In most 4X games, the achievements of your past civilizations only live on in animated discussions with friends over drinks later. Your Gandhi from a previous Civilization 6 campaign isn’t going to come through a portal to save the day in a later one, with the scars of a nuclear war against Alexander the Great still marking his slender frame. That would be rad though. And it’s a big part of why I’ve been coming back to Age of Wonders 4, as the rulers I led to victory actually do ascend to a mighty pantheon and become a recurring cast for future adventures. That’s only the icing on top of a well-crafted fantasy strategy game with varied tactical battles and a near-perfect pace.
Rather than telling the story of many alternate earths or distant galaxies, starting over on a fresh map is baked into the story of Age of Wonders 4, where powerful Sorcerer Kings teleport between many different realms in their quest for power and glory. And the way this encouraged me to think about a given run as a more digestible, if not exactly bite-sized, six- to twelve-hour sprint helps to build the sense of lasting investment in the progress of my pantheon. It’s a great way to do account-level progression that doesn’t feel forced, artificial, or over-monetized. At least in the review build, I didn’t spot any sneaky microtransactions. The tendency lately to add them right after launch has put just about everyone on notice for me, but so far so good.
Along the way, you can unlock neat new stuff from ruler cosmetics to functional combat items, to challenge maps like a frozen wonderland ruled over by a Chronicles of Narnia-esque ice queen that I really liked. And in addition to being very respectful of your time, these themed, story-based realms feel significantly different from just dropping into a standard 4X map with conquest, development, and research-based victory conditions – which you can also do, with tons of interesting customization options. Often, the victory condition in a story realm is to complete a series of quests culminating in a showdown with a memorable antagonist. I had such a good time with these, I almost found it hard to go back to the more traditional style of play.
The other thing that had me planning two or three campaigns every time I started a new one is the in-depth, freeform empire creation tools. It’s probably the most customization of this kind I’ve seen in a purely fantasy game, and I was especially excited by how it let me play against stereotypes. You can make noble orcs in shining armor who march dutifully to battle with holy words on their lips, or bloodthirsty cannibal elves who live for destruction.
Want to make a race of feline necromancers who ride around on giant spiders? Go for it.
The visual aspect is mostly just cosmetic – it comes with some suggested racial traits that fit the classic fantasy version of each race, but you can of course change those out. Lanky dwarves who live above ground and love magic? Sure. Feline necromancers who ride around on giant spiders? Go for it. Your culture pick – Barbarian, Feudal, Mystic, and so on – defines most of your starting roster and how your empire’s economy works. And there are only six of those. So if I were being harsh, I could say there are only really six playable civs with a lot of little bells and whistles to swap out. But the magical progression system that carries you through the ages does a lot to alleviate that feeling.
Rather than technological ages, Age of Wonders 4 has five tiers of mystical tomes unlocked through research, each providing increasingly powerful units, spells, and campaign mechanics. They’re divided into six alignments – Astral, Materium, Chaos, Order, Nature, and Shadow – with two tomes per alignment per tier that might be very thematically different. Within Chaos, for instance, you can focus on fire magic or revelrous, aggressive infantry like berserkers. Doubling down on one affinity or mixing and matching are both very viable, creating a practically absurd number of combinations for what your race might become by endgame. I especially love the racial transformations at certain tiers, which might turn your people into plant hybrids who can move much easier through forests, or frostlings who can build farms on snow. The cold never bothered them anyway.
This amount of customization doesn’t always come without some hitches, though. Remember that cool ice queen map I mentioned? I made a badass race of wolf-riding frost vikings to tackle it, but I found that its provinces were often affected by a modifier called Arctic Blizzards that isn’t visible in any way on the map, and it blocks your units from healing even if they’re parked in your capital city. You have to actually mouse over a unit to see if they have the modifier, meaning I was constantly marching my armies around in the snow to find a safe province where they wouldn’t freeze to death.
That’s a pretty big oversight for such a punishing mechanic. And even completing their final transformation into beings of pure ice didn’t remove the penalty! I found more strange edge cases like this the more tweaking I did with my campaign setups. Sure, you can play on a Dune-like desert world where everyone’s capital starts underground, then infest it with Cthulhu monsters, but you might find the mechanics haven’t really been fine-tuned for all the possible, weird combinations yet.
The tactical battles, which take place on their own maps, aren’t quite as exemplary as the strategic core of Age of Wonders 4, but they are just as fast-paced and can offer some seriously satisfying challenges. The bestiary is huge, with everything from ogres to astral monstrosities to demons spawning as neutral or hostile NPC factions, in addition to the forces of your rival civilizations. The one place it feels like kind of a letdown is when you’re assaulting a major enemy city. It doesn’t really feel like an epic struggle through the streets of a vast metropolis. At most, it’s a scuffle over the outer defenses protecting what looks more like a village. But I did love seeing some of the bigger engagements that are possible with multiple armies on each side.
I definitely have to applaud the graphics and UI as well. The balance Age of Wonders 4 strikes between realistic and stylized is just about perfect for me. Every unit, from a proud elven archer to a snarling wolf, is readable at a distance and projects a strong personality. The maps all look great, whether you’re starting in a serene meadow or on some alien-looking astral plane. There’s quite a bit of customization for your leader and units as well. And all the interface panes are well-organized, nice to look at, and easy to navigate. Nested tooltips make it easy to get just as much information as you want. And sometimes figure out what the hell the narrator is talking about when they bring up some lore concept from other games in the series you may not have played.
In a surprise plot twist, Microsoft’s Activision-Blizzard acquisition has been BLOCKED by the UK’s CMA regulatory authority. We spend most of the show discussing the ramifications of this as well as what Microsoft might do next. Plus: we kick off the show with some quick impressions of Star Wars Jedi: Survivor!
Subscribe on any of your favorite podcast feeds, to our YouTube channel, or grab an MP3 of this week’s episode. For more awesome content, check out our interview with Todd Howard, who answered all of our Starfield questions after the big reveal at the Xbox Showcase:
Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.
What you lack in lucky five-star gacha pulls, Honkai: Star Rail may make up for in trash.
Well, perhaps not quite that good, but the new HoYoverse RPG has treasures lurking even in the dump. As Star Rail officially went live less than 24 hours ago, fans have already found themselves fascinated by investigating every trash can they encounter.
Rewards range from resources like Ancient Coins to an actual trash can avatar for your profile.
Dialogue exchanges with the assortment of junk vary, too.
In the video above, the boring bin looks about as ordinary as can be minus the whole video-game-inspect-this-thing shine. After a few bizarre interactions and judgmental expressions from March 7th and Dang Heng, the Trailblazer scores an Ancient Coin.
I think my favorite thing about honkai star rail is that all the trash cans have something unique to them, literally spent like an hour just talking to every trash can i see pic.twitter.com/F8qscodMTy
“The two trash cans stood tightly side by side as if no force in the world could separate them,” reads the dialogue shared by Awsie6662 on Twitter.
Other snippets include all sorts of moments of infatuation with the world’s cheeky garbage lore. It’s not a particularly new RPG mechanic, but the HoYoverse take has about as much charm as digging through the literal trash… can.
