Marvel’s Midnight Suns Switch Version Officially Canceled

Marvel’s Midnight Suns won’t be coming to Nintendo Switch after all.

2K and Firaxis Games have officially confirmed that Midnight Suns won’t be released on Nintendo Switch, despite the game’s impending PS4 and Xbox One release.

“We’re excited to announce that digital versions of Marvel’s Midnight Suns on PlayStation 4 and Xbox One are scheduled to launch on Thursday, May 11,” they confirmed. “Note that a Nintendo Switch version of Marvel’s Midnight Suns is no longer planned.”

Obviously, that’s bad news for Nintendo Switch fans. But thankfully, it’s not a long wait for PS4 AND Xbox One players, with Midnight Suns heading to digital on both platforms in just over a week – that includes all 4 DLC instalments, too.

“This coincides with the release of the fourth post-launch DLC for Marvel’s Midnight Suns: Blood Storm, which introduces Storm as a playable hero and new missions in the DLC-spanning vampyre storyline.”

Completing all DLC missions for Deadpool, Venom, Morbius, and Storm will apparently trigger a final showdown against an “age-old monster”. Whoever that might be…

Note that all the current DLC will be available on launch day to PS4 and Xbox One players who buy either the game’s legendary edition or the Midnight Suns season pass.

IGN’s Midnight Suns review gave the game 8/10 and said: “With Marvel’s Midnight Suns, Firaxis has put itself in the league of RPG developers like BioWare, Obsidian, Bethesda, and Larian. Its innovative turn-based hero combat system takes a bit of time to get going, but once it does it makes excellent use of card game mechanics to keep battles fresh, evolving, and unpredictable over the course of an epic-length campaign.”

Want to read more about Midnight Suns? Find out why Midnight Suns isn’t just XCOM with superheroes and get a glimpse of the upcoming Blood Storm DLC in a new trailer.

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

Titanfall Series Director Working on New IP for Respawn

Titanfall and Titanfall 2 director Steve Fukuda is working on “something new” for Respawn Entertainment.

During an interview with Axios Gaming, Respawn director Vince Zampella revealed that Fukuda is currently leading a “very small” team that’s exploring new IP.

“The mission is to find the fun in something new,” said Zampella.

Fukuda is perhaps best known for his work on the Titanfall series, as director of the popular FPS franchise. Titanfall began as an online multiplayer game, with Titanfall 2 building upon this with a thoroughly enjoyable solo campaign.

Since the sequel’s release in 2016, fans have been dying to see another installment in the Titanfall franchise. Although, there are apparently no plans to make Titanfall 3 right now.

“It has to be the right thing,” said Zampella in a recent interview. “It’s such a beloved franchise for the fans and also for us. If it is not the right moment in time, the right idea, then it just doesn’t make sense.”

Of course, Titanfall and Titanfall 2 aren’t the only games set in this universe – Respawn’s own battle royale Apex Legends exists there, too. And that might just make things that little more complicated.

“Apex [Legends] is the Titanfall universe, right?” said Zampella. “There’s how do you do something that doesn’t confuse people that are Apex fans, but not necessarily Titanfall fans yet. It’s a hard question to answer, but ultimately I would love to see something.”

Right now, it looks as though Titanfall’s series director is otherwise occupied… but whether or not Fukuda will end up creating a whole new franchise based on his current mission to “find the fun in something new” remains to be seen.

But for now, at least, it looks as though you’ll have to wait for your next titan fix.

Want to read more about Titanfall? Check out the secret Titanfall game that was canceled by EA as well as how Titanfall 2 reimagined movement in first-person shooters.

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

World of Warcraft Director Says ChatGPT Told Him to Revisit One of WoW’s Least Loved Expansions

With AI technology increasingly in the news, more and more game developers have been examining how much, if at all, they want to integrate artificial intelligence into their development pipelines. And while much of this discussion is taking place amid real fears that AI will replace real human beings in developer jobs, World of Warcraft game director Ion Hazzikostas isn’t concerned about that happening to him after a recent encounter with ChatGPT.

Speaking to IGN ahead of the launch of the latest major patch, Embers of Neltharion, Hazzikostas says that one of the first things he did when he first gained access to AI chatbot ChatGPT was ask it what the next World of Warcraft expansion should be. And its answer was uniquely terrible on multiple levels:

“I kid you not, the number one prompt it returned to me…was ‘Return to the Shadowlands.’ So I feel like I have pretty good job security, not too worried about ChatGPT replacing me anytime soon.”

While Hazzikostas is possibly aiming his quip at the fact that Shadowlands was the expansion that directly preceded the current one, thus making it a poor candidate to immediately turn around and go back to, Shadowlands was also quite unpopular with the WoW community. Players disliked the slow cadence of content rollout, multiple time-gated endgame grinds, and above all, its deeply controversial treatment of one of its most beloved characters: Sylvanas Windrunner. So it feels doubly silly that ChatGPT would suggest going back to one of World of Warcraft’s least-loved expansions in recent memory, even though it’s possible it’s only doing so because the internet it’s trained on is stuffed with recent mentions of Shadowlands.

