Elden Ring Streamer Defeats Shadow of the Erdtree’s Final Boss on PS5 and PC Simultaneously — Using a DualSense and a Dance Pad

Warning: This article contains spoilers for the final boss of Elden Ring’s Shadow of the Erdtree DLC.

Elden Ring streamer MissMikkaa has successfully defeated Shadow of the Erdtree’s final boss on PC and PlayStation 5 simultaneously while using a dance pad and a DualSense at the same time, marking the end of an impressive challenge run.

“2X RADAHN HAS BEEN DEFEATED! 4 days of 239 non-stop tries (14 hours) in my Ultimate Challenge run where I play Elden Ring Shadow of the Erdtree two times simultaneously, on dance pad & controller,” tweeted the streamer after defeating the DLC. “I really thought this might be impossible in the DLC, but holyyy.. I did it.”

Shadow of the Erdtree’s bosses are legendarily difficult at the best of times — focusing on one game of Elden Ring using a traditional controller is no-doubt what FromSoftware president Hidetake Miyazaki and his team had in mind when setting the difficulty for the game. However, none among the DLC’s pantheon of enemies are as fearsome as its final boss, Promised Consort Radahn, who assaults the player with a relentless barrage of physical, gravity, and holy attacks, along with the upsettingly powerful meteor strike seen in the base game.

Quite how MissMikkaa was able to overcome two of these brutes at the same time while controlling Tarnished using a traditional controller for one, and button presses triggered by stepping on a pressure-sensitive dance pad for another, is frankly a little beyond us.

The streamer was able to perform an entire run of the DLC in this fashion, while enduring “685 (x2)” Tarnished deaths in the process. 35% of these were incurred in the final Radahn boss fight. MissMikkaa was also kind enough to share her complete build, which could prove a useful template to players struggling with the climax of the DLC. Be sure to check out IGN’s Elden Ring guide to find out exactly where you can get the items.

“The final build was level 194 with 60 vigor, 54 endurance & strength, 40 faith and 33 mind,” MissMikkaa tweeted. “I was using a Giant Crusher with Prayerful Strike. Talismans were: Crimson Seed Talisman +1, Dragoncrest Greatshield Talisman, Shard of Alexander and Golden Braid. I was using Holy Shrouded Cracked Tear and Opaline Hardtear in my flask.”

Of course this isn’t the first time MissMikkaa has danced her way to internet fame by completing insane challenges using an unconventional controller. She had already defeated Shadow of the Erdtree using the dance pad earlier this month, but apparently decided that fighting just one boss at a time simply wasn’t difficult enough. She also showed off her gaming talent last year by defeating two instances of Malenia, Blade of Miquella at once using the same dual controller setup employed against Promised Consort Radahn.

For more Elden Ring content why not read up on how another challenge player dooted his was through the DLC using a modified saxophone as a controller, or find out about another FromSoftware savant, who is attempting a run while controlling her tarnished using signals from her brain.

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

Marvel Rivals Reveals First Look at Thor and Jeff the Landshark | SDCC 2024

Hero shooter Marvel Rivals hit San Diego Comic-Con 2024 with a long list of announcements, including story details, new character reveals, and the voice cast.

During a Marvel Games presentation at SDCC, developer NetEase showed attendees trailers for the Marvel Rivals story, as well as a feature on Thor and Jeff the Landshark, who join the roster of playable characters on July 29. As you’d expect, Thor, the God of Thunder, brings his powerful hammer and lightning abilities, while Jeff the Land Shark adds… his own unique charm and ferocity to the game.

Marvel Rivals is a free-to-play superhero team-based PvP shooter in the Overwatch style, with fan-favorite characters such as Spider-Man, Black Panther, and Doctor Strange available to play. The closed beta, which ends on August 5, is available on PC, PlayStation, and Xbox with cross-play and cross-region support.

It’s yet another entry in the already crowded hero shooter genre, but it looks like Marvel Rivals may make an impact, if the interest in the closed beta is anything to go by. The closed beta has already posted impressive player numbers on Steam, hitting a peak of 52,671 concurrents since it went live on July 23. Sony and Microsoft do not reveal player numbers for PlayStation or Xbox consoles, respectively.

Meanwhile, the Marvel Rivals voice cast includes Cassandra Lee Morris (Persona 5’s Morgana) as Galacta, Troy Baker as Loki, Nolan North as Rocket Raccoon, Yuri Lowenthal as Spider-Man, and Mara Junot as Storm. Other playable characters include Groot, The Punisher, Hela, Iron Man, Magneto, and Venom.

While the focus here is very much on PvP gameplay, Marvel Rivals does feature a narrative, which revolves around heroes and villains uniting against a “looming cosmic threat.” Doctor Doom is set up as the antagonist.

Be sure to check out IGN’s impressions of Marvel Rivals to find out what we think about the game.

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.

Guilty Gear Strive Producer Talks Lucy From Cyberpunk Edgerunners – Evo 2024

Guilty Gear Strive is now entering its fourth year of content updates, and despite now earning the reptutation as being the “old man” on the block, especially when put side-to-side with more recent releases like Street Fighter 6, Tekken 8, and Mortal Kombat 1, Strive is still continuing on just as strong as ever.

Which brings us to Evo 2024, where Arc System Works made perhaps their biggest announcement involving Guilty Gear Strive to date: In addition to two returning characters, Dizzy and Venom, and one brand new character, Unika, they would also be adding their first guest character to the roster: Lucy from Cyberpunk Edgerunners. I got a chance to catch up with Guilty Gear Strive Producer Ken Miyauchi to find out how this surprising collaboration came to be, along with getting some insight regarding Strive’s future.

IGN: We learned that Lucy from Cyberpunk Edgerunners is going to be in Strive. Can you talk a little bit about how long this has been in the works and how this collaboration came around?

Ken Miyauchi, Guilty Gear Strive Producer: So yeah, we’ve tried to find who will be a good guest character for Guilty Gear Strive. And we’ve been doing this work since 2023, actually. And we’ve been talking to CD PROJEKT RED because our lead artist, Hidehiko Sakamura, is actually a big fan of The Witchers series. And we’ve been in talks with CD PROJEKT RED, and then there was several conversation going on and that kind of led to the decision to get Lucy from Cyberpunk Edgerunners.

Now, I’m not opposed to the idea of Lucy, but Lucy’s not the main character of Cyberpunk Edgerunners, David is. What made you want to go with Lucy instead of David?

Miyauchi: So I cannot talk much about why because that might spoil what we are trying to do. But there is a reason we decided Lucy. Of course, I personally wanted to see David with Sandevistan, but yeah, so I can’t talk about it right now, but I hope people will figure [it] out in the future.

