High on Life’s Spooky DLC Has 52 New Characters and Gabourey Sidibe

When Squanch Games announced yesterday High on Life’s first DLC, it revealed a venture into one of comedy’s most popular subgenres: the classic horror-comedy. The new paid DLC, High on Knife, which will be available sometime this October, marks a spookier tone for the game, and the teaser showcased just 40 seconds of darkness and body horror.

But, perhaps unsurprisingly, that turn to spook started as, well, kind of a joke.

“We joked a lot about it while we were working on High on Life like, ‘Wouldn’t it be funny if we made it a horror game?’ “ Squanch’s Chief Creative Director Mikey Spano tells IGN. “And we were all like, ‘We should really just do it. We should do it.’ And so when a DLC came up we were like, ‘This is a perfect opportunity to try something totally different.’ “

Spano and Squanch’s Design Director Erich Meyr sat down with IGN just barely an hour after High on Knife was announced at this week’s Xbox Games Showcase Extended. They haven’t gotten a chance to look at much of the fan reaction at this point, but of course, there’s a question floating around of just how actually scary a game about smart-talking weapons can be, even if there are some tense moments in the base High on Life.

“We have chunks that are intentionally meant to be scary and chunks that are very funny.

“Yeah, the tension’s real,” Meyr says. “It’s not the whole DLC. We have chunks that are intentionally meant to be scary and chunks that are very funny. What people expect from us.”

Spano adds that it’s about “50/50 funny and scary,” even if a lot of it is a spoof of the horror genre as a whole. And they tease that it’s a pretty sizable DLC too, lasting at about two-three hours. Spano jokes that “we definitely shot ourselves in the foot, scope-wise” with High on Knife, and that scope extends to a whole lot of new characters – even if Kenny, the gun voiced by Justin Roiland (who parted ways with the studio after the since-dropped domestic violence allegations against him became public) – isn’t there.

Aside from Roiland no longer being with Squanch, Spano and Mery said they “always” wanted to explore new characters, and the DLC was the “perfect opportunity” to do so.

Expanding the Scope

In fact, aside from Knifey and Gene and the three guns from the base game, Spano and Meyr say High on Knife focuses “mostly” on new characters – 52 of them to be exact, Meyr reveals. A couple of them were already shown in the initial announcement: a gun named Harper, voiced by SNL’s Sarah Sherman, and another gun named B.A.L.L., “a weird little pinball gun” who is voiced by Alec Robbins, the narrative director of High on Life. (Yes, B.A.L.L. is an acronym; no, they won’t say what it stands for yet).

There’s another character too, shown briefly in the teaser: a goopy new boss named Mux, voiced by none other than Oscar-nominated actress Gabourey Sidibe. And if you’re surprised to hear that, well, Squanch was a little surprised too.

“Gabourey was one of those ones that we thought was a super long shot,” Spano says. “The three of us (Spano, Meyr, and Robbins), the way we do stuff is we technically have our roles at the studio, but the three of us together kind of act as one creative director for everything. And so a lot of times one of us will be like, ‘Hey, what about this person for this role?’ And then kind of gauge each other’s interest and Gabourey was everybody’s top choice. We were like, ‘It’s never going to happen.’ “

But as it turns out, Sidibe was indeed interested. Spano doesn’t think she had even played High on Life, but was keen to get into more comedy. And it’s true that while Sidibe broke out in her Oscar-nominated dramatic role in Precious, she’s done a ton of comedic work in recent years, from Brad Neely’s Harg Nallin’ Sclopio Peepio to her recent series The Prank Panel.

Still, Spano and Meyr insist she brings those Oscar chops to the role.

“She was ad-libbing really well. There were some dramatic scenes that she was just nailing,” Spano says. “We were speechless at least once or twice like, ‘Holy shit. She’s awesome.’ So she plays a really big role in sort of the latter half of the DLC.”

They remain surprised about the kind of comedians they’re able to get, from JB Smoove to Betsy Sodaro to Tom Robinson. When asked if there’s a dream get for their voice cast, Spano struggles to come up with one – haven’t they already gotten them?

“We were speechless at least once or twice like, ‘Holy shit.’

But then Meyr reminds him of their white whale: Danny DeVito, who they originally wanted to voice Gene.

“That was one of the few where, I don’t know that it was like a no, I just think that they didn’t really even understand what we were asking for,” Spano says.