Goofy as that is, Hazzikostas and World of Warcraft executive producer Holly Longdale also offered a more serious explanation of the team’s thoughts on AI. Hazzikostas confirmed that some parts of WoW’s art pipeline use machine learning, but they’ve been doing that for years. It’s “just automating really arduous, painful tasks like fitting helms around Blood Elf ears and so forth, where it’s more just, let’s free up some time so that our really talented artists can make more amazing creative art instead of doing that fiddly work.” It’s nothing new.

Longdale, meanwhile, is looking ahead:

“When we’re talking about living in a world that we want to feel alive, there’s a lot of opportunity there. We are so focused on excellence in the craft in our design that we want to make sure that everything has our human touch. But I do think there’s a lot of opportunity in an interactive space to see what the opportunities are. And we have for quite some time now. AI is…not new to us in our day-to-day. And evolution in AI is certainly going to help us, but it’s always been here.”

We also spoke to Hazzikostas and Longdale about the current World of Warcraft content cadence and future content roadmaps, and threw in some questions about player toxicity and group loot while we were at it – check out our full interview tomorrow. In the meantime, we recently wrapped up a week of articles and video content about AI and how it will impact games, entertainment, and more.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Best Three-Player Board Games (2023)

There are plenty of solo board games and two-player board games, plus and many more that can seat up to four or five people, but a group of three can be an odd number in every sense of the word. Luckily there are board games that play very well with three people and sometimes are even best with that number.

There are cooperative board games that benefit from having a tiebreaker when debating what to do, or where three players will allow you to cover more key roles, and worker-placement games where three players provide more options on each turn than a full table, but stronger competition than a head-to-head match. No one will have to feel like a third wheel when you play these board games.

TL;DR The Best 3-Player Board Games

Anachrony

An asteroid is going to hit the Earth and you have a limited amount of time to prepare to save humanity — but you want to be the one who’s in charge when the dust settles. The complex game lets you gather resources by deploying workers with their own abilities, including some that will be piloting mechs. You can also speed up your progress by using Time Rifts to grab resources from the future so long as you pay them back before time anomalies form. With many paths to victory and different factions to try, there’s plenty of replayability. If you want to add more complexity, you can pick up the Future Imperfect and Fractures of Time expansions.

Azul

Quick and easy to learn, Azul is a great board game to play with your kid or someone you’re introducing to board gaming. Each player is working to form the most beautiful mosaic by drafting tiles from the central market to place on their board, scoring points based on how many you can connect. Full rows, columns and sets of the same type of tile earn big bonus rewards. The beautifully detailed pieces are satisfying to play with as you slide them into place, carefully considering the best move of the moment but also what other players are likely to pick so you don’t lose points from getting stuck with tiles you can’t use.

Cascadia

This soothing family board game challenges players to build a thriving ecosystem based on the Pacific Northwest. Each session is different thanks to the variety of scoring goals, which reward points based on the relative placement of animal tokens. In one game you may try to ensure red tailed hawks are flying solo and in another that they have an unobstructed view to their potential mate. The tiles you draft not only represent where each type of animal can live but different terrain types, and building unbroken expanses of mountains, wetlands and forests can be worth just as much points at the end of the game as having the right animal patterns. Add in pinecones that can be used to mix up the token and tile pairs during drafting and you’ll have plenty to think about each turn.

Cthulhu: Death May Die

Most games based on Lovecraftian horror are about preventing Elder Gods from setting foot on Earth, but it’s already too late for that in Cthulhu: Death May Die. Instead your goal is to arm yourself well enough to be able to shoot the monster in the face. There’s a high level of replayability to the cooperative game thanks to the variety of investigators players can control and the threats of the different Elder Gods and their minions, who are represented through impressively detailed miniatures. Three players gives you a nice variety of character archetypes without making the game take too long, which can happen when there are five people choosing the best way to take their actions. You still need to be careful though, since the game ends if a single investigator is eliminated before the Elder is summoned.

Lords of Waterdeep

Lords of Waterdeep provides an excellent introduction to the worker placement genre and is especially fun for D&D players who will recognize the references to the Forgotten Realms. Players take on the roles of secret Lords of Waterdeep, each with their own strengths, and will try to establish influence over the City of Splendors by recruiting various types of adventurers to send on quests. Some quests provide powerful boosts that will make it easier for you to gain more resources throughout the game while others are worth a huge amount of points, so you’ll have to think carefully about your priorities as the rounds progress. Players can also build new locations on the map that they can use themselves and they’ll rake in rewards when a rival takes advantage of them. If you prefer a more competitive experience or want to play with a bigger group, pick up the Scoundrels of Skullport expansion.

