just looks like Cobalion got caught in a strong wind.

Broncherry

Broncherry is Meganium with a new hairdo.

Wixen

The Pal called Wixen might look like it was inspired by Delphox, and in a sense it might be, but it actually has more in common with a fan-made, alternate design of Delphox.

Cremis

This is Cremis. Just because you drop an Eevee into a bowl of whipped cream doesn’t mean it’s suddenly a brand new creature. Suffice to say, Cremis looks a lot like Gigantamax Eevee.

Mish-Mashed

The Pals in this group appear to be built from different parts of several Pokémon.

Verdash

Verdash could pass as a copy of Cinderace that was colored green, then they stuck on the ears of Leafeon and the distinct mane of Hisuian Arcanine.

Azurobe

Azurobe is a blue snake-like Pal sporting a big head of blue hair, that has Serperior’s body and Primarina’s hair.

Dinossom

Add Lilligant’s crown and Meganium’s eyeballs to Goodra’s body, colored green, and you pretty much have Dinossom.

Lyleen

To me this is Mega Gardevoir’s ballroom gown look with Bellossom’s flowers on top.

Lovander

Whoever created this unholy atrocity combining Mewtwo’s thicc legs with Salazzle’s feminine wiles will never see heaven. It may be Pal number 69 but this horror is anything but nice.

It’s Like Looking Into a Mirror

And finally, these Pals are almost mirror images of their Pokémon counterparts.

Boltmane

Boltmane is essentially just a shiny Luxray. However, it’s worth noting that while Boltmane was seen in preview footage, it is not currently available in the game. It could have been scrapped or it may be added at a later date. Only time will tell.

Direhowl

Direhowl is little more than a recolored Lycanroc and you can’t convince me otherwise.

These are all the Pals I thought had some similarities to Pokémon. Were there any others that caught your eye? And how do you feel about all this? Let us know in the comments.

Hogwarts Legacy Will Soon Give All Players Access to PlayStation-Exclusive Content

Hogwarts Legacy players on non-PlayStation platforms will soon gain access to Sony-exclusive content, Warner Bros. Games and Avalanche Software have announced.

News about the Harry Potter video game’s future was revealed in a post on X (formerly Twitter), promising to give fans more magic to toy with as it prepares to celebrate its one-year launch anniversary. It’s unclear exactly when the content will become available on platforms like PC, Nintendo Switch, Xbox One, and Xbox Series X | S, but it sounds like it will land sometime this summer.

Current PlayStation-exclusive content includes the Haunted Hogsmeade quest, which, upon completion, grants access to the Hogsmeade Shop as well as the Shopkeeper cosmetic set. While it is unclear when the content will hit new audiences, the announcement post also promises to reveal more Hogwarts Legacy updates that will add new “features for the game.” It’s currently unclear what those new features will be.

“As we near the one-year anniversary of Hogwarts Legacy, we wanted to let our community know that the Hogwarts Legacy PlayStation-exclusive content will be available on other platforms later this summer, along with additional updates and features for the game,” the post says. “Stay tuned in the coming months for more details on what’s coming to Hogwarts Legacy this year.”

Hogwarts Legacy broke a long-running trend when it outsold Call of Duty: Modern Warfare 3 last year. Warner Bros. Interactive Entertainment says that the wizard spinoff managed to sell an astonishing 22 million units in 2023. With solid numbers like these, it should be no surprise to hear that the team is already looking to the future, teasing that more projects set in that universe will eventually arrive.

Hogwarts Legacy launched February 10, 2023. In our review, we said, “It’s certainly weighed down by technical issues, a lackluster main story, and some poor enemy variety, but even those couldn’t come close to breaking its enchanting spell over me.”

Ubisoft’s Skull and Bones Gets Open Beta Ahead of Release Date

Skull and Bones will have an open beta, Ubisoft has announced. It kicks off across all platforms (PlayStation 5, Xbox Series X and S, and Windows PC via the Epic Games Store and the Ubisoft Store) on February 8 and runs until February 11.

