The Nintendo Museum Is Light on History, Big on Fun

A good open-world game often has that emotional moment when the world opens up for the very first time. Take peering out at Hyrule from the grand plateau after leaving the first cave in The Legend of Zelda: Breath of the Wild, for example. And while the Nintendo Museum in Kyoto is a comparatively small sandbox to Breath of the Wild’s huge open world, reaching the exhibition floor after climbing the escalator for the first time feels just as special. Greeted with familiar music and sound effects, you’re instantly invited to a Nintendo fan’s paradise that extends 360 degrees.

As you enter the exhibition floor, jumbo-sized versions of different Nintendo controllers and consoles can be seen hanging from the ceiling, with all the hardware and software that Nintendo has produced over the years displayed beneath them. Like Breath of the Wild’s open world, no correct order to the exhibits, so you are free to roam in any direction you please. And despite the sheer number of exhibits, I never felt overwhelmed or lost. It almost felt as if Nintendo was using its expertise in level design to curate the museum.

However, despite the abundance of Nintendo products on display there are very few items like development materials, original drawings, or prototypes that you can’t find anywhere else, which was disappointing. And for a museum, the amount of explanation and context that Nintendo gives to its displays is also surprisingly limited. As a longtime Nintendo fan, I found myself hoping for more than just final products, and I would have liked some deeper context added to the exhibits.

Instead of focusing on its past, Nintendo seems to following the same ethos as it does for its games: make an experience thatanyone can pick up and play, with minimal tutorial explanations. The Nintendo Museum lets you experience the company’s 135 year history with that same philosophy in mind.

From the NES to the Nintendo Switch, and GameBoy to 3DS, all the game consoles that Nintendo has produced are on display together with their own games as well as some of the major third-party titles. There are even some of those nostalgic peripherals. Gameplay for the games on display can be seen on screens as well.

A little bit of context is added to each display, showing how sales were divided per territory for each console, what series started on each hardware, and what kind of new challenges and technology were introduced.

Almost all of the software has both a Japanese, North American and European package at display. Just by walking around, it becomes apparent how much more global the industry has become. While games often had different titles and package art depending on the region during the NES days, releases on the Nintendo Switch pretty much all look the same for each territory.

If you’re visiting the museum from overseas, seeing the Japanese package art for your favorite games while still being able to take a nostalgic glimpse at the art you grew up with creates a nice balance. Old TV commercials and video game magazines from multiple regions also take visitors back to their childhood. It happened to me a few times when I suddenly saw an image that I didn’t even know I was nostalgic for.

It is true that almost all of what you can see on this floor can be found through Google, YouTube, or a good retro video game store. However, having everything cleverly displayed on the same floor does feel unique and may lead to some new discoveries.

For example, while the Wii U might not exactly be Nintendo’s most successful console, seeing it on display between Nintendo’s other consoles made me rediscover its importance. Major modern franchises such as Splatoon and Mario Maker debuted there, the idea of being able to play games on both your TV and a portable device that made the Nintendo Switch so popular was conceived, and the Amiibo product lineup launched during the Wii U era.

Of course, Nintendo wasn’t making video games when the company was founded way back in 1889. It all started with Hanafuda cards and later expanded to playing cards in North America, where they collaborated with Disney. Some visitors will be surprised to see products that feature Mickey Mouse, Lady and the Tramp and Bambi, instead of Mario, Pikachu and Kirby.

Looking at Nintendo’s older products, it becomes obvious that Nintendo already had that playful and inventive spirit long before they started to expand their business into video games. From playing cards, they went on to produce a wide array of board games that came in all sorts of themes, to even a baby stroller and “light telephone”, which is an obscure device that uses light to transport sound. It was thought of by Gunpei Yokoi, best known as the father of the GameBoy. Yokoi’s unique ideas like the Ultra Hand, the Ultra Machine and the Love Tester made Nintendo even more unique in the late 60’s, w eventually shapeshifting into the inventive video game company it istoday.

The museum presents the history of Nintendo and its characters through different, creative, themes, showing how elements like the Nintendo logo changed over time, how Mario’s question block evolved, the history of products that incorporate music, and products played by moving the body.

While there isn’t all that much to learn for Nintendo fans who have done their homework, seeing everything come together in a well designed space functions as a celebration of the company’s rich history.

While you will probably be left disappointed if you were hoping to see never-before-seen, behind-the-scenes material, prototypes of the Nintendo Dolphin, the Wii Remote and the Wii Balance Board are present. But for some reason these items were displayed discreetly at the back of the exhibition floor.