Is there any kind of collaboration happening between you and Studio Trigger who made the Cyberpunk Edgerunners anime? Are you working together with them to make Lucy happen in Strive?

Miyauchi: Honestly, we’ve been in talks with CD PROJEKT RED directly, not through Trigger, but if there could be any kind of collaboration that we [would] be able to do with Trigger, I’d like to do [it]. But that’s still not in [the] plan.

Another thing that you guys announced, which is something that you’ve talked about in the past, is the 3-on-3 mode. Can you talk a little bit about what makes this mode different than something like Dragon Ball FighterZ or a Marvel vs Capcom?

Miyauchi: So you’ll eventually see the game mechanics explanation from our website or social post. So what makes the Team of 3 unique compared to the other games is that people will play at the same time, not just you controlling the character and doing the 1v1 in one screen. So I’m just going to explain the first layer of this game mechanic. The team will be formed with one main role and two assist roles, and the two assist roles will be able to select their skills to interact in the battle.

Oh, interesting.

Miyauchi: And of course, during the battle, the assist players can switch with main players or assist player can interact into the battle with their own character in certain condition. Well the game mechanics-wise in the open beta test, I think people will be able to find out in tutorial, there’s a Team of 3 tutorial mode in open beta test. So I hope people will figure out how they can utilize the new game mechanics that’s exclusive for team of 3.

And then another character that I’m sure people are very excited for is Dizzy. Can you talk a little bit about how Dizzy is going to perform in this iteration of Guilty Gear? And specifically, I saw that she was Queen Dizzy, can you talk a little bit about what the significance of that is?

Miyauchi: I want to explain the details, but I’ll keep it secret for now why she’s called Queen Dizzy. I had the same question when I first received [the] Queen Dizzy name from Daisuke Ishiwatari. There’s a interesting story going on and you if actually see the trailer, you might find some hint of why she’s called Queen. But for more details I’d like to say please look forward to actual her arcade story mode.

There’s a interesting story going on and you if actually see the trailer, you might find some hint of why she’s called Queen.

And then other characters that were announced were Venom and Unika, from the anime. I know they’re probably early on development, but is there anything you can tell us about how those characters are going to play in Strive?

Miyauchi: So yeah, Venom, and also Unika, I can’t explain the details of how their battle styles are for now. I think Venom is going to be quite similar to how he played in the past series, but sort of like how we’ve been doing, [it won’t be] exactly same as the past series. Because if you want to play his past series style, you can play for example Xrd or XX. At the same time there is certain type of [uniqueness] in what makes Venom, Venom. And we would like to keep that as his gameplay. Regarding Unika, anything that I talk about her is going to spoil the anime series. So I’m going to expect people to watch the anime and then also try to maybe bring up their own theory of how she’s going to play in the game play and check her actual game style later.

Did you ever expect Strive to be going this strong for this long? It had a lot of entries at Evo this year.

Miyauchi: Yeah. I’m actually very, very surprised to see that we’ve been getting [consistently] over 2000 [entrants], throughout all the years of Evo for now. And I’m really, really happy that communities are supporting our game. And it’s achieved all because I think the Guilty Gear community is very enthusiastic and they keeps wanting to support the game, and really appreciate it, and I really want to pay back their support with Gear Guilty updates.

Is there anything you can tell us, any kind of hints you can give us about what to expect mechanically from the updates that you’re bringing to Season 4?

Miyauchi: In a Developer’s Backyard just a month ago that I released, I kind of talked about what’s coming in the next few months, which are the Battle Balance updates, the minor version, it’s coming out at the end of this month. And also the major one is coming sometime… I don’t remember when I said this, but I think it’s around October, end of October timing.

But the minor updates is more of mainly targeted to those characters who have less chance of getting access to their potential. So more of, buffs to those characters. And also adjusting on some of the universal mechanics such as the burst meter gain and also the positive bonus kind of thing. And also we have some changes to Roman Canceling mechanics on some of the invincible moves. So those are coming in the next character balance update. And I think this update will sort of shake up some meta in the current competitive fighting scene and I hope people will look forward to it.

Beyond new mechanics, is there any kind of intention of improving some of Strive’s more, let’s say, base level features? Are we ever going to get frame data in training mode? Are we ever going to get matchmaking that doesn’t go through the lobby system? Anything like that in the works?

Miyauchi: So those are updates that I’ve been always thinking that I want to accomplish, I mean, implement in some point. This is just from the producer perspective, I’ve been always talking about it with director. And we are always talking about when we’ll be able to do this update. And currently we announced the new updates that’s coming in next, which is the Team of 3, and the development on Team of 3 is going so hard right now. And once we release that, I think we’ll be able to take our hands on those updates. So I’d like players to look forward to them, too.

I apologize for this in advance because I feel like I ask you this every single time that I’ve talked to you, but insta-kills, fans love them. It’s one of the things that I think fans love the most about the Guilty Gear series. What are the chances of them still making their way into Strive? And if it’s something that you’ve thought about, are there any unique challenges involved with implementing insta-kills into Strive?

Miyauchi: So implementing instant kills is something that we would also like to do, and I do agree that it’s some, how do I say, very, very unique mechanic that presents Guilty Gear. So we would like to make that happen sometime in the future. I can’t tell when will that be possible because developing instant kill actually takes a lot of time. And also the character animations, emotions, which makes instant kills very, very unique and cool, will take a lot of time developing.

Implementing Instant Kills is something that we would also like to do.

We try to make it unique because we animates them by frame, by frame. And if the instant kill motions are long and cool, that means we have to have more time to make sure every pattern looks cool, right? And if we decide to implement instant kill to all characters, that means we have to develop that to all characters, which is almost nearly equal to developing maybe two characters. So we’ll try to find a chance. Our team has been expanding still even now, we have our motion designers and animators recruited in our team and our team is getting bigger. So I’m looking, please look forward to future updates if we’ll be able to do it.

Final question, I’m asking this of pretty much everyone that I’m talking to here at Evo, but we’ve just crossed a milestone of Rollback netcode, everyone kind of has rollback netcode now. It’s now become standard among fighting games. I think fighting games are a lot better for it. What do you think is the next step for fighting game evolution across the genre?

Miyauchi: That’s something that we’ve been also discussing among the development team. Of course, as you know, Arc System Works has been making fighting games and we’ll continue making fighting games. And if we make new fighting games, we’ll always discuss about what will be something that we can bring, revolutionize the fighting game, how do I say, industry. And I don’t have the answers yet or I can’t share any answers for it, but I will be always thinking about it. And I honestly think the community right now, fighting game community right now, is in the best form of the current era. In the past, there was always… I mean, I wish if I would be a player in this fighting game era right now, people are expecting more and more fun things to the fighting game and we’ll try to find out what we’ll be able to provide to the community.