In the open beta, players can reach the Infamy Cap of Tier 6 and earn up to five exclusive rewards including unique ship cosmetics, an emote, a weapon, and a Pandal Lemur pet. Progression carries over from the beta to the full game, which comes out February 16. Ubisoft+ subscribers get the game three days early on February 13.

Announcing a year’s worth of post-launch content, Ubisoft said its open-world seafaring game will benefit from the addition of pirate lords and new world events. Check out IGN’s Skull and Bones endgame preview for more.

Here’s the official blurb, per Ubisoft:

Players will embark on a perilous journey facing Legendary Pirate Lords like Philippe La Peste and the Hubac Twins. Stirred into a feeding frenzy, players will have to strategize and defeat these new threats, each escalating in difficulty. Strategic ship loadouts and seasonal ships and gear will be key to taking them down in the final showdown at the end of each season. Prepare to expand and defend your empire by looting stronger equipment and valuable resources

through new world events introduced each season. Face Merchant Convoys, Elite Warships, and other predators on the high seas. Bigger challenges bring greater rewards as you navigate these dynamic and unpredictable waters.

Discover the intense endgame of Skull and Bones, where you’ll face more dangerous challenges, higher stakes, and alliances that can transform into rivalries. Transition from working with Kingpins to becoming their rivals, facing the perilous consequences of the treacherous pirate life. Seize control of The Helm, an unrivaled smuggling colossus, and build your smuggling empire. Control manufactories across the Indian Ocean, increase profits through strategic control of trade routes, and invest in upgrades for your operations. On top of these, Legendary Heists and Hostile Takeovers activities also add thrilling twists to empire-building, with new end game features introduced each season.

Engage in precarious PvP activities with high-risk, high-reward Helm Wagers and Cutthroat Cargo. Accept challenges and legendary treasure maps, which will put a literal target on your head until you reach the target outpost. Rise to the top, and solidify your reputation amongst Kingpins, earning rewards based on your leaderboard placement. Participate in free time-limited events each season, collaborate with fellow pirates, complete exclusive community events, and claim treasure troves of loot. The leaderboard resets each season with new rewards, encouraging players to continually strive for the top.

Skull and Bones finally comes out next month after years of development hell that’s seen a number of delays. What began in 2013 as an expansion for Assassin’s Creed 4: Black Flag evolved into an MMO spinoff which ultimately became the standalone game Skull and Bones.

It was revealed at E3 2017 with an autumn 2018 release window, though it would miss that window — and many others — due to six delays, ultimately landing on February 16, 2024. In addition to changes in direction, Ubisoft attributes the delays to making too many games at once. The project has churned through three creative directors, most recently losing Elisabeth Pellen in September.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Like a Dragon: Infinite Wealth’s Layoff Storyline Feels ‘Too Soon’

Gaming has had its fair share of moments when a new title would ostensibly be released at just the right time. The most recent example is Animal Crossing: New Horizons dropping in 2020 when the world needed a means to safely connect during the first year of the COVID-19 pandemic. And in 2024, for me — and maybe a lot of gamers out there — another of these games could be Like A Dragon: Infinite Wealth.

When I first booted up the newest Yakuza game from Ryu Ga Gotoko, I planned on experiencing a new adventure starring plucky protagonist, Ichiban Kasuga, dramatically imagining his foes as larger-than-life RPG archetypes while its stalwart hero, Kazuma Kiryu, serenades his companions with hours of karaoke, all while I inevitably ignore the main story. What I wasn’t anticipating was for the developers to hit so close to home in its opening moments with the game industry’s worst trend: layoffs.

Spoilers for the opening hour of Like a Dragon: Infinite Wealth below.

