Tears of the Kingdom Speedrunners Are Taking Breaking the Game to a New Level

When many players were just beginning to explore Great Sky Island, the tutorial area in The Legend of Zelda: Tears of the Kingdom, headlines began making the rounds that a speedrunner had already completed the game hours after its release – the record was one hour and 34 minutes.

That speedrunner, Gymnast86, whose real name is Carl Wernicke, is part of a growing number of Zelda speedrunners who have already spent thousands of hours experimenting, iterating, and completing run-throughs of Tears of the Kingdom in the few short weeks since it launched. The community is largely the same group of pathfinders and mad scientists who have been setting records in Breath of the Wild for the past six years, though the excitement of this sequel has done wonders to bolster their numbers and renewed interest in their undertakings.

Gymnast’s first TotK record has long-since been toppled by ever-competitive speedrunners, but he and many others continue to discover new glitches, set new records, and improve the community’s understanding of the game for which they’ve developed a deep admiration.

Broken In A Good Way

Many TotK speedrunners found a home with the Zelda series long ago, as it hosts one of the largest speedrunning communities. Ocarina of Time, the original 3D Zelda game, drew many to speedrunning, and still has a competitive scene to this day. One such speedrunner is Venick, who at the time of this writing holds the “All Dungeons” record in Tears of the Kingdom, and says he was originally drawn to speedrunning Ocarina for a simple reason:

“Ocarina of Time is very broken,” Venick says with a laugh. “In a good way! It’s what got me into speedrunning.”

That somewhat backhanded compliment is a point of praise that’s shared by many in the Zelda speedrunning community, where the player’s ability to bend the rules makes the games ideal candidates for competitive speedruns.

Instead of following down a predetermined path, it’s ‘how can I skip half of these options and just get to the end?’

“It’s the way all the Zelda games are built,” Venick says. “In a Mario game it’s: get from the start of the level to the star as fast as you can. That’s your goal. But Zelda requires asymmetrical thinking. Instead of following down a predetermined path, it’s ‘how can I skip half of these options and just get to the end?’ That’s what I love.”

As for Tears of the Kingdom, maybe the most significant reason it’s become a focus for the speedrunning community is the fact that the idea of doing the unexpected plays extremely well with the game’s central premise. Like Breath of the Wild before it, the sequel encourages players to get creative and discover clever solutions to problems, and that’s exactly what the speedrunning community has already been doing for decades.

“We’ve seen descriptions like ‘the game makes you feel like a genius’ or ‘it’s open solution,’ since Tears of the Kingdom doesn’t have a set solution for many of its puzzles,” says Gymnast. “When you complete a puzzle in Tears of the Kingdom you feel smart because you feel like you did some unique critical thinking or testing with the game’s mechanics in order to come to your solution.

“In a way, speedrunning and glitch hunting ha[ve] always been thinking about games like this. We treat every game as open solution with whatever mechanics or glitches we can figure out and try to piece them together to find what the most optimized solution through the whole game is. Finding a glitch that’s useful for a speedrun feels very similar to figuring out the open solution puzzles that are presented to us in Tears of the Kingdom.”

That embracing of TotK’s core concept, taken to its logical extreme, has made the Zelda speedrunning community one of the most active groups in a long time, with new records and dozens of game-altering discoveries being made every day.

Following The Glitches

Speedrunning wouldn’t be the same robust hobby that it is without the exploits and glitches that competitors make use of to pull off their rapid runs, and that’s where self-described “glitch hunters” come in – contributors who focus on finding new, useful ways to break things in hope their bugs might prove useful to a speedrunner.

Glitch hunters aren’t concerned with setting records. Instead, they get their kicks out of experimentation and finding new and creative ways to make the unexpected happen, then document their results in painstaking detail to be recreated and expanded upon by the larger speedrunning community.

“For smaller games, the roles for glitch hunters and runners overlap, but with a game this massive it really is a community effort with many people with different interests that brings the run to life,” explains Sr Tapir, an administrator for the TotK speedrunning Discord server.

In other words, the TotK speedrunning community splits the work and collaborates as they ideate, experiment, and apply the bugs they find in Hyrule’s latest open world.

Mozz, a glitch hunter who’s credited with discovering numerous TotK exploits, explains, “Glitches lead to more glitches, which is why any discovery within the glitch community or speedrunning server is a pretty big deal. Every little thing we find expands on what we know about the game, and that knowledge opens up new paths for other glitches.”

With excitement growing in his voice, he details how a seemingly benign animation cancelling exploit led to the discovery of a glitch called Fuse Entanglement, which allows Link to fuse an item to his shield without moving the object from its original position. That ability paved the way for yet another glitch called Springboarding, wherein Link can bounce along on a shield-mounted spring infinitely, moving the player far distances extremely quickly.