Lost Ruins of Arnak

Fusing worker placement and deckbuilding, Lost Ruins of Arnak tasks each player with learning the secrets of a mysterious island. There are so many ways to earn points that it’s a real challenge to figure out which is best to pursue, especially since you’re directly competing with your opponents to be the first to nab bigger rewards. You can focus on exploring new areas and fighting fearsome guardians, conduct research, try to improve your deck, or recruit assistants that will make your work easier. The game board is tailored based on the number of players so it’s as well balanced for three as it is for two or four. There’s a solo variant if you want to play alone or are looking for a good way to practice strategies.

Raiders of the North Sea

Be a Viking with this worker placement game, where you’ll need to put together a crew and gather enough resources to successfully raid increasingly well-protected settlements. You’ll collect silver to hire crew members, who will help determine your strategy since they can give you bonuses when attacking specific targets. They can also die and become Valkyrie that will earn points you need to win. You also have to take the time to convert your plunder into offerings for the chieftain, though the amount of favor you’ve earned is kept a secret until the end of the game. Choose your actions wisely as the game can end quickly as players rush to make offerings and launch their boats deeper into the territories at the bottom of the board.

Splendor

This fast game is easy enough for kids to learn but satisfying for players of all ages, making it a good board game for families. Compete to build a thriving jewelry business by gathering gem tokens which can be used to purchase developments and win the favor of nobles. You’ll want to try to take actions as efficiently as possible, keeping track of what resources your opponents are gathering and when they are likely to purchase a development so you don’t miss the opportunity or get stuck waiting for them to stop hoarding a key resource. You also should plan long term, looking at the bonus gems needed to attract each noble since you can only pick up one per turn and their high point values can be the difference between winning or losing.

Vienna Connection

Feel like a spy with Vienna Connection, where players work together to uncover a mystery in Cold War Europe. While the game can be played solo or with two players, the difficulty is meant for three or more people putting their heads together to solve puzzles, which can involve cracking codes, remembering details from cards, and even conducting research on the internet into real world history. The game is played over the course of four interconnected missions so you’ll want to have a group that’s committed to seeing the case through to the end. You’ll store your progress with a companion website that also plays audio and video to make the gameplay more immersive.

Viticulture

You’ve inherited an unimpressive Tuscan vineyard and you have to build it up into something to be proud of in this charming strategic game that takes place over a series of seasons. In summer you’ll deploy workers to plant vines, build structures and sell grapes, while in winter you’ll harvest crops and start aging your wines. You can develop more complex and valuable varieties based on the types of grapes you grow and how much work you’ve done in your cellar, which you can then use to fulfill orders and earn more money to make additional improvements to the vineyard. Pop open a bottle of wine and settle in to learn a bit about how it’s produced as you play.

For a wide variety of additional roundups, check out our picks for the best board games for 5 year olds, plus the best Warhammer alternatives and the best war board games.

Xbox Launches Game Pass Friend Referral Program For PC

Xbox has announced a new PC Game Pass referral program that lets existing members gift a free trial of the subscription service to a friend.

Every Xbox Game Pass Ultimate and PC Game Pass holder will be able to send a total of five friend referrals by clicking the “Give PC Game Pass” button located on your Game Pass home screen menu. Each trial can be redeemed to grant access to a 14-day PC Game Pass trial, as long as the target of your generosity is new to the service.

Microsoft has launched the program to coincide with the release of Arkane’s first-person action horror shooter Redfall, which was released earlier today on Game Pass for Xbox consoles and PC.

Beyond Redfall the trial unlocks all of the content usually contained in the PC Game Pass service, including hundreds of games ranging from Rare’s pirate adventure title Sea of Thieves, to Playground Games’ high-octane offering in Forza Horizon 5. The trial also provides access to all the titles included in an EA Play membership, along with any new first party Xbox Studio games launching onto the service during the trial period.

The new program will be welcome news to gamers hoping to give Game Pass on PC a try, especially considering that Microsoft recently ended a long standing promotion that offered a one month trial of the subscription service for $1.

Xbox recently revealed some of the titles that will be coming to Game Pass in the the coming month, including the fairlytale action-adventure Ravenlok (May 4), the action RPG Weird West (May 8), the tactical cyberpunk-inspired Shadowrun Trilogy (May 9), and the turn-based title Fuga: Melodies of Steel 2 (May 11).

While the new friend referral system is ideal for Redfall’s co-op nature, the shooter has had some significant problems out of the gate. Our review in progress highlights a number of display issues and bugs, which, combined with a degree of “vanilla” mission design and a “lifeless world”, left IGN’s Luke Reilly feeling underwhelmed at the state of the game.