At the onset of Infinite Wealth, it’s revealed that Ichiban’s no longer living constantly on the back foot because he finally has a job at a company called Hello Works. Hello Works, which was first introduced in Yakuza: Like A Dragon, is an employment office in Ijincho that Ichiban and his pal Yu Nanba utilized to gain employment when they were homeless. Gameplay-wise, Hello Work was also cleverly used to explain how each party member would earn and level up job skills with Yakuza’s new turn-based Dragon Quest-inspired battle system.

It’s also revealed that Ichiban is utilizing his position at Hello Work to assist former yakuza members fill out their resumes and applying for civilian jobs after the sudden dissolution of the Tojo clan at the tail-end of the previous game.

For Ichiban, he sees it as giving back and paying it forward to his Yakuza boss and deceased father, Masumi Arakawa, who wanted the Yakuza’s dissolution to allow his subordinates to make an honest living outside of Japan’s criminal underworld. If I recall, I wrote in my review notes “He just like me for real” because of how much I sympathized with how Iciban’s outlook mirrored my own when I broke into the industry intending to implement Solutions Journalism in the space when addressing the doom and gloom that hangs over reading and working in the games industry.

All that to say, life for Ichiban was on the upswing. Folks on the street greet him as the hero of Yokohama, his employees respect his earnest efforts to improve at his job, and his yakuza clients are appreciative of his ability to apply their unorthodox skills into the labor force. The next day Ichiban shows up to work, he’s been laid off just like I was.

After only two years and two months of writing gaming news and reviews, interviewing voice actors I could only dream of meeting, and covering big anime events, I was suddenly laid off from Kotaku last November. I’d be lying if I said the waves of petrifying despair don’t routinely lap me under its undertow. Being laid off broke me in ways I’m still trying to find ways to fix.

But Infinite Wealth had one more kicker for me when the next text prompt appeared

While it’s become uncomfortably commonplace to hear about mass layoffs at media companies, this short-sighted trend has recently reared its ugly head into games, tech, and beyond. As of the time of publication, the gaming industry has seen roughly 5,932 layoffs. These layoffs include companies like Microsoft, Riot Games, Behavior Interactive, Unity, and Twitch to name a few. Whereas Ichiban later uncovers the cruel reason behind his unemployment, folks in the real world are rarely offered that luxury. At best, people are told, “Good luck on your future endeavors” in an exit interview. At worst, they wake up in a cold sweat to the news on social media. Either way, layoffs suck.

The only bit of solace I had at the time was the fact that I’d soon be able to enjoy some time with Ichiban Kasuga and Kazuma Kiryu while reviewing Like A Dragon: Infinite Wealth. But now one of its heroes, who saw so much promise in a job he loved, was in the same place I am.

Unlike my layoff experience—which was so abrupt I had little opportunity to exchange goodbyes with my coworkers— Ichiban received ample time for solemn farewells with his coworkers. Those farewells twinged with the same uncomfortable weight of well-meaning platitudes about things turning around for the better when he inevitably finds new work. Throughout it all, Ichiban braves a grateful smiling face thanking his former coworkers. But once Ichiban is given a moment alone outside of his office building, he breaks down. “Everything’s right back to how it used to be,” he says to himself.

But Infinite Wealth had one more kicker for me when the next text prompt appeared:

Kasusga’s job has changed from Hello Worker to Freelancer.

Immediately following this new job change, Infinite Wealth effectively reveals the return of theTreasure Hunting mechanic from Yakuza: Like A Dragon which requires you to scour for scraps of money and items from underneath vending machines, trash cans, and cars to pawn off for a quick buck. To add further insult to injury, the game tells me I can Treasure Hunt if I’m “down and out and unconcerned by the haughty stares of onlookers.” If you’ve never had the misfortune of job hunting, Infinite Wealth’s Treasure Hunt mechanic is basically what it’s like pitching media outlets.