He acknowledges that now, he can’t picture anyone else but David Herman doing the voice of Gene. But the dream stays alive: “we’ll probably poke Danny DeVito again” for something else, he vows.

Cast aside, there are plenty of new features that they’re excited to show off in the DLC, even if they can’t go into too many details just yet (although they teased that they’ll be at San Diego Comic-Con in July). There will be new traversal abilities, as well as a new bounty suit.

Spano notes, too, that they were eager to get into their first non-Gatlian gun with B.A.L.L., “so technically it’s not a living gun, it just has living creatures sort of piloting it.”

“That’s something I’ve wanted to do for a while,” he says. “And with the DLC, that was sort of the first thing I drew up. I was like, ‘I want to make this gun with little weird guys piloting it’ and drew it up and it got traction right away. So that was the first new gun that went in.”

They also stress that they really want you to watch that brief teaser carefully. When I ask them about the “hyper-violent Knifey upgrade” that was alluded to in the announcement, Spano notes that “if you listen to the trailer, you could probably connect some dots and figure out what it is.”

They’ve got plenty of new ideas like that they want to squeeze into High on Life – and it’s where Squanch’s focus remains for the time being.

The Future of High on Life

Spano and Meyr both agree that, as long as there’s interest (and there certainly was interest in the base game, as it was Xbox Game Pass’ biggest third-party launch of 2022), they want to “continue this world and telling the story of it.”

“I feel like in the first one we had to pull back on so many things and had so many awesome ideas that we just have this whole backlog of things,” Meyr says. “Even this DLC was ideas that we were already brewing.”

They also say Roiland being gone doesn’t really make a difference for their future, either. Roiland, Spano says, “was just a little side piece” of Squanch, and so his absence “doesn’t really make a difference at all” internally – and they have “no plans, no desire” to work with him again anyway.

And just in terms of the content, they think they’ve built a world that they can fit all kinds of stories into – like, for instance, a horror story, and they even casually bring up medieval fantasy. But of course, it’s a business; they have to respond to how it does.

“We are a small studio, so we got to pay bills and stuff,” Spano says. “And if this DLC justifies its existence, then maybe there’s more DLC. If it doesn’t, then there’s most likely still things for High on Life in the future. Maybe just not more DLC. It just depends on how things go.”

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

The Last of Us Is Getting a Universal Halloween Horror Nights Experience

Universal is teaming up with PlayStation to create a haunted house experience based on Naughty Dog’s The Last of Us, which will feature iconic locations from the 2013 game, clickers, and more as part of its Halloween Horror Nights series of in-person events.

The themed experiences will see guests follow in the footsteps of series protagonists Joel and Ellie as they encounter infected runners, clickers, and human raiders, while passing through familiar locations from the 2013 game, such as The Hotel Grand, and Pittsburgh quarantine zone.

“As a massive fan – and frequent attendee – of Halloween Horror Nights, we are honored to have ‘The Last of Us’ included in this year’s lineup. It has been an incredible thrill for us at Naughty Dog to collaborate with Universal, bringing the world of the game to life, focusing on even the tiniest details that our fans know so well,” said Naughty Dog Co-President Neil Druckmann in a statement.

The events will run on select nights between Sept. 1 to Oct. 31 later this year at Universal Studios Hollywood, and the Universal Orlando Resort. Tickets are available to book as of today, with more details on The Last of Us experience – and the reveal of other haunted houses in the Halloween Horror series – expected to follow shortly.

“The world inside the game offers a multitude of suspenseful and horrifying opportunities to provide guests with a one-of-a-kind experience that can only be found at Halloween Horror Nights,” said the event’s executive producer John Murdy.

The Last of Us has become something of a cultural phenomenon following the original title’s 2013 PlayStation 3 release, spawning a full-on remake, a sequel in the form of The Last of Us Part II, and a successful TV adaptation, which HBO has commissioned for a second season.

Earlier this week, Naughty Dog marked the franchise’s 10-year anniversary with the release of a Photo Mode Collection, and a blog reflecting on the series’ history and development. However, some fans of the series were left disappointed by the lack of updates on the untitled multiplayer title that is currently in development at the studio.

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

Rockstar Games Co-Founder Dan Houser Announces New Studio, Absurd Ventures

Rockstar Games co-founder and Grand Theft Autio writer Dan Houser has officially announced Absurd Ventures.