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

Apex Legends Season 17: Ballistic Abilities and All Patch Notes Explained

Apex Legends Season 17, or Arsenal, is coming May 9th and brings in a brand new Legend, major map changes to World’s Edge, new Firing Range, Weapon Mastery, and an overhauled Rank System. Every season, Respawn aims to improve and bring meaningful updates to Apex and Season 17 is looking to be an especially ambitious one. Here’s everything you need to know about everything coming to Apex Legends Arsenal on May 9th.

Let’s go over the new Legend, Ballistic, first. I have a separate lore video for him that you can watch on this channel. Ballistic is an Assault Legend so he gets the passive benefits of unlocking the class specific Assault bins throughout the maps and can additionally carry more ammo per stack in his inventory.

Here’s how Ballistic’s kit works:

  • Passive: Sling
    • Ballistic can carry a third weapon in his inventory with no attachments.
  • Tactical: Whistler
    • Ballistic shoots a smart ammo projectile at an enemy that will apply a weapon overheat debuff. An indicator on the affected enemy’s hud will show how many shots they can shoot before the gun will overheat, causing them to pause firing for a short cool-down animation. Whistler can be held to lock-on to an enemy but can be dodged if you break line of sight with the tactical.
    • If Whistler misses, it will remain on the floor or surface of the area (Like Ashe’s tactical) and if an enemy runs into it, it will deal 5 damage.
    • Whistler deals 20 damage on hit and will do an additional 30 damage if the enemy overheats their weapon.
  • Ultimate: Tempest
    • Ballistic deploys an area of effect buff to him and his nearby teammates that grant them unlimited ammo, faster movement speed, and faster reloads. Tempest also temporarily set his third gun (the one with no attachments) to become a gold, fully-kitted weapon for the duration of the ultimate.
    • The charge time for Tempest is around 3 minutes and the duration of Tempest is 30 seconds.
    • Tempest’s ult time can be extended if you secure a kill while buffed, kind of like Bloodhound’s ultimate. This will extend the buff time for all teammates.

Ballistic is an incredibly strong Assault Legend that is certainly going to change the game. As an additional note, the weapon Ballistic puts into his Sling slot can be switched out with any weapon he has in his inventory but that weapon will lose all of its attachments and the previous Sling weapon’s attachments will still have to be looted unless the attachments on the swapped gun match the Sling weapon.

Weapon Mastery is a new way to level and get additional achievements in Apex in Season 17. Similar to how Call of Duty does Weapon Camo challenges, Apex’s Weapon Mastery will involve specific challenges to level the weapons to unlock new weapon trackers, banner frames, and Legendary skins for each weapon when you master them.

All weapons will start at level one in Season 17 even if you’re a long-time player. You level your weapons through playing the game and the leveling will not reset over seasons. Every 20 levels, a weapon trial will unlock that will grant you a reward upon completion. Once you hit level 100 for a weapon, you’ll get a Legendary skin for that weapon.

World’s Edge is getting some massive reworks as a refresh for Season 17. The notorious Fragment East and West (the Point of Interests in the middle of the map) are getting a facelift with a new POI addition planted on site called the Monument, the Museum of Apex Legends. This museum has actual exhibits detailing the history of the Apex Games and features almost a bunker-like structure that has sniper nests accessible via ziplines inside the museum.

The Warehouse from Fragment has also been relocated to where Lava City once was, between Dome and Big Maude, and is called Stacks. Lava all across the map have been raised so you can now travel across it, so there are no more chasms. For example, the lava underneath Harvester has been raised so you can’t fall off into the middle anymore and it has a new center section with additional loot.

There’s also been a new vault added to Skyhook to improve the loot around World’s Edge and Trials has been changed to also improve loot health. The map rotations for Season 17 include World’s Edge, Kings Canyon, and Olympus. Additionally, Mirage’s party boat Mirage a Trois is now permanently only in World’s Edge.

There will be a new Survival Item called the Evac Tower. It’s a mobile redeploy that can be set anywhere on the map to raise a redeploy balloon for you and your team to use. Anyone in the area can see when the Evac Tower is raised since it will deploy with a rocket upward to place the Tower and anchor it.

This Tower is not permanent and will disappear after a certain amount of time and can also be destroyed if you or enemies shoot at the balloon so you’ll have to be careful when using the Tower to escape. Valkyrie’s ultimate is still the better choice but at least this option is available if you don’t have a Valk on your team.

The Firing Range went through a pretty decent change last season, with the customizable dummies and hitfire feedback, but now it’s been reworked to be even bigger. The entire Firing Range has been remade from the ground up as an actual map with multiple buildings and environments made to create a mock battleground for players to warm up and practice in.