The first floor has a wide array of interactive activities to enjoy.These activities, which are themed after Nintendo’s past products, have the playfulness that people have come to expect from Nintendo’s games. To be honest, I wasn’t exactly impressed when I saw Shigeru Miyamotoshoot at goombas at the museum’s shooting gallery or hit furniture with the Ultra Machine’s batting-cage experience during last month’s Nintendo Museum Direct. However, once I got to experience these myself, I couldn’t help but smile at the care that Nintendo put into these simple yet cute experiences.

At the shooting gallery, my Zapper was accurate enough to hit targets that were quite far away. At the end of the game, each player’s score is counted simultaneously, making it exciting to see who got the highest score.

And the little reactions of the objects that you hit with the Ultra Machine are so cute that I wanted to try every one of the different rooms available. While humble when compared to the kind of spectacle you can experience at the bigger theme park, Super Nintendo Land , the simple but thorough production feels very Nintendo.

Another interactive exhibit let guests play cooperative games using giant NES, SNES and N64 controllers but it proved more difficult than expected. We often found ourselves laughing out loud at our embarrassing faliures.

I especially enjoyed holding a giant Wii Remote together with my colleague to fly around above Wuhu Island, the main location of Wii Sports Resort. A sea-plane can be steered by tilting the Wii Remote up, down, left, and right, to break balloons. It is a game that uses the entire body, which felt like a full-scale embodiment of the Wii’s motion controls. Considering that this is a game that can only be experienced at the Nintendo Museum, it is something that Nintendo fans should not miss, maybe even more so than the items at the exhibition floor.

The Love Tester, which measures the level of romance between two players is also an ideal icebreaker if you’re on a date. Players are told to hold hands or stare at each other and from there, they are tasked to scare away rats and dodge obstacles to keep the balloons attached to their heads safe,moving their hands and head like they would in a Microsoft Kinect game. It’s a simple experience, but one that has the uncanny effect of strengthening bonds with the people you are playing with.

These life-size Mario Party style mini games lets guests interact directly with parts of Nintendo’s history. And it’s through these various experiences that Nintendo showcases its history. As a company that always focused on fun and interactivity, this felt like a natural approach to a museum that celebrates their history.

However, not all of these experiences can be enjoyed in one visit. The Play Ticket that you receive upon entry comes with only 10 coins, which you can spend to play the experiences. The amount of coins required varies depending on the experience, but don’t expect to be able to enjoy more than 4 or 5 experiences in one visit. On top of that, visitors will likely have to stand in line for each activity once the museum opens to the public, though the wait is helped thanks to the iconic Nintendo music playing through the halls

Although the museum doesn’t have the scale and spectacle of Universal Studios’ Nintendo area, the facility is packed with little secrets and easter eggs. Finding each little detail almost feels like exploring a sandbox in Super Mario Odyssey. From Excite Bike characters on the wall, to Mario hanging on a goal pole, and even a Pikmin on the top of the museum roof, you are constantly rewarded for carefully observing the environment.

The lack of never-before-seen historical items and limited explanation can make Kyoto’s Nintendo Museum feel lacking in the traditional sense of the word ‘museum.’ However, its striking exhibition floor, fun, but simple, activities, and attention to detail made me feel like I was enjoying a cozy Nintendo game.

Observing, exploring and playing my way through the facility, I was subconsciously experiencing the company’s rich history in a unique way. While there may not be much new to see or learn about the company’s full history for the die-hard Nintendo fan, visiting the museum reminds you of why you fell in love with the games in the first place. For those less familiar with Nintendo or video games in general, the museum’s interactive nature makes it something that anybody should be able to enjoy anyway.

Nintendo Museum opens its doors to the public on October 2.

Esra Krabbe is an editor at IGN Japan. He can’t wait to buy an Ultra Hand for his kids.

Sony Announces PlayStation Plus Monthly Games for October 2024 | State of Play

Sony has announced the PlayStation Plus monthly games for October 2024 at today’s State of Play, which will be available from October 1 through November 4, 2024.

The biggest edition to the line-up is WWE 2K24 on PS4 and PS5, which IGN gave an 8/10 in its review and compared to its predecessor saying, “While not drastically different, WWE 2K24 is better in almost every way, touting small but smart additions to well-tested systems and modes as opposed to taking bigger risks.”

Next up is last year’s remake of Dead Space on PS5, which we gave a 9/10 and called “a superb remake and undoubtedly the definitive way to experience one of the best survival horror shooters that Capcom never made.”