Ichiban’s job status as a Freelancer is further underscored by the fact that the price tag of well-sought-after weapons and support items in Infinite Wealth are more exorbitant than they’ve ever been in previous titles, with RGG Studios possibly making a commentary on our inflation-addled times. Oftentimes, Ichiban feels he has to debase himself by asking Kiryu Kazuma to loan him some cash to progress the main story forward. To bridge the wage gap Ichiban and his party find themselves in, you are incentivized to do a series of gig jobs in Hawaii like being a courier for an Uber Eats stand-in or collecting trash on the beach to earn enough scratch to afford weapons he worked so hard to have access to in the previous game.

Throughout Infinite Wealth, the game touches on feelings of guilt and the hope of second chances brought about by uncontrollable circumstances. Themes that hit particularly hard considering the waves of layoffs facing the gaming industry, tech, the media that covers it, and beyond.

What I wasn’t anticipating was for the developers  to hit so close to home in its opening moments with the game industry’s worst trend: layoffs. 

The throughline of Infinite Wealth’s sprawling story centers on what happens to disenfranchised workers (yakuza, in this case) who struggle to find civilian jobs for prolonged periods. To make ends meet, some workers feel beholden to take any job that’ll hire them, even if their employment is jumping from one boiling pot into the next.

Much like how Animal Crossing: New Horizons release served players during the COVID-19 pandemic lockdown, it’s amusing encountering storylines in games like Infinite Wealth at the moment it resonates with you the most. Although I doubt I’ll ever come to grips with being laid off as quickly as Ichiban did over his workation in Honolulu; witnessing him rise above outlandish odds while championing his comrades—Kiryu included—when they were on the brink of giving up on themselves inspired me to keep fighting for my dreams. Hopefully, folks going through similar hardships while playing Infinite Wealth can find inspiration from Ichiban’s indomitable spirit as well.

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Everything We Know About Suicide Squad: Kill the Justice League

Nine years after Batman: Arkham Knight, Rocksteady’s jumping back into the DC universe with Suicide Squad: Kill the Justice League. The same universe, but totally different gameplay; Suicide Squad is an open-world co-op looter-shooter. For those on the fence about Rocksteady’s latest, or for those who want to absorb every bit of information about the world, characters, and how it all works, here’s everything we know about Suicide Squad: Kill the Justice League.

What’s the Story?

Set five years after the events of Arkham Knight, Kill the Justice League has us leave Gotham City for the first time,instead taking us to Superman’s stomping ground of Metropolis. If you’re remotely familiar with the Suicide Squad concept, you know the basic drill: shadowy government agent Amanda Waller has tasked a handful of DC villains to save the world in exchange for a reduced prison sentence. Any squad member who dares step out of line will promptly be fined one head for their disobedience, courtesy of a bomb planted in their necks.

And the stakes couldn’t possibly be higher this time around; after being deployed into Metropolis (which developers say is twice the size of Arkham Knight’s Gotham), our ragtag group of mercenaries finds that the city is under siege from a mighty intergalactic force in the form of Brainiac and his endless purple armies. Even worse, he’s brainwashed the Justice League, including Batman, Green Lantern, The Flash, and even Superman. The only way to stop Brainiac? You’ll never believe this, but… somehow, some way, you have to kill the Justice League.

Which Characters are Playable?

Suicide Squad releases with four characters that, in single-player mode, you can freely swap between. Or, if you know only one of them appeals to you, Rocksteady says you can play the full game as just that one character. Player expression is a core tenet of Suicide Squad, so while each character has certain baseline abilities and all wield guns, you’ll have plenty of room to shape and mold them to your preferred playstyle.

The most recognizable face is undoubtedly Harley Quinn, the psychologist-turned-psychotic jester acrobat with a thing for explosions. She packs her signature baseball bat, but manages to nab two of Batman’s gadgets as well – the bat drone and grapnel gun. With these she can swing like Spider-Man from pretty much anywhere and even rain down bullets while suspended in the air. Given her particular affinity for explosives, we can expect her talent tree to give plenty of buffs to her grenades.