Star Rail’s receptacles have even earned a spot in the hearts of fan artists, like this dumpster-diving comic from Renai1000se on Twitter. The game’s subreddit and official channels have a scene for the Star Rail Trash Can Fandom, too.
Some comments make their own declarations of love, while Reddit users like Crysaa add: “I didn’t expect the trash can lore to be so deep BUT I AM HERE FOR ALL OF IT.”
Honkai: Star Rail just made its debut on PC and mobile with a PS4/PS5 version still in the works. It’s yet another free-to-play RPG from Genshin Impact developer HoYoverse, serving as a follow-up to its older action title, Honkai Impact 3rd.
Andrea Shearon is a freelance contributor for IGN covering games and entertainment. She’s worn several hats over her seven-year career in the games industry, with bylines over at Fanbyte, USA Today’s FTW, TheGamer, VG247, and RPG Site. Find her on Twitter (@Maajora) or the Materia Possessions podcast chatting about FFXIV, RPGs, and any series involving giant robots.
Diablo IV will let you skip its campaign with a press of a button, but don’t think you can just bypass the forces of Hell — you’ll need to finish the campaign first.
In the latest Diablo IV video titled, Inside the Game: Your Class Your Way, a brief shot shows characters being able to skip the campaign. That way, players don’t have to redo all of the story content again with future characters they create. Diablo global community development director Adam Fletcher clarified that players will have to beat the game at least once in order to skip future campaign reruns.
Lead quest designer Don Adams also noted that players can skip the campaign at any time, including at the character creation screen or after. Furthermore, he says that there are other uses as well. Players can explore different classes with alternative accounts before settling on a favorite, replay their favorite parts of the story, or grab a specific quest reward before skipping to endgame content.
As @PezRadar mentioned, this becomes available for your account after beating the #DiabloIV campaign once.
Diablo has a long history of deep endgame content that can stretch over months or years, with players rolling up new characters and trying to beat increasingly difficult dungeons. Diablo 3 made it possible to access its version of the endgame, Adventure Mode, by going straight to its rifts, but Diablo 4 streamlines it still further with a simple button.
A lengthy grind
This is a good way to respect a player’s time because, according to Diablo IV’s director, it will take at least 150 hours to reach level 100. Additionally, it will take around 80 hours to complete each season’s battle pass.
Diablo IV launches on June 6, 2023, for PC, PS4, PS5, Xbox One, and Xbox Series X|S. In IGN’s Diablo IV review in progress, we said, “I continue to adore its build-crafting system, the joy of spontaneous alliances that its online model allows for, and the surprisingly engaging combat, which was made even better with the new classes in play.”
Diablo IV is going to have a final beta test from May 12 to 14 called “server slam” which will stress test the game’s online infrastructure.
George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.
When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey
If you’ve started compiling a collection of digital games, you probably already know just how limited the Switch’s base storage capacity. The Switch and Switch OLED have 32GB and 64GB of internal storage respectively. Some of that is reserved for the OS. The Legend of Zelda: Tears of the Kingdom, which is out on May 12, takes up over 18GB of storage all by itself. Other must-have titles like The Legend of Zelda: Breath of the Wild and Pokemon Sword or Shield tap out at 13.5GB each. There’s only one expansion slot in the Switch console so you want to make sure you get the biggest card you can afford.
Nintendo Switch Micro SDXC Memory Cards from $35
Both the PNY PRO Elite and Samsung EVO Select Micro SDXC cards are both 100% compatible with any Nintendo Switch, Switch OLED, and Switch Lite console. They’re actually rated for higher speeds than the official Nintendo Switch branded memory card. That doesn’t really matter though; the Nintendo Switch can only support U1 speeds, so a U3 speed will just be throttled back down to U1 speeds.
Steam Deck Owners Can Use These Cards Too!
The Switch isn’t the only gaming system that accepts these cards. If you’re a Steam Deck owner, you can also use this card, especially if you picked up the 64GB storage option.
For more deals, take a look at our daily deals for today.
I was curious what Humanity would feel like to play, with such an “out there” premise – “the player wakes up one day as a Shiba Inu puppy made of light, who must guide crowds of people into a strange pillar of light,” but going hands-on I’m happy to report it presents a delightfully puzzling diversion, bringing both classic puzzle elements and new ideas to bear in fresh and fun ways. I was drawn in instantly and had a blast reaching 100% in each new level I played during my preview.
Much like some of my favorite puzzle games, like Echochrome, Hitman GO, Catherine, & Monument Valley, to name a few,Humanity takes a single idea and cleverly iterates on it. That idea? Direct a steady stream of humans from their starting point all the way to the goal.
Humanity takes a single idea and cleverly iterates on it. That idea? Direct a steady stream of humans from their starting point all the way to the goal.
Humanity asked me to run and jump across stages cleverly constructed of blocks, swim through floating cubes of water, and use commands like ‘Turn,’ ‘Jump,’ ‘Float,’ ‘Hit,’ and others to guide the humans to the pillars of light at the end of each level. Various hazards like pits, moving obstacles (which will push the humans in various directions), and more were added at a fantastic pace as I proceeded, and each new gameplay wrinkle had me carefully examining each map, rotating and inspecting it to find a way forward.
Although I found it fairly easy to get to the goal in most stages over my three hours with Humanity, engaging with bonus objectives was where it truly got its hooks in me. There is no punishment for letting the infinite stream of humans fall off ledges to their doom. In fact, there’s even a story justification for why it’s OK; that the souls of these humans return to the white gates and emerge once again, continuing to follow the dog’s directions until they are delivered to the end gate. That having been said, giant golden figures called Goldies are scattered across levels (some are even hidden until certain conditions are met), and gathering them on my way to the exit is, as Anakin Skywalker once said, “where the fun begins.”
Although I found it fairly easy to get to the goal in most stages over my three hours with Humanity, engaging with bonus objectives was where it truly got its hooks in me.
If Goldies fall to their doom, you’ll need to restart the stage to bring them back, which means you’ll need to think carefully before attempting to gather them. Thankfully, Humanity doesn’t punish experimentation, so it stays fun to iterate while working on solutions to these challenges. There are even two different Retry options specifically designed to make the process quicker and easier; Retry: Keep Commands and Retry: Clear Commands.
The latter starts the stage over from scratch, but the former is my favorite because it leaves all my redirects, jump commands, and everything else I littered around the stage. This makes it incredibly easy to keep what works and get rid of what doesn’t. Hit ‘Retry: Keep Commands’ and zoom the camera out, then watch the humans progress automatically, and it becomes easy to pinpoint the spot where things went wrong.
Pacing seems perfect so far, and that combined with its bite-sized nature and “just right” difficulty curve triggered the “one more level” drive some of my favorite games elicit in me.
I found it incredibly satisfying to sit back and watch as the humans followed my perfectly planned route, picking up Goldy after Goldy in a perfect ‘start to finish’ run. Pacing seems perfect so far, and that combined with its bite-sized nature and “just right” difficulty curve triggered the “one more level” drive some of my favorite games elicit in me.
The satisfaction of collecting all the Goldies in a perfect run was rewarding enough on its own, since they often required finding new paths, or made me to place commands at a specific moment, but Goldies also serve another function. Collecting more of them also unlocks new abilities, skills, and customization options.