As spotted by Geoff Keighley, Houser’s new studio is “building narrative worlds, creating characters, and writing stories for a diverse variety of genres, without regard to medium, to be produced for live-action and animation; video games and other interactive content; books, graphic novels, and scripted podcasts.” Based on the quote, Absurd Games will dabble in other forms of media beyond video games.

Since 2021, it had been strongly implied that Houser started a new studio after Absurd Ventures in Games had been registered in the United Kingdom, with the business listing mentioning that Dan Houser was a director at the studio. Though details on the company were sparse at the time. Dan Houser co-founded Rockstar Games in 1998 with his brother, Sam, and three others. However, in early 2020, Rockstar’s parent company Take-Two Interactive announced that Houser had resigned from the company.

Houser played a big role in Rockstar Games’ history beyond just co-founding. This includes serving as a writer on almost everything Grand Theft Auto game and as a writer for every installment released in the Red Dead Redemption franchise to date, including serving as the executive producer for Red Dead Redemption 1 & 2 and Red Dead Online.

Absurd Games has yet to announce its first project, but hopefully, the studio will share more information soon.

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

Xbox’s Matt Booty Confirms it’s Not Making Games for Xbox One Anymore

With the Xbox Series X/S hitting its third anniversary later this year, Microsoft has officially moved on from the Xbox One and will not be making new first-party games for the eighth-gen console moving forward.

In an interview with Axios, Xbox Game Studios head Matt Booty said the company has “moved on to Gen 9,” noting that none of Xbox’s 23 game studios, including Turn 10 Studios or Double Fine Productions, are working on games that are compatible with the Xbox One. However, support for games like Minecraft is ongoing, according to Booty.

Despite no new first-party games being in the works for the Xbox One, Booty reiterated a previous pledge Xbox made last year, where the Xbox One can still access these new first-party games like Starfield on the console via Xbox Cloud Gaming. “That’s how we’re going to maintain support,” Booty said. While not native versions, if you still have an Xbox One lying around and looking to repurpose it in some capacity, this is a solid alternative.

The news comes less than a week after Xbox held its Games Showcase, where the company shared new information, including updates from several of its first-party developers along with a few third-party reveals. If you missed the showcase, check out our roundup, where we recapped all the big news coming from the digital event.

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

Nicolas Cage Met Hideo Kojima and Now Fans Are Convinced He Will Cameo in Death Stranding 2

Fans are convinced Nicolas Cage will appear in Death Stranding 2 after series director Hideo Kojima posted a picture of him standing with the actor in his Tokyo studio.

Cage recently made his first foray into video game acting by way of a cameo in the survival-horror game Dead by Daylight, in which he plays a somewhat exaggerated version of himself.

During a surprise appearance at Geoff Keighley’s Summer Game Fest live show, the actor explained the cameo gave him the chance to “meet a whole new audience,” while Keighley jokingly suggested that “maybe he’ll be in a Hideo Kojima game” next.

Well it seems that there may have been more to that offhand comment than everyone first thought, because Hideo Kojima just posted a picture of himself posing with the Hollywood legend alongside the Ludens statue in his Japan-based studio.

Naturally, Kojima fans are now convinced the actor is set to join the cast of the Death Stranding sequel, a notion which would be more absurd if it weren’t for the director’s penchant for recruiting celebrities to cameo in his games.

Many predicted Cage may make a cameo appearance as one of the lonely survivors, also known as preppers, who have chosen to live alone in the post apocalyptic digital world following the cataclysm known as the Death Stranding.

For his 2019 game, Kojima assembled an eclectic cast of celebrities to voice these quest givers, including comedian Conan O’Brien, horror artist Junji Ito, movie director Edgar Wright, and, of course, Kojima’s old buddy Geoff Keighley.

Others got a little more specific with their predictions, with some suggesting the actor could portray a version of himself in Death Stranding 2. From there, the suggestions got less…predictable.

Some even suggested the cult actor could take on the role of a villain alongside Troy Baker’s character in the upcoming sequel, which was revealed during The Game Awards 2022 live show, and accompanied by a cryptic trailer that seemed to confirm the return of Norman Reedus as series protagonist Sam Porter Bridges.