Next up is Deadshot, the gunman who never misses, making his Arkhamverse debut, well kinda. The expert marksman named Deadshot that you saw multiple times in past Arkham games is totally unrelated from the expert marksman named Deadshot that you’ll be taking control of in Kill the Justice League. Rocksteady has seemingly implied that the sniper assassin from past games was an impostor all along. In any case, Deadshot is built around precision, with the best long-range game of any launch character. His jetpack gets him a vantage point from virtually anywhere and you’ll find lots of critical hit and counter talents in his talent tree.

Then, we have King Shark, the quintessential tank you’ve got to have in any group. He’s the best at absorbing damage on the starting roster and specializes in dishing it out even more. Shark is highly reminiscent of Hulk from that Ultimate Destruction game you loved renting in 2005, complete with incredibly high jumps, multiple air dashes, and earth-shattering ground slams. If you can look past his enormous strength and taste for blood, he’s also naive and relatively good-natured compared to those he rolls with. In other words, he’s a lot like Drax from Guardians of the Galaxy. King Shark’s talent tree will generally boost his melee attacks, such as causing enemies to bleed for an additional 50% damage or sacrificing damage for extended close-quarters range.

Finishing off the launch roster is Captain Boomerang, who Rocksteady has described as the most well-rounded of the group. With the Speed Force gauntlet he yoinked from the Hall of Justice he can throw a boomerang to effectively create a point in space for him to teleport to, allowing him to excel at dashing in for close-range hits and zipping back out for ranged shots. Combined with double jumps, he can spend a good amount of time in the air, but seems best suited to keeping most of his combat grounded to get the most out of his speed.

Post-launch, Rocksteady will be expanding the Squad with DLC characters as well. First up is confirmed to be the Joker. You might be thinking that he died in 2011’s Arkham City, and you’d be right. There is a lore reason for that, but we’ll get to it later. You’ll float through the air and skim across skyscrapers using his rocket-powered umbrella, deliver punchlines with his grappling hook crowbar, and even get to peel back the emotional and psychological layers of this clown prince of crime.

Rumors also point to Mr. Freeze, Deathstroke, Killer Croc, and Katana potentially showing up as well, but as always with rumors, please hype responsibly. And if we can get speculative for a second here, corporate synergy might nudge the roster to include even more characters from the DC movies and TV shows, like Polka-Dot Man, Peacemaker, Ratcatcher, or Bloodsport.

Whether you like it or not, Kill the Justice League is a live service game, so the idea is to get you to want to play for as long as possible. While characters can level up infinitely, once one of them hits level 30, you unlock Squad Talents. In essence, these are upgrades for the team, not just for individuals, and you get more of them as you pile on the character levels. Once again, you’re free to pick a main character to play as while ignoring the others, but spreading out your playtime will get you more squad talents more quickly.

It bears repeating that much of the spirit of Kill the Justice League is found in creating unique character builds. You can rebuild your talent trees at almost any time you want and can save eight loadout slots, so experimentation is very much encouraged. The Social Squad feature even lets you import character builds made by other players, like friends or even streamers. If someone else uses your hero, you’ll earn a slice of the loot they earned in that other player’s session.

Will There Be Loot?

Speaking of loot, the weapons you earn from completing missions will play a major role in how you make your character your own. After a year-long effort by Rocksteady, the controversial gear score system has been removed, so rest assured that neat weapon you found early on won’t become totally obsolete deeper into the game.

Early on, you’ll forcibly recruit none other than the Penguin to be your resident arms dealer. Through him, you’ll purchase new assault rifles, pistols, sniper rifles, shotguns, SMGs, and heavy weapons, with each squad member being proficienct in three of those gun types. These guns are built by different in-universe manufacturers like STAR Labs, AMERTEK, LexCorp, and the Gotham City Police Department with each coming with unique aesthetics and “feels” to their weaponry, once you unlock them.

