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.

Stalker 2 Delayed Again, This Time by 2 Months So the Dev Can Fix More ‘Unexpected Anomalies’

Stalker 2 has suffered yet another delay, this time to November 20, 2024.

In January, after years of development and multiple delays, Ukrainian developer GSC Game World announced a firm, “final” release date of September 5, 2024, which it will no longer hit.

In a statement, game director Yevhen Grygorovych said the extra two months will give the developers the chance to fix “unexpected anomalies”, aka bugs.

Here’s the statement in full:

“We know you might be tired of waiting, and we truly appreciate your patience. These two additional months will give us the chance to fix more ‘unexpected anomalies’ (or simply ‘bugs’, as you call them). We are always grateful for your ongoing support and understanding – it means the world to us. We’re just as eager as you are to finally release the game and for you to experience it for yourself.”

GSC Game World has been vocal about the challenges the studio has faced getting the post-apocalyptic PC and Xbox Series X and S shooter up to scratch after a mixed reaction to its debut public showing last year.

At gamescom 2023, GSC Game World addressed what some had called a “downgrade” sparked by Stalker 2’s latest gameplay trailer. At the time, GSC Game World told IGN it was still targeting a visual quality and level of polish suggested by Stalker 2’s eye-catching 2021 trailer (below). This despite the horrendous conditions suffered by the staff amid the war with Russia.

It’s fair to say the gamescom 2023 build was rough. As IGN’s Stalker 2 hands-on preview revealed: “Despite its Unreal Engine 5 base and prominent Microsoft support, the 15-minute gamescom demo suggests that Stalker 2 still sits in the ‘eurojank’ category; the colloquial term for eastern European games that are overly ambitious and technically wobbly.

“This sequel’s animations are stiff, its human faces look like haunted waxworks, the AI struggles to stay smart, and inventory management is fiddly. But in exchange for that you get a Soviet bloc world that feels authentic and layered with opportunity. This demo may have been short, but its small areas featured numerous angles for stealth or action approaches, fun flanking routes, and a variety of side objectives.”

GSC Game World said it will premiere a Stalker 2 developer deep dive in collaboration with Xbox on August 12, 2024. This, the developer said, will show lots of new footage, including world overview, various locations, gameplay, and cutscenes. Fans will get to see a full video walkthrough of one of the story quests.

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.

Ubisoft Battles Fresh Star Wars Outlaws Gameplay Leaks

Ubisoft is battling a fresh Star Wars Outlaws gameplay leak that saw over 13 minutes of footage hit the internet.

The lengthy gameplay clip, which appears to reveal the start of Massive Entertainment’s upcoming adventure, was uploaded to YouTube before it was taken down by a copyright claim by Ubisoft, cementing its legitimacy.

Of course, the internet noticed and has made the gameplay footage available elsewhere, although it’s worth pointing out it features heavy spoilers for the setup of Star Wars Outlaws protagonist Kay Vess’ adventures.

Meanwhile, further footage has found its way to social media, apparently from the same source as the YouTube leak, this time showing Kay play Sabacc, the Star Wars card game, as well as over two minutes of space combat.

It’s a disappointing development for Ubisoft, which has controlled the release of Star Wars Outlaws gameplay ever since it properly revealed the game at the 2023 Xbox Games Showcase. IGN has asked Ubisoft for comment.

Warning! Star Wars Outlaws spoilers follow.

The leaked gameplay footage shows Kay recovering from a crash landing on a moon and having to fend off an attack from a group of bandits. A local offers to help repair the spaceship, but in order to do so, Kay needs to head into the local town and secure work from a crime boss. The gameplay shows third-person shooter combat, open world travel via landspeeder, and exploration of the town, which is packed with Stormtroopers asking people for identification.

Kay manages to work her way into a meeting with the crime boss, only to be thrown out. At this point, another local offers her a job which, if successful, will help her build up her reputation to the point where the crime boss will take her seriously.

Earlier this month, Massive revealed to IGN that three of the five planets in Star Wars Outlaws can be crossed in four or five minutes while riding a speeder. Speaking to IGN as part of a larger interview, creative director Julian Gerighty reiterated the planets — Tatooine, a Toshara moon, Akiva, Kijimi, and Cantonica — will be around the size of two or three zones in Assassin’s Creed Odyssey, and confirmed “Toshara is very close in size to Akiva and Tatooine; I think Tatooine may be a little bit larger.”

When then asked how long it would take Kay to ride from one end of Tosharra to the other side on her speeder, Gerighty gave the four or five minute answer, which will seemingly apply to Akiva and Tatooine too since they’re around the same size.

Star Wars Outlaws was revealed in 2023 as a scoundrel adventure set between Star Wars: Episode 5 – The Empire Strikes Back and Star Wars: Episode 6 – Return of the Jedi. It stars Kay, her droid partner ND-5, and her beastie friend Nix as they attempt to carve out their own success during Star Wars’ golden era of criminal activity.

It arrives August 27, 2024 for PlayStation 5, Xbox Series X and S, and PC, with the $70 Standard Edition joined by a $110 Gold Edition, which comes with three days of early access alongside the Season Pass.

An even more expensive, digital-only Ultimate Edition comes with both of these perks alongside cosmetics (the Rogue Infiltrator Bundle and the Sebacc Shark bundle) alongside a digital art book.