There is now a dueling pit dedicated for 1v1s, a new Agility Course, and an entirely new town sized map. The loot layout has been adjusted so you can practice grabbing loot from deathboxes (which is great for shield swap practicing), and the Agility course lets you practice sliding, ziplining, jumping, climbing, wall bouncing, whatever you want in that arena.

The dummies are still customizable with the feedback on how your spray patterns look but the targets throughout the map have been improved. They’ll now light up different colors to give you feedback on where you hit them. You can keep track of all of your practicing through turning on Dynamic Stats that you can reset anytime you want.

New Ranked System

The Ranked System is getting an overhaul in how matchmaking and entry costs work. In Season 17 you will need to complete ten placement matches to get assigned a rank. From that rank, you can grind to get to the level you want. The placement doesn’t work based on wins or losses, like Overwatch’s placements, but instead will work off a hidden MMR.

The placement matches help figure out your base skill level then will put you in a rank that the system thinks you’ll enjoy ranking up from. Ranked Points are now being called Ladder Points since you’ll be climbing the ladder up the ranks. There will not be any more splits and each season will be a full ranked season.

No matter what your rank is, all LP costs will be the same to enter ranked matches. It will be a flat cost of 35 LP to enter a match and the Kill Points are still the same with individual and team KP.

Apex Legends Season 17 will be dropping May 9th with all of these changes. What are you looking forward to most? Let us know! Be sure to subscribe to IGN’s Apex Legends game category to stay up to date on all of Apex news.

Stella is a Video Producer, Host, and Editor at IGN. Her gameplay focus is on competitive FPS games and she’s previously reviewed Apex Legends, Hyper Scape, Halo Infinite Multiplayer, and Battlefield 2042. She regularly hosts and shoutcasts competitive Apex Legends and Halo Infinite tournaments when she isn’t streaming on her Twitch channel after work outs. You can follow her on Twitter @ParallaxStella.

Star Wars Jedi: Survivor Fans Love New Froggy Character Turgle

Star Wars Jedi: Survivor fans have fallen hard in love with an unlikely character – a strangely charismatic frog-boy called Turgle.

Fans first encountered Turgle on the planet Koboh, where protagonist Cal Kestis intercedes to save the alien’s life from an electrifying end at the hands of the Bedlam Raiders – a criminal group intent on terrorising the system under the leadership of the Gen’dai Rayvis.

Though some gamers low-key wish that Cal had left Turgle to the predations of the Bedlam Raiders, others immediately fell for the comedic character’s open naivety and ineffable big frog energy. Whilst Turgle appears generally upbeat during his interactions with Cal, players can find hints of the amphibian’s deeply-rooted self doubt and anxiety by interacting with force echoes found on Koboh.

Turgle devotees quickly took to social media to post fan art and voice their appreciation for their newfound champion, with many pledging to protect him with their lives, while others called for further Turgle content in the form of a movie, or at the very least DLC.

“I am so proud to be a part of Star Wars cannon after so many tears, and I am so very touched by all the fan love for this little guy,” tweeted Turgle’s voice actor Richard Horvitz in response to the outpouring of affection. “I am Turgle!!”

Members of the development team also voiced their love for the character, with Respawn Entertainment’s Justin Perez tweeting, “All of us on the dev team were pretty sure Turgle was going to be the breakout star of Jedi Survivor, and the main takeaway from today is that we were absolutely correct”. Perez also revealed that the team had an internal Slack channel dedicated to pictures taken in the game’s photo mode, which was dominated by “Turgle glamour shots”.

IGN gave Star Wars Jedi: Survivor a 9/10, describing it as “a sequel that does virtually everything better than the original – which was already an exceptional Star Wars Game”. Be sure to check out the game’s Wiki page for all the tips, tricks and walkthroughs that you’ll need to get the most out of Respawn’s epic Jedi odyssey.

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

Street Fighter 6 – The Final Preview

I can’t think of another game I’ve put more time into pre-release than Street Fighter 6. Between time spent playing the game at the Capcom booth at Summer Game Fest Play Days back when it was first announced last year, to the late nights grinding through ranked matchmaking across two betas, to the times I’ve been fortunate enough to play it through special events at IGN, I feel like I can pretty confidently say that the core fighting of Street Fighter 6 is going to be excellent.

But that’s just one piece of the pie, and while the recently released demo has given us a small taste of everything else the full game will have to offer, I recently visited Capcom to play an updated build and delve even deeper. So, here are my final impressions of Street Fighter 6 before launch, covering the World Tour mode all the way up to chapter 3-2, along with some thoughts on one particular character that hasn’t been playable up to this point.

World Tour is Better Than You Might Expect

For those who haven’t gotten to check out the PlayStation demo, World Tour is Street Fighter 6’s new RPG-like single player mode that has you taking your own fledgling Street Fighter creation and building them up into a fierce world warrior. You can challenge just about anyone on the street to a fight, whether they deserve a rising uppercut to the face or not. The more you fight, the more EXP you gain, which allows you to level up, improving your stats, and giving you skill points to add to a fairly deep skill tree.