Mitchell Saltzman is a Senior Producer at IGN. You can find him on Twitter @JurassicRabbit

Fortnite Is Leaving the Samsung Galaxy Store, But Coming to Other Mobile Storefronts Soon

Epic Games has announced a number of new updates to how Fortnite will be distributed on mobile devices, including its planned removal from the Samsung Galaxy Store and its addition to a number of other mobile storefronts in the near future.

In a blog post today, Epic revealed that it would be bringing its mobile games, including Fortnite, to “other mobile stores that give all developers a great deal” and that it would be “ending distribution partnerships with mobile stores that serve as rent collectors without competing robustly and serving all developers fairly, even if those stores offer us a special deal for our own games.”

The post specifically calls out EU and iOS-only storefront AltStore as one of the places Epic Games will soon appear, adding that it expects to announce support for “at least two other third-party stores soon.” Additionally, Epic is preparing to bring its own Epic Games Store app to Android globally and iOS in the EU soon.

Conversely, Fortnite will be removing Fortnite and its other games from the Samsung Galaxy Store “in protest of Samsung’s anticompetitive decision to block side-loading by default on Samsung Android devices.” This is related to a recent change to new Samsung phones which will block sideloading apps by default – though users can turn this function off.

This is especially notable given that way back in 2019, Epic and Samsung were working together, with an exclusive themed skin being offered in Fortnite to Samsung Galaxy owners. That said, relations don’t seem to have fully soured between the two companies. In a tweet, CEO Tim Sweeney reassured that Epic will “continue to support Samsung devices fully and wholeheartedly now and in the future.”

Epic has long used Fortnite as a key piece of leverage in ongoing legal disputes over app store fees and regulations. CEO Tim Sweeney is a vocal critic of storefronts such as the App Store and Google Play taking 30% revenue cuts from developers, and has undergone multiple legal challenges in efforts to bypass that cut via sideloading and bespoke store apps.

Epic’s battles against the major mobile storefronts have led to mixed results against Apple and Google respectively, and further hurdles with Apple have arisen as Epic takes steps to bring its game store to iOS in the EU. However, Epic appears to remain steadfast in retaining as much control as possible over the distribution of its games.

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

College Football 25 Review

About a week before College Football 25’s play-early-if-you-give-EA-more-money release on July 16 I found myself at a friend’s wedding in Texas, overhearing someone with plans to buy a brand-new console just to be able to play this game. I knew the long-awaited return of an NCAA game was going to be popular, but I didn’t realize it was going to be a system-seller until that moment. I’ve thought about that guy a lot as I’ve played College Football 25 over the last couple weeks, and about how excited he was – I wonder if he’s bought it yet, and if he’s having a good time. Because my own experience as a longtime football video game-enjoyer has been… mixed. The on-field action and presentation are generally stellar, but the barebones modes, awful UI, lack of tutorials, and slew of other annoyances and poor design choices have made much of what’s off the field a slog. So, a lot like Madden 24. The more things change…

Let’s start with the good stuff: College Football 25 is lightyears beyond what developer EA Orlando has been doing with Madden in terms of its look and feel. You can see sweat on individual players, the lighting is exceptional, the animations are more detailed and free-form during play, and everything pops visually in a way that Madden just doesn’t. There’s also just a lot more stuff to enjoy, from the unique intros for each team as they take the field to mascots dancing around when their school pulls off a big play. There’s even performances from cheerleaders with school-specific cheers, unique turnover celebrations, and live cuts to the crowd reacting to what’s happening in real time. They don’t look nearly as good as the players, but they look good enough, and that adds a lot to the atmosphere of a stadium

Add in a ton of player celebrations, dynamic crowds that get bigger if you’re racking up wins and dress differently depending on the season, multiple commentary teams, and all the bowl games you could ask for and College Football 25 captures a lot of the pageantry and tradition that makes college football unique – and that makes this game feel unique, too. EA Orlando has done absolutely stellar work here, and I hope some of this added focus on subtle but important detail will make it over to Madden in the next few years.

I also love how much faster and more fluid College Football 25 feels. Plays happen more quickly, there’s less delay between them, and players feel like they’re moving more nimbly, too. When real-life players make the transition from college to the NFL you’ll often hear them talk about having to adapt to the faster speed of the NFL game – here, though, it’s the other way around: This game feels dynamic in a way that Madden doesn’t.

There are also a lot of nice little touches throughout. I like how selecting your favorite team (which you do by choosing their helmet, not just a name from a list) decorates the main menu with photos of their mascot, stadium, and other cool, team-specific things like ticket stubs, or how the loading screens and on-field play art look like they’ve been drawn by hand. College Football 25 has personality. Oh, and unlike Madden 24, there’s no menu lag. It’s the little things.

Small quality-of-life changes can go a long, long way.

EA Orlando has also done a lot of work under the hood to make sure the on-field action represents how college football feels. The most noticeable thing is how many options you have for passing the ball. You can choose between the Classic passing controls, Madden’s Skill-Based Passing system, and the all-new Revamped Passing option, where you’ll hold down the button of the receiver you want to aim at in order to determine several aspects of the throw, including the arc on the ball and accuracy. Nailing the timing for the right mix of throw arc and accuracy takes a little bit of learning, but it’s a good system that works well. That said, if you’re like me and just wanna use Madden’s system because it’s familiar and rewiring your brain is hard, it’s right there. Oh, and the Throw Power stat now (at last) affects how hard and fast you throw the ball, not just throw distance, and pump fakes have been improved. Good stuff.

I could go on about other changes from the Madden standard (so I will): Receivers have access to 12 hot route options, and your QB won’t need to have a special ability to access them. They’re just there. That rules. Run committing only affects defenders in the box, reducing the risk of one-play TDs if you’re trying to stop the run. One of my favorite changes is the Custom Stems, which allow you to customize the distance of a receiver’s route by one or five-yard increments. If you have a route you like, you can tweak it to get a first down or beat a certain coverage. Oh, and when you take a knee in the victory formation, and the game is mathematically over, College Football 25 will automatically run down the clock. This is a small thing, but man, it’s the kind of quality-of-life change that goes a long, long way.

Similarly, you could talk about all the under-the-hood revisions forever: The new-and-improved option game simplifies option plays by handing the ball off automatically unless you hold the A or X button to have your QB pull it back, and it has new pitch options; there are new coverage shells on defense, which 86 the traditional base alignment option and allow more shells for disguising your defense, including whether you want to appear with single or double-high safeties; new stick options; new animations; direct control over the left and right sides of the O-line; an improved tempo game; the abilities that, while not guaranteed to activate, separate the seniors from the freshmen; the way the screen shakes and players lose composure when stadiums get loud; and so on, and on, and on.