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.

Massive Fallout 4 Mod Fallout London Finally Has a Release Date — and It’s Today

The hotly anticipated Fallout 4 mod, Fallout London, finally launches today, July 25, after a series of delays.

Team FOLON lead project manager Dean Carter told Inverse that, “unless nuclear war happens, yes,” July 25 is the release date.

Fallout London is perhaps the most high-profile mod ever created, and lets players engage with everything from “stuffy parliamentary aristocrats to a resurrection of the Knights of the Round Table to an uncompromising cult of revolutionaries” in what amounts to an expansion-sized add-on.

It has even secured the likes of Baldur’s Gate 3’s Neil Newbon for its voice cast, with former UK Speaker of the House John Bercow in the game, too.

The mod was previously due to arrive on April 23, 2024 but actual Fallout developer Bethesda announced a surprise update for Fallout 4, which the mod developer feared would impact its release.

Carter later lamented how Bethesda, which has made clear it’s aware of Fallout: London, failed to inform Team FOLON of its plans. “That has, for lack of a better term, sort of screwed us over, somewhat,” Carter said.

As a result of Bethesda’s Fallout 4 updates, the release of Fallout London is slightly fiddly. If you get the mod on GOG, it’s compatible with Fallout 4: Game of the Year Edition from both GOG and Steam. But the Steam version of the game is after the next-gen update, making it non-compatible, which means you have to downgrade your game.

Meanwhile, GOG has confirmed that Fallout London won’t be playable via Epic Games Store-bought copies of Fallout 4 at launch because the storefront doesn’t support update rollbacks.

Bethesda development chief Todd Howard has confirmed Fallout 5 will arrive after the Elder Scrolls 6, which is still years away itself, though massively multiplayer online game Fallout 76 continues to be updated.

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.

Sony’s $40 Hero Shooter Concord Does Not Have a Battle Pass

Concord, Sony’s $40 hero shooter set to launch on PlayStation 5 and PC in August, does not have a battle pass.

Sony-owned developer Firewalk Studios took to social media to answer questions coming out of the recent closed and open betas, and confirmed Concord bucks the live service trend by ditching a battle pass in favor of an old-school unlock system fueled simply by playing the game, completing objectives, and leveling up.

“Concord does not have a battle pass,” Firewalk said. “We wanted to focus our attention on making Concord a rewarding and robust experience on day one, where just playing the game, leveling up your accounts and characters, and completing jobs yields meaningful rewards.”

No Battle Pass, folks. You own Concord, Concord doesn’t own you.

Firewalk Studios gameplay animation director, Mark DeRidder, followed up by tweeting: “No Battle Pass, folks. You own Concord, Concord doesn’t own you.”

Concord is set to enter the tough live service hero shooter market, taking on established players such as Blizzard’s Overwatch 2, EA’s Apex Legends, and Riot’s Valorant by charging $40 all-in, rather than go free-to-play with microtransactions and battle passes, as its competitors do.

The game’s chances of success are a hot topic online, with recent poor concurrent player numbers on Steam for the closed and open beta fueling the sense that Concord will likely struggle on PC. Concord may fare better on PS5 (Sony does not make PlayStation player numbers public), but tough questions will surely continue around whether the game hits Sony’s commercial expectations for it.

Sony has found enormous success going down the PS5/PC cross-platform route for fellow PlayStation live service, Helldivers 2. Arrowhead’s third-person co-op shooter, which also launched at $40, is PlayStation’s fastest-selling game of all time with over 12 million sold in 12 weeks. Early indicators suggest Concord will struggle to emulate its live service predecessor’s sales success.

Meanwhile, Firewalk confirmed Concord does not have a PvE mode at launch, although pointed to the addition of new modes in the future. Concord launches with the six 5v5 PvP modes seen in the beta, alongside 12 maps and hundreds of customization items to unlock.

The idea is Firewalk will release new characters, maps, and plenty more as part of regular post-launch seasons. Cinematic vignettes will be released weekly in-game at launch (three we shown during the beta). These let you get to know the characters and learn about life as a Freegunner and the broader Concord galaxy.

One big problem the beta suffered from was no mid-match leaver penalty, and no join-in-progress system. That meant players would be faced with playing as part of an under strength team, or against a team short on numbers, which would encourage more players to leave.

Firewalk said “ensuring teams are complete and evenly matched throughout a game is a priority for us,” and confirmed plans to explore the potential of a leaver penalty system “to incentivize players to start and stay in complete teams,” but it doesn’t sound like it will be in place for launch.

And finally, at launch, Concord will have its training mode and Galactic Guide unlocked.

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.

Best Capture Card for PS5

The PlayStation 5 can record, but it’s limited to capturing an hour of gameplay at a time, but the best capture cards remove any limitations, leaving you free to make the best content possible for your audience.

TL;DR – These are the best capture cards for PS5:

  1. EVGA XR1 Pro Capture Card – Best overall
  2. AVerMedia GC513 Live Gamer Portable 2 Plus – Best standalone
  3. Elgato HD60 X – Best budget 4K
  4. AVerMedia Live Gamer Mini Capture card – Best budget
  5. AVerMedia Live Gamer Bolt – Best 240fps
  6. Asus TUF CU4K30 – General use
  7. Razer Ripsaw HD – Best value
  8. Rode Streamer X – Best all-in-one

A great capture card will not only take the strain off your console, but in most cases, you can also use them to live stream your gameplay. Even if you’re not using your capture card for streaming, there are many out there that support recording in 4K and with HDR, meaning you don’t have to compromise on visual fidelity.