Some early unlocks include the ability to fast forward (a godsend when you are iterating during Retry: Keep Commands), freeze time (to give you time to think about what to do, before a Goldy you’ve already collected plummets to its doom), free camera movement, new outfits and hats for the humans, and a whole lot more.
In addition to Goldies, each level also has a convenient Solution Video in the pause menu, so players needn’t worry about getting stuck. I was slightly disappointed these videos only showed how to get to the goal and not how to pick up the Goldies too, but having easy access to solutions means it will be easier than ever for players to enjoy more of the game, frustration-free. Humanity’s stat-tracker tallies how many times players consult Solution Videos, so keep that in mind if it matters to you!
That Humanity is engrossing shouldn’t have surprised me, as Yugo Nakamura and Tetsuya Mizuguchi (of Rez and Tetris Effect: Connected) are also on Humanity’s dev team.
That Humanity is deceptively engrossing probably shouldn’t have surprised me, as Yugo Nakamura and Tetsuya Mizuguchi, two of the minds responsible for Rez and Tetris Effect: Connected, are also on Humanity’s development team. Also, much like Tetris Effect and Rez, the music adds quite a bit to the experience in Humanity. I frequently found myself bobbing my head to the bass revving up, or moving to the bizarre catchy rhythms of synthetic-sounding techno music as they played across my sound bar or in my headphones. The DualSense feedback is fun, too, and I enjoyed feeling the dialogue text plink across my fingers playfully, so hopefully that support is available to DualSense users on PC, as well.
Humanity also features a level creator and user-created levels, which function much as they do in Super Mario Maker. Players are given all the tools, building blocks, and available commands from the game (even ones they haven’t experienced yet in the single player mode) and can build out and upload stages however they please.
With a relaxing vibe, clean aesthetic, level-creation tools, and a great blend of “easy to complete, hard to 100%,” Humanity is hitting all the right notes.
Jumping into user-created levels was quick and easy, including tags displayed alongside the name, so you’ll know the difficulty level, whether they are auto-play, and other useful stats (as well as user reviews and how many times it’s been played) before you jump in. There are a range of developer-made levels available right away, but even during the preview period, other players had uploaded some fun stages. These ranged from easy, standard levels to one bonkers example where the player had no humans to guide, instead needing to engage in ultra-hard, pixel-perfect precision platforming to reach the goal. With creative ideas like this available before the game is even out, it will be fascinating to see what the community can come up with post-launch.
While it may appear, at first, as 3D Lemmings, Humanity already feels like so much more. Between the relaxing vibe, simple (but effective) aesthetic, endless playability with user-creation tools, and a great blend of “easy to complete, hard to 100%,” Humanity is hitting all the right notes for me and I can’t wait to play more when it’s released on PS4/5, PSVR/2, Steam, and Steam VR on May 16th.
Brian Barnett writes reviews, guides, features, & more for IGN & GameSpot. You can get your fix of his antics on Twitter (@Ribnax), Backloggd (Ribnax) & Twitch (Ribnax) or check out his fantastic video game talk show, The Platformers, onTwitch & Apple Podcasts.
At first I was afraid, I was petrified – I kept thinking “how could Respawn follow up on its outstanding Star Wars Jedi: Fallen Order?” But then I spent so many nights playing the sequel finding out how they got it right and Cal Kestis grew strong, and I learned how to get along. And now we’re back, in outer space… okay, okay, don’t leave! I’ll stop. The point is that with vastly expanded combat options, bigger, more open maps, vastly more abilities to play with, and enough collectable stuff to fill a Correllian freighter, Star Wars Jedi: Survivor is in many ways the Batman: Arkham City to Fallen Order’s Arkham Asylum. And much like the Arkham games did for Batman, nothing else convincingly captures playing as a Force user quite as well as this.
Especially considering that there’s no reason not to go back and play Fallen Order before starting Survivor if you haven’t, I greatly appreciate that the sequel starts you out with most of the powers and upgrades that Cal had already acquired – there’s no corny amnesia or other, “Oh no, my powers are gone!” gimmick to make you re-learn how to double-jump or use Force push, and no Jawas snuck up and stole away the climbing claws that make scaling walls much faster or the Scomp Link that lets BD-1 hack things. Outside of having to earn back your healing canisters and life and Force bar extensions, this is more or less Cal as we left him five years prior.
So we’re already off to an exciting running start when things kick off with a brief caper on Imperial Coruscant that calls back to A New Hope before making a thrilling escape. You’re quickly thrown right back into Force-pushing Storm Troopers off of ledges and chaining together movement tricks like wall-running, climbing, swinging, and sliding down ramps. And that’s just the beginning – the Spider-Man-style grapple (which only works on pre-designated points) is introduced before you leave Coruscant, and the unlocks keep coming from there on at a rewarding pace. When you unlock the mid-air dash ability to pair with your double-jump, things really take off – you can cover such crazy distances without touching the ground, changing directions twice to reach things around corners, that I had to completely rethink what was possible. It’s not as though Survivor invented the air dash, but Respawn makes excellent use of it, further flexing those Titanfall muscles.
Moving around is definitely satisfying but lightsabers are, of course, the stars of the war. Survivor kicks up the excellent dueling from Fallen Order by several notches with five different fighting stances that are all brilliantly animated to create some of the flashiest and fiercest Star Wars melee battles I’ve ever seen. You don’t even have to be all that good at nailing the timing of strikes, parries, and dodges for fights to look spectacular and smooth as you carve a swath through enemies (but if you are it looks even cooler), and the fact that arms and legs can now sometimes get severed from Storm Troopers and other humanoids – not just droids and creatures, who get absolutely shredded – makes it feel more gratifyingly powerful than ever during kill animations.
Lightsabers are, of course, the stars of the war.
After dabbling in the single, double-bladed, and dual-wielding stances that carry over from Fallen Order, I settled on the two new ones: the Kylo Ren-inspired Crossguard style and the hybrid Blaster stance that answers the question of “wouldn’t it be cool if Han Solo were also a Jedi?” The Crossguard treats your lightsaber as a slow and heavy broadsword that’s great for hammering a stunned target into the floor, while the latter equips you with a sidearm to dispatch small enemies without having to close the gap and sure makes short work of flamethrower troopers, packs of animals, or others who like to get in close. It’s, quite literally, a blast. Of course, once I unlocked the ability to throw my Crossguard saber to hit enemies a little farther away I felt like either stance was capable of taking down just about any enemy when needed and settled in for the ride. These sabers pair nicely with the expanded set of Force powers that allow you to do things like pull in an entire group of enemies close before executing a spinning slash to cut them all down like blades of grass.
You can only equip two of the five stances at any given time, which at first seemed artificially limiting – and it is, when you think about it – but I came to appreciate it because it gave my version of Cal more personality as a fighter. You can, of course, swap out your stances at any meditation circle, but especially in the early hours you only have so many skill points to go around (and only one free respec). Each stance has its own skill tree, so you’re encouraged to specialize, and by the time I reached the second half of the story I had my clear favorites, and no regrets.
By the time I reached the second half of the story I had my clear favorite stances, and no regrets.