If I rattled them all off we’d be here for a while, so I’ll sum up quickly: EA Orlando has put a ton of work into College Football 25’s on-field game, and it shows. This is, for my money, the best-playing football game on the market, and you have a massive amount of control over what happens on the field. I love that.

I’m also a fan of Wear and Tear, College Football 25’s brand-new injury system. With Wear and Tear, where a player gets hit matters. If your QB is taking shots to his throwing arm, that will lead to decreased accuracy and throwing power. If your RB’s legs are going through it, his change of direction and acceleration stats will take a hit – and the more damage a player takes without resting, the more likely they are to face significant injury. But it’s not just hits; if your players are on the field a lot, they’ll start to wear down, too. If your QB throws 40+ times in a game or you’re running the ball with the same player every down, they’re not going to be 100% next week. Substituting them out will allow them to recover, and a good chunk of that happens automatically, but some of it doesn’t, and it’s another nice layer of strategy to keep an eye on how they’re doing. Wear and Tear does, however, emphasize one of College Football 25’s biggest problems: its UI, especially on the field.

For my money, this is the best-playing football game on the market.

You’re supposed to be able to see Wear and Tear on the field, but the icons representing what’s actually going on with your players are difficult to parse. For one, the meter relaying how much damage they’ve taken only tells you about their most damaged body part. And while you can bring up your entire team’s Wear and Tear status on the field, the icons are so small that it’s hard to see what they represent. The only real way you’ll see the impact of the system is if it shows up during an after-the-play recap or if you pause and go into your depth chart. That’s not good, considering how much of an impact on your players the system has.

For all the steps forward EA Orlando has made in how the on-field action plays out and how it captures the energy of the real sport, its bewildering that the UI is just generally more frustrating than its starting point. Given that Madden’s been the only game in town for the last decade, it’s impossible not to compare the two and fault College Football 25 for the ways in which it fails to give me at least as much information as what came before. For instance, Madden 24 has an automated hat count that will show you how many defenders are lined up on both sides of the box on running plays and whether or not you have an advantage in blockers on either side. It’s not there in College Football 25, so you’d better know how to do that yourself. It’s also hard to see how much stamina defensive linemen have because it’s now represented by small blue circles over players’ heads. Those circles blend in with the green of the field, especially if you’re zoomed out.

On-screen notifications are iffy: there’s no longer messages to tell you whether the pass you threw was accurate, influenced by pressure, or off your back foot, or whether you landed a hit stick. That might make sense if they’d been fully removed, but there are still notifications if you manage a perfectly timed interception. And God help you if you’d like to actually see what abilities your players have mid-match because, like the Wear and Tear icons, the icons for player abilities were made for ants. And while play arts look great on the field, the ones in your playbook are a step down from what recent Maddens have offered in terms of both aesthetic design and visual clarity.

So those aren’t great, but it’s obvious that the on-field play is where EA Orlando’s team has spent most of their time. The flip side of that is, unfortunately, that the modes themselves apparently didn’t get much time at all and are extremely barebones.

You’ve got your standard Play Now feature for jumping into a quick game; Road to the College Football playoffs, which is a quickfire online ranked mode where you’ll pick a team and try to guide them to a National Championship; Road to Glory, which lets you create your own player and pilot them through their college career; the flagship Dynasty mode, where you’ll helm one of College Football 25’s 134(!) teams as either a head coach or an offensive or defensive coordinator; Practice and Minigames; and finally, College Ultimate Team (CUT), the college version of Madden Ultimate Team. Just like its big brother, CUT is a slot machine masquerading as a trading card game that will almost assuredly make EA hundreds of millions of dollars and eventually earn the ire of the community as it gets more updates per year than every other mode combined. Is that cynical? Maybe, but we’ve seen this movie before and we know how it ends.

The modes themselves didn’t get as much attention as the on-field action.

Let’s eat the elephant in the room in one bite: College Ultimate Team is… Ultimate Team. The Challenges you have to do to progress are boring and it’s very clearly designed to take an annoyingly long time so that even decent players have to think opening their wallets might be a good way to relieve the pain. We’ve seen all that before. College Football 25’s original sin, however, is hiding all of the tutorial content inside Ultimate Team.

Madden’s excellent Skills Trainer, which will walk you through everything from basic gameplay to identifying and beating certain defensive coverages? Not here. Instead, it’s been replaced with Ultimate Team Challenges, and the change is as bad as it sounds. One early challenge put me inside the red zone and asked me to throw a lob pass for some reason. (You know, the kind you throw on deep balls after your receiver beats their corner and is running free down the field, not to cover 10 yards for a touchdown.) And because it’s Ultimate Team and not the Skills Trainer, you have to choose the right play from your playbook and make the pass in a single try. Otherwise, you’re staring at the “Challenge Failed” message over and over and over again. Remember, this is meant to be a tutorial – but its the kind of teacher who doesn’t teach you much and raps your knuckles when you get something wrong.

There are no tutorials outside of Ultimate Team. None. (And no, the mini games don’t count.) There’s nothing that will teach you to read defenses, learn route combinations, or understand play concepts. If you don’t know how to tell Cover 1 from Cover 3, College Football 25 is not interested in helping you. If you haven’t played an NCAA game before (reminder: the last one came out in 2013) and don’t know how recruiting works, you’re probably going to need to watch a YouTube video. If you’d like to learn about all of the differences between a Spread, Option, and Air Raid offense, you won’t be able to do it in-game. Madden spawned a cottage industry of YouTubers and websites whose sole goal is to explain How Things Work TM, and College Football 25 will be great for their business.

I’m sure it’s cheaper to leave all of this to the community or a webpage instead of developing tutorials or other teaching tools, but I’m not a fan of going to YouTube or Reddit every single time I have a question, and I’m familiar with these games. If you’re a complete newbie? The learning process is brutal. You shouldn’t have to leave a game to learn how to play it, but you will, because the tutorials are hidden in Ultimate Team and even if you manage to find them, they’re not very good.

It’s hard not to be deeply cynical about this design choice. Surely EA Orlando could have taken the Skills Trainer, which is a decade old at this point, and put a refined version of it into College Football 25. The only reason to do it this way is to corral new players into CUT so they can fall down the money hole – of course, it’s somewhat self-defeating that they have to figure out that the tutorials are in CUT in the first place, which is something College Football 25 doesn’t actually tell you. As someone who doesn’t play Ultimate Team beyond my obligations as a critic for obvious reasons, I would’ve just assumed that there were no tutorials at all and EA simply wanted college football-curious folk who didn’t regularly play Madden (or spend the last decade modding NCAA Football 14) to wander around aimlessly until they figured it out for themselves. In actuality, EA wants all of us to get hooked on CUT and spend lots and lots of money. I’m not sure which is worse.