Most capture cards will work with the best gaming PCs, and Nintendo Switch, because they primarily capture anything sent through your HDMI cable. There are some capture cards that are pickier about the content they’ll capture, but for the most part, these capture cards should be compatible with anything you can plug an HDMI cable into.

1. EVGA XR1 Pro Capture Card

Best Capture Card for PS5

If you’re just starting your career as a content creator, the EVGA XR1 Pro is a beginner-friendly capture card. But, just because it’s suitable for beginners, it doesn’t mean it’s not powerful. Despite not being able to capture 4K @ 60fps, this PS5 capture card can still capture 1440p at 60fps, and 4K at 30fps.

With no drivers required, you can simply plug the EVGA XR1 Pro into your laptop and console and get to gaming. And, as well as being compatible with PS5 consoles, you can connect it to a DSLR camera, webcam, camcorder, and so on.

The fun doesn’t stop there. This capture card looks as stylish as it is powerful. With customizable RGB LEDs and built-in audio mixer controls, you’ll feel like you’re in the driver’s seat.

2. AVerMedia GC513 Live Gamer Portable 2 Plus

Best Standalone Capture Card for PS5

The AVerMedia GC513 Live Gamer Portable 2 Plus can be used with or without a PC. Whether you’re a streamer, content creator, or hobbyist, you can record up to 1080p60 while gaming in 4K on your PS5

While it’s compatible with OBS and other software, the AVerMedia GC513 Live Gamer Portable 2 Plus does come with AVerMedia’s own free RECentral software. If you’re new to video editing, it’s probably worth looking into this since it’s incredibly easy to use. Plus, it allows you to update the device’s firmware, select video quality levels, and more.

As a standalone capture card, this device is incredibly handy. And, since there’s support for high-capacity microSD cards, you can capture a lot of footage without the need for a PC. If you’re not fussed about capturing 4K natively, then this is a good value capture card for PS5.

3. Elgato HD60 X

Best Budget 4K Capture Card for PS5

The Elgato HD60 X’s biggest conundrum is deciding whether you want to capture 1080p at 60fps, or 4K at 30fps. Once you get past this, you can enjoy this affordable capture card for PS5. It offers a serious middle ground in the capture card market, as well as being reliable and lag-free.

Granted, it’s not the most stylish-looking device, and it’s not going to win any RGB awards, but it does what it says on the tin. Like some other capture cards, the Elgato HD60 X comes with its own free software for Windows, but since it supports third-party software too, I’d recommend going with the latter.

If you’re looking for a capture card that delivers lag-free 4K at 30fps, you won’t find much better at this price. But, if you want to achieve 4K60, you’re going to need to invest a little more, okay, quite a lot more into Elgato’s 4K60 S+.

4. AVerMedia Live Gamer Mini Capture card

Best Budget Capture Card for PS5

The AVerMedia Live Gamer Mini Capture card is fantastic if you’re on a budget. This is an ideal starter card, allowing you to capture 1080p resolutions at 60fps. The device itself is small and compact; perfect if you need it to be portable.

With USB 2.0 and USB 3.0 compatibility, you can simply plug the AVerMedia Live Gamer Mini Capture card into your Windows PC or Mac – no drivers needed, no installation necessary! As well as using the capture card to capture PS5 gameplay, it also works with Xbox and Switch consoles.

Like the AVerMedia GC513 Live Gamer Portable 2 Plus, you can use RECentral 4 to edit your videos. But, the device is also compatible with OBS, so if you’re slightly more advanced or want to tinker with OBS Studio, you can.

5. AVerMedia Live Gamer Bolt

Best 240fps Capture Card for PS5

Ramping up a gear, the AVerMedia Live Gamer Bolt is an eye-watering investment, but one that’s totally worth it if you’re serious about streaming and content creation. Able to capture 4K at 60fps, and 1080p at a whopping 240fps, this beast of a capture card looks as good as it performs.

There’s a catch: This capture card requires a Thunderbolt 3 connection on your PC or Mac; USB is not supported. If you have the relevant ports, you’ll be greeted with exceptional video quality and 7.1 surround sound passthrough support. Now you can truly capture how immersive your PS5 games are and share it with the world.

If you can stomach the cost, the AVerMedia Live Gamer Bolt is truly worth it. It’s designed carefully, and beautifully, and the results are stunning. There’s no added load to your system, either, and the included software is a breeze to use.

6. Asus TUF CU4K30

Best General-Use Capture Card for PS5

The Asus TUF CU4K30 sits firmly in the middle of the road when it comes to PS5 capture cards. You don’t get 4K60, but there are plenty of other capture options, including 1080p at 120fps. So, you can expect excellent results that won’t cost you an arm and a leg.

If you want to record footage for your YouTube or Twitch channels, this capture card ticks all the boxes. It’s compatible with PS5 and Xbox consoles and works with Windows or Mac. It also doesn’t require any software to set up (but doesn’t come with any included for free either).