The build that I played at Capcom went a few chapters beyond where the demo left off, and thankfully corrected my biggest issue with the demo right away by letting me switch from modern to classic controls as soon as I reached the end of the first chapter. I appreciate the addition of the Modern control scheme, and think it’ll be a great way to get fighting game newcomers to stick around in this mode, but being able to play in the traditional Classic Control scheme made World Tour feel more like a natural extension of the core game as opposed to a walled-off single player mode.

World Tour absolutely nails the right vibe for a Street Fighter story mode.

The biggest thing that struck me while playing through the first three chapters of World Tour was the sheer amount of things to do. There was a main quest line that I could follow that involved seeking out Chun-Li in the Chinatown district, but I was in no hurry to do so, as just about every direction I went in Metro City had some sort of interesting encounter and payoff. Climbing up to the rooftops led me to find an extremely high level fighter in a Superhero outfit named the Watcher, who of course I had to beat up for a fighting magazine that I would ultimately give as a gift to Luke to deepen our bond (more on that in a bit). In addition to fun and goofy NPCs, there were also plenty of treasure chests to discover containing a variety of worthwhile items, equippable pieces of gear that provide a variety of bonuses, buff-granting drinks and food, and supplements that gave me permanent stat boosts. The city itself isn’t gigantic, but it feels dense and full of personality.

And really, that personality goes a long way. World Tour absolutely nails the right vibe for a Street Fighter story mode. It’s colorful, fun, doesn’t take itself too seriously, and feels like a mini version of Yakzua at times, complete with a whole clan of goofy gangsters who fight with boxes and TVs on their heads. I do hope that some sort of plot does take form as the mode goes on, but even if it doesn’t, there’s at least a lot of fun to be had just watching beloved characters like Chun-Li behave like a real person inhabiting this world.

What I appreciate most about the mode is the way in which it begins by stripping Street Fighter 6’s core gameplay down to its bare essentials, and builds it back up piece by piece, teaching new players the fundamentals by incorporating them into missions with tangible rewards, and introducing mechanics at a reasonable pace. When you begin, you have Luke’s core moveset and only two special moves, but as you keep playing, building up your relationship with Luke by sparring with him, giving him gifts that you find in the world, and chatting him up, you’ll start to gain his full moveset. And this is the case for other fighters too. Once you meet Chun-Li, you can deepen your relationship with her, and start learning her moves as well.

World Tour is definitely a mode that’s aimed at newcomers to Street Fighter and fighting games in general, but even as a seasoned fighting game fan, it won me over. I love the idea of getting to mix and match special moves from different characters, the world was full of fun things to discover, and I had a lot of fun finding and outfitting my character with new pieces of gear – like a pair of devil wings that granted a large damage boost, but also caused my life to slowly drain.

Fighting Ground

I also got to spend some time with the offline multiplayer suite, otherwise known as Fighting Ground. I spent most of my time playing as Cammy, since she was my main in Street Fighter 5, and while her core gameplan of knockdown and rushdown is still largely the same, she does have some pretty significant changes this time around.

For one, she now has a new mechanic involving charging her special moves. Charging her Spiral Arrow, for instance, now makes it behave like a V-Trigger 1 version of the move in Street Fighter 5. Meaning, she will attack through her opponent, and get an opportunity to combo into either a cannon spike or a super. It’s really cool, but also makes her feel like a bit more technical character this time around.

Her hooligan combo also has some new tricks. She can now use an overhead crescent moon kick out of it, which can lead to some nasty combos, she can cancel it early and drop right out of the sky, and of course she still has the option of throwing you if you just sit there and block, or hitting low with a slide attack (that is also now plus on block!) Overall, she’s extremely cool and I can’t wait to learn how to play her. Fortunately, Street Fighter 6 has no shortage of ways to learn a new character. There’s the combo trials, an excellent training mode, and the much improved character guides that not only walk you through each move, but also give you advice on how those moves should be used, and gives you the opportunity to practice each lesson as well.

Street Fighter 6 is shaping up to be the whole package, and certainly the most fully featured a Street Fighter game has ever been at the beginning of its lifecycle. We’ll have to see if it sticks the landing when it hits PlayStation 5, PlayStation 4, Xbox, and PC on June 2.

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

Redfall Review in Progress

With Redfall arriving at IGN just a couple of days ahead of its official release date we haven’t had enough time to complete a final review yet – certainly not without becoming a nocturnal monster myself and staying awake all weekend. However, after several sessions – solo, co-op with a friend, and also in a group of three – I must admit I’m thoroughly underwhelmed by Redfall’s vanilla missions and lifeless world, and very disappointed at its lengthy list of display issues and bugs.