And the glitches haven’t stopped there. “By using Springboarding, we discovered the Entanglement Height Glitch,” Mozz explains. “For some reason, once you’ve left the 60-meter radius at which the spring fused to your shield loads out of the world, the game gets a little confused and so when you start Shield Surfing it thinks the spring is underneath you when it isn’t, suspending Link in the air.”

“Springboarding and the Entanglement Height Glitch then led to yet another glitch called Springboard Clipping, which allows Link to clip through the floor while Springboarding under a low ceiling. So you can find anywhere in the game, Springboard under it, and Link enters this weird state where he’ll start ascending with no collision, then drop him through the floor so you can get under the map,” says Mozz.

The list goes on and on, with new exploits, bugs, and downright weird stuff discovered every day by a community that’s determined to push the boundaries well beyond what the developers thought possible. The current holy grail? Discovering a suitable replacement to the Whistle Sprinting glitch, which allows Link to sprint infinitely without depleting his stamina meter. While this glitch was a key component of Breath of the Wild speedrunning, it isn’t present in Tears of the Kingdom. The community already has a few potential successors in the works, though none have emerged as the clear best option for speedrunning – at least at the time of this writing.

As for why TotK’s glitch hunters go through all the trouble to do what they do, the answer is simple: “It’s just interesting,” laughs Tauktes, a recent glitch hunting neophyte. “It’s fun to find glitches!”

Battle Of The Versions

But as the community finds and exploits a growing number of glitches, Nintendo pushes back by patching out the game’s biggest issues. This means that the speedrunning landscape changes on a regular basis as old bugs are fixed and new ones discovered, which creates a debate over which versions of TotK should be the focus of future speedrunning efforts and how leaderboards should be organized to reflect accomplishments within different versions of the game.

The debate is centered around two of the biggest glitches that shipped with the day-one version of Tears of the Kingdom, both of which have since been (at least partially) patched: “Zuggling” and Auto Build Cancel Slide (or ABC). These glitches were prominently featured in speedrun records set in the earliest versions of TotK, and their absence in more recent versions have changed the speedrunning landscape dramatically.

Zuggling, which duplicates an item in Link’s hand, is a reference to a similar bug in Breath of the Wild the community called “Juggling.” But since glitch hunter Zvleon discovered the obscure mechanics involved in triggering the TotK version, they christened the new version with a Z, in their honor.

“Zuggling involves causing a desync between Link’s inventory gear and the gear that’s on the overworld, which has the effect of stacking multiple active weapon models in Link’s hand which has some other useful effects,” explains Gymnast. “If we do this, say, 10 times, then every time we attack with a weapon, it’ll deal 10x the amount of damage, which absolutely demolishes almost every enemy in the game.”

“If you zuggle enough times repeatedly, the game will begin to behave strangely and lag more due to less available memory to use which we call “zuggle overloading”. One of the strange behaviors is that if you try to hop onto a steering stick in this state, the game gets rid of all collision checks for Link and he just falls through the world without hitting anything (until we press the B button to cancel being in the steering state). Since the final boss is really low down in the depths, this is useful for skipping the path we’d normally have to take down to the depths and also skip past all the enemies and other obstacles that may be in our path. This also has some other funny effects such as Link losing his legs or hair from the memory overloading.”

As you might imagine, this exploit comes in handy during Any% runs where the goal is to beat the final boss as soon as possible, under any conditions.

The second major glitch, Auto Build Cancel Slide, has a similar goal of expedited travel, but is more useful in speedruns where the goal is to complete more of the game’s main quests.

As Gymnast explains: “Autobuild cancelling entails making a contraption that can be selected from the player’s autobuild history, selecting the blueprint from the autobuild menu, pressing B and then Y to cancel the build, and then choosing the same blueprint again. If done correctly the blueprint will be in the air while you have control of Link, but the game will continuously try to move the blueprint structure away from Link at a certain offset. If you can get onto/inside the structure (for instance by using ascend) then the structure will be both pushing Link but also trying to continuously get away from him and this results in accelerating up to really high speeds that can allow you to cross the entire overworld map in under a minute. And considering how big the game world is, that saves massive amounts of time in categories that need to do a lot of traveling like All Dungeons and All Main Quests.”

But with these massive exploits now mostly fixed, the speedrunning community has had a difficult time deciding how to proceed. Mozz, a glitch hunter who doesn’t flinch at Nintendo’s attempts to rollout fixes, finds themself on the progressive side of the debate regarding TotK versions – those who would prefer to see the community collectively leave the old versions of the game behind.