Small, compact, and portable, the Asus TUF CU4K30 is like your best friend who can do no wrong. This device performs well, looks great, and really is a no-brainer at its price point.

7. Razer Ripsaw HD

Best Value Capture Card for PS5

Although the Razer Ripsaw HD caps out at capturing 1080p at 60fps, it does feature 4K60 passthrough, meaning it’s ideal for PS5 streamers and broadcasters. Thanks to its 3.5mm input and output, you can also use this capture card for some minor mixing, resulting in crisp audio with zero latency.

Due to the lower price point, you can’t expect 4K30 or 4K60. It also comes with a slightly steeper learning curve compared to some capture cards, so I wouldn’t recommend it for beginners. Video and audio must be added separately, which could leave some users scratching their heads.

But, if you’re looking for a capture card for PS5 that’s incredible value for money, you’ve got what you need right here with the Razer Ripsaw HD. It’s a solid device and the 4K passthrough tips the scales if you’re considering a compact device that won’t let you down.

8. Rode Streamer X

Best All-in-One Capture Card for PS5

Want a capture card that does more? Grab the Rode Streamer X. Beyond capturing footage in 4K at 30fps, this device also works as an audio interface. So, you get studio-grade preamps and powerful audio processing, ensuring your live streams and recordings sound just as good as they look.

The Rode Streamer X is full of ports for both audio and video. There are dual USB-C outputs, an HDMI in, and a zero-latency HDMI passthrough. A jack is ready to connect the best gaming headsets, and the XLR combo jack is ideal for slotting in the best streaming microphones. This gadget also comes with customizable smart pads, gain dials, and a few other handy extras that are perfect for using with Rode’s Unify software

Unfortunately, you won’t get the top-of-line capture card features, but it still records video at 4K30 and offers higher frame rates or HDR support at lower resolutions. Since there’s no HDMI 2.1, passthrough is limited to 4K60. At least, VRR and HDR are supported. Still, it’s a commendable performance from this versatile device.

How to pick the best capture cards for PS5

To choose the best capture card for PS5, think about your priorities. If you stream on Twitch, for example, you may not need to spend as much as you thought since 4K streams aren’t allowed.

Most middle-ground capture cards will support 1080p at 30 or 60fps, which is a good place to start. This will result in great video quality that is easily consumed by most audiences. You will probably find it’s easier to find a more affordable capture card in this range, too.

You’ll also need to consider whether you want an internal or external capture card. Internal capture cards tend to be more expensive than external capture cards and often have a steeper learning curve. External capture cards are more portable, affordable, and easier to use.

FAQ

Can I stream PS5 to OBS with a capture card?

Many popular capture cards are compatible and support OBS. Since it’s one of the most popular pieces of software for streamers, most capture cards will state whether they are compatible or not. If your capture card is compatible, you simply need to connect your PS5 to the HDMI input on the card, connect the device to your computer, and then launch OBS Studio. Here, you can add a new video capture device source.

Is it better to stream from a PS5 with a capture card?

Although you can capture gameplay directly on your PS5, a capture card will not interfere while you game at all. The results are often of higher quality, allowing you to stream directly to platforms like Twitch and YouTube, as well as being able to edit the results using programs like OBS. That makes a capture card one of the best PS5 accessories to invest in if you’re a streamer.

What is the point of a capture card?

Capture cards allow you to record and stream video and audio from a source, such as a PS5, Xbox, camera, and so on. They connect via the HDMI port on your console which can then be connected to your computer, allowing you to edit your captured gameplay. They are a worthwhile investment for content creators and streamers.

Kegan is an avid gamer who has been playing games since his Atari days. From a young age Kegan was tinkering with PCs and now has a passion for building custom gaming computers.

New MultiVersus Datamine Suggests Future Content Around Barbie, Harry Potter, and More

MultiVersus players may soon be able to enjoy content from the worlds of Harry Potter and Barbie if a datamine leak is to be believed.

Information on what could be the Warner Bros. platform fighter’s next batch of content comes from X/Twitter user @AusilMV, who has been sharing what appears to be images from concepts of different stages and characters. While some of the pictures highlight what appear to be early-in-development locations and gameplay modifiers, others are instantly recognizable.

One notable example shows a stage with broomsticks that hover above a platform decorated with four distinct colors: blue, red, green, and yellow. It doesn’t take a Harry Potter expert to recognize that the broomsticks could signal that the map is intended to be Quidditch-themed, but those banners also seem to be placeholders for the universe’s four houses, Ravenclaw, Gryffindor, Slytherin, and Hufflepuff. While no Harry Potter representative can be seen in the image, it wouldn’t be a surprise to see the stage accompanied by someone like Dumbledore or Hermione should Harry Potter content ever make its official MultiVersus debut.

The datamine also reveals a stage that is unmistakably inspired by last year’s megaton movie hit, Barbie. The all-pink location is dressed with palm trees, multiple levels to fight on, and a twisty slide that seems to lead to a pool. It looks almost exactly the same as star Margot Robbie’s Barbie Dreamhouse, though like the Harry Potter stage, it lacks any Barbie or Ken character representation.

Other MultiVersus datamine images show off heavily rumored characters like the Powerpuff Girls, DC’s Nubia, and Adventure Time’s Marceline, though until developer Player First Games has anything to announce, it’s best not to expect any of the content shown to officially appear in-game. It’s at least clear that the developer has more plans behind the scenes, as Warner Bros. Games moved to acquire the studio earlier this week.