It’s a story that does the job it needs to do well: get you from one exciting action scene to the next. Early on and quite literally by falling into it by accident, Cal finds himself in a race to locate what’s effectively a map to a lost treasure planet. That’s very much in keeping with the idea of him as the Nathan Drake of the Star Wars universe, and leads to plenty of excuses to visit ancient (well, old and abandoned at least) puzzle chambers where you have to use your wits, the Force, and an expanded range of gadgetry to solve them. Importantly for a game like this, it seldom feels like there’s a lot of time pressure to rush to the next objective, so taking a detour on a side quest to investigate missing prospectors in a mine, find out what went wrong in a droid factory, or investigating the many other rumors you’re presented with by locals doesn’t feel like you’re neglecting a responsibility to save the galaxy.
Despite being a largely enjoyable adventure, my main issue with the story is that nearly every big twist is foreshadowed so heavily that it was only ever a matter of when a reveal would happen, not if. The identities of the main villains are secret as of now, and shall remain unspoiled here, but they’re pretty easy to see coming a lightyear away. In any case, at least they’re written and acted with enough depth that they don’t feel like retreads of anyone Cal’s faced before, and neither is a two-dimensional Sith Lord who somehow has returned. There’s more to them than that, as Survivor successfully prioritizes character over plot for the most part.
The cast I enjoyed so much in Fallen Order is back in full force.
The cast I enjoyed so much in Fallen Order is back in full force to go through those motions, and this time Cameron Monaghan’s Cal is not so easily outshined by the crew of the Mantis. His motivations are about more than simply fighting the Empire now: it’s about whether he can live a life where he’s something more than a resistance fighter, let go of his guilt, and find a home that’s safe. His path after escaping Order 66 is contrasted against what could’ve been if he’d had different priorities and made different choices. That gives him a lot more character growth than he had as purely a traumatized fugitive learning to be a Jedi. His decisions have more weight to them, making him a much more realized protagonist this time around.
Naturally, BD-1 never left Cal’s side, but the rest of the crew are all given very human reasons for their parting ways after Fallen Order and why they’re coming back together now. Greez’s loveable cantankerousness made him a favorite, and he’s happy to deliver more of that along with some sage wisdom while carefully avoiding overuse of his “grab some seat” catchphrase as he pilots the Mantis. Merrin returns with a new look to immediately rekindle some of the romantic chemistry between herself and Cal, and her more casual attitude after having traveled the galaxy makes her even more endearing. And though she’s less of a constant presence due to Cal no longer needing a mentor, the ever-intense Cere is more powerful than ever, and that power is displayed memorably in one of Survivor’s biggest action moments.
Cere’s power is displayed memorably in one of Survivor’s biggest action moments.
Aside from a large cast of colorful alien side characters, including an ancient protocol droid with a loose screw and a goofy sea slug with a reverse diving suit and a thick Scottish accent, the other new member of the group is Bode. He’s another roguish mercenary type who, much like Cal did in Fallen Order, initially comes across somewhat blandly as the two bro it up to establish the friendship they’ve struck up fighting the Empire together. As his sympathetic backstory is fleshed out, however, he does become a more interesting companion.
Getting to fight alongside allies on certain story missions this time around is a treat, especially watching Merrin use her Nightcrawler-esque teleportation to blink around the battle and pick off targets (riding her coattails leads to Jedi Survivor’s single most thrilling action sequence). They can’t be killed or downed in action so there’s no management or babysitting you have to do, but if you want to, you can have them prioritize an especially annoying raider to keep them busy while you thin out his friends’ ranks. Beyond that, they’re only really used to open up paths for you to reach new areas, which boils down to you pushing a button when prompted, but their banter and companionship definitely liven up the scenes in a way BD-1’s adorable bleeps and bwoops couldn’t do alone.
Survivor takes advantage of that fact that it takes place at the midpoint between Revenge of the Sith and A New Hope.
Of course, with new friends must also come enemies (it made sense in my head, at least), and following a whole game of battling mostly Imperial Inquisitors it’s a relief to see that the Empire’s role here is more in the background. Their parade of trooper types and security droids are mostly here to provide variety after you’ve been fighting the main enemy army of raiders and their salvaged Separatist battle droids. It’s a clever way to plausibly merge the original trilogy and prequel trilogy enemies together into the same game – one that takes advantage of the fact that Survivor takes place at nearly the exact midpoint between Revenge of the Sith and A New Hope.
There’s also no shortage of beasts that resemble what we saw in Fallen Order – no matter where you go in the Star Wars galaxy, it seems life finds a way to make giant bugs and big angry wampas. It’s a good mix of enemies and subtypes that builds on Fallen Order’s already respectable lineup, and when I found myself in the middle of a fray where different factions are battling it out (including any weak-minded foes I’d temporarily Force-confused to my side) it’s a great time.
On the subject of creatures, one of Cal’s many new abilities is to tame non-aggressive animals to be rideable mounts, though that isn’t ever used for much besides galloping across empty areas slightly faster than Cal could’ve run on foot. Given that running doesn’t drain his stamina, it seems that it’s mostly just for atmosphere and to make people stop asking Respawn if they can ride the animals. Granted, it is pretty cool to watch the towering, long-legged spamel carry you across the deserts of Jedah. (Yes, they really called an alien camel a spamel.) There’s also a flying animal that can be used as a glider, though only at very specific points, so it’s not much of a game-changer either, but it does play nicely into environmental puzzles.
They’re far from the typical Star Wars one-note worlds like Tatooine or the forest moon of Endor.
Speaking of environments, this journey takes us to a handful of never-before-seen planets, some of which are expansive and include a variety of extremely different areas within them. Koboh, for instance, has everything from grasslands to swamp to underground facilities, a massive crashed Separatist ship, and even its own version of Cloud City. They’re far from the typical Star Wars one-note worlds like Tatooine or the forest moon of Endor that are either 100 percent desert or completely covered in redwoods, respectively.
Every time I entered a new area I’d circle the camera, looking for the telltale signs the level designers leave to indicate a wall is runnable, a ceiling can be clung to, a crack can be squeezed through, and more. By the time I was done with my 30-hour run through the story I had trouble even remembering to use all of the abilities I had learned because there are simply so many. Levels are meticulously thought-out puzzles in and of themselves, and only rarely did I run across something that didn’t feel intuitive or fair once I took into account all the tools at my disposal.
Considering that this adventure is roughly equal parts combat and puzzle-solving, the fact that there’s such a broad selection of types works in its favor. Puzzles that deal with directing energy beams and even painting paths are clever and well done, on par (and sharing some ideas) with a lot of what we saw in God of War Ragnarok last year. Some involve using BD-1 to launch projectiles to trigger remote switches, some have rolling homing bombs, and some use deployable balloons you can grapple to and launch off of. A few of the main storyline puzzles gave me cause to scratch my head for a few minutes before the solution sprung to mind, which is just about the right level of challenge. They aren’t groundbreaking in their design, but consistently fun nonetheless.
Throughout it all, Survivor is a gorgeous game.