Road to Glory is better, but still not great. Unfortunately, there are no high school games to play here, which you might pine for if you played NCAA Football 14. Instead, you spawn your player from the ether, choose a position (you can play as a QB, HB, WR, MLB, or CB), and determine whether you want to start as a 5-star, 4-star, 3-star, or 2-star recruit. The better you are as a prospect the sooner you’ll see the field, and the better you’ll play when you do – but starting off as a less desirable recruit is more challenging and ultimately more rewarding if you manage to make it to a starting position. After all, everyone loves an underdog story. I started as a 5-star QB named Joe Throw who got picked up by 5-star Michigan because I already work hard enough at my day job, thank you very much, and I’m pretty whelmed by how repetitive the whole thing is.

It’s hard not to be deeply cynical about how the tutorials were handled.

Each week, you’ll allocate Energy to stats like Academics, Health, Training, Leadership, Brand, and so on. You only have so much, and sometimes you’ll get a text from a sponsor offering you a NIL endorsement deal (a new feature for College Football 25, since previous college football games used fake players) or from your academic advisor offering some extra study time, which will take up a good chunk of your weekly allotment. Spending points the right way is important because you have to maintain a certain GPA and don’t want to be so tired you open yourself up to injury. It’s pretty basic resource management and the lack of any cutscenes means you’re mostly just navigating menus and responding to imaginary cell phone conversations that repeat themselves a lot. Think of a somehow more barebones version of Madden’s already barebones Superstar mode, and you’re on the right track. It’s pretty dull.

What’s really frustrating, though, is the on-field Road to Glory experience. As a quarterback, you’re only given one play call option each down, and you’ll have to run that play unless you spend limited Play Change points to unlock two other choices. Earn more of your coach’s trust by playing well and spend your Energy wisely throughout the week, and you’ll get more plays to choose from. Makes sense, right? The issue is that even with maximum trust, you can’t audible, so if the plays you are given look like a bad fit against what the defense is showing you, there’s nothing you can do besides hot route your receivers on passing plays and hope it works out. On running plays? You’re out of luck, Jack.

Even if you spent the Play Change points, you’re still limited in what you can call, and sometimes it barely makes a difference anyway. If you don’t want a running play and spend a Play Change point, there’s no guarantee you won’t get two more running plays. Spending a point and getting what are essentially two more versions of the same play feels bad because you don’t earn more points as a game goes on. You’re playing as a quarterback here, and not a coach; this restriction is meant to simulate building your coach’s trust. That’s all well and good, but at least let me have one or two pre-approved audibles. Give me something. Don’t get me wrong: Michigan is, as of now, undefeated and Joe Throw is almighty. But I’m not having that much fun winning.

And that’s the experience if you start as a 5-star QB. If you start as a 2 or 3-star recruit, there’s a decent chance you won’t see the field all season. That’s what happened to my 2-star running back, which basically meant I was just playing one of the running back mini games over and over and sitting in menus managing Energy. It’s not a great experience. The sweet spot is probably a 3 or 4-star recruit, but again, it’s really a shame you don’t get to play high school games to determine where your player falls.

Since we’ve touched on mini games, let’s cover those quickly. There are 39 in College Football 25’s Mini Game mode (and a few more that only seem to pop up in Road to Glory), and they’re actually pretty good. Some, like Rushing Attacks, WR Battle, and Coverage Skeleton, are variations of the ones we got in Madden 24, and they work more or less the same way here as they do there. Others, like Option Attack, are brand new. In general, I like College Football 25’s take on the minigames more than Madden’s, and several of them, like the aforementioned Option Attack, and new stuff like Pocket Presence – where you’ll hit targets and try to avoid projectiles while staying in a small area representing the pocket – are a lot of fun. That said, some are much more difficult to achieve good scores on than others, and since doing so means maintaining a high multiplier, there are times when the best thing to do is restart if you lose your streak.

Bafflingly, when you’re doing one of these mini games in Road to Glory, there’s no option to restart it if you aren’t happy with your score like there is in both the standalone mode and Madden’s version of Road to Glory. You can restart during the mini game, but if you want to try again to hit a higher score (and increase the experience your player gets for doing so) once it’s over, you have to close and reopen the entire game before it saves. As a result, I’ve found myself picking easy ones like Option Attack and just running them over and over again because I didn’t want to waste my time restarting.

Dynasty is fun, but its menu management gets repetitive quickly.

The real draw for most people will be Dynasty, where you select a program and play as a Head Coach, Offensive Coordinator, or Defensive Coordinator who recruits athletes and then builds up your school. It’s a cool idea, but like every other mode in College Football 25, it feels underbaked. Besides playing the games on your schedule, all you do is recruit players. You only have so much time in a given week, so you’ll manage how many hours you spend on each recruit. You can do things like talk to their family or check their social media to up your influence with them, but you also spend some of your limited weekly hours scouting them to get a feel for their potential. All the while, you’re competing against other programs vying for the same prospects, and things like your school’s academic programs, prestige, the player’s ability to start, and how close the school is to their home all matter. If you’re a 1-star program, it will be very difficult to get 5-star recruits.

It sounds cooler in theory than it is in practice. Mostly, you just navigate menus and choose how you spend your program’s time. Scouting players will show you their exact stats, which is a little less interesting than Madden’s “they fall into this range” letter grade system, but it is fun to find a hidden gem who’s better than their rating implies. Of course, your coach’s backstory matters — you can choose between a Motivator who trains players faster, a Recruiter who scouts and recruits more efficiently, and a Tactician who’s better on game day — and you’ll level up your coach and unlock new abilities as your program wins, but it’s all done in menus, and it’s a bit repetitive. You don’t manage or lead your players in any way, and all of them always have the GPA to play and never get into trouble.

Strangely, there’s also no option to directly train your players. It kind of makes sense; past NCAA games didn’t have this, and college players aren’t pros; players level up by playing well and during the offseason, but it also means that Dynasty gets very tedious very quickly. You play around on your recruiting board and you play your games and… That’s it, which is a little weird given College Football 25’s focus on mini games elsewhere. You’d think they would be available in more than Road to Glory and as a standalone mode. And while it’s very satisfying to lead your team to the College Football Playoffs and Conference Championships (my Pittsburgh Panthers lost in round two to Alabama, but did win the ACC Championship), it means that the week-to-week menu-based gameplay is kind of a slog. Playing the games and building up your program is great, but actually doing the recruiting is a little one note. You can let the CPU handle it if you need a break, but it’s going to make different decisions than you would. Ultimately, Dynasty is a fun mode and there are neat strategic elements to managing your recruiting and building your program – I just wish it had a little more to it beyond that.