MultiVersus is still in the midst of renewed player interest following its re-launch in May. Fans are currently enjoying Season 2 of its post-launch roadmap, which brought along newcomer Samurai Jack with Beetlejuice promised to arrive at a later date. This is all while players continue to wait for introductions for other characters who have been previously leaked, such as Aquaman and maybe even a few mystery anime characters.

We’ve had our eye on MultiVersus since its return to the public and had great things to say about it in our 8/10 review. At the time, we said, “MultiVersus may not be a must-play at social gatherings, but its refreshing team-based battles make it a great platform fighter online.”

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.

Tekken 8 Interview: Why Harada Lied to Us and How Heihachi Found His Way Back to Tekken 8

Tekken 8 had a big Evo. Bandai Namco announced a new free single player story expansion, and a partnership with Nike and Chipotle. There was an incredible Grand Finals that saw Arslan Ash prove to the world that he is still the king of competitive Tekken. And there was also the return of arguably the most iconic and recognizable character in Tekken Lore – one that we were told was dead dead, like, for realsies this time – Heihachi Mishima.

During the show, I got a chance to sit down with Tekken series director Katsuhiro Harada, producer Michael Murray, and game director Kohei Ikeda, to pick their brains about Heihachi returning to Tekken, how the game is performing six months in, and much more.

So, to start this off, why did you lie to us? How is Heihachi coming back from the dead and what made you want to bring Heihachi back as the third DLC character for Tekken 8?

Katsuhiro Harada, Tekken 8 Series Director: [I] didn’t mean to lie or anything about that. It was… Tekken 7 really focused on the story arc between Heihachi and his son, Kazuya, and so, we really wanted to show that kind of final conclusion, and he seemed to die at that point. Right?

But then, after that happened, Tekken 8 was released, and we put a lot of effort into the story and the fans really seemed to be engaged with that. And as that was happening, we were kind of feeling that the players kind of missed him as well. Obviously, we did, too. So, it was kind of decided later on that we would do that.

So, it wasn’t a lie. And then, also, the timing is right since it’s the 30th anniversary of the franchise. And so, we need all three of the Mishimas. This is the most iconic in the series. Right?

Its the 30th anniversary of the franchise. And so, we need all three of the Mishimas.

Kohei Ikeda, Tekken 8 Director: So, after the fact, we did kind of make the preparations, you know, Reina, kind of that link that she has to Heihachi. And then, also the logo, the 30th anniversary. If you look closely at it, you can see that it’s comprised of Devil’s wings, two different styles, but if you take a step back and look at, it actually looks like the silhouette of Heihachi’s face. Right? So, we were doing some of the preparations in the background.

I know it’s early, but can you tell us a little bit about how this Tekken 8 version of Heihachi will be different from previous iterations, and maybe, how he’ll use heat to his advantage?

Ikeda: Like you imagine, it is a bit too early to be talking many details about his character, but to give some hints, he’s a very powerful play style throughout the series, so we tried to recreate that in Tekken 8. So, the focus is on that. But also, if you saw that a story hints about the monks and the footage and what he has to do with them, that maybe will dictate some of his move set as well.

So, there’s some hints there. We hope that you’ll look forward to hearing more about it.

So, another thing that you’ve announced is this partnership with Chipotle and Nike. Can you talk a little bit about how both those deals came about?

Harada: It really is several different cases. Sometimes, they approach us, other times, it’s something that we ask of them. But there needs to be the right conditions such as it’s a win for us, it’s a win for them. But more importantly, a win also for the fans.

For example, with the Nike thing, Nakatsu and I are both big sneaker… Myself and him, our fans, but there’s a lot of people on the team as well that love Nike. And so, it just happened that that’s something that there’s a lot of sneakerheads in the fighting game community as a whole.

And then, also on the Nike side, we found out they really knew about Kazuya’s being a sneakerhead, and we had a lot of fighting game fans on the Nike side. So, it was a win-win for everyone. And then, also, Chipotle as well, they’ve been supporting the fighting game community. It’s a good match with gamers and their franchises.

And then, also, if it’s something the fans are enjoying, obviously, that’s good for us from our side as well. So, it came about that, hey, that’s a win for everyone, let’s do it. Although the start is different, the conditions are pretty similar.

So, we’re half a year into Tekken 8’s life cycle. How happy are you with how the game has been received by fans, and then, separately, how have the sales so far met with your own expectations?

Harada: After the game released, it’s been six months, like you said, we’re happy with how the title’s performing. It’s continuing at a faster pace than Tekken 7.

Also, considering that compared to the other fighting game titles, we haven’t done the previous generation of hardware. It’s only on the current generation. So, that considered as well, I think it’s doing well.

And then, also from the community’s perspective, the game has been released and it was supported a lot by new players. Some of the people who’ve been with the series for a long time, they voiced some concerns, et cetera, at the beginning, but those opinions changed over the time.

We’ve noticed, during tournaments progressing, et cetera, people have more time with the game, even the more advanced players kind of got a handle on it. And so, their opinion has seemed to change in the past three months, was what he was saying.