“There’s been a lot of division in the community at the moment over versions. Nintendo has been patching glitches and some people want to run the current version of the game, and others don’t.” Mozz explains. “I prefer to be on the current patch, so I’m finding glitches on the current version of the game. I kind of like the idea of staying ahead of Nintendo.”

In the end, the community took it to a vote, deciding to split the leaderboards in two: one for the original version of Tears of the Kingdom, and one for the most current version.

A Growing Community

The Tears of the Kingdom speedrunning community is an extremely passionate, creative, and dedicated group of people who seem determined to exemplify the freedom and experimentation that recent Zelda games already lean into, and based on the growing number of players who have joined in on the fun, it shows no signs of slowing down.

Tauktes, a 15-year-old German high schooler, says he began glitch hunting only a few weeks ago, but it’s quickly become an obsession.

“Glitch hunting was something I did on my own in Breath of the Wild, but I never reported anything. Now I’m documenting a lot of stuff. I did, probably, over 60 or 70 percent of the spreadsheet!”

KatyMay, a Zelda speedrunner veteran of 10+ years, says she stumbled across Zelda speedruns on Twitch, decided to give it a shot, and never turned back.

Others have become lifelong friends, like Gymnast and Venick, who are now roommates – a friendship born from a mutual love of speedrunning Zelda. They spoke to IGN while attending the Games Done Quick speedrunners convention, which they went to together. Numerous Zelda games are making an appearance at the show, including Breath of the Wild, Majora’s Mask, and Twilight Princess.

After a day on the conference floor, Gymnast sums up the feelings of many speedrunners and glitch hunters well.

“Speedrunning has allowed me to continuously enjoy each of these games for thousands of hours, and it’s still going. The replayability is practically infinite since the games will change over time depending on what glitches and techniques people find causing the speedrun times to get lower and lower, and I don’t see it stopping anytime soon.”

Best Summer of Gaming Ever Predictions

Despite the slow-motion train wreck that led to the ultimate demise of video games preview-athon E3 this year, the 2023 summer season – and especially the month of June – is turning out to be a uniquely spectacular time for games. The groundswell of excellence building up to this crescendo included both Jedi Survivor and Tears of the Kingdom, two of the best games in recent memory. They were soon followed by the similarly epic Street Fighter 6 and Diablo IV, with Final Fantasy XVI right on the horizon.

There have been very few years with this kind of density of excellence in such a short period, and even fewer summers. For those of us that require mundane things like work, sleep, and time with tolerant loved-ones there already aren’t enough hours in the day to possibly enjoy all of these games to their fullest. I have a tendency to be a serial monogamist with games, but I’m also easily distracted by shiny new things – so my journey since Jedi shipped in April has just been a series of disappointing incompletions culminating in an insatiable Diablo habit.

The Road to The Biggest Summer of Gaming

Unbelievably, there’s still more to come. Since E3 first went off the rails in 2020 we’ve been wrapping all of the big summer livestreams and preview events into our Summer of Gaming schedule. This year it kicked off on May 24 with the PlayStation Showcase that delivered 35 trailers capped off with a spectacular demo of Insomniac’s Spider-Man 2 that hinted at the sequel’s expanded game world. This was followed by the Meta Quest Gaming Showcase on June 1 with its acknowledgment of Assassin’s Creed Nexus VR, and glimpses of Samba de Amigo: Party Central, Stranger Things VR, and the VR reboot of 90s classic The 7th Guest.

The next couple of weeks will be the real meat of what used to be E3. As I’m writing this, there are no less than 18 scheduled livestreamed events that we’ll be covering and carrying across our platforms in the first two weeks of June. If things continue the way they did last year, there will no doubt be even more shows announced before the end of the month. Those events include indie showcases from The Guerrilla Collective and Day of the Devs, programming from Dames 4 Games, Black Voices in Gaming, and Wholesome Direct along with the PC Gaming Show, the Future Games Show, an UploadVR event, and a Sega Summit devoted to Yakuza games.

There are really three upcoming mega-events that will drive the bulk of the conversation through the summer though. First up is the Summer Game Fest live show on June 8 which should feature an extensive batch of trailers. Last year’s show was 33 games strong and there are lots of signals that this year’s show will be even more packed. Then there’s the Xbox Showcase (which includes a 45-minute Starfield blowout) on June 11, followed by Ubisoft’s Forward event on June 12. We’ll be carrying all of these with pre- and post-shows from our studios in LA. But before that, let’s take a stab at guessing what we might get to see.