Finally, PS Plus users will get access to Doki Doki Literature Club on PS5 and PS4, a game with a cute exterior but a very sinister premise. Doki Doki Literature Club launched on PC in 2017 and has rapidly become a beloved indie darling, becoming one of the best-selling indie games on Switch in 2021 when it launched on the system alongside new content.

In the same segment of the presentation, PlayStation announced that both Blood Omen: Legacy of Kain and Dino Crisis would be joining PlayStation’s Classics Catalog “soon” for PS Plus Premium subscribers.

And finally, in celebration of The Last of Us Day on September 26, Naughty Dog and PlayStation are bringing The Last of Us Part 1 to the PS Plus game catalog for PS Plus Premium and Extra members.

As September comes to a close, there are only a few days left to pick up September’s monthly titles, which include Harry Potter Quidditch Champions, MLB The Show 24, and Little Nightmares 2.

You can catch up with everything announced in today’s State of Play right here.

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

PlayStation State of Play September 2024: Everything Announced

Sony’s latest PlayStation stream is happening live right now and we’re gathering all of the news and trailers from the event as they happen. The September State of Play is focused on updates about 20 PS5 and PS VR2 games and we are also expecting our first public look at the PlayStation 5 Pro after the reveal earlier this month.

You can dive into all of the latest PlayStation news from the show below, and we will keep updating this page with new announcements as they arrive.

Astro Bot DLC Announced for Fall 2024

Astro Bot arrived on PS5 earlier this month and we gave it a sparkling 9 out 10 review. The game is receiving a free DLC sometime in Fall 2025 that has five new online speedrun levels and 10 new bots to rescue.

The Midnight Walk Announced

From the creators of Lost in Random comes a claymation style game with some rather Tim Buron-esque art. We do not yet have a release window for the The Midnight Walk, but you’ll be able to play it on PS VR 2 or PS5.

Hell Is Us

The new trailer for Hell Is Us showcased another horror game that looks a bit like a soulslike game. It includes sword combat, a drone on your shoulder, and does not yet have a release date for PlayStation.

Developing…

Looking for more PlayStation news and games? You can dive into our picks for the best PS5 games or see our updated database of all of the upcoming PS5 games coming in 2024 and beyond.

Worms: The Board Game Review

Making a board game based on a video game is no easy task, particularly when that video game is focused on physics and kinetic weaponry. At first glance, you might assume Worms: The Board Game is a dexterity game – that is, a game about flicking or flinging projectiles at the opponent. This is not the case. Worms: The Board Game does focus the experience on chaos and unintended consequence, but it arrives at this destination through heaps of random chance. This is Worms if your carefully aligned bazooka shot was at the whim of a fistful of dice and a prayer.

I think designers Jack Caeser and Matt Gilbert deserve some credit. Attempting to capture the physics engine at the heart of the Worms video game series would be a nearly impossible task. Instead, this duo decided to emulate the environment and energy at the heart of the game. The core tenet of Worms is Murphy’s Law, and the turmoil of unexpected outcomes is a prominent feature in this board game.

The Worms board game uses a straightforward system. Up to four players each control their own team of four worms. Over roughly 45 minutes, you will battle to the death, blowing each other and the battlefield itself apart. Once a player’s entire team of worms has been eliminated, the game ends, and the person with the most worms remaining is the winner. So it’s a fight to the death, but one where pink fleshy nightcrawlers wield bazookas, uzis, and cluster bombs. The video game is hilarious, and this tabletop adaptation includes a dose of humor as well.

The ruleset is easy to understand, even for board game beginners. On your turn, you choose one of your worms to activate, move it up to two times, and then play a weapon card from your hand to unleash hell on your fellow invertebrates. The complexity is contained in the weapon cards themselves. Bazookas blast entire hexes and cause mass damage. Machine guns harm only a single target. More exotic weapons are plucked from crates that litter the board and feature highlights from the video game series such as the banana bomb and holy hand grenade. There are dozens of items with various capabilities and strengths. The large variety here is core to the experience as the weaponry births the chaos and personality of the design. It’s also where the board game both fantastically captures and wildly diverges from the spirit of the video games.

This is Worms if your carefully aligned bazooka shot was represented by a fistful of dice and a prayer.

The majority of weapons require you to toss dice. These are chunky 12-siders that map to the various edges of your target hex. For instance, if you roll a one your shot scatters north of your intended location and hits whatever is in the hex above it. Three of the die-faces show direct hits, meaning your shot doesn’t scatter and instead lands where intended. The closer you are to your target, the more dice you typically roll, allowing you to choose the best option for your intended consequence. It’s relatively simple and slick. The best part is the wind.