Michael Murray, Producer: And I would add the same. We had to make a brand new game. It had to feel like a proper installment. So, Nakatsu and his team really changed the game system a lot, and really clarified the key concepts of the characters and their strengths and weaknesses.

And also, we did an update recently that addressed some of the things that the older players didn’t like. Maybe, enhancing some of the defensive options, et cetera. So, I think the game’s really in a good place currently.

Many of the core mechanics of Tekken 8 have changed since the game was first revealed. Specifically, I remember how the heat mechanics worked a little bit differently when I first saw it. Now that you’ve had six months since release and have heard feedback from both casual players and top-level pros, do you envision any more sweeping changes to the core systems in Tekken 8 or even some new additions?

Ikeda: Like you said, we’ve made some changes to the heat system after release. The reasoning being that, although the concept was clear and we felt we achieved it, that it was very fun to be on the offense and to open up your opponent and to be able to do damage, et cetera, was quite exhilarating, but we realized that some of the elements that people liked about 3D fight game, being able to have defensive options of side stepping or using that 3D environment to your advantage strategically was a little bit weaker perhaps in past installments.

So, with the update like we were mentioning, we enhanced those features a little bit more. So, we currently think that the game is in a good place and there are no further… we’ve already announced this to the player base as a whole, but we don’t plan on making any sweeping changes to the game system itself. We plan on proceeding with this. Although we’ll continue to be fixing bugs and things like that.

And also, like we talked about today, more about the product as a whole, adding new features or making quality of life improvements, trying to make it the best Tekken we can since it is, after all, the 30th anniversary of the series.

So, Tekken has historically been a series that has included some kind of off-the-wall characters like Gon, Mokujin, Roger, Alex and Kuma, and Panda. Since Tekken 6 though, it’s only really been Kuma and Panda representing that kind of character archetype.

Do you think Tekken, as a series, has largely outgrown those types of characters, or is there a chance that we could see those characters come back?

Harada: So, the strategy, the thinking behind the franchise hasn’t changed. It’s not like we’re intentionally removing those characters per se, but if you really take a close look at how they were back in those iterations, it was more of like they were… We call them compatible characters in Japanese, which means like the move set is another character and it’s just the skin is different, right?

There are many of those characters in the past, not just the animals that you mentioned. And over the series, we’ve tried to flesh them out and to do away with that portion. So, making sure that each of the characters are unique. So, even if you have Kuma and Panda, their moves might be slightly different or the Rage Arts or whatever, they’re their own unique character.

That was the main thinking behind that. It wasn’t intentional that the other characters are not making an appearance. That said, in order to get everyone’s favorites, and then, also include characters like that, we’d have to have a roster of like 60-some characters, which just isn’t viable from a launch, and then, also, for the player base to learn how to play against that number of characters is a lot.

So, we wouldn’t say they’re not going to make a appearance ever again. That’s just the current state.

Guest characters have been an important trend in fighting games, and Tekken, obviously, no stranger to them. What are your thoughts in general of having guest characters in your games, and do they come with any sort of unique challenges that, maybe, the average Tekken fan might not think about as just, from the perspective of a fan?

Harada: There [are] some things that maybe are behind the scenes that most people won’t notice – there’s got to be a variety of conditions that align. We want that particular character in our game is the start. Does that IP owner want their property in our game?

And then, maybe, both say, yeah, that’s awesome, but there’s a timing, like for our franchise, when do we want that character to appear? And for them, maybe, they’re like, no, we have plans, we can’t have it until later. Or we have plans that are coming later, so it has to be right now. And then, the fans want to see that in the game.

So, there’s a variety of conditions that have to occur before all of this can work out to be in the game. And then, I was just mentioning that, even if that happens, which is the hard part, right, and then if you’re using a famous character that has a well-known actor attached to it and their schedule is insane, you have to be able to find time to get them into the studio to record voice lines and things like that.

So, there’s so many obstacles that have to be overcome for that to happen. So, it is quite a challenge.

I wanted to ask you if you are familiar with the recent rise of creator-led team tournaments like the Sajam Slam, which, I know you had a thing with yesterday. And the CR Cup. Have you checked any of these out, and what do you think of the team format of having teams that are led by professional players, but then, the teams themselves are mostly made up of non-FGC streamers, YouTubers and other content creators?

Harada: [I do] watch those events, and [I’m] a fan of some of the YouTubers or streamers as well that maybe might not be a FGC person. So, [I’m] aware of it, and [think] it’s really a great thing that’s happening.

Because you have these pros who know their games quite well, but you have the streamers who haven’t, perhaps, played some of these games, and they all have their own communities who, maybe, don’t play fighting games that are, then, become interested because of their favorite streamer.

Another thing that’s quite interesting that happens is that, even if some of these people watch that stream and they find it interesting, maybe, they’re not even motivated to play the game themselves, but they still enjoy watching it and being a part of the audience and enjoying that experience. So, that’s a cool thing to see fighting games reaching a new audience, but maybe, they’re not playing it. That’s still cool though.

Murray: I would say the same thing. I mean, I’m a close friend of Sajam and some of these people, and we’re not directly involved that often, although we did make an appearance, it’s great to see what they’re doing with the game and to see the journey.