Expectations and Wishes

Despite the headline, I’m loath to call any of the following “predictions” because really this is just some stuff that we already know for sure blended with some educated guesses and a healthy dose of wishful thinking. Years and years ago I used to do this every summer with my co-hosts on a podcast that some of you might remember called 1UP Yours, and we got pretty good at it. We’ll see in a couple of weeks whether I’ve still got it…

  • Starfield, duh.
  • Microsoft will lean hard into Forza Motorsport, and it’ll go out of its way to show how much prettier and even-more unnecessarily attentive to detail it is than Gran Turismo. See the individual carbon fibers, or something. However long the segment of their showcase is, people will complain that it’s too long.
  • I think there’ll be a Gears 6 teaser with little to no gameplay shown. I know this isn’t exactly that bold of a guess, but it’s time. It’s not a stretch to assume there’s a Master Chief Collection-style Gears bundle in the works too.
  • All the glitter-inspired fuss about Playground Games’ Fable reboot will turn out to be true. I’m guessing it’s way further along than anyone thinks, and we may even get a release date.
  • This one’s probably obvious after Phil Spencer made such a point of saying he’s played it a bunch, but there’ll be a big segment on Obsidian’s Pillars of Eternity-expanding first person RPG Avowed.
  • We’re about due a longer and even weirder Death Stranding 2 trailer.
  • We’ll certainly see more from Ubisoft on Assassin’s Creed Mirage, but I think we’ll learn that it’s just the sneaky stealth-focused amuse-bouche before the real main course: whatever it is that Codename Red is going to be called. I think we’ll get the name for the game and a reveal showing that it’s a gigantic ninja-filled RPG-style thing that’s even bigger than Valhalla.
  • The only whiff of anything that smells even vaguely like an acknowledgement of a new Splinter Cell will be in anything Ubisoft shows of XDefiant.
  • Ubisoft will show Avatar: Frontiers of Pandora in all its glory. The comments on every platform will basically be yawns and claims of not giving a shit, and then we’ll see that the trailer has done a gajillion views in the first 12 hours.
  • If you’re hoping there’ll be anything on Beyond Good & Evil 2, you’re just stressing yourself out. We’re all going to have to let it go.
  • Ubisoft’s megaton will be its Star Wars reveal. There are all sorts of rumors going around about this one, but my favorite is that it’s a Mandalorian game. Not based on the show, but on The Purge that’s often referenced. Various flavors of wishful thinking have it as an Assassin’s Creed-alike with space flight and combat in-between planets.
  • We already know the gameplay reveal of Mortal Kombat 1 will be at Summer Game Fest thanks to Geoff Keighley’s frequent reminders, so we can safely file this one under “expectations.”
  • Warner Bros. Games used Summer Game Fest to show Gotham Knights last year, so it’s possible it may use this year’s event to show something redemptive for Suicide Squad: Kill the Justice League. The game isn’t due until next February, but its last showing definitely soured a lot of people to it, so there’s an opportunity for recovery.
  • I think we’ll see more Sonic stuff at Summer Game Fest. I have no evidence to back this up, I’m just guessing. This may end up being little more than a trailer for the Frontiers DLC featuring playable Tails, Amy, and Knuckles, but I honestly think there’ll be something more than that.
  • Sega will show a new Hyenas trailer because everyone has forgotten that the game exists.
  • We’re well overdue for a new update on the many Silent Hills, particularly Silent Hill 2. Time for a new trailer, surely?
  • Phantom Blade Zero will surely pop up again. After wowing everyone at the PlayStation Showcase, first-time studio S-Game’s tough-to-describe steampunk kung fu maybe-soulslike action RPG was an early surprise that we’ll hopefully see much more of.
  • Lies of P emerged at Gamescom last August under similar circumstances – a trailer during a showcase that wowed everyone with its gritty visuals and soulslike gameplay. Round8 debuted at Opening Night Live at Gamescom – which is hosted and curated by Keighley – so it seems like a fairly safe bet we’ll see a follow-up at Summer Game Fest. At the very least we’ll get a more specific release date than “August.”
  • There hasn’t been a Warhammer 40k game announcement in the last five minutes, so there’ll probably be one of those.
  • Capcom will probably continue down its path of regurgitating itself with the announcement of another remake. The divisive Code Veronica, perhaps? (Yeah, yeah, I know they said last October that they weren’t doing it right now, but do you really believe them?)
  • We’ll get our first glimpse of Call of Duty Modern Warfare 3. I’m guessing at Summer Game Fest.

That’s 21 guesses about what we’re going to see. I’ll return to this when the dust has settled in the middle of June and see how I did. I’m sure some of them will turn out to be laughably incorrect, but we shall see. Regardless of what happens, this is already a uniquely phenomenal time for games no matter what platform you play on. Enjoy.