Regardless, the idea of a Nicolas Cage-infused Hideo Kojima title seems to be a hit among fans, many of whom pledged to pick up the Death Stranding sequel on launch day, assuming the actor actually features in the game.

Of course, it’s also perfectly possible Kojima simply invited Cage to tour his offices in the hope of recruiting him as a guest for a potential second season of his Spotify podcast Brain Structure, or that, god forbid, he simply wanted to meet a fellow creative. The one thing that we can take away from Cage’s surprise visit is that his interest in the video game world didn’t suddenly end with his appearance in Dead by Daylight.

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

Star Ocean: The Second Story R Remake Leaked

A logo for Star Ocean: The Second Story R has leaked via Square Enix’s support website.

Spotted by RPG Site, the banner with the logo was found on Square Enix’s official support site, but it has since been taken down. The link that leads to the logo now shows a box with the words “no image”.

Star Ocean: The Second Story is the second game in developer Tri-Ace’s Star Ocean series, which is published by Square Enix. The game was released for the original PlayStation in 1998. An enhanced version of the game, Star Ocean: Second Evolution, was released in 2008 for PlayStation Portable.

In 2008, Square Enix remastered the first game in the series for PlayStation Portable, called Star Ocean: First Departure. In 2019, the game was re-released for PlayStation 4 and Nintendo Switch as Star Ocean: First Departure R.

The latest game in the series is Star Ocean: The Divine Force, which is the sixth mainline title. In IGN’s Star Ocean: The Divine Force review, we said: “Star Ocean: The Divine Force isn’t the best in the series, but a revamped battle system and a charming cast of characters at least make it feel like a return to form.”

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

Phantom Liberty Director Will Lead Cyberpunk 2077 Sequel

Director of Cyberpunk 2077’s Phantom Liberty expansion Gabe Amatangelo will also direct the full sequel from CD Projekt Red.

Speaking to Bloomberg, Amatangelo said he’ll be moving onto the sequel once development on the long-awaited Cyberpunk 2077 expansion is complete. Given Phantom Liberty launches on September 26, this should be within the next three months or so.

Little else is known about the Cyberpunk 2077 sequel, codenamed Orion at CD Projekt Red, but the developer promised it “will fully unleash the potential that this universe offers”.

Development hadn’t begun as of October 2022 as CD Projekt Red focused on building a whole new North American studio for the game, consisting of 350 to 500 developers between teams in Boston and Vancouver. With Amatangelo looking to move over when Phantom Liberty is done, however, development should be kicking off soon if it hasn’t already.

Amatangelo spoke to IGN during our Summer of Gaming to outline what fans can expect in the expansion (and therefore, perhaps, what will be a focus in the sequel). Phantom Liberty is set to change several aspects of the base game too, even adding a new ending.

Vehicular combat, a Cyberpunk: Edgerunners inspired cyberpsychosis feature, and a clever nod to The Witcher are coming too, though at the cost of upping the game’s PC requirements.

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

Starfield 30fps Debate Has People Talking About Virtual Sandwiches

As IGN exclusively revealed during Summer of Gaming, hotly-anticipated space epic Starfield runs at 30 frames per second on Xbox Series X and S. The news sparked a vociferous debate about the performance of Bethesda Game Studios’ next big title, and challenged the expectation from some that big first-party games should run at 60fps on Xbox Series X no matter what.

But why does Starfield run at 30fps? In an interview with IGN, BGS boss Todd Howard said the development team decided to lock Starfield at 30fps on console to ensure “consistency” of performance.

“I think it’ll come as no surprise, given our previous games, what we go for,” Howard said. “Always these huge, open worlds, fully dynamic, hyper detail where anything can happen. And we do want to do that. It’s 4K in the X. It’s 1440 on the S. We do lock it at 30, because we want that fidelity, we want all that stuff. We don’t want to sacrifice any of it.

“Fortunately in this one, we’ve got it running great. It’s often running way above that. Sometimes it’s 60. But on the consoles, we do lock it because we prefer the consistency, where you’re not even thinking about it.

“And we don’t ever want to sacrifice that experience that makes our games feel really, really special. So it feels great. We’re really happy with how it feels even in the heat of battle. And we need that headroom because in our games, really anything can happen.”

Anything can happen? What about hoarding a basketful of sandwiches in your spaceship? Well, that’s exactly what we saw is possible in Starfield’s extended video preview, continuing the rich tradition of BGS games letting players collect all manner of nonsense, pile it high in their home, then counting down the seconds before a crash.