Throughout it all, Survivor is a gorgeous game with beautifully detailed environments and characters… and perhaps as a result, not one of the best performing. My PS5 playthrough saw some fairly gnarly slowdowns from the expected 30 frames per second in 4K Quality Mode, especially when fighting around smoke or fog, which made timing by parries and dodges difficult. Disappointingly, even the 1440p Performance Mode isn’t close to holding a locked 60fps. I also saw a few crashes and bugs that forced me to quit and reload my save to progress (though this was before the day one patch). EA has naturally promised more patches will come with improvements on all platforms, but if history is any guide it might take a little while before it’s completely ironed out.
A smooth frame rate is certainly important when battling Survivor’s multiple lightsaber-wielding bosses, because there’s no shortage of challenge in learning the timing of parrying their strikes and dodging their unblockable attacks. I must confess: after several hours of banging my head against the brutal final boss I finally resorted to turning the difficulty down a notch to see the ending in time for this review, which hurt my pride because I’d made it to his final phase but couldn’t quite get over the finish line.
That said, there’s not a lot that felt especially novel about these fights; they’re well made, but conventional and one aspect that hasn’t seen a great improvement from Fallen Order. One smart tweak that does stand out, however, is that when a boss kills you, the next time you come at him he’s not glowing yellow signifying you’ll get your health back the first time you hit him like a normal enemy does. Instead, there’s a glowing pillar of light where you fell, and picking that up heals you. That allows you to save the full-health pick-up for when you need it rather than just as the fight begins – it’s a smart and welcome evolution of Fallen Order’s already ingenious system of tipping the scales in your favor when you need it.
I cannot tell you how many times I got one-hit killed by that damn rancor’s grab-and-snack attack.
When it comes to tracking those bosses down in the first place, I certainly appreciate that the Jedi games give you a map (unlike other games of this style that I could name that delight in making you figure it out) but it does leave something to be desired when it comes to usability. Just like in Fallen Order, this map seems so dedicated to the idea of resembling a light-blue Star Wars hologram that it’s not always easy to figure out what you’re looking at and the directions its waypoints give you aren’t always accurate. However, its dotted lines were generally good enough to point me in the right direction when I struggled to find a path forward or was feeling lost, or redirect me when I was trying to figure out a way past an obstacle I didn’t have the right gear for yet. Also, this time Respawn has granted us the ability to fast-travel between save points, which feels like an act of mercy when the objective is on the other side of one of these large, labyrinthian maps.
These maps are dense, too, and Survivor is packed full of stuff to do around the edges of the main story, including bounty hunters and legendary creatures to track down and kill, combat challenges, and more. Some of them are seriously tough, even on the default Jedi Knight difficulty level; I cannot tell you how many times I got one-hit killed by that damn rancor’s grab-and-snack attack, other than that it was literally dozens. But I got him in the end! You’ll also unlock a full New Game+ mode once you beat the story, which is a welcome feature that Fallen Order didn’t have until more than six months after launch.
On top of all of that, there’s an intimidating amount of stuff to collect, including plants and fish which can then be displayed in the cantina in your base town on Koboh. But while there might be some unlocks at the end of those sidequests, it doesn’t do much to convince you that these are activities you should spend a lot of time on… unless you really like plopping down seeds on rooftop gardens or watching a virtual aquarium.
Of course some rewards are much more enticing to a Star Wars fan. Cal’s lightsaber and blaster both have many customizable cosmetic parts that you can mix and match to form your own creation, and even though you can barely make out those details when you’re using it in a fight unless you zoom in with the photo mode, it’s a fantastic, loving bit of Star Wars detail to obsessively mess with whenever you find a new piece.
Plus, all of the available lightsaber blade colors are unlocked shortly after the start so that you can make Cal more your own from the very beginning. That also goes for his range of clothing options, which is far more extensive this time around, as well as his entirely new haircut and beard options. He’ll always be the same Cal Kestis underneath it, but your soul-patch and mullet-wearing character will have a very different vibe from mine, whose crew cut and beard resembles a redheaded version of Amos Burton from The Expanse. Yes, it’s a little silly to find hair and beard options in treasure chests, but sure, why not?
Similarly, I’m just delighted at the customization for BD-1. In the first game, you could only change his paint job, but his enduring popularity (which led to his Mandalorian cameo) has paid dividends because now we get many more options for components on his face, head, “ears,” body, and legs, as well as detailed color options and even the level of wear and tear. Just wait until you see the way his body reacts to having pieces swapped out in the customization menu! It’s another lovely little touch in a game that presents so many.
It should come as a surprise to exactly nobody that The Legend of Zelda: Tears of the Kingdom is going to be an absolutely massive video game with a staggering amount of things to do and see. After all, it’s the follow up to The Legend of Zelda: Breath of the Wild, one of the biggest, deepest, and rewarding open world games ever made. But what truly caught me off guard with my time playing Tears of the Kingdom wasn’t just how much there was to do – and there was certainly tons – it was just how much creative freedom I had as I attempted to take on every corner of it so far. Breath of the Wild’s core philosophy was effectively “See that landmark in the distance? You can walk there!” In Tears of the Kingdom, it’s more like “See that landmark in the distance? Well, you have a hundred different ways to get there, and a lot of them might not work, but when one does, hoo boy, you’re gonna feel like a genius.”
Let’s step back for a sec, or should I say, soar above. Floating high above Hyrule are the Sky Islands, and that’s where the large majority of my preview of Tears of the Kingdom took place. If the Hyrule below is the updated open world from Breath of the Wild, the sky sections feel more akin to The Wind Waker, just minus the big red talking boat to get around. There are tons and tons of islands up there in disparate clusters and formations and it’s up to you to figure out exactly how you’re going to travel between them, take on their endless puzzles, conflicts, and caves, and move on to the next one. You can soar through the sky on your trusty paraglider, hoping you’ve got enough stamina to not only make the trip but to scale the side of whatever you’re trying to get on top of. If you’ve played Breath of the Wild, you’re already very familiar with that exercise. But this time around, you’ve got a lot more options, and that’s where things get really clever and occasionally, really funny. Using some parts lying around, I decided to make a goofy double decker bomber jet to fly through the skies in style. I couldn’t tell you why I decided to make it a double decker besides “I thought it looked cool at the moment” and really, sometimes that’s reason enough.
Link’s got a couple of great new abilities this time around, the most significant of which is Ultrahand, a remix of his Sheikah Slate rune powers from Breath of the Wild. Ultrahand basically works like The Force in Star Wars: you can use it to push and pull and rotate objects in your environment around you and then stick them to other objects. You won’t be able to use it on organic things like animals or enemies or anything bolted down to the ground like a tree stump or a rock structure, but there are some interesting exceptions to that rule. In one puzzle, a stranded Korok trying to reunite with another Korok on a different sky island needed help getting over there, and since he was wearing a large hiking backpack, I was able to use Ultrahand to pick him up, put him in a minecart, and get him back to his buddy, netting me two Korok seeds as a reward. So we’ll see how often these exceptions appear in the world at large. Hopefully there are enemies with decorative bags or accessories on them that we’re allowed to grab and throw around because chucking a kitted out Bokoblin into the clouds would be a fun alternative to just stabbing it. What? Don’t judge me.
Ultrahand basically works like The Force in Star Wars: you can use it to push and pull and rotate objects in your environment around you and then stick them to other objects.