College Football 25 also features a Team Builder that lets you create a school, customize their logos, uniforms, and stadiums, and import them into Dynasty or share them with other players if you like. It’s a cool feature, and I’m glad EA brought it back for College Football 25 even if you have to use a website to get it to work. I hope they’ll continue to build on it as the years go on.

And then there are bugs. Mini games glitch out or fail to score what you’re doing properly. At one point, while I was doing the Reaction and Footwork Drill with my Road to Glory running back, one of the Hot Spots I was running through stayed on the field for each drill, which made completing subsequent drills harder because there were multiple Hot Spots with the same number, or because it was covering up the one I was supposed to be running through. In-game commentary is often wrong about points, what team threw an interception, how many yards were gained, and so on. This happens in Madden, too, but it’s still disappointing here.

Some schools also have outdated logos – EA has publicly admitted to Stanford, Western Michigan, and Jacksonville State already – and certain player likenesses are inaccurate, which they promise will be fixed in a future patch. I understand that College Football 25 is a massive undertaking, and EA hasn’t made a game like this in a long time, but the whole thing feels rushed, incomplete, and in many ways – especially off the field – not up to par with Madden, much less the other sports games that Madden already wasn’t up to par with. Which is basically all of them. Oh, and I really don’t appreciate seeing an Ultimate Team pop-up every time I exit any game mode, including Ultimate Team. I know it’s there, EA. We all do. I just don’t want to play it.

IGN Plus Games: Claim a Free My Lovely Daughter Steam Key!

If you’re an IGN Plus member, a new game is available to claim now with IGN Rewards. You can claim a free My Lovely Daughter Steam key with your membership while supplies last. If you’re a fan of simulation games or visual novels, this game is perfect for you! Developed by GameChanger Studio, My Lovely Daughter has something for everyone, especially with this Deluxe key that includes a free artbook, soundtrack, and ReBorn DLC.

Claim a Free My Lovely Daughter Steam Key!

This My Lovely Daughter Deluxe Steam Key offers plenty of extras. First, you’ll get the My Lovely Daughter game, which follows a father who aims to revive his daughter using alchemy. This dark story features dozens of different “daughters” to raise and care for, with simulation-based gameplay that can impact the narrative directly. Additionally, there are multiple endings to discover, with secrets in store at every corner.

Also included in this Deluxe edition is the recently released My Lovely Daughter: ReBorn, a DLC that provides 4K support and updated artwork. Additionally, a digital artbook and a 12-track soundtrack release are bundled in. For the ultimate My Lovely Daughter package, be sure to claim your free Steam Key while supplies last!

Now is the perfect time to jump into the My Lovely series, as the third game, My Lovely Empress, is set to launch on August 21 across Nintendo Switch, Xbox Series X|S, and PC via Steam! My Lovely Daughter is the best starting point, as it is the beginning of the series.

About IGN Plus

If you’re unfamiliar with IGN Plus, it’s the ultimate subscription to get the most out of your IGN experience! Some of the perks include no ads across IGN, unlimited maps and checklists for games, free games each month, and even discounts at IGN Store! Learn more and try IGN Plus today.

Blizzard Is Looking at Bringing 6v6 Back to Overwatch, But it Won’t be Easy

Blizzard Entertainment has laid out plans to begin testing for the potential return of 6v6 matchups in Overwatch 2…eventually.

The update on the controversy plaguing the Overwatch community comes from game director Aaron Keller, who posted a 3600-word Director’s Take blog post on the subject today. It’s a lengthy statement on the history of 6v6, why it was removed with the launch of Overwatch 2, and how Blizzard plans to experiment with the mode once again. That’s right – the team is interested in bringing back the 12-player option nearly two years after it was swapped out for the faster-paced 5v5 mode.

“The community has, juuuust once or twice, suggested a test,” Keller says. “Why not put various forms of 6v6 in the game in order to gauge the results? We agree, and based on your feedback, we’re exploring how we can test different forms of 6v6 in the game to gauge the results.”

Keller says that while the team remains focused on ironing out 5v5, it is also “looking at running a series of events to try out different core team composition formats in Overwatch 2.” Even the smallest sign of 6v6 is enough to reignite interest in players who have begged for its return, but implementing these tests is not as simple as just flipping a switch. Technological challenges presented by 12-player lobbies is one of the biggest hurdles to overcome. The game director explains that, while the team is investigating a permanent performance increase across all platforms, it’s a “large effort that would most likely take at least several seasons to accomplish.” There’s also the issue of queue times, which could be potentially inflated across the entire Overwatch 2 experience should something like 6v6 stick around.

No matter how badly some players want 6v6 back, alterations to the Overwatch 2 formula present new challenges to overcome. Though Keller says a new iteration of Quick Play: Hacked will experiment with team assembly at some point during Season 13, it’s not exactly clear when official testing will begin. He cautions that this proposed reintroduction of 6v6 will be a long process and that today’s post is only the “start of this conversation.”

“We’d run the test for a few weeks and gauge interest from the community,” Keller explains when speaking on the benefit of the tests. “Then we’d measure the impact it had on the other experiences in Overwatch 2, like 5v5, Arcade, etc. We’d take the lessons from this playtest to see what we can learn about the mode within the current game ecosystem and for the future of Overwatch. We would reflect carefully on the learnings from whatever test we run and explore how to best give players what’s being asked for. Whether that’s a world of 5v5, 6v6 or even both, is for future us to figure out.”

Let’s break it down

Overwatch launched in 2016 and has since slowly evolved into an entirely different beast. As Blizzard has worked to establish fair and fun game environments, it has added, gutted, and altered a wide variety of game modes. As noted by Keller, these changes include stricter Hero limits in Quick Play, the addition of the more rigid mode known as Role Queue, and of course, the switch to 5v5.

The original Overwatch used the 6v6 format as its go-to structure until the entire experience was replaced with Overwatch 2 in 2022. This free-to-play sequel swapped in 5v5 matches, with Blizzard’s reasoning at the time being that it would reduce battlefield clutter and lead to a cleaner, more enjoyable experience for all three roles – Tank, Damage, and Support. Keller stands by the decision, saying that 5v5 is “more cognitively manageable” than the 6v6 matchups. It also led to drastically shorter queue times in Role Queue, especially for those who queued up to play Damage Heroes.