Now, as the dust begins to settle on the Starfield 30fps debate, these sandwiches have become the unlikely focal point, with some experts claiming it’s exactly this kind of gameplay that means 30fps is the correct choice.

John Linneman, from video game analysis specialists Digital Foundry, took to Twitter to explain exactly what’s going on.

“While it’s used as a gag in the video, this sandwich pirate concept highlights one reason why 60fps would be tough to achieve,” Linneman explained.

“Like prior BGS titles, it seems that Starfield tracks the location and position of arbitrary items in the world. Given the scope this stuff begins to add up. The player has so much freedom in this regard that it becomes, presumably, impossible to keep the frame budget below 16ms. Lowering the resolution would not make this possible.”

Some have called on BGS to add a performance mode to Starfield, one that would let players lower the resolution or the fidelity of the visuals in favour of higher fps. But according to Linneman, doing so wouldn’t make much difference.

Starfield, like previous BGS games, are unique in many ways, including how objects are tracked. “You can take a random item out of your inventory and set it on a table,” Linneman said. “You can set dozens of items and more down. The item position will be retained for the rest of the game. I can’t think of many other games that attempt this.”

Meanwhile, Dannie Carlone, senior staff environment artist at God of War developer Sony Santa Monica, chimed in to similarly defend BGS’ decision to go with 30fps for Starfield.

“It’s not a sign of an unfinished game,” he said in a tweet. “It’s a choice. 60fps on this scale would be a large hit to the visual fidelity. My guess is they want to go for a seamless look and less ‘pop in’. And of course your right to dislike the choice.”

Then: “It doesn’t need to be 4K ( which is expensive) it could be 1080p at 60 or another variable resolution at 60. They want to keep it locked at 30 4K and push the visuals to a high level on this scale.”

It seems likely the 30fps debate will follow Starfield all the way to release. Either way, assuming Starfield does release on console with a locked 30fps performance, it will be the smoothest, most consistent game Bethesda Game Studios has ever released at launch.

In case you missed it, here’s our Xbox showcase roundup, and here’s everything shown during the Starfield Direct.

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.

F1 23 Review

After roughly 940 million kilometres, the Earth has reached the point on its 12-month celestial march around the sun where it’s time for another Formula 1 game. Fitting, perhaps, considering I feel like I’ve driven roughly 940 million kilometres in this series over the past decade-and-change. Jokes aside, it’s a testament to the incredible robustness of Codemasters’ brand of open-wheel motorsport magic that climbing back into the cockpit each year remains a pleasure, and F1 23 is no exception. Alongside noticeably improved handling for the new-era cars, F1 23 also adds the next chapter of the Braking Point story mode introduced in F1 2021 – plus a new reward-based progression system with daily, weekly, and seasonal goals. The result is plenty to keep us busy, even if your personal mileage may vary substantially depending on your taste in both curated, solo campaigns and live service-style game modes.

Last season’s sweeping regulation changes ushered in a field full of brand-new F1 cars, and with their bigger wheels and tyres they were the best-looking cars the sport had seen in some time. However, they were also the heaviest cars in the championship’s history. In F1 22 this translated to a model that made manhandling that additional bulk quite tricky. Relearning the limits of these new cars was admittedly an absorbing challenge, but it wasn’t always a fun one; there was definitely a fickleness to the way the cars had a tendency to both understeer coming into corners and oversteer while trying to throttle out of them.

Driveability has improved dramatically.

In F1 23, driveability has improved dramatically. There’s still a sensation of bulk here in the hefty new-era cars, but they feel considerably more cooperative; grippier and more stable, especially clipping kerbs. Better still, for those of you without a wheel there’s a truly excellent intuitiveness to the game pad controls this year. This was most evident to me while navigating slow corners in narrow street circuits and snapping out of early slides when getting on the throttle a little too hard. I don’t know if I’ve ever really been able to catch oversteer so effectively on a humble analogue stick in any F1 game, ever. F1 23 is easily the best the F1 series has ever felt on a traditional controller. The cars feel lively and dangerous, but they respect your commands. It’s like walking an obedient Dobermann through a butcher’s shop.