Redfall is a distinct departure from the likes of Deathloop and Dishonored. Certainly some of that Arkane DNA has sidestepped its way into the finished product – chiefly in the magical abilities of the four available powered-up protagonists – but Redfall’s open-world approach to a modern day Massachusetts is otherwise a little more mundane in comparison. Not only does the architecture of Redfall seem a little flavourless compared to Deathloop’s funky retro-futurism and the Victorian backdrop of Dishonored, but there seems little to absorb whenever I stop to explore.

Perhaps best described as Far Cry with a supernatural slant, Redfall’s premise seems simple: take back the town from the slobbering vampires and their human flunkies that have occupied it. Unfortunately, so far the experience seems surprisingly boring and regularly broken. I appear to be just over halfway through and the mission design seems largely baked around poking through various locations around town looking for random items and picking them up, putting them down, or turning them on or off. Sometimes there’s a locked door involved, but a key for it will be sitting somewhere nearby – waiting to be arbitrarily stumbled across. It’s simply not interesting; it’s just a lot of walking around rooms looking at dull props until one of us accidentally highlights the one we need.

Even the kooky and otherworldly vampire nests, which essentially function as enemy camps you can assault for loot, seem to be a letdown. These nightmarish nests, which remix parts of the overworld and warp and cram them into twisted tunnels descending to a huge and haunted heart that needs to be destroyed, quickly became chore-like – especially once I began to notice the same segments being recycled and reused in subsequent nests.

Fangs for Coming

With four heroes to choose from, each with three special abilities – plus co-op support for up to four players – there are objectively many ways you and a team of friends can approach combat in Redfall. At its best you’ll have players strategically teleporting around, conjuring up a ghostly sniper rifle, or summoning a friendly vampire ex-boyfriend to fight alongside you – like a David Boreanaz booty call. It’s kinetic and it’s bloody, and there are moments where it does come together in battles that would have Blade dipping his sunglasses in disbelief. Unfortunately, such moments are irregular at best, and I think it’s probably due to Redfall’s enemies lacking the wits to put up a stimulating fight.

Human enemies seem largely disinterested with taking cover in a firefight, and I’ve had snipers rushing at me like Medieval knights. The vampires, however, are easily the worst offenders, charging and slashing at us like mindless animals. Worse, they just seem woefully underutilised as scary threats. A lot of the time they just float around in the open – apparently sleeping peacefully. They just hover, waiting for us to walk directly up to them and attack them – sometimes blissfully unaware you’ve just turned the vampire that was beside them to dust.

It’d be easier to look past the plain combat had the rest of Redfall been able to get its fangs into me, but it still hasn’t and I’m sceptical it will. The story itself seems to be unfolding in lightly animated paintings or static, in-engine dioramas. They all look like placeholders for cutscenes that aren’t coming, and I have to say fighting my way to a film projector to run what’s essentially a slideshow certainly gives Redfall a cheapness that’s hard to shake.

Redfall doesn’t save progression for any player but the host in co-op games, which seems fair enough if you and your mates don’t have the same missions unlocked but makes a lot less sense if all players are at identical points in the game. I began Redfall from scratch with two friends, all three of us fresh from the first mission, but while they kept their gear and XP they’ll now need to play those missions again.

A lot has been made of Redfall only running at 30fps at launch on Xbox Series X|S but, while it’s certainly noticeable when moving rapidly, it’d be disingenuous of me to pretend it’s a dealbreaker. As a console gamer who grew up playing on 50Hz TVs at 25fps, I’m not going to throw my toys out of the pram over it. What’s far, far more pressing an issue than Redfall’s Xbox frame rate is its raft of other performance problems, from textures that take an absolute age to pop in (or don’t load at all), disappearing characters and animations, and other mission-breaking bugs.

Sometimes my friends appeared completely stationary, sliding around the map like chess pieces, and sometimes they weren’t there at all – they were just a floating gun. On the other hand, sometimes a character appears but their gun doesn’t – making them look like they’re playing air guitar. During the climax of an early boss fight my character completely vanished from my friend’s screen, turning what could have been a satisfying team victory into a moment of bemused laughter.

During one side mission I died trying to kill a vampire, but when I came back to finish the job he was just a non-interactive blue ghost, rotating to face me but otherwise rooted in place. When I came back again his energy shield was there, but the vampire… wasn’t in it. During a co-op session I found myself (more than once) fruitlessly attacking an enemy who was standing right in front of me but my friends saw as a dead body. At one stage, while playing solo, my crouch and start buttons broke. They just made clunking sounds. My inability to crouch persisted after death, but returned when I fast travelled to a safehouse. The start button doesn’t pause the game, by the way. It’s obviously understandable when playing online co-op, but completely baffling and inconvenient when playing solo.