For me, especially, I was watching LilyPichu and to see her start off with no knowledge of Tekken, and then, she just becomes so engrossed and I see her face, the hurdles that beginner players face, and then, she overcomes them as she’s playing people online, and, then to see her face new problems as an intermediate player and to see that journey is really cool.

And to see her community experience that and grow with her is just totally awesome.

I want to just really quick touch on how it was launching on console and PC without an initial arcade release, and how has that changed development and post-launch updating?

Harada: Back in the day, it was, I guess, you could say a bit easier, because we started off the arcade iteration which just includes the battle portion of the game. So, that allowed us to put some time into polishing that portion before moving on to the console in which you start adding the various modes and other features that the console version received.

But since we don’t have that now, it’s like you have to provide everything from the start. You have to do the brand new game systems, all the stuff that goes into the console version. You have to polish them at the same time, as well as, create it.

And it’s really intense. That said, back in the day with the arcades, there wasn’t a worldwide connected internet and the fan base and all that. So, the communities were really localized and to get feedback, it was very hard. You’d have to pretty much go to that location.

Where now, although we have to create everything at the start and it’s quite intense, we’re more easily able to get feedback from the community because they’re connected to each other across the world. And it’s easier to access some of the more advanced players as well to get their feedback with the game. So, that does help. So, there are the challenges and drawbacks.

And then, also, the feedback, it’s easier to get, but you’re kind of overwhelmed by it, because before, you’re looking at just the battle portion for the arcade. But when we released Tekken 8 without an arcade version, you’re getting feedback about the balance of the game, the brand new system, some kind of characters.

Maybe, one of the features of the game, the people. There’s so much that encompasses, that it’s quite difficult to sift through it, and then, decide what do you prioritize, because we can’t do all of it at once, right?

Final question, I’m asking this to all the fighting game developers and producers that I’m talking to. But what do you believe is the next step forward for the fighting game genre?

We just kind of overcame Netcode with most games coming out now having rollback Netcode. What do you envision as any sort of new innovation or technology that you think could improve the genre and bring it into a new era of fighting games?

Harada: Like you said, there’s been various changes like rollback, et cetera, that have changed, but what [I’m] looking for in particularly is more of the community aspect and how that changes. Because we’ve seen a change outside of games, just the internet as a whole, in how people interact with each other and make friends, et cetera, that, perhaps, that will, somehow, make its way into fighting games.

We’ve seen a change outsode of games in how people interact with each other and mke friends. Perhaps that will, somehow, make its way into fighting games.

And there’s kind of earlier iteration of fight launch in Tekken 8 that you can experience that to some degree. But then, also, just the way that you play the game. For example, currently, it’s… Normally, a one-on-one match is maybe ranked or something like that, where maybe we start to see more of a team-based battles, which are quite popular in areas like Japan.

Just seeing the way that people interact with each other in a fighting game, not just directly in the battle is something that will probably evolve. Maybe, perhaps, the way that you cheer on someone in a fighting game. You’re not playing directly, but you’re still enjoying it as you watch them. Or maybe, the way that you interact with that certain group who are playing the games online in some kind of a lobby, et cetera. These are the areas he thinks will maybe see changes in the future.

Ikeda: There’s a lot of possibility in the AI features that we included. For example, in Tekken 8, we can play against more refined CPU character because they mimic tendencies, et cetera. But the AI characters, the Ghosts example that we have, there are various uses, it’s not just to battle against them. It helps point out your flaws and help you practice and enhance your weak areas. Or maybe, it’s a AI version of yourself and allows you to more take a step back and see your own weaknesses more effectively.

And so, it kind of complements what Harada was talking about, that online community and how you interact with them. But then, you also have this kind of AI companion to help you in your journey as a player, and they’re kind of interwoven as he sees it.

Harada: Maybe, from the AI players, when you beat them, they’re going to start sending you salty messages like real players. [laughter]

Murray: I agree with Nakatsu, that I think the fun part of fighting games, and Harada mentioned this, is not going to change. It’s that chess between you and your opponent. But we see that, it’s often hard to get people who have no knowledge of fighting games to get to that step where they find out why fighting games are so amazing.

So, I think like Nakatsu and his team, some of the things that they’ve done with AI characters, or… I don’t think he talked about it today, but the replay against you and opponent where you can see that, but then, you can practice a certain iteration, I think those kind of things where it helps people get to that point where they can enjoy the chess is some of the evolution we’re going to be seeing as well.

Mitchell Saltzman is an Senior Producer at IGN. You can find him on twitter @JurassicRabbit

Robinson Crusoe Board Game Buying Guide and Expansions

Simulating the perils of being stranded on a desert island, the Robinson Crusoe board game series is a daunting epic. Like the many dangers that roam the island, the base game and its various expansions aren’t for the faint of heart. A dense ruleset and a wealth of mechanics await those looking to pick up Robinson Crusoe: Adventures on the Cursed Island, as well as its various expansions. Those who stick with it, however, will be treated to one of the best cooperative board games money can buy.

Adventures on the Cursed Island is a thematic experience with intricate mechanics, and the subsequent expansions add even more depth. The Robinson Crusoe series doesn’t feature quite as many add-ons as some other popular games in the medium, but each package contains quite a bit of replayability in its own right. Completing the various scenarios within the base game is its own challenge, and it’s one players will find quite difficult.