Keller acknowledges that 6v6 still has its upsides, and the decision to remove it was not made lightly. Still, there are those who prefer the original format to this day and have even campaigned for its return. Calls for Blizzard to include a 6v6 option reached a boiling point the last few months, with many players complaining that 5v5 is more punishing on an individual level, especially when queueing up to play Tank. With tensions in the Overwatch community rising, Blizzard has finally stepped in.

Keller has been teasing plans to offer more insight into Blizzard’s point of view for several weeks, and today’s post likely goes into more detail than many were expecting. However, as the director mentioned, the studio has a lot of work and listening to do before team composition tests begin, and even then, it’s unclear if these experiments will yield the results its community desires.

Meanwhile, Overwatch 2 is barreling toward the end of Season 11 of its post-launch roadmap. While details on how Season 12 will up the ante mostly remain a mystery, the studio did just wrap up a weekend playtest for its new Support Hero, Juno, an agile space-themed competitor with interesting ties to the Overwatch universe. This latest addition to the roster will return as a fully playable character when Season 12 launches next month.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

San Diego Comic-Con 2024: Everything Announced

San Diego Comic-Con is back, and while its future is still shrouded in mystery, this year’s convention is set to provide a slew of news and announcements from the entertainment world.

If you cannot attend SDCC 2024, no worries. IGN is covering it live and in-person, bringing you all the biggest news, from upcoming films in the MCU to the latest comic books and things you can expect to hit the small screen soon.

Here’s everything announced at San Diego Comic-Con 2024.

Monty Python and the Holy Gail Is Coming to Magic: The Gathering

IGN can exclusively reveal that Monty Python and the Holy Grail is coming to Magic: The Gathering. This new collaboration will be released as two limited-edition Secret Lair drops, featuring reprints of classic Magic cards with new art based on the 1975 British comedy film.

LEGO Unveils New Star Wars and D&D Sets

Ahead of SDCC 2024, IGN exclusively revealed two new LEGO sets based on the Star Wars and Dungeons & Dragons franchises.

The first LEGO set based on Jedi Bob’s Starfighter. This new LEGO set will commemorate the upcoming LEGO Star Wars: Rebuild the Galaxy special, which arrives on Disney+ on September 13. However, the LEGO set will be available for purchase starting August 8, retailing for $39.99.

The second LEGO set features minifigures based on 12 characters from the Dungeons & Dragons series. Some of the minifigures include a Dwarf Barbarian, an Elf Bard, and a Dragonborn Paladin. These miniatures will sell for $4.99 starting September 1 and are packaged in a mystery box, providing a randomized component.

Oni Press Reveals the Twisted Future of the EC Comics Horror Line

Following the quick success of the recently revivied EC Comic brand, Oni Press announced it is expanding the EC Comics line in the coming year.

During SDCC 2024, Oni Press confirmed that the horror anthology series Epitaphs From the Abyss is expanding from its initially planned 5-issue run to a 12-issue maxi-series. The comic series is set to conclude sometime next Summer; following its conclusion, a new EC Comics title will debut.

Additionally, Oni confirmed that a holiday-themed anthology special will be released this December. The first issue of this comic, titled Shiver Suspenstories, will feature a fusion of horror, sci-fi, and military-themed tales.

Lastly, Oni announced Cruel Kingdom, a successor to the 5-issue run sci-fi anthology comic series Cruel Universe. Cruel Kingdom will debut next January.

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

Whoopi Goldberg Presented With ‘Key to Hell’ After Blizzard Rift Over Diablo 4 Release

Whoopi Goldberg has gracefully accepted the “Key to Hell” from the Blizzard Entertainment team one year after calling them out over the release of Diablo 4.

As reported by Entertainment Weekly, Diablo general manager Rod Fergusson attended ‘A Night With Whoopi’ on July 20, an event celebrating the actress’ cannabis brand, Emma & Clyde. He joined Inarius and Lilith cosplayers to gift Goldberg a replica of the Diablo 4 key that unlocks the gates of the underworld.

While there are no guarantees it unlocks any doors, it might be the key to Goldberg’s heart after the Star Trek actress shared an impassioned plea to Blizzard last year to release Diablo 4 on Mac shortly after she bought the action RPG and discovered she couldn’t play it because it was only available on PC, PlayStation, and Xbox.

“You know how much I love Diablo. I would like y’all to let those of us who use our Apples to play… allow us to play on the Apple. Take Diablo 4 and let us do it and have a great time,” she said in a now-deleted social media video. “Give me my [Diablo] 4, because I paid for it, I was all excited for it, I went to play on it, and I’m telling you, this really p***ed me off.”

Entertainment Weekly noted that Goldberg also demanded a refund, which she received after getting the studio’s attention. Fergusson publically addressed the matter on X/Twitter at the time, writing in a post: “I did not have ‘Whoopi Goldberg yelling at me on Instagram’ on my #DiabloIV launch bingo card.”

Diablo 4 released last year and became a mega-hit for Blizzard despite some controversy regarding updates and monetization. IGN gave the game a 9/10 in its review, calling it “a stunning sequel with near-perfect endgame and progression design that makes it absolutely excruciating to put down.”

Be sure to check out IGN’s Diablo 4 guide for tips and tricks on how to get the most out of your journey, and use our interactive map to keep track of your progress.

Image credit: Blizzard Entertainment.

Adele Ankers-Range is a freelance entertainment writer for IGN. You can follow her on X/Twitter here.

PSA: Installing Fallout: London Is a Bit Tricky, Here’s How To Do It

Fly the Union Flag, plate up some beans on toast, and get the kettle on for a good brew – Fallout: London is finally here. The ambitious, long-awaited mod for Fallout 4 is now available for PC players to download for free. But diving into the British wasteland isn’t quite as easy as booting up a new videogame. Depending on what platform you’re using, Fallout 4 might require a little tinkering before it’s ready for Fallout London. Have no fear, though, for this guide will help you to keep calm, carry on, and get Fallout: London installed on your PC.

What you need to play Fallout: London

To play Fallout: London, you need to own Fallout 4 and all of its DLC packs. That’s easily acquired by purchasing the Fallout 4: Game of the Year Edition, which is the complete package. If you already own Fallout 4 and the odd one or two DLC packs, you will need to purchase what you are missing. Here’s a list of everything you need to own:

  • Fallout 4
  • Automatron
  • Far Harbor
  • Nuka World
  • Wasteland Workshop
  • Contraptions Workshop
  • Vault-Tec Workshop

You can use the High Resolution Texture Pack (available for free) if you wish, but it is not a requirement.

You will also need to downgrade Fallout 4 to make it compatible with Fallout: London (more on that later in the guide). On top of all that, you will also need the Fallout: London mod itself. This is available to download from GOG, using the GOG Galaxy launcher. Create a GOG account if you don’t already have one and add the free mod to your account using the green button on the Fallout: London store page. Then download GOG Galaxy, find Fallout: London in your library, and download it.