Brakin’ 2: Electric Boogaloo

Braking Point 2 is the continuation of the story Codemasters kicked off in F1 2021 and, despite the fact its 17 chapters ultimately only lasted me a few sessions over a couple of days, it’s definitely my favourite part of F1 23.

For the purposes of a good yarn, Braking Point 2 adds a fictional eleventh team called Konnersport to the grid (much like we’ve been doing ourselves in My Team mode since F1 2020). The upshot here is that it seems to have resulted in a story with a bit more substance this time around. Emotion and conflict both run a little higher than I would suspect might have been possible within the bubble of an existing team with real-world sponsors. Also, while Braking Point 2 may move to a predictable enough conclusion, I was pleasantly surprised to be caught unawares by at least a couple of unexpected developments.

While Braking Point 2 may move to a predictable enough conclusion, I was pleasantly surprised to be caught unawares by at least a couple of unexpected developments.

While the original Braking Point concentrated on the chalk-and-cheese driving pair of rookie Aiden Jackson and retiring Dutch journeyman Casper Akkerman, Braking Point 2 broadens its lens. The focus here is really the whole Konnersport team, from the drivers (Jackson and his long-time nemesis Devon Butler) to likeable team principal Andreo Konner. Also in the frame is Davidoff Butler, Devon’s father and the CEO of Konnersport’s primary sponsor – plus up-and-coming F2 driver Callie Mayer, who’s being managed by Akkerman.

As with the original Braking Point, the events in Braking Point 2 are a mix of scenarios with specific challenges to achieve as Jackson, Mayer, and even Devon Butler himself. Some events are full races but most are mid-race situations where you may find yourself asked to finish ahead of specific drivers or teams, salvage or defend your position after dealing with some bad luck, or capitalise on some smart strategy. Overachieving this time around can earn you bonus objectives, and doing so ranks you up within the story mode to unlock new responses to press questions and internal staff queries, but it doesn’t change the overall story – just minor side stories and conversations along the way. That said, I really like the structure; I appreciate the variety and I enjoy having goals. Make up so many spots. Don’t finish behind so-and-so. Maybe I just like being bossed around.

Perhaps surprisingly considering his role in F1 2021, Jackson takes a bit of a backseat in Braking Point 2. This actually may be for the best as I found him even harder to warm to this time around, although some of that may be to do with the fact he’s still probably the least fleshed-out character. We learned very little about Jackson in the first Braking Point and we learn even less here. The spotlight instead has shifted to the ambitious Mayer and the smarmy Devon Butler. Intriguingly, while his stint as Braking Point’s heel continues, Devon easily emerges from Braking Point 2 as its most interesting and layered character.

Braking Point 2’s cutscenes are a big improvement over the original and the facial performance capture in particular is far stronger. The interview sequences make for some clever script segues but I do wonder whether it would’ve benefited from a more documentary-style, fly-on-the-wall approach to the dramatic scenes also. The inability to prod the mode with the team you actually chose in the original is a minor miss, but it seems like it would’ve been an easy win for immersion’s sake. As it stands, the Braking Point 1 recap has Jackson and Akkerman wearing Alfa Romeo gear – in my game two years ago they drove for Haas.

The World is Now Enough

The other big new addition in F1 23 is F1 World, which is a standalone mode that appears to be built on the bones of the naff, lifestyle and apparel focused F1 Life mode from F1 22. You could probably describe F1 World as a secondary career mode where, instead of taking on traditional championship seasons, you complete a range of daily, weekly, and seasonal goals and races to earn rewards and upgrade your F1 World car.

I don’t really know what to make of F1 World, but I do know I keep bouncing off it. I can certainly appreciate the appeal of a mode more suited to dipping in and out for short bursts of F1 action than the more time-consuming full race weekends in the normal career mode, but I’m just not attracted to the upgrade loop that comes alongside it.

Upgrades in F1 World come in the form of miscellaneous and eccentric parts and performance boosters, like brakes that will make my tyres last a tiny bit longer – but only on North and South American racetracks. Or a bloke called Robert who will make my engine more powerful for 60 seconds after I make a pitstop, like some kind of motorsport warlock.

There’s an elegance in having what’s essentially an evolving quick play mode all housed under a single umbrella that rewards you for time spent, but there’s a mobile game tone here that I’m just not sure I have the constitution for. If you’re in the same boat, the traditional career and My Team modes remain present. Just know they’re essentially the same as last year, only with some extra tracks: Lusail and Las Vegas. It’s hard to say what kind of race the Vegas Strip street course will make for in real life this November but it’s a cracking-looking track in F1 23, daubed in a busy neon background and brimming with verticality just beyond the track boundaries. It’s extremely eye-catching.