Back to my goofy double decker bomber jet: using two large fans that were conveniently in the area, I stuck them to some ship parts using Ultrahand and then pulled a steering stick Zonai device out of my inventory to give my ship some maneuverability while flying the mostly friendly skies. Zonai devices are new this time around and you’ll be able to find them in giant capsule toy looking machines scattered around the world. The devices have a variety of looks and abilities and they can generally be used to manipulate or enhance objects around you or in your hands. One example I saw was a rocket shaped Zonai device that, when fused to Link’s shield, allowed him to rocket jump into the sky anywhere, similar to Revali’s Gale from Breath of the Wild, only this time it’s limited to your number of rockets on hand rather than being an ability that needs to recharge, which is definitely going to lead to some crazy and clever puzzle and combat solutions. The building process was slightly cumbersome at first, but I suspect it’s something that will come second nature after some extensive play time. Breath of the Wild controlled a bit untraditionally compared to your standard issue open world game, and Tears of the Kingdom throws in several more interactive systems, radial wheels, and object manipulations. You’ll probably still hit the horse whistle button by accident (which, sadly, didn’t summon Epona in the skies. Somebody get that pony a jetpack!). Luckily, you’ll be able to save the custom vehicles and contraptions you create and summon them when you need them if you have the right materials, so you won’t have to rebuild everything from scratch each time. You’ll also occasionally stick two objects together thinking it makes sense, only to instantly realize that was a very stupid idea, like this hot air balloon glued to a box fan, which created a normally functioning box fan with a decorative hot air balloon stuck to it. Good job, brain.
This trial and error, genius and idiot song and dance was exemplified best in my attempts to solve a big puzzle in the world where I had to return a glowing stone to a marker on the map with several gaps and a giant rotating sphere shape between it all. I had Ultrahand and Fuse at my disposal, plus Recall, a power that would reverse time on a performed action like I was rewinding a video file. Using gusts of wind, my hang glider, and my bare arms I made several valiant but ultimately inefficient attempts to get the stone across the sky before realizing that I could just Ultrahand the entire puzzle ball and rotate it to make a walkable path to the finish line. Again, good job, brain.
My puzzle attempts, my bomber jet, and pretty much everything else I assembled to get around the world had a distinctly Looney Tunes quality to them, particularly the parts of Looney Tunes where Wile E. Coyote is stubbornly building wobbly catapults, rocket skates, and wingsuits in his pursuit of the Road Runner, a plan that always seems like a good idea until it backfires or he looks down. There’s a lot of trial and error in Tears of the Kingdom, which means a lot of failing, falling, or just barely puttering to the finish line, but a new tool called the Travel Medallion – a blue circle symbol you can drop on most surfaces in the world – allows you to respawn at the location you placed it. If you’ve got a particularly tricky section ahead that could potentially involve a lot of falling to your death, well, just drop your Travel Medallion near you and start experimenting without worrying about having to backtrack. You can pick it back up off your map screen whenever you want and place it somewhere else later. Breath of the Wild was already fairly liberal with checkpoints, but Tears of the Kingdom lets you basically place one anywhere and that’s a wonderful new addition.
Speaking of placing stuff anywhere, another very fun new tool this time around is Fuse. Fuse lets you take objects and materials you find in the world or in your inventory and apply them to your shield, weapons, and bow and arrows. I was getting mobbed by an army of tough bad guys in a fort and saw a giant spiky ball in the world and instinctively used Ultrahand to try to smack it against the bad guys like I would have used Magnesis in Breath of the Wild…before realizing I could just fuse it with my weapon and turn my fairly crappy sword into a much, much stronger spiky ball sword. This was not only fun and cool but it also increased the durability of my weapon, which meant it wouldn’t break as easily. Theoretically you could keep fusing a thing to the same weapon over and over to keep it from shattering which feels like an interesting make-good for people who hated the whole weapon breaking thing in Breath of the Wild. It doesn’t totally overhaul or scrap that disputed design decision, but it does give you a ton of options on how to avoid it while simultaneously giving you a ton of new weapon combinations to play with. Some of the other Fuse combos I saw were a minecart fused shield, a horn fused broadsword, and ruby fused arrows that depleted a rare stone in my inventory to create elementally charged projectiles – which were fiery, awesome, and much stronger than your typical arrow.
Everything I played ran at a consistent framerate – so far, at least.
On a technical level, everything I played ran at a consistent framerate – so far, at least. Breath of the Wild was a launch game for the Nintendo Switch and ran into occasional dips in framerate in dense outdoor areas like the Korok Forest. For years Nintendo fans have speculated that Tears of the Kingdom would launch alongside a more powerful Nintendo Switch Pro model so bigger, more resource intensive games wouldn’t run into framerate issues but unless Nintendo has been secretly hiding a next gen console for the Tears of the Kingdom launch day (spoilers: they’re not) then the six year old Nintendo Switch hardware will have to do. Most of the sections I’ve played of Tears of the Kingdom took place in the sky and ran fairly smoothly, so we’ll have to see how things fare once Link starts fighting a bunch of enemies in a thick forest in the vast Hyrule down below the clouds. Either way, if you didn’t personally have an issue with those things in Breath of the Wild, you’ll probably be fine here too.
All in all, from Ultrahand to Fuse and dozens of sky islands, these are just some of the things that make this game – the rare direct sequel to a previous Zelda game – feel the most fresh so far. That’s because lots of animations, objects, outfits, sounds, and more feel very similar to Breath of the Wild, which is admittedly a slight letdown based on how much of that game hinged around surprise and discovery. But Tears of the Kingdom is layered (or, uh, tiered) and the way you interact with nearly everything has evolved in creative and dramatic ways, so I have little doubt that there won’t be a million new things to do and see in the full game. For now, I’m giddy to not only experience it all myself but to also see how the surely massive player base will make and break this game in brilliant and silly ways. With every puzzle and conflict having such a ridiculous array of solutions, the results will likely be endlessly astonishing and entertaining, especially if you look at what hardcore Breath of the Wild players have already been doing for years in a game where it often feels like you weren’t supposed to do those things. Nintendo has taken that ideology and legalized it in Tears of the Kingdom and that’s immensely exciting, even if it means there will be lots of hilarious fumbling and falling along the way.
Cooking hearty, fulfilling, and occasionally dubious meals was an integral part of survival in The Legend of Zelda: Breath of the Wild. Sure you could have skipped that feature entirely and just eaten 40 apples and a bag of raw meats every time your health was low after a time fight, but combining the right ingredients to cook a big custom meal that would boost your strength, stamina, and resistance to the elements was definitely a much smarter winning strategy.
Well, cooking is back in the upcoming sequel The Legend of Zelda: Tears of the Kingdom and there are a few really cool new improvements to go with it.
A brand new cooking pot
Let’s start with your cooking device itself. In Breath of the Wild you generally needed to find a cooking pot in the wild — usually in a village, stable, or similar communal location — to actually combine ingredients into a recipe and make a meal. You could also start a fire anywhere and crudely throw individual edible items onto it and make stuff like cooked apples or hard boiled eggs, but those things didn’t give Link nearly the same boosts as combining two to five things in a pot and cooking up a specific recipe.