Steam vs GOG

Fallout 4 for PC is available on both Steam and GOG. Fallout: London can be played using either version (sorry, the Epic Games Store version is incompatible), but if you are buying Fallout 4 on PC for the first time specifically to play Fallout: London, then we recommend buying from GOG.

Why? Because the installation process is much, much simpler. Team FOLON, the developer behind Fallout: London, has a partnership with GOG. Using the GOG Galaxy platform, you’ll be able to simply download Fallout 4: GOTY Edition and then install Fallout: London after. Then it’s just a case of launching the game and playing.

If you own Fallout 4 on Steam, things are a bit trickier. You may have previously read about how the recent Fallout 4 ‘next-gen’ update created compatibility issues with many mods. Fallout: London was impacted by this (hence the delayed release date) and so it requires a previous, ‘last-gen’ version of the game to work. Where GOG Galaxy only allows this older version to be downloaded to ensure compatibility with mods, Steam automatically downloads the ‘next-gen’ version of Fallout 4. As such, you’ll need to force Steam to download an older version of Fallout 4 to play Fallout: London.

How to install Fallout: London on Steam

To install Fallout: London using a Steam version of Fallout 4, you will need to access the old 1.10.163.0 version of Fallout 4: Game of the Year Edition. The easiest way to do this is by using Team FOLON’s downgrader tool, which is available from Nexus Mods. If this is your first time modding a PC game then this is probably your best option.

After downloading, run the Fallout London Downgrader .exe app. This will open a window that will ask for you to select the install path. Click the folder icon to the right of the window and search for where Fallout 4 is installed (by default, that’s “C:Program Files (x86)SteamsteamappscommonFallout 4”).

The next window will ask you to log into your Steam account. This is so the downgrader tool can access the older versions of the Fallout 4 files and install them to your system. Enter your username and password, and then follow the prompts to authorise the log-in via Steam Guard. If you’re uncomfortable with logging into your Steam account via the tool, then you can manually downgrade Fallout 4. See below this section for instructions on how to do that.

With your Steam account logged in, the downgrader tool will begin the process of installing the correct version of Fallout 4. This will take a long time so you’ll need to be patient. When the process is complete, hit ‘finish’ to exit the tool.

With a freshly downgraded version of Fallout 4 ready, you now need to install Fallout: London. Boot up GOG Galaxy, find Fallout: London in your library, and download the mod. (Yes, even if you have Fallout 4 on Steam, you need to use GOG to play Fallout: London). When downloaded, you can hit ‘play’ to launch the installer. The system should automatically detect your Steam version install folder, but just double check before hitting the install button (again, by default this is “C:Program Files (x86)SteamsteamappscommonFallout 4”).

After the install process is complete, you will be able to launch Fallout: London from GOG Galaxy. It will launch straight to Fallout: London’s bespoke main menu and play like a standalone game.

Two final things to note: you cannot change your graphical settings from the Fallout: London main menu and the game will likely launch in a low resolution. To adjust settings, launch Fallout 4 in Steam and use the ‘Options’ menu in the pre-game launcher.

You should also disable cloud saves for Fallout 4 in Steam just to prevent any issues. From the Fallout 4 library page, click the cog button and go to the properties menu. In the general tab, turn off the Steam Cloud option.

How to manually downgrade Fallout 4 on Steam

If for some reason you don’t want to use the downgrader tool, you can manually download an older version of Fallout 4 using Steam’s command console. To begin, we recommend deleting everything from your Fallout 4 install folder (which is, by default, located at “C:Program Files (x86)SteamsteamappscommonFallout 4”) and then following these steps:

Type steam://open/console into the address bar of your internet browser. This will prompt Steam to open its console tab.

You now need to download each part of Fallout 4’s ‘last-gen’ version individually. There are 15 sections in total. Typing in the following codes will initiate the download of each section:

  • For Part A use:

download_depot 377160 377161 7497069378349273908

  • For Part B use:

download_depot 377160 377163 5819088023757897745

  • For the executable file use:

download_depot 377160 377162 5847529232406005096

  • For the English version use:

download_depot 377160 377164 2178106366609958945

  • For HD Texture Pack use:

download_depot 377160 540810 1558929737289295473

  • For Automatron use:

download_depot 377160 435870 1691678129192680960

  • For Automatron English language pack use:

download_depot 377160 435871 5106118861901111234

  • For Wasteland Workshop use:

download_depot 377160 435880 1255562923187931216

  • For Far Harbor use:

download_depot 377160 435881 1207717296920736193

  • Far Harbor English language pack use:

download_depot 377160 435882 8482181819175811242

  • For Contraptions Workshop use:

download_depot 377160 480630 5527412439359349504

  • For Vault-Tec Workshop use:

download_depot 377160 480631 6588493486198824788

  • For Vault-Tec Workshop English language pack use:

download_depot 377160 393885 5000262035721758737

  • For Nuka World use:

download_depot 377160 490650 4873048792354485093

  • For Nuka World English language pack use:

download_depot 377160 393895 7677765994120765493

The files will download into your Steam library folder (which by default is located at “C:Program Files (x86)Steamsteamappscontentapp_377160”). You should now be able to find them in this folder, with each of the sections in its own “depot” folder.

Create a new, temporary folder and move the contents of all the downloaded folders into this new folder. If prompted to remove or replace files, always choose ‘replace’. The aim is to create one single folder full of files, rather than a collection of depot folders. This will create the ‘downgraded’ version of Fallout 4.

Move the entire contents of this new folder into your Fallout 4 installation folder (which is, by default, located at “C:Program Files (x86)SteamsteamappscommonFallout 4”). Be sure this folder is completely empty before adding your new files.

To prevent Steam from automatically updating Fallout 4, you will need to deactivate the app manifest file. In the steamapps folder (“C:Program Files (x86)Steamsteamapps” by default) you will find a file called “appmanifest_377160”. Right click the file and select properties, then tick the ‘Read-only’ box at the bottom of the window. Hit apply and then close the window.

Download Fallout: London using GOG (this will require a GOG account and the GOG Galaxy launcher). If you do not want to use GOG, you can also manually install Fallout: London. This is advised only for advanced users, and full instructions can be found on the Fallout: London website.

Launch Fallout: London in GOG Galaxy and follow the instructions to begin the game.

With these instructions followed, you should now be able to play Fallout: London through either your Steam or GOG version. And if this is your first experience of modding, we hope we’ve helped make the process simple. Enjoy Fallout: London, and please mind the gap.

Matt Purslow is IGN’s Senior Features Editor.