John Davison is IGN’s publisher and editorial lead, and has been writing about games and entertainment for more than 30 years. Follow him on Twitter.

Xbox Removes Homestead Arcana Achievement In Unprecedented Move

According to a Eurogamer report, Microsoft has stepped in and removed an Xbox achievement from Homestead Arcana after it was discovered that the achievement was hard.

Homestead Arcana initially launched on Xbox Game Pass on April 21, 2023, with over thirty achievements you can unlock by playing the game’s story and completing specific tasks. But it didn’t take players long to realize that unlocking an achievement called “You Can’t Be Too Prepared,” which requires you to craft every item in the game, was more difficult than the others because the recipe for Green Ankle Boots didn’t appear in-game at all.

Players who were trying to unlock You Can’t Be Too Prepared soon noticed the achievement had been removed. Those who only had that achievement left saw their Gamerscore update with 1000/1000G and 35/35 achievements unlocked.

It’s unclear if Xbox removed the achievement on its own or did so because the developer’s Serenity Forge asked them to do so. We reached out to Xbox, and they declined to comment on it.

Achievement removal is an extremely rare occurence on Xbox — so rare that it may actually be unprecedented. Typically, Xbox prefers to try and fix bugged or problematic achievements rather than remove them. One way or another, though, Homestead Arcana now has one less achievement.

For more Xbox news, check out our story on how Microsoft promises no full CG trailers for Xbox Showcase first-party games and the best Xbox deals out right now.

Luis Joshua Gutierrez is a freelance writer who loves games. You can reach him at @ImLuisGutierrez on Twitter.

Hideo Kojima Appears at WWDC to Promise Support for Apple Platforms

Hideo Kojima made a surprise appearance during Apple’s WWDC 2023 keynote to reveal that Death Stranding: Director’s Cut is coming to Mac. The Director’s Cut is set to come to Mac sometime this year, but we don’t have an exact date yet.

Kojima also teased ahead to future Kojima Productions games, saying his studio is “actively working to bring its future titles to Apple platforms”.

We don’t know exactly what future projects Kojima is referring to with that statement. Currently, Kojima Productions’ announced upcoming games include Death Stranding 2 — which is currently only confirmed for PlayStation 5 — and the untitled game the studio is developing for Xbox Game Studios.

Death Stranding originally released as a PlayStation exclusive in 2019 before coming to PC in 2020. The 2021 Director’s Cut launched on both PC and PS5. So, it’s possible Death Stranding 2 could take a similar path, launching as a PlayStation exclusive before coming to PC and Mac sometime later down the line.

We called Death Stranding: Director’s Cut good in our review, saying, “A long list of quality of life improvements certainly makes the PS5 Director’s Cut the most feature-rich and accessible version of Death Stranding.”

Elsewhere at Apple’s WWDC 2023 keynote, the company announced a new 15-inch MacBook Air, a new Mac Pro with M2 Ultra, and Mac Studio with M2 Ultra support.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over seven years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Square Enix Says You Can Play Final Fantasy 7 Rebirth Without Playing Remake

Final Fantasy VII Rebirth may be the second installment in the Final Fantasy 7 Remake trilogy, but you apparently don’t need to play the first.

According to a tweet from Square Enix (below), Final Fantasy 7 Rebirth players won’t need to play through the whole of Final Fantasy 7 Remake just to get up to speed.

“We have made preparations so that players who did not get a chance to play the first game can fully enjoy Final Fantasy 7 Rebirth.”

What those preparations entail is currently a mystery, but some fans are already speculating that a short recap will give players all the necessary information from the first game.

“’Preparations’ is most likely a cutscene you can choose from the main menu to recap the last game,” commented one Reddit user. Meanwhile, others are concerned about the story if playing the previous chapter isn’t necessary.

“How well will the story flow if we don’t need any of the info from the previous game?” asked a concerned fan on Twitter. “I do have faith in them as storytellers and game creators, but I can’t help but feel apprehensive.”

Others wondered just how much information we’ll get at the start of the game… and whether it will mimic a TV serial flashback. “Previously on… Final Fantasy 7 Remake,” joked another tweet.

It was recently revealed that Final Fantasy 7 Rebirth will be part of a trilogy, and not a two-parter as originally thought. Given that Final Fantasy 7 Remake strayed in certain ways from the original, a decent catch-up may be necessary for fans who haven’t played Remake, even if they did play the original Final Fantasy 7.

Notably, some players thought that suggesting you can skip Final Fantasy 7 Remake is an odd choice… especially as this is the second in a trilogy.