Wind faces one of the hex-side directions and will randomly change throughout the game. Three of the 12 faces on the target dice show a wind result, which means the shot scatters in the direction the wind is blowing. It’s such a key feature of the Worms video game that it had to be represented here. What’s marvelous is that it encourages a targeting strategy on the table top that’s similar to what’s employed in the electronic version. This is reflected in better overall odds by aiming upwind of your target and hoping your shot blows just shy of where you’re aiming. It’s a clever little inflection that results in meaningful gameplay with minimal rules overhead.

Another humorous quality is that the scatter dice are not only used for targeting weapons. When worms are hit with blast effects from explosions, the worms themselves scatter into nearby spaces. Sometimes this can throw you into a safe patch of dirt, other times it tosses you onto a mine and creates a hellish chain reaction. This is when the game is at its best.

In addition to worms, there are various objects littering the battlefield. Crates of course to dispense the implements of justice, but also mines and barrels. Mines have a 50% chance to explode when you enter the hex. They’re another tool of carnage that can be set off unintentionally. Barrels are grand. When they blow, they spit fire into surrounding spaces. This can hurt other worms, but it can also set off other barrels or mines. It’s not hard to envision a scenario where you fire a bazooka and nail your target which causes a worm to fling onto a nearby hex and set off a mine that also blows up a barrel. I’ve had plays of this game where I’ve lost half my team before I even got a turn due to these unexpected chain reactions.

This chaos also introduces the possibility of harming yourself. Your cluster bomb could scatter backwards, landing on your own space and blowing your worm off the board and into a deadly water hex. The most memorable moments feature these dramatic resolutions, with players holding their breath as handfuls of dice are dropped to the table and violence reverberates. It can be splendid.

It also can be somewhat uneventful. Occasionally, multiple spouts of flame scatter into water and no one is harmed. Sometimes your shot misses altogether and lands into an empty hex. It’s even possible you run low on weapon cards and have nothing terribly useful. A game with high variance can result in such situations of non-event.

Barrels are grand. When they blow, they spit fire into surrounding spaces.

This unpredictability is a large aspect of the game. It’s also a key component in avoiding any sense of malice. The light tone inherent to the property means you’ll generally laugh – rather than get angry – when bad luck runs your way. The stakes feel extraordinarily low, which is fun, but can also be a problem. So much nonsense occurs that it’s difficult to be totally committed. The experience is somewhat hollow, resulting in a game that serves as filler to something more meaningful at game night.

Those beautiful moments of anarchy butt right up against that ceiling. They aren’t frequent enough to truly tip the scales, instead, punctuating play occasionally and teasing some chuckles from the group. The result is a perfectly serviceable mass market game that manages to capture some of the Worms experience. But it’s also unfortunately forgettable, edged out by stronger competitors with either richer and more evolving gameplay, or an extended amount of content to keep players’ interest. It offers exceptional components with high quality plastic worms, crates, mines, and barrels that would be lovely to paint. Everything is crisp and the graphic design, while garish, fits the Worms aesthetic well.

Worms: The Board Game is enjoyable and certainly offers fun, but it never manages to push through and actually achieve a sense of greatness. It’s sure enough to please most players, but it fails to leave a lasting impression. It’s less the game to repeatedly explore, and more the one someone sees on your shelf only to ask, “There’s a Worms board game? Does it involve flicking?”

Where to Buy

Call of Duty: Black Ops 6 — All the Changes Coming to Multiplayer for Launch Based on Feedback to the Beta

Activision has announced all the changes coming to Call of Duty: Black Ops 6 Multiplayer based on feedback to the recent beta.

Black Ops 6, due out October 25, has Multiplayer developed by Treyarch, with the Campaign developed by Warzone developer Raven.

Treyarch outlined the various changes to Multiplayer that will be made in time for Black Ops 6’s release date. The developer also addressed the ongoing community debate about the size of the multiplayer maps after the beta maps revolved around very small, often chaotic close quarters gameplay. Treyarch insisted the majority of Black Ops 6’s 12 core 6v6 maps at launch are medium-sized, and that the eight maps in the beta “trended smaller in size” and included some Strike maps (playable 2v2 up to 6v6).

Elsewhere, there are changes to weapon balance, movement, spawns, improvements to performance, and even tweaks to headshot damage. The Winner’s Circle, which lets the top three players show off via emotes at the end of a match, has been toned down, with a shorter overall duration and “mitigated emote spam.” The Winner’s Circle had become a talking point after the beta, with some players saying it lasted too long and held up getting into another Multiplayer match.