Tears of the Kingdom circumvents the need to travel to specific locations to cook by giving you a cooking pot Zonai device that effectively allows you to cook almost anywhere in the world, or at least anywhere with a flat surface. Zonai devices are depletable resources that you can manipulate with Link’s new powers like Fuse and Ultrahand, so you’ll be limited by the number of cooking pots you have in your inventory if you want to start cooking while you’re up in the clouds or hanging out on a mountain top down in Hyrule.
Either way, it’s pretty awesome that you’ll now be able to cook up a bunch of hearty meals before a big fight anywhere rather than having to fast travel to specific locations. However, and this is important: keep in mind that pots are one time use only and they break after cooking a single meal, so you should definitely make that meal count instead of cooking up a plate of gross, blurry food. Have a spicy pepper steak. You’ve earned it.
Link’s recipe cards
Additionally, Tears of the Kingdom also has a recipe database in your sub menus that shows you a list of recipes, including which items you’ll need to create them, what sorts of stat and health boosts they’ll give Link, and a picture of what the completed dish looks like. Think of them like those recipe cards that come with meal prep kits like Blue Apron or Home Chef. It seems as if cooking a recipe for the first time will unlock that recipe in your records for the rest of that play through.
You’ll still have to manually stack items in Link’s hands and then drop them into a cooking pot manually as there’s no way to hit a prompt on the recipe card and have it sort through your inventory and automatically cook a recipe for you. That feature certainly would’ve been helpful (especially in scenarios when you want to cook several of the same meal in a row before a tough boss) but for now at least you’ll be able to dig through your database to recall a recipe instead of digging through your own memory.
So are you excited to get cooking in Tears of the Kingdom? Are you gonna make hearty, healthy meals anywhere or will you force Link to eat cooked wood like I did to survive the Master Trials? Let us know in the comments below and make sure to check out our full preview for more.
Additional reporting by Casey DeFreitas.
Brian Altano is an executive producer and host at IGN. The Legend of Zelda is his favorite video game franchise, Link’s Awakening is his favorite game of all time, and he’s never finished Skyward Sword despite several valiant attempts.
Few video games capture the essence of their inspiration quite like Alien: Isolation. Creative Assembly’s 2014 survival horror looks as if it were made by the set designers of Ridley Scott’s movie themselves, such is the incredible attention to detail. But it’s the groundbreaking use of the xenomorph that makes Alien: Isolation such a triumph; this perfect organism is an engine for fear.
The game’s fifth mission, The Quarantine, marks the first moment in which the xenomorph actively hunts you through Sevastopol Station. Armed with little more than the iconic motion tracker, you must evade and escape cinema’s most terrifying predator. This is where Creative Assembly truly brought the Alien fantasy to life. But recreating the terror experienced by Ellen Ripley in the original film took more than authentic visuals and sound effects.
To find out how The Quarantine was made we spoke to two of the game’s developers about how Creative Assembly brought together astonishing AI, clever looping level design, and cutting edge lighting to inject pure terror into your first encounter with the alien.
The core of Alien: Isolation is a cat and mouse chase between your protagonist, Amanda Ripley, and the xenomorph. Prior games in the franchise depicted the aliens as cannon fodder for gung-ho Colonial Marines, but Creative Assembly looked to Ridley Scott’s tense original film, not James Cameron’s action-packed sequel, for inspiration. Much like in the 1979 horror classic, there’s just a single xenomorph in Alien: Isolation and you’re powerless to stop it. The only thing you can do is try to survive.
To create a believable, relentless predator, Creative Assembly programmed its xenomorph with advanced artificial intelligence. This terrifying creature is able to explore environments of its own volition, hunting you down through sight and sound. It can even learn your survival tactics and adapt to outsmart you. It is, to quote Ash, “A perfect organism. Its structural perfection is matched only by its hostility.”
During Alien: Isolation’s opening missions the xenomorph is only glimpsed in scripted moments, but in The Quarantine it’s finally given full freedom to stalk you. “This was the first encounter where we took the brakes off, the first ‘real’ encounter if you like,” explains Jude Bond, lead artist on Alien: Isolation. “The creature was fully off the leash; Amanda had the motion tracker and a job to do, she was on safari with the Alien, set for a deadly game of hide and seek.”
“An insane amount of work went into shaping the creature from a visual perspective – everything from the development of its physiology, through to modelling, animation and VFX,” he says. “Evidently, we’d developed complex AI and behavioural systems, scripting, and level mark-up too. As such, it was the first opportunity in the game for us to fully showcase the enormous amount of work we’d put into the creature.”
In the events leading up to The Quarantine, you have discovered that a full-grown xenomorph is skulking through the vents and corridors of the vast Sevastopol Station. Following the injury of a colleague you’re sent to the San Cristobal Medical Facility in search of supplies. To access them, you first need to find a keycard belonging to the deceased Dr. Morely. But just minutes into your search the entire facility is put into lockdown as the xenomorph arrives on the scene.
Reverse engineering the original movie provided us with great foundations to build the Sevastopol on.
“The alarm sequence was a great opportunity to reference the Nostromo destruction sequence in the original movie,” Bond says. “The emergency lighting state in San Cristobal was great fun to produce – the asynchronous patterns of the rolling lightings and strobes, supported by the audio, created a really disarming sense of chaos, disorienting the player, and heightening the tension.”
It’s not just this alarm sequence that acts as a call back to the original film, though. The entire Sevastopol Station draws heavily on the retro-futuristic style of Alien, and its architecture is directly informed by the design of the Nostromo freighter ship. The Quarrantine’s medical facility was based on the movie set’s sick bay in which Kane was treated following his encounter with a facehugger.
“By the time we started to build this space, we’d thoroughly deconstructed the original movie, frame by frame,” recalls Bond. “We really got inside the heads of the original production designers and understood not just the design language, but how that was achieved in a practical sense, on a movie set.”
“Reverse engineering the original movie provided us with great foundations to build the Sevastopol on,” he adds. “We took the essence of the Nostromo, then used its DNA to inform a huge amount and variety of content.”
It wasn’t enough for the medical facility to be authentic to the original film, though. It had to be an arena perfectly calibrated for the player’s very first unscripted encounter with the xenomorph. This location would be a showcase for the alien’s capabilities, as well an introduction to the mechanics players could use to evade it. Everything that players had learned across the previous four missions would come together in this practical examination that would test their ability to survive against their worst nightmare.
Structural Perfection
“The shape and design [of the environment] is massively influenced by the fact that it’s for an alien encounter,” says Catherine Woolley, the level designer behind The Quarantine. “The level itself became a great testing ground while the AI for the xenomorph was being tweaked, as we needed to make sure it would work as we expected within environments created for it.”
“When designing a space for the alien to exist within, we wanted to try and ensure the player would not easily become trapped in a scenario they cannot escape, as not only could it feel unfair, like the level isn’t there to help them, but [this would] relieve the frustration of being cornered like a cat with a mouse,” she explains.
“If you pay close attention to the map for the Crisis Stabilisation Unit (which lives within the San Cristobal Medical Facility) you [will] notice a large number of loops from corridors creating loops, underground passages or vents to other corridors,” she notes. “These loops give you an option of finding a safer spot should you come head to head with your foe. Some loops are larger and pose a greater threat, some have dead ends, and some are very small to help with the trickier situations.”