Gear scores may be gone, but gear tiers are still in the game with rarity classes being ranked common, uncommon, rare, epic, legendary, notorious, and infamous. According to a Discord Q&A with Rocksteady, “common through epic increase in power in the number of possible augments available, but Legendary, Notorious, and Infamous is when we really turn up the heat.” Legendary weapons come with unique augments that set them apart from the lower tiers in a meaningful way. For example, The Cooler is a sniper that freezes enemies on crits, Combo Meal guns let you use your combo-locked talents as soon as you land a crit, and BAAANNNG trades all your grenades for a single one that basically functions as a mini nuke in terms of damage and blast radius.

Notorious and Infamy weapons are themed after DC villains, not just in the way they look, but through gameplay as well. For example, this gun themed after Bane spawns powerups on critical hits that give your other weapons with Bane’s Rage. These will refocus the way you play and if you want to maximize their capabilities, you’ll probably want to consider making them the focal point of your character build. Again, you’re free to mix up your talents without any kind of risk, so don’t be afraid to swap out your skill sets to really get the most out of that cool gun you just found.

Guns are one thing, but you’ll of course be able to give Brainiac’s minions a smack all up close and personal-like. What Penguin does for guns, Toyman will do for melee weapons. And Ivy, when you unlock her as a support character, will imbue those weapons with up to two simultaneous Afflictions. Afflictions seem to be your standard elemental effects, like fire, ice, electricity, and poison, but named after different DC characters to keep them more on-theme . For example, Diablo Blaze ignites enemies for continuous damage, Deep Freeze will turn them into solid ice for extra bullet damage, Livewire Bolt looks like it temporarily stuns them with electricity, and so on and so forth.

Just because you can zip around the city on foot with respectable agility doesn’t mean that vehicles won’t have their place, though. Gizmo will be your go-to for anything from a toy car that grows into a full-sized one (probably using tech borrowed from The Atom) to a flying gunship complete with rockets and turrets that makes wiping out interdimensional threats that much easier.

How About the Endgame?

I do say “interdimensional” pretty intentionally here because Kill the Justice League’s endgame will revolve heavily around it. With “Elseworlds,” you’ll jump to different alternate universes which have all been torn asunder in their own ways. Briefly shown are versions of Metropolis ravaged by tornadoes, ice, and even the Joker. Yes, the playable Joker mentioned earlier actually comes from an alternate universe, allowing the Arkhamverse lore to remain intact while letting Warner Bros. cash in on any character they want anyway.

The Joker represents the model Rocksteady wants to follow for their DLC in the future: each season of content will be heavily themed after a DC villain and will consist of two story “episodes.” For those of you tired of the FOMO aspect of live service games, fear not; episodes are not time-limited events, but rather permanent additions to the game that you can go back and replay any time you want.

When you’re not jumping through the multiverse, you can take on new mission types. In Incursion, your squad is brought to Brainiac’s turf to fight through his armies and his ship’s tentacles. These are designed for relatively quick play sessions in comparison to the other mission type, Killing Time. These will be a lot like the classic horde modes you’ve seen in other games. As you clear out bad guys, they’ll become increasingly frantic as Brainiac’s ship continuously beats down the shield protecting you. As you kill enemies, the shield replenishes, promoting an “attack in the best form of defense” mindset.

But what would character customization be without some cosmetics thrown in for good measure? Some costumes will be exclusive to the in-game store, but rest assured that the only additional paid content currently planned starts and ends with cosmetic features with all future characters and missions coming completely free of charge.

Happy Hunting

So, Suicide Squad: Kill the Justice League is aiming for a different audience than the game series it repeatedly reminds us it shares a connection with. But with so much detail poured into the world, characters, story, and player expression, maybe those willing to keep an open mind will find this a worthy return to the Arkhamverse. Or, looter shooter fans might fall in love with Suicide Squad immediately without concern for Rocksteady’s past games. A multiverse of possibilities lies in store when Kill the Justice League launches on February 2nd (or January 30th if you’re paying for early access), so let us know in the comments where your hype level currently lies.