It’s worth digging into the detail of the headshot damage change, too. Treyarch said it agreed with feedback that low headshot damage reduced the impact of skillful play and made it difficult to challenge certain power positions, and had worked on adjustments to many weapons to reward players who land multiple headshots during an engagement.

“That said, we do not want hit location multipliers to significantly affect the consistency of time to kill in Black Ops 6, so we will continue to monitor the effectiveness of headshots during launch and beyond,” Treyarch continued.

Black Ops 6 has a new Body Shield feature, a new Omnimovement feature, and various features returning from Treyarch’s 2020 game, Black Ops Cold War. Check out IGN’s Call of Duty: Black Ops 6 Multiplayer Review in Progress to find out what we thought of the beta.

Black Ops 6 is the first mainline Call of Duty game to launch straight into Xbox subscription service Game Pass (Microsoft acquired Call of Duty as part of its $69 billion buyout of Activision Blizzard last year).

Call of Duty: Black Ops 6 Multiplayer changes coming out of the beta:

MAPS

While our selection of 8 total maps in the Beta trended smaller in size and included some of our Strike maps (playable 2v2 up to 6v6), we recently shared that the majority of our 12 Core 6v6 maps at launch are medium-sized.

We’re excited about the map variety we’ve got this year, and we always take competitive play into consideration for Multiplayer. We’re looking forward to unveiling our map selections for CDL and Ranked Play (arriving Season 1) in Black Ops 6 in the coming months. Map size and game flow are critically important to us, and we look forward to seeing you all jump into all 16 maps at launch, with many more to follow in our live seasons.

We’re also evaluating some changes to cover placement across multiple maps, including some of our Beta maps, which we’ll be able to share more details on closer to launch.

SPAWNS

As a key companion to maps, we want to update you on the spawn system. One of the most important reasons we have a public Beta is gathering spawn data from our players. Now that we have two weeks’ worth of player data, we’ve already made big strides in dialing in our spawn logic and identifying and resolving issues within the spawn system across the game for launch.

Players may have noticed improvements to spawn logic throughout Weekend 2 of the Beta, and as new content comes into the game and we generate even more spawn data, we’re always assessing our spawn system and will continue to make necessary updates to it through launch and beyond.

PERFORMANCE

Our Beta was immensely helpful in identifying and resolving some performance related issues. Over the course of the Beta, we identified several areas that were impacting in-game performance. Some areas where we’ve made progress on performance include resolving general script errors, addressing issues related to our in-game user interface as well as overall improvements and fixes to our asset streaming.

A smooth game performance is paramount to the player experience, and we’ve been able to chase down sources of in-game “hitching” and deploy major fixes since the close of the Beta. We will continue working with experts across all disciplines to improve overall performance for launch and into the live seasons.

WEAPONS

Headshot Damage

We were so excited to see our new weapons in the hands of players throughout the Beta and are grateful to have plenty of data and feedback to process as we look to balance updates for launch. A common piece of feedback we saw was that low headshot damage reduced the impact of skillful play and made it difficult to challenge certain power positions. We agree with these points and are working on adjustments to many weapons to reward players who land multiple headshots during an engagement. That said, we do not want hit location multipliers to significantly affect the consistency of time to kill in Black Ops 6, so we will continue to monitor the effectiveness of headshots during launch and beyond.

Bullet Penetration

Bullet Penetration is another system that we will be improving for launch. In general players should notice fewer extreme cases of bullets doing far too much damage through certain surfaces (AKA Wall Bang), while also not penetrating as expected through others (e.g., those pesky snipers behind the radar dish on Scud).

More to Come

And of course, we continue to review data and feedback regarding general weapon feel and tuning, and we’re always keeping tabs on overall weapon class balance in the context of our entire map pool.

Some specific changes coming at launch include:

  • Improvements to fluidity of sniper ADS
  • Improved fluidity when swapping weapons during sprint and tactical sprint. We’re excited about this one!
  • Reduction of weapon motion during crouch transitions
  • Small lift to shotguns and targeted adjustments across all weapons to keep SMGs from over-performing relative to other classes

Weapon balance is an ongoing process and something we’re working towards at every point in our live seasons. We’ll be sharing specific details about balancing in our launch Patch Notes.

MOVEMENT

We were blown away by all your Beta gameplay clips and Omnimovement highlights, including the awesome action hero moments you were all able to pull off! We are currently working to dial-in some additional updates to improve fluidity and allow players to tune their sprint behavior to their individual playstyle.