10 Things Diablo 4 Doesn’t Tell You

Diablo 4 is full of more demons than ever before, and its expansive regions can be both dangerous and confusing to explore. Whether you’re looking to tweak the difficulty, get help in combat, or understand its various mechanics, materials, and currencies, we’ve compiled the biggest things Diablo 4 doesn’t always tell you outright.

1 – When Can I Get That Mount?

As soon as you finish the Prologue tutorial and arrive in the main city of Kyovashad, you can try to interact with the stables where Lorath got a horse, only to find you aren’t able to purchase one as well. Even if you’ve bought special editions of the game or purchased cosmetics from the in-game store, you still won’t be able to have a mount of your own just yet.

Instead, you’ll need to progress through the Main Story’s multiple Acts for quite a bit of time. Though you’re welcome to undertake Act 1, Act 2, and Act 3 in any order you like, all of them must be completed before you can start Act 4 — where completing the second main mission, A Master’s Touch, will finally unlock a Priority Quest to visit the stable for your very own horse.

Mounts in Diablo 4 will allow you to traverse large expansive regions at a much quicker pace, and can be customized with various cosmetics that can either be unlocked in game or bought as microtransactions. You can’t exactly attack while mounted, but you can perform a leaping special move to dive straight into combat!

2 – Unlock More Clothing Options

As you start obtaining more and more gear, you may find some outfits look better on you than others. Luckily there’s a way to customize your look, as long as you know what to do with your old gear.

Head to the Blacksmith in any town (not to be confused with the Armorer who sells gear nearby), and you should find that several pieces of gear in your inventory have a pickaxe symbol on them. By clicking on the larger pickaxe symbol in the Blacksmith’s menu, and then clicking on the gear you want to Salvage, you’ll not only get materials in exchange, but you’ll also unlock that gear’s look. If you head to the Wardrobe in the large tavern just above the main town square, you can change the look and color of your currently equipped gear to any piece you have salvaged – including both armor and weapons!

3 – Don’t Sell Your Rare Items – Salvage Them

While speaking to merchants, it can be tempting to just sell extra Rare gear you happen to find as you level up for some easy Gold, but don’t be so quick to sell them away. The Blacksmith that can salvage gear for new looks can also salvage Rare items for a good chance at earning Veiled Crystals.

Using this material, you can upgrade your currently equipped Rare gear into Legendary armor and weapons at the Occultist. This is done by imprinting Aspects – which are gear modifiers you can earn by completing dungeons all across the open world. Be sure to check the list of Aspects and find the Dungeon that holds one that benefits your class, and then use the Veiled Crystals gained from salvaging extra Rare gear to make your own Legendaries!

Once you start to reach higher levels, imbuing Aspects will cost more than just Veiled Crystals, and you’ll have to salvage spare Legendary Gear of each type to be able to make more Legendaries of your own.

4 – Spend Your Murmuring Obols

When exploring the different regions, you’ll usually come across several different types of World Events, which are quick challenges that any nearby player can take part in. Completing these will award you a chest with loot (and even better quality if you complete an optional objective), as well as a handful Murmuring Obols. Depending on where the event takes place (outdoors, in cellars or dungeons, or Legion Events that require lots of players), and if you complete the Mastery objectives, you can stand to earn a lot of Obols for each Event you complete.

This type of currency can only be spent at a Curiosities Vendor in town, and you can buy unidentified items that may turn out to be Rare – or even Legendary gear (or just common vendor trash)! You can also purchase Whispering Keys, which are needed to unlock strange locked Silent Chests that can be found randomly in the world, so it’s worth always having a few on you. Since you can only hold a maximum amount of 500 Obols (which can be upgraded slightly over time by increasing your Renown in a region or finding Altars of Lilith), it’s always worth spending them before you hit the cap, and stop earning more from other Events you complete!

5 – Emotes Are Important

Diablo 4 allows you to call out to other players by pulling up a radial menu with several sections to choose emotes that convey thanks, greetings, and more. However, these emotes have multiple functions in Diablo, as they are needed to solve a variety of puzzles and side quests.