“It’s a direct sequel, and one that is available to play on the same platforms that [Remake] will be on,” said one Reddit post. “I don’t really know why they felt it necessary to appeal to players who skipped the first part.”

IGN’s review of Final Fantasy VII Remake gave it 8/10 and said: “Final Fantasy 7 Remake’s dull filler and convoluted additions can cause it to stumble, but it still breathes exciting new life into a classic while standing as a great RPG all its own.”

Want to read more about Final Fantasy VII? Check out Find out why the Final Fantasy series is struggling as well as when Final Fantasy VII Rebirth will be released.

Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

Diablo 4 Community Debates ‘Dungeon Reset Button’ as Players Fight to Get On Blizzard’s Lilith Statue

Diablo 4 isn’t properly out yet but early access players have already hit level 100 on Hardcore mode and secured their place on Blizzard’s Lilith statue, though not without using a controversial method.

Action role-playing specialist Carn was first to hit the maximum level in the permadeath-infused Hardcore mode using a method that has sparked debate amongst the Diablo community.

This revolves around the difference between playing Diablo 4 solo and playing in a group with other players, as the latter comes with certain advantages.

Playing in a group provides a passive bonus to experience point gain, for example, which by default gives those who party up a head start on those who play solo.

There’s also the added benefit of experience gain in dungeons going to all players in the party, so if a dungeon has branching paths, players can head off in different directions and hoover up those demons and the related XP extremely quickly.

But it’s a party-related quirk of Diablo 4 — or perhaps an exploit — that has caused some to question the legitimacy of party-based level 100 Hardcore runs.

Under normal circumstances in Diablo 4, players must wait a couple of minutes for a dungeon to reset upon completion. However, an instant reset method was discovered by players that’s very easy to use.

If you leave the party as the leader while inside the dungeon, you teleport to the entrance of the dungeon, and heading back in will have reset everything without any cooldowns. The method is so simple that some have dubbed the party invitation Diablo 4’s unofficial “dungeon reset button”.

Players aren’t sure whether it’s intentional design on Blizzard’s part or whether the method slipped through the cracks. Either way, players have embraced the process, and it was used by many who hope to be one of the first 1,000 players to hit level 100 on hardcore.

Carn himself used the method as part of a group, leaving those who are soldiering through Diablo 4’s later levels solo in the dust. “I’d rather do it solo,” Carn admitted in a livestream in response to questions from viewers. “But if you want to win, you can’t do that.”

Diablo YouTuber and streamer Wudijo is inching closer to completing the challenge solo. Responding to livestream viewers following Carn’s world first, Wudijo refused to criticize his fellow Diablo 4 max level chasers, insisting they are making use of the game as it works today and putting the onus on Blizzard to address the “exploit”.

IGN has asked Blizzard for comment, but in the meantime, Diablo global community development director Adam Fletcher appeared to give Carn’s attempt the thumbs up in a tweet (above).

Spider-Man: Across the Spider-Verse Bizarrely Includes Secret Gameplay of Insomniac’s Spider-Man 2

Spoiler Warning: This article features minor spoilers of a small Easter Egg featured in Spider-Man: Across the Spider-Verse.

Insomniac’s Spider-Man 2 has appeared in Spider-Man: Across the Spider-Verse with Insomniac bizarrely revealing a sliver of brand new gameplay.

As reported by Eurogamer, a scene in Across the Spider-Verse shows Miles Morales meet his friend Ganke who’s in the middle of a gaming sesh on his PlayStation 5. The footage turns out to be from Spider-Man 2, and Insomniac community manager James Stevenson confirmed to fans on Resetera that it’s brand new.

The clip is very, very brief but it does show Peter Parker getting all acrobatic against an unknown foe, while also using mechanical limbs reminiscent of the Marvel Cinematic Universe’s Spider-Man’s Instant-Kill Mode.

Whether or not Peter’s suit has been given upgrades on a par with Tony Stark’s version of the iconic Spidey suit remains to be seen, of course, but it looks as though Peter has been working on it in his spare time at least.

IGN’s review of Across the Spider-Verse gave it an 8/10 and said: “Spider-Man: Across the Spider-Verse surges with visual inventiveness and vibrance in an undeniably strong evolution of the style established in Into the Spider-Verse… Across the Spider-Verse is a more-than-worthy follow-up to an all-time classic.”

Want to read more about Spider-Man 2? Check out how big the Spider-Man sequel’s map will be as well as a closer look at Spider-Man 2’s Venom suit.

Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

Diablo 4’s Most Infuriating Foes Appear to Be Its Horses

Diablo 4 players are having a right ‘mare when it comes to the game’s horses. Hell demons, corrupt villagers, and the undead are no match for The Wanderer, but it looks as though some players have met their match when it comes to horse riding.

“I keep getting caught on tiny trees or rocks,” said one player who took to Reddit to complain. “Going downwards on the screen is beyond awkward too, making my horse stutter step and waste the charge. They’re still really useful as long as you’re going anywhere other than further down the map lmao”

And other players were somewhat less tactful. “The horse is objectively awful. Seems super sensitive to server desync, too. The Elden Ring horse is like a f**king spaceship compared to this turd.”

“The Elden Ring horse is like a f**king spaceship compared to this turd.”

Some players point out that you should use roads “as you would irl”, but others have been quick to counter that horses don’t usually need roads to get about.

On top of terrain issues, it looks as though players aren’t happy with their horse’s cooldowns, either. The most irritating thing for some seems to be that even when you purposely dismount, this triggers a 10-second cooldown before you can get back on your horse.

“What currently happens is you have to dismount, wait a second for the game to register that you’ve dismounted, and then press spacebar to interact,” said another Reddit user. “Then, you have to continue to wait the full 10-second cooldown before you can mount up again.”

Of course, players have already suggested plenty of improvements, with the most sensible suggesting that Blizzard should remove the cooldown when out of combat. “I love dismounting to break a barricade and then waiting 20 seconds to mount again,” said another.

As well as weird cooldowns and terrain issues, some players have also noticed something odd about the game’s riding speed. Essentially, it seems to be linked to how far away your cursor is from your character.

“I’m sure there are others that won’t realize this and may be wondering why they spur their horse but it doesn’t go faster,” pointed out a helpful Reddit user. “If the cursor is too close to the character then it doesn’t do much. Conversely, having your cursor far away makes it go zoom.”

IGN’s Diablo 4 review gave it 9/10 and said: “Diablo 4 is a stunning sequel with near-perfect endgame and progression design that makes it absolutely excruciating to put down.”

Want to read more about Diablo IV? Check out the player who managed to hit level 100 already and find out all about the game’s first big balance update.

Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

Amnesia: The Bunker Review

Amnesia: The Dark Descent changed the face of horror games 13 years ago, and 2020’s Amnesia: Rebirth seemed to bring the story seeds it planted to a bone-chilling and climactic final bloom. So Amnesia: The Bunker, a smaller and more self-contained chapter, has its work cut out for it in getting me excited about this frightening franchise again. And while a lot of the fundamentals of its stealth and exploration have stayed the same as they were when I woke up as Daniel more than a decade ago, this gloomy, open-ended cat-and-mouse thriller proves you can teach an old hellbeast some new tricks.

Set in a dim, doomed World War I bunker in 1916, we take on the role of a French soldier who is wounded in battle, and wakes to find the exits destroyed and nearly all of his comrades-in-arms slaughtered by something lurking in the dark. The first and biggest shake-up to the usual Amnesia routine is that the entire bunker, which feels bigger than it looks on paper, is available to explore from fairly early on. Similar to Metroid or Resident Evil, you’ll have to track down a small arsenal of tools to access certain areas and progress the story, but you’re given very little direction in terms of where to go next. This helps to build tension, because every expedition out of the lamp-lit central safe room is a drain on your very limited resources, and probably your resolve, too.

Whereas most enemies in other Amnesia games are scripted to patrol a specific area in a specific way, The Bunker takes a refreshing page out of Alien: Isolation’s book and features a single, ever-present threat called the Stalker that lives behind the walls and above the ceiling of your concrete prison. It’s attracted to noise, which can be anything from running, to firing off a weapon, to using your hand-cranked flashlight. The fact that its behavior is somewhat unpredictable dials up the dread and adds some much-needed dynamism. And you’ll know when you’ve gotten its attention by scraping and growling that use effective sound design to further fuel your paranoia.

Shoot to Thrill

Amnesia made a name for itself as a horror game with no weapons, so it seemed odd to me at first that The Bunker hands you a pistol and even sometimes grenades. But the joke was really on me as these can, at best, make the Stalker leave you alone for a few minutes. Munitions are situationally useful, but ultimately end up making the foe even scarier. After all, what’s worse? A monster you can’t fight at all, or one you’ve seen can take a bullet to the face and merely get a bit annoyed?

Where this beastie failed to impress me, though, was its AI. The alien in Isolation would slowly learn more about you the more times you encountered it, especially if you had a go-to strategy like hiding in lockers. The Stalker, sadly, doesn’t seem nearly as savvy. On the default difficulty, in almost all cases, I could simply crouch under a table and it would never find me even if I was practically breathing on its ankles. Figuring that out deflates a good bit of the tension The Bunker worked so hard to build. Luckily, it has another, clever way of making you sweat even if you’re an expert at hiding.