Movement Updates

  • Continued improvements to animation fluidity and fidelity throughout

o We identified several areas for improvement to our 3rd Person animation fidelity across slide, dive, jump and supine prone. Our goal is that what you see in 1st Person is representative of what others see in 3rd Person in order to maintain immersion and predictability.

  • Adjustments to slide for improved predictability and fluidity

o During Weekend 2 of the Beta, we increased the time before you could enter supine during a slide. After further assessment based on your feedback, we’ve reduced that time to find a nice middle ground between where we were in Beta Weekend 1 and Weekend 2.

o Reduced the minimum time to slide after sprinting to prevent accidentally crouching when intending to slide, also known as a “dead slide”

o Slight increase to initial slide speed and slight reduction to maximum slide duration.

  • Intelligent Movement updates

o As a reminder, you can find our suite of Intelligent Movement settings in the Movement tab under the Controller or Keyboard & Mouse settings. These settings are broken down by Sprint Assist, Mantle Assist and Crouch Assist with the intention of letting you fine-tune your experience with the result of requiring drastically fewer inputs with basic movement and Omnimovement in Black Ops 6.

o We identified an issue in Beta with the additional settings for Mantle Assist that allows for further tuning of directional mantles. These have been resolved and should now behave as expected.

AND A FEW MORE…

While we’ll be sharing a more comprehensive list in our launch Patch Notes, we wanted to give you a quick taste of a few changes coming at launch based on community feedback:

Winner’s Circle

  • Shortened overall duration of Winner’s Circle
  • Mitigated emote spam
  • Improved usability of emote wheel
  • Improvements to fidelity and lighting

Kill Counter

  • By popular demand, we’ve added a Kill Counter on your HUD that will track your progress toward Killstreak Medals, including those who are chasing the coveted Nuclear Medal and Nuke Scorestreak.

Camera Motion

  • We’re reducing overall camera motion on sprint, tac sprint, and slide

Kill Order

  • Increased ‘Kills as HVT’ team score to 3
  • Reduced ‘HVT Survival’ score to 20
  • Increased Score Limit to 150
  • HVT will no longer drop their pistol when they are eliminated
  • Improved notifications when player is selected as HVT

Sleeper Agent

  • Removed the time added when earning Eliminations while Sleeper Agent is active

Equipment

  • Stim Shot has been changed from Inventory Based to Cooldown Based by default.

o Quartermaster (Strategist) will decrease the cooldown time.

  • Resolved an issue where the Combat Axe would not deal lethal damage at round start. It wouldn’t be a Black Ops game if you can’t hit those cross-maps at match start!

Perks

  • After assessing Perk data from our time with the Beta, we’ve made a few updates to ensure compelling decisions are being made:
  • Assassin (Enforcer) and Bruiser (Enforcer) moved from Perk 1 to Perk 2
  • Dexterity (Enforcer) and Gung Ho (Enforcer) moved from Perk 2 to Perk 1

RC-XD Controls

  • Updated to classic BO view-based control by default, with an option to switch to gas/brake; on controller, detonate swapped from R2 to R1 so accidental mistakes aren’t made.

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.

Tekken 8: Unforgotten Echoes and Heihachi Mishima Hands-On Impressions

It turns out that it’s really hard to kill a Tekken character, especially with gravity. Despite Tekken series creator Katsuhiro Harada doing his best to convince us that Heihachi Mishima was actually, really, truly 100% dead this time around, lo and behold the third DLC character for Tekken 8 is none other than the King of Iron Fist himself.

The upcoming free story expansion for Tekken 8, titled Unforgotten Echoes, is all about explaining the how and the why of Heihachi’s return, and as part of a preview event, I got to play the entirety of the two-hour-long DLC campaign. My general impression? If you’re able to turn your brain off and just let it take you for a ride, it’s more good (albeit quite silly) ass Tekken story content.

While Unforgotten Echoes is an eight-chapter story of how and why Heihachi survived being tossed into a pool of lava at the end of Tekken 7, it actually begins by catching you up with what Eddy, Yoshimitsu, and Lidia were all doing during Tekken 8’s campaign. Eddy now works under Lidia as a part of a resistance force against G-Corp, alongside Yoshimitsu, who… I’m gonna be honest, largely just feels like window dressing throughout this entire DLC. Sorry Yoshimitsu fans, if you were disappointed at his lack of a presence in the base Tekken 8 story, this DLC still doesn’t really give him much of a chance to shine.