If you happen across strange weathered statues with barely legible inscriptions that hint at certain actions, you can perform the indicated emote to earn temporary buffs to help you in your adventure. Similarly, certain Side Quests will often pose riddles that are actually tied to emotes – like the Secret of the Springs. When they say you need “patience”, what they actually mean is try using the “wait” emote!

6 – Tweak the World Tier Difficulty

Diablo 4 mentions world tiers only in passing early on, so it can be easy to forget that you can tweak the risks and rewards associated with difficulty if you want to. Each of the major cities in each region has a large statue near the town square that you can interact with to change the World Tier Difficulty.

By default, you should start at Tier 1, which is balanced to provide a decently challenging experience for newer players. However, if you want the chance at slightly better loot and experience, you can turn things up to Tier 2 to fight monsters that are about 20% more difficult. Once you beat the main story and all of its Acts, you can start working your way up to Tier 3 and beyond for even more difficult encounters, unlock exclusive dungeons and events, and get better chances to earn the rarest of gear.

It’s worth noting that while Tier 2 claims to offer more experience against harder monsters, those looking to level as fast as possible may want to stick with Tier 1, as the time it takes to defeat these tougher monsters doesn’t always equate to earning experience at a faster rate!

7 – Strongholds Hide Multiple Unlocks

Each of the main regions in Diablo 4 contains multiple Strongholds, which are difficult and challenging events that act like outdoor dungeons. They consist of multiple objectives and very tough boss fights, but the rewards are more than you may expect.

Once you’ve completed defeating all the enemies within a Stronghold and conclude the event, you’ll get a bunch of gear rewards, but you may also find that the site of the Stronghold will be converted into an active settlement as villagers return to build up the area into a liveable place. This means you’ll now have a new place to use as a base camp, including various merchants to sell at, a fast travel spot – plus the potential addition of new Side Quests to undertake, and sometimes you may even uncover Dungeons that aren’t accessible otherwise.

8 – Potions Offer More Than Stat Boosts

It can be easy to overlook that your inventory has multiple tabs – and one of them is for consumables like potions, which are often given to you as quest rewards, but can also be brewed by visiting an Alchemist in most towns, if you’ve found the right materials when exploring.

The effects of early potions aren’t all that amazing, but what is important to note is that pretty much every potion you can craft or get from rewards also increases the amount of experience you gain by a decent amount. Even better, this effect lasts for 30 minutes, making it great to use before you set off into a Dungeon or undertake a larger part of the main story quests. Try to keep a potion effect going as much as possible unless you’re planning on spending time in town browsing shops or choosing your next skill point placement.

9 – Get Out of Dungeons Faster

Once you complete lengthy Dungeons — either by exploring the world or delving into story-related ruins and caves, you may not want to waste time having to trek all the way back to the entrance. Luckily, there are two options to make the trip home a lot easier.

The first option is to simply open up your radial menu, which can be done on PC by holding E, or on consoles by holding Up on the D-Pad. Among the Emotes you can use is an option to simply “Leave Dungeon”, which will take you right back to the entrance located in the open world region. Use this option if you’ve still got places nearby to explore, need to meet someone outside, or still have plenty of inventory space left.

If you need to head back to a town to sell, you can instead press T to activate a Town Portal, and warp directly back to your last major town you’ve visited. The Town Portal will remain in town to take you back should you want to return, but if you leave town by other means, the portal will disappear.

10 – Rewards Can Carry Over

While there are lots of loot and other prizes to earn as you defeat demons and delve through dungeons, certain activities will reward you with perks that aren’t just limited to your current character. There are some actions you can take that will benefit both your current character, and any others you create on that server — regardless of if they’ve already been created or not.

The open world regions of Diablo contain dozens of statues called Altars of Lilith, and interacting with one will either raise your stats, or increase the max amount of Murmuring Obols you can carry, but will do so for all of your characters. Any Legendary Aspects you are awarded by completing dungeons will also be stored in your codex and can be accessed by any character, even if your current character class cannot make use of it. Finally, by undertaking tasks in each region of the game, you’ll earn Renown that raises up to several tiers, and will give awards to both the current character, and benefit others you create as well, like extra skill points or healing potion charges. Even if you create a level 1 character at a later date, they’ll immediately start with extra skill points to allocate and a boost to their health potions, making leveling up new characters even easier!

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