Those looping routes were also designed to provide vital sightlines for both the player and the alien. The first segment of the facility, for example, loops around the Day Room, an area that features windows that allow vision not just into the room, but straight through it and across to the Sedation Ward. Doors at either end of the room also open up a sightline from the entrance corridor right across to the Staff Quarters. These intersecting sightlines, along with the beeps of your newly-acquired motion tracker, allow you to plot the alien’s location, which in turns helps you plan your movements towards the Staff Quarters, where you will hopefully be able to locate Dr. Morley’s keycard.
“I’d like to think [those key lines of sight] helped players, as the moment you spot the xeno walking the opposite way from the staff quarters is the second you can make your move,” says Woolley.
You’re not entirely reliant on your wits and observation skills, though. While you can’t do anything to harm the xenomorph, there are a number of tools located around the level that can be used to distract and relocate the beast hunting you.
“I knew in this scenario the player would only have the Pistol, Crowbar and Motion Tracker,” Woolley notes. “They also may have crafted a few distractive elements like an EMP, Flashbang, Noise Maker, Smoke Bomb or Pipe Bomb.”
“However, as you didn’t have anything that could make the alien retreat at this stage, I’d made sure there were other ways to distract the creature to ensure safe (or not so safe) movement through the level,” she explains. “You can do this with the rewire systems dotted around. These allow you to power the underfloor vents, a door, and then also set off some alarms and sprinkler systems. Provided you’re not near those alarms they can be a worthwhile distraction, sending our tall friend off to the Sedation Ward to see what’s going on.”
With the alien successfully evaded and the door to the Staff Quarters unlocked, you enter a new area where tighter corridor structures significantly diminish your vision cone. However, each room is still built to allow speedy recognition of threats and escape routes. The recreation room, for instance, allows you to take cover behind the circular sitting area and observe both entrances from relative safety. With the coast clear you can then duck into the sleeping area. Here you discover the patient rooms assigned to Dr. Morely, which helps narrow your search for his keycard.
That information leads you into a circular corridor with seven treatment rooms, each of which is a dead end with no easy escape should you be cornered. That’s why finding the list of three rooms on Dr. Morley’s round is so essential; you don’t want to investigate all seven of them when there’s the constant threat of the xenomorph trapping you inside. But even with that information, you still don’t know exactly where the keycard is. You’re still going to have to take some risks.
“One thing we were trying to do with Isolation was create what feels like an interactive real environment,” says Woolley. “Telling you exactly where you needed to go would remove tension, plus I felt it gave a nod to games where you used to have to note down where to go and everything wasn’t just given to you through objectives and direct waypoints. Signage is a key part of Alien: Isolation and we hoped people would utilise it! Just like you would [if you were] in a hospital!”
It was designed to feel like a hospital, rather than function as a hospital. Believable, not authentic.
With the keycard lifted from the mutilated corpse of Dr. Morely you’re able to complete the final loop of The Quarantine. The card unlocks a nearby door that leads directly back to the very start of the level, the Welcome Area, and from there you can head down to the lower hospital to continue your search for medical supplies in the next mission.
To encourage you to take this shortcut and not backtrack all the way through the level are the navigation signs that Woolley mentioned, which point to the Welcome Area. But while the signage and general aesthetic of the San Cristobal Medical Facility were meant to evoke the feeling of a real hospital, it was not envisioned as an authentic space. Instead, it is first and foremost a video game level designed to support the hide and seek gameplay generated by the xenomorph’s AI.
“I’d be lying if I said we were looking for the authenticity of a medical setting,” admits Bond. “It was designed to feel like a hospital, rather than function as a hospital. Believable, not authentic. That’s not to say we just threw in some hospital furniture and crossed our fingers. Far from it.”
“We took care to think about what the spaces were and how they would be used by the crew,” he explains. “This resulted in us creating a lived-in feel through informal, slightly chaotic propping, giving us a strong counterpoint to the mechanical formality of the architecture. There were lots of layers to the art we produced, but this trick alone created a nice tension, and we used it all over the game.”
“All the littered pieces among the hallways were to help, and at times hinder, the players,” adds Woolley. “From the gurney bed you’re near when the xenomorph makes its appearance, which allows you to take cover underneath it in the hopes people don’t back track to Morley’s office, to the various cabinets someone will hopefully use to hide from the alien.”
“Each piece of cover was instrumental in allowing players to progress forwards and towards their goal,” she says.
Deadly Atmosphere
The very act of having to evade Creative Assembly’s intelligent hunter is more than enough to generate a palpable sense of fear. But the continual sense of dread players experience in Alien: Isolation comes from far more than just the creature alone. The very architecture of Sevastopol Station is designed to generate a truly terrifying atmosphere.
“Low ceilings and narrow corridors certainly created a sense of oppression and confinement,” says Bond. “The space is in control, you’re not. A lot of our architecture modulated between constricted and relatively open spaces though. We did this to create an appealing rhythm, setting, and resetting the player’s perception of the space. Tension and respite, breath in, and breath out.”
This philosophy can clearly be seen in the contrast between the spacious corridors around the Day Room and the tight, claustrophobic ones that snake through the Crew Quarters. These locations are also lit in very specific ways to enhance the atmosphere provided by the area’s structure.
“The lighting in San Cristobal no doubt helped to build tension and a sense of fear, or dread,” Bond says. “Generally, we used shadow, or the absence of light, to create a feeling of veiled threat. On a basic human level, what you can’t see is scary and creates space for the imagination! We really tapped into that specific flavour of psychological horror, so prevalent in the 1979 movie.”
“We regulated the darkness, punctuating it with spots or pools of light,” he explains. “This punctuation obviously helps to describe the space and guide the player, but it also created the tension that we were striving for.”
“We used the light component of ‘pooled lighting and darkness’ to create a kind of a deceptive sanctuary for the player, luring them into a false sense of security,” he continues. “Where the light and shadow meet, we found a sweet spot for creating tension – at the edge of being able to discern distinct shape and form, with a degree of ambiguity around what you’re seeing.”
While tension, fear, and dread are all vital components of survival horror, these need to be off-set by occasional moments of relief and safety. In Alien: Isolation this is provided by a very limited amount of save points. There are just three in The Quarantine, and they split the mission into relatively even thirds. One is available at the very start of the level in the Welcome Area, a second can be found in the Day Room near the vent from which the alien first appears, and a third in the Staff Quarters close to where you eventually find Dr. Morley’s keycard.
“I tried to place them in locations where you could potentially have a breather, trying to find a secure feeling location and lines of sight to make sure you weren’t about to be eaten,” explains Woolley. “However, for those less aware of their surroundings, that might not be the case. I wasn’t so much trying to increase tension, but more create spaces that you can’t wait to get to!”
By allowing these moments of relief, the save points tie Alien: Isolation’s ideas together. The astonishing, adaptive intelligence of the xenomorph is obviously the key to the experience, but the entire thing would fail if the alien could reliably defeat you each and every time. This is a survival horror, and the player must make it through alive to not only complete the game, but to also live an experience that replicates that of Ellen Ripley in the original film. The save points, distraction tools, sightlines, and lighting in The Quarantine all combine to help the player survive this terrifying ordeal, and ultimately provide an unforgettable introduction to one of gaming’s most terrifying hunters.