The early fights with Eddy do largely feel like filler, as there isn’t really much story consequence to them, but at least they’ve got some cool moments like Eddy reuniting with Jin for the first time since Tekken 6, and they also do a good job of including snippets of gameplay from old Tekken games as flashbacks, which is a very cool touch.

Eventually, Eddy, Lidia, and Yoshimitsu all get wrapped up in the lives of a group known as the Tekken Monks, which is where Heihachi comes into play. I don’t want to spoil how Heihachi managed to survive, or anything regards to his specific journey through the DLC, but I will say that the DLC does a good job of showing another side of Heihachi, and the way it ties back into the main storyline of Tekken 8 left me with a big old smile on my face, even more eager to see what’s next in the storied series.

As for Heihachi himself, the word that comes to mind when describing what he feels like to play is “powerful”.

As for Heihachi himself, the word that comes to mind when describing what he feels like to play as is “powerful”. That’s not to say that I think he’ll be one of the best characters in the game, but rather that his moves hit with such incredible force that “powerful” is just the first word that comes to mind. His attacks feel extremely impactful and brutal to look at, with a moveset that is filled with screen shaking stomps, slams, chops, and no shortage of electric wind god fists. It’s all extremely satisfying, even if he seems like a character that will require some serious time in the lab to get good with, thanks to usual just frame timings of the aforementioned Electric Wind God Fist that all Mishimas share, on top of also having a new stance in the Wind God’s Kamae, and a new mechanic that seemingly buffs his attacks and gives him access to new moves once he gets it to level 3.

Ultimately, Unforgotten Echoes was a fine way to spend two hours, and does a good job of setting up whatever comes next in the world of Tekken by reintroducing Heihachi into the fold. Most importantly though, it’s free, and is a neat way to give the DLC characters a test drive to see if they fit your style of play before you drop actual money on them. Time will tell if Bandai Namco decides to do something similar for future DLC packs, or if this was just a special one-off due to Heihachi’s role in the story, and as a celebration of Tekken’s 30th anniversary.

In any case, you’ll be able to experience it all for yourself once Unforgotten Echoes is released in for Deluxe and Ultimate Edition owners on October 1, and for everyone else on October 4.

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

Final Fantasy 7 Rebirth Drops to New All-Time Low Price at Walmart

If you’ve been waiting for an opportunity to pick up Final Fantasy VII Rebirth for PS5, now’s a great time to do so. Thanks to Walmart, you can score the game at a new all-time low price of $49.94 (see here at Walmart), $20.05 off its $69.99 MSRP. That’s a fantastic deal on one of the best games of 2024, and considering it’ll make good use of the PS5 Pro’s enhancements, there’s truly no better time to grab it before the console’s preorders go live on September 26.

Final Fantasy VII Rebirth Is on Sale at Walmart

In case you’re in need of some convincing before buying it, it’s worth having a look at our 9/10 Final Fantasy VII Rebirth review. In it, writer Michael Higham states that, “Final Fantasy VII Rebirth impressively builds off of what Remake set in motion as both a best-in-class action-RPG full of exciting challenge and depth, and as an awe-inspiring recreation of a world that has meant so much to so many for so long.” He continues on to say that, “for as flawed as parts of how this classic has been reimagined might be, Rebirth still stands out as something both thrilling and unexpectedly impactful.”

If you’re looking for even more game deals, you’ve come to the right place. We have a variety of video game roundups to check out that are chock-full of discounts for each platform, including a breakdown of the best PlayStation deals, the best Xbox deals, and the best Nintendo Switch deals. We also have an overall look at the best video game deals, if you’d prefer to see the highlights for each console. Another great place to look for gaming deals is our Daily Deals roundup, which also features some excellent tech deals.

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

Legacy of Kain Soul Reaver 1-2 Remastered Leaked via PlayStation Store Ahead of State of Play Broadcast

With Sony’s State of Play broadcast set for tonight, the inevitable leaks have begun. First up we have the heavily rumored Legacy of Kain Soul Reaver 1-2 Remastered, which was spotted on the PlayStation Store before being swiftly removed.

According to the store description (via reddit), Legacy of Kain Soul Reaver 1-2 Remastered is developed by video game revival specialist Aspyr, and launches December 10, 2024 to coincide with Soul Reaver’s 25th anniversary. There’s even a trailer and a number of screenshots, all lifted from PSN before Sony reversed its mistake.