See, the whole bunker is powered by a central generator that guzzles down fuel like a thirsty elephant, and there are only so many refills available on the whole map. You can explore without the lights on, but it’s… well, it’s very bad. The Stalker is free to roam the halls in the darkness, whereas it would normally stay in its tunnels until it detects you. Worse, your only reusable source of light is that stupid flashlight that makes a bunch of noise and alerts it to your position.

What this means is every trip out into the far corners of the bunker comes with a sense of urgency and purpose, embodied by a pocket watch you can sync up to the amount of remaining fuel to know how much time you have before lights out. If you choose to hide every time the Stalker is around, you’ll be burning a precious resource, as it can sometimes take a minute or two for it to stop patrolling and go back into the tunnels. This is definitely The Bunker’s most effective new trick for making me feel the way the first Amnesia did all over again.

War Stories

The story is a relatively simple one, especially compared to the interdimensional cosmic nightmare that was Rebirth. A timeline of events slowly comes into focus as you find notes written by the various enlisted men and officers who once called this box a home away from home. There is a fairly clever twist toward the end that managed to subvert my expectations as an Amnesia veteran. Whereas the past games have largely been about remembering and coming to terms with your character’s sins, that’s merely a prelude to what The Bunker actually has in store.

There are certainly some little peeks into the larger Amnesia universe, but I found it refreshing how much smaller and more self-contained this tale is. If you did play Rebirth, you’ll be rewarded by understanding the context behind some of the weirder stuff that shows up. And if you didn’t, you’ll get to be surprised and perplexed by these moments in a way I wasn’t. Then you should probably go play Rebirth so you can understand what is actually going on.

I found the ending itself extremely predictable though. If you think about what you’re doing throughout The Bunker for even a second, I imagine most people will be aware of what “escape” would actually mean the whole time. But it is still effective, reminding us that we, as humans, can create horrors far worse than any writer’s most eldritch imaginings. And knowing where it’s going certainly doesn’t spoil the journey.

As a final little twist, a lot of stuff in The Bunker, including the monster’s behavior, locker codes, and the location of some key items, are semi-randomized on every playthrough. This is supposed to keep things interesting if you decide to replay it. I didn’t feel like there were especially compelling reasons to do so, but it’s nice to know if I ever get the itch that I won’t just be speedrunning through the same route again. A first playthrough ran me about eight hours by Steam’s count, but only around five by the in-game clock, which no doubt has something to do with how many times I tabbed out to look at funny animal videos to get my stress under control.

There’s also one irritating little technical issue: When transitioning between areas, the screen hangs as it loads in, sometimes for up to a couple seconds and even when installed on a fast SSD. Considering these areas aren’t very big, and developer Frictional’s games don’t exactly look like Crysis, this seems poorly justified.

Diablo 4 Players Have Already Hit Level 100 but the Hardcore Race Is Still On

The race to hit max level in Diablo 4’s Hardcore mode is hotting up, with one player in particular close to the impressive feat.

Blizzard’s action role-playing game doesn’t launch until June 6, but early access kicked off on June 1 and in just a few days players hit level 100.

Twitch streamer Rob2628 appears to be the first Diablo 4 player to hit max level, using the Barbarian class and a focus on the Whirlwind skill to get there.

Some Diablo 4 players are upping their chances by using a trick to boost experience that involves the lead player of a group leaving the party and triggering a dungeon reset in the process, though it seems likely Blizzard will address this in a future patch.

Of more interest is the race to 100 for a Hardcore character, thanks to Blizzard’s plans to immortalize the first 1,000 players to hit this goal on a statue of the game’s antagonist Lillith. This is significantly more difficult, of course, as Hardcore mode includes permadeath, which means if your character dies, they’re gone forever.

Diablo YouTuber and streamer Wudijo, using the Rogue class, is inching closer to completing the challenge. Wudijo is one of Diablo 4’s most prominent players, and hit headlines in May for defeating the Ashava world boss solo on Hardcore during the Server Slam open beta event.

Wudijo’s race to 100 on Hardcore is a solo attempt, which means no grouping up or exploiting dungeon resets. At the time of publication, over 10,000 people were watching Wudijo slowly grind through the final handful of levels. Wudijo is even daring to venture into Diablo 4’s PvP areas where could run into enemy players.

Diablo 4’s levelling race comes amid a raft of updates already issued by Blizzard, as Diablo 4 received its first big balance patch.