Right now Redfall is not the game I’d expected, certainly not following the excellent Deathloop, but you can check back with us later this week for our final assessment.

Luke is Senior Editor and part of the IGN reviews team. You can chat to him on Twitter @MrLukeReilly.

Star Wars Jedi: Survivor Brings Back The Original Game’s Most Infamous Foe

Warning: This article contains spoilers for Star Wars: Jedi Survivor

Star Wars Jedi: Survivor features many connective threads and deep cuts to the established lore of the decades-spanning sci-fi/fantasy franchise. Throughout Jedi Knight Cal Kestis’s journey across the galaxy, he’ll encounter familiar enemies to battle and overcome. However, one particular foe from Star Wars Jedi: Fallen Order made quite an impact on players who were brave enough to fight it, and it’s now back with a vengeance in the sequel.

In Survivor, players can get a rematch against the oddly named, but totally dangerous, Oggdo Bogdo — which was an original creation from Fallen Order. When most players first encountered the foe in Fallen Order, many were outmatched by its raw strength and high resiliance. The sequel takes things further by allowing players the chance to fight the “Spawn of Oggdo,” which shares the lethality of its parent, along with another more difficult battle that takes things further.

What is Oggdo Bogdo?

In Fallen Order, Oggdo Bogdo was an optional mini-boss located in Bogano. As something of a large frog-looking creature, it also possessed massive strength and agility. What made the original game’s fight against Oggdo Bogdo so memorable was its first and very sudden difficulty spike. The enemy was able to one-shot most players, and given its placement in one of the game’s starting areas, many felt compelled to try to defeat it.

Though intended as a purely optional fight, it became a rite of passage for most players to try their hand at Oggdo Bogdoa. The community chatter about Oggdo Bogdo eventually turned the boss into a meme, and EA and Respawn Entertainment even poked fun at the encounter on social media.

And with the return of the Oggdo Bogdo, many players are voicing similar concerns about the fight as they did with the original.

Where to Fight The Spawn of Oggdo

Much like the original game, you’re welcome to try your hand against Oggdo fairly early into the game. On the planet Kohbo, and after getting settled into the planet’s core open field known as Rambler’s Reach, you can immediately head to Fort Kah’lin, which can be found positioning the main settlement north and then looking towards the structures of the holo map directly southeast. Fort Kah’lin is a massive enemy base filled with raiders and their repurposed battle droids, and you’ll need to fight your way inside to reach the upper areas. Eventually, you’ll make it to an area with droids and a metal floor, which turns out to be a trap floor, which drops into a cavern with the Spawn of Oggdo.

Just like the first Oggdo, the Spawn is a noticeably challenging fight and possesses many unblockable attacks. It also has a lethal grab attack, which sees the creature grab you with its tongue and chomp up Cal, leading to instant death. It’s an unforgiving encounter, and it’ll require reading the mini-boss to overcome it. If you defeat the Spawn of Oggdo, you’ll be able to loot a chest to unlock Cal’s lost poncho from the original game — which has been a favorite among fans. For a more detailed breakdown on how to find and defeat the legendary enemy, you can find our breakdown in the guide.

How To Face A Tougher Battle

This particular encounter with the returning enemy doesn’t end here, however. Along with the chest, there’s also an ominous little creature that stares at Cal, and upon examining it, players will get lore about the Oggdo fight, along with an alarming comment about how the little creature is “judging me.” For those curious enough to find out if this leads to anything, you can find the mysterious critter again in Duma’s shop right by Pyloon’s Saloon, which is where you can purchase Cal’s cosmetics.

Upon entering, you’ll find a Jedi Force Tear, optional encounters focusing on agility and combat. The strange creature from the cave will be resting near this particular Force Tear. Once you choose to examine, even Cal will voice his hesitance about what’s to come. This encounter will have you face the Spawn of Oggdo, along with the original Oggdo Bogdo from Fallen Order, together. Just like the previous encounters with the Oggdo Bogdos, this is an optional encounter, but you will be able to get a bonus buff to health, force, and skill points, which could be helpful for the journey ahead.

In IGN’s full review of Star Wars Jedi: Survivor, reviews editor Dan Stapleton stated: “Star Wars Jedi: Survivor takes what Fallen Order achieved and wall-runs with it, then double-jumps and air-dashes straight into an epic lightsaber battle. Rather than taking us back to square one to begin Cal’s journey as a Padawan again, we’re trusted with control of a full-fledged Jedi Knight who we can grow into a master of superhuman mobility and fantastic and challenging combat.”

Star Wars Jedi: Survivor is a massive game with numerous battles that are off the beaten path. For a more detailed breakdown on where to find these lengendary encounters, along with essential combat tips and even a Cal Kestis style guide, check out IGN’s full walkthrough and suite of guides for the game.

Alessandro Fillari is a freelance writer at IGN.