“Experience the epic conflict of Kain and Raziel in original form or with remastered graphics,” reads the description. The games included are remasters of Legacy of Kain: Soul Reaver and Legacy of Kain: Soul Reaver 2, both cult classics developed by Crystal Dynamics for the PlayStation and PlayStation 2 respectively.

Here’s the (leaked) official blurb:

Experience the Legendary Narrative

Centuries after your former master, Kain, betrays and executes you, you rise again and embark on a relentless quest for revenge.

Wield the Powers of a Wraith. Slay your former vampire brethren with your claws, bolts of telekinetic energy, and the elemental Wraith Blade. Grow stronger by devouring the souls of your enemies.

Shift Between Realms. The Elder God has granted you the ability to shift between the Spectral and Material Realms. Traverse the realms to solve puzzles, reveal new paths, and defeat your foes.

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.

Life Is Strange Creator Don’t Nod Has Rough Start to the Year, Presses Pause on Two Projects

Original Life is Strange developer Don’t Nod has announced it had a rough start to the 2024/25 financial year and has pressed pause on two projects as a result.

Don’t Nod’s latest financial report revealed its recent release of Jusant and Banishers: Ghosts of New Eden “did not achieve the commercial results” it hoped for and it has changed its plans going forward as a result.

The studio is “temporarily pausing two projects in the design phase,” for example, enabling it to “prioritize resources and maximize the chances of success of the titles with the greatest potential at present.”

This will seemingly see Lost Records: Bloom & Rage pushed to the forefront following a “particularly positive reception” at Gamescom, Don’t Nod said. The first part of this episodic, narrative adventure is expected in February 2025.

“We are obviously disappointed by our recent performance in an extremely competitive and selective market,” chairman and CEO Oskar Guilbert said.

“Despite an excellent critical reception, Jusant and Banishers: Ghosts of New Eden unfortunately did not achieve the commercial results we had hoped for, resulting in a deterioration in our 2024 half-year results and leading us to consider all possible options regarding our roadmap.”

Don’t Nod had seven games in the works as of March 2024, including the two which are now on ice. It revealed the number as part of an internal restructuring that saw three branches created to focus on role-playing games, narrative adventure games, and action adventure games respectively.

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

God of War Ragnarok Mod Removes Controversial PSN Requirement — and Its Creator Has Vowed to Maintain It

Just days after PlayStation game God of War Ragnarok launched on PC to a ‘mixed’ Steam user review rating over its forced PlayStation Network account linking, a mod has been released that bypasses the requirement entirely.

Sony had made it clear on the God of War Ragnarok Steam page that a PlayStation Network account would be required to play Sony Santa Monica’s purely single-player adventure, but that failed to prevent a number of negative reviews singling out the policy.

While God of War Ragnarok’s Steam user review rating is now up to ‘mostly positive,’ one modder has decided to take matters into their own hands by stripping out the PSN requirement.

iArtorias’ NoPSSDK mod, which has been downloaded 1,764 times from Nexus Mods at the time of this article’s publication, “fully strips the PlayStation PC SDK runtime requirement for God of War Ragnarok.” But because the mod removes the PSN overlay from the game and mimicks an offline mode in the process, it’s being used to bypass the PSN / Steam account linking requirement. IGN has verified the mod does indeed work.

In a post on Nexus Mods, iArtorias vowed to maintain their mod even if Sony updates God of War Ragnarok to combat it. “I will try to maintain the tool even if something changes, but hopefully nothing crucial happens,” they said.

Sony will no doubt take a dim view of iArtorias’ mod, which is picking up Steam as more and more players download it. There are also calls for a similar mod for Sony’s other recently released PC games, such as Ghost of Tsushima. Ghost of Tsushima requires a PSN account for the Legends online multiplayer mode and to use PlayStation overlay, but it is not required to play the single-player game, which makes Sony’s decision to enforce a PSN requirement on the purely single-player God of War Ragnarok all the more baffling.

Sony’s PSN account requirement for its PC games was thrust into the limelight with the release of Arrowhead’s explosive PC and PS5 co-op shooter Helldivers 2 earlier this year. Helldivers 2 suffered a review bomb campaign on Steam after Sony made PSN accounts mandatory for PC gamers on Valve’s platform (Arrowhead subsequently decided to turn the Steam user review history graph into a cape, which is ready for launch but has yet to release).

Sony eventually backed down and reversed Helldivers 2’s PSN account requirement, but the game remains unavailable in the many countries that lack PSN. And indeed all Sony’s games on PC now suffer from this problem, which means God of War Ragnarök is unavailable on PC in over 100 countries.

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.