The Base Game

Robinson Crusoe: Adventures on the Cursed Island 2nd Edition

MSRP: $70.00 USD

  • Age: 14+
  • Players: 1-4
  • Play Time: 60-120 mins

The only place to start with the Robinson Crusoe series is with the base game, as all future expansions require it. That said, rather than begin with the initial release, it is recommended to grab the second edition, which is the version currently in print. The first edition is fine if you find it at a good price from a secondhand seller, but the newer iteration features a much-improved rulebook along with updated artwork and components.

Robinson Crusoe: Adventures on the Cursed Island is an intricate cooperative worker-placement game in which players must survive a wide range of scenarios on a deserted island. In each round, players can choose what actions they wish to take to ensure survival, from exploring new areas to crafting tools or even hunting wild animals for food and resources. Players must also mind the group’s morale levels and any random perils they might encounter, such as weather, attacks, and other threats to general health.

Of course, mitigating threats and surviving are key, but so are taking actions to accomplish end-game goals. What makes Robinson Crusoe so difficult yet addicting is that it asks players to live in the moment and still plan for the future while also being aware that the next card could completely alter their strategy. Challenging games like this might put some perspective players off, but it only aids in Robinson Crusoe’s excellent theme of survival.

The first scenario is just beginning, too. Players can experience several stories within the initial box that involve volcanoes, cannibals, and even King Kong. Before moving on to other expansions, chances are you will be playing Robinson Crusoe for hours and hours between all of the built-in variability. Not to mention, actually beating one of the included scenarios will likely take most players multiple playthroughs.

Robinson Crusoe Expansions

Robinson Crusoe: Mystery Tales Expansion

MSRP: $50.00 USD

Components (REQUIRES THE BASE GAME)

  • Lost City of Z Campaign
  • 2 Standalone Scenarios
  • 9 New Characters
  • 10 Double-Sided Terrain Tiles
  • New Santity Mechanic
  • New Event Cards, Adventure Cards, Beast Cards, and Mystery Cards

While the base game falls firmly in the action-adventure genre, Robinson Crusoe: Mystery Tales adds a bit of spookiness to the survival title. Mystery Tales doesn’t simply dip its toes in the uncharted waters of the horror genre; it dives in head first. Outside of the new campaign and additional scenarios, one of the biggest additions to Mystery Tales is the new sanity mechanic, a staple in other scarier games. That’s not to ignore the sizable campaign and scenarios, which are drenched in horror, from its storytelling to the addition of new beast cards featuring werewolves and other terrifying creatures.

Like the horror genre itself, Mystery Tales is a bit divisive among the fandom. It’s not just the foray into the spookier side of medium, but it’s also the added mechanics that insert even more rules into an already difficult game. Still, if a deserted island with horror monsters sounds like something you’d be interested in, Mystery Tales is an easy recommendation. Not to mention, the additional content also works with the base game, so you can add even more dynamic encounters to scenarios from the original box.

Robinson Crusoe: Treasure Chest

MSRP: $29.99 USD

Components (REQUIRES THE BASE GAME)

  • 5 New Scenarios
  • 2 New Characters
  • More Than a Half-Dozen Mini Expansions
  • Custom Wooden Food Markers
  • New Event Cards, Adventure Cards, Beast Cards, and Mystery Cards

While the fanbase is somewhat split on Mystery Tales, players across the board agree that Treasure Chest adds more Robinson Crusoe goodness. Essentially, the Treasure Box is a hodgepodge of previously released content through Kickstarter and various other platforms. Still, for fans who weren’t keeping up with the slow trickle of content over the years, the Treasure Box is a great way to catch up in one neat package.

While there isn’t one killer app in the box, so to speak, there are plenty of great additions that add even more replayability to the base game. The new sailor and gamer characters, five new scenarios, new beasts, and over 90 new cards offer plenty of variability to the previous releases.

Robinson Crusoe: Book of Adventures

MSRP: $29.99

The Robinson Crusoe: Book of Adventures expansion is exactly what it sounds like; it’s a book packed with 50 different scenarios with various difficulties for players to enjoy. Like other expansions, the Book of Adventures requires the base game to be playable.

Robinson Crusoe – Collector’s Edition

MSRP: $79.99

The Robinson Crusoe – Collector’s Edition makes a compelling case for first-time buyers with its various stunning miniatures and its tutorial book reminiscent of Gloomhaven: Jaws of the Lion. One of the knocks against the Robinson Crusoe series is that it features a ton of rules, but the tutorial book walks players through how to play the game step-by-step in what is arguably the best onboarding process for the series yet.

Bottom Line

Robinson Crusoe: Adventures on the Cursed Island is a deep and complex survival adventure game for solo gamers or groups looking to get cooperative. Mystery Tales brings the franchise into the horror genre, and the Treasure Box adds even more replayability through various scenarios and mini-expansions. That said, the base game should keep players busy for quite a while on its own.

Luckily, many of the games and expansions listed above can often be found well under MSRP. To stay up to date on the latest sales, make sure to bookmark our board game deals page. For more titles for one player, see our recommended picks for the best solo board games.

Bobby Anhalt is a contributing freelancer for IGN covering board games and LEGOs. He has more than 8 years of experience writing about the gaming industry with bylines at Game Rant, Screen Rant, TheXboxHub, and Ranker. You can follow him on Twitter.