Star Wars Jedi: Survivor – Exclusive Hands-On Preview | IGN First

As a fan of Star Wars, Soulslikes, and big-budget single-player action games, Star Wars Jedi: Fallen Order was a game that spoke to me on multiple levels. It successfully merged the risk/reward elements of From Software’s Souls series with the power fantasy that inherently comes with being a Jedi. That said, it wasn’t a perfect combination. Backtracking without any means of fast travel was annoying, exploration was rewarded primarily with underwhelming cosmetics, and I couldn’t help but wish I could do more with my powers than just push, pull, and slow.

I say all of this because my main takeaway from roughly five hours with the upcoming sequel, Star Wars Jedi: Survivor, is that it felt like I was systematically crossing off the issues I had with Fallen Order. Survivor feels grander without ever letting the burgeoning scope compromise the exploration and sense of discovery that serves as its heart.

My preview time was broken up with me spending about four hours on the planet Koboh, a gigantic and wide open planet that largely serves as Cal’s home away from home throughout the course of Jedi Survivor’s story, and then about an hour on a moon planet to showcase some more traditional combat and platforming encounters that fans have come to expect. Let’s start off with Koboh, because it represents the biggest change in Jedi Survivor versus Fallen Order: A vast open world that sprawls out in every direction, with interesting encounters and rewards everywhere you turn.

Koboh Let’s Go

We’ve already shown you 9 minutes of Koboh gameplay as part of our IGN First coverage, but what we haven’t really gotten to point out is the fact that most of that footage covers only the introduction to the planet, which is a fairly traditional linear portion that guides you through caves, valleys, and mountain trails, but then opens wide up once you get to the Southern Reach – in a moment that brought to my mind the very first time you step out onto the Great Plateau in Breath of the Wild.

My main goal throughout this entire section was to reach the Cantina to find someone to repair my crashed Mantis ship, and I could’ve just booked it over there to get on with the story, but if I did I would’ve missed out on so much meaningful exploration. Off in one direction there was a hidden cave that housed an incredibly tough (and incredibly cool) boss battle that I’d be remiss to spoil for you here, off in another direction there was a Bedlam Raider camp with Stormtrooper armor on spikes and a nasty surprise waiting for me in a trap door that led underground, and if I took another path I’d eventually find a Jedi Chamber that housed a gigantic puzzle room. Other paths still were closed off to me until I found a particular upgrade.

All of these excursions felt appropriately rewarding.

Even better, all of these excursions felt appropriately rewarding. Most offered me skill points for my trouble – which are much more valuable in Survivor due to the fact that there are now individual skill trees for each lightsaber stance, your force powers, and for flat health and force upgrades – and even the treasure chests that offer cosmetic items have vastly improved rewards due to the fact that you can find entirely different outfits for Cal to wear (as opposed to just different designs of ponchos). In addition to that, you can even find new hairstyles to equip Cal with. My personal favorite so far was a bandana that made him look a little bit like Solid Snake from Metal Gear Solid.

Koboh is massive, but thankfully, I never felt lost thanks to some truly excellent map features, like automatic markers that highlight passageways that lead to unexplored areas, symbols that let you know what areas you can’t access yet with your current abilities, a trail that marks the way you just came, and of course, fast travel. Thank Yoda for fast travel. Even better, Cal eventually also gains the ability to tame beasts so he can use them as mounts or as ways to traverse large gaps. All of these additions, on top of just stellar art design, all add up to make the act of exploring Koboh a joy.

It all adds up to make the act of exploring Koboh a joy.

Another thing that struck me as I was playing through was how good both the level and enemy design was at setting up opportunities for you to use your force powers in fun ways. Miniboss arenas are full of objects that could be force pulled and thrown to deal big damage, rolling mines are both a constant threat and a constant blessing when you can send them back at pursuing foes, and there were plenty of opportunities to end a battle before it even began by force pushing foes off a ledge. My favorite interaction is when I tried to force pull a staff wielding enemy towards me. He would try to plant his staff into the ground to stop himself, and when that failed, he’d let himself go and attempt to slash while he was pulled towards me. The first time I tried this, he got me, but then I found out that I could parry his desperation attack, which allowed me to still turn the tide in my favor.

Koboh is also not a one-stop shop. It’s a planet that you’re meant to return to many times over the course of Cal’s adventure. Aside from the aforementioned locked passageways that Cal won’t be able to progress through until he gets a specific upgrade, the Cantina and the town it resides in, Rambler’s Ranch, doubles as a sort of home base for Cal. There are vendors to purchase new customization options, colorful NPCs to talk to, and everytime you come back, you can be certain there will be something new to check out.

Fly Me to the Moon (Planet)

The second area I got to play was on an unnamed moon planet that Cal and his companion Bode visit sometime later in the game. In comparison to Koboh, this felt like a much more traditional style of level that would’ve been right at home in Jedi: Fallen Order. That isn’t to take anything away from it though, because it was a ton of fun – with a healthy balance of both death defying platforming challenges and challenging combat encounters.

The thing that most stood out about this level was there was almost a horror theme to it. Turns out that the enemies were expecting Cal, and thus most of them were lying in ambush. The beginning was very tense as it seemed like enemies were hiding around every corner waiting to get the jump on me. Respawn even played to this expectation a few times and would have a harmless droid suddenly come out through the fog, which I totally bit on and sliced the poor innocent bot in half.

Even in a level that was much more linear, there still were plenty of goodies hidden off the beaten path, including Jedi: Survivor’s take on a DMC-like challenge room. In it, I had to face off against wave after wave of what seemed like hundreds upon hundreds of B1 droids that would all go down in one or two hits, but could very easily swarm and overwhelm me. It was an absolute blast – and surprisingly tough as well – once they started mixing in some droids that would self-destruct if I didn’t force push them or otherwise get the heck out of the way in time.

I loved this encounter because it’s something that wouldn’t have made sense within the context of the actual level, but in a sealed-off space where anything goes, it was the perfect kind of combat test. I hope there are a ton more of these and I’d happily search every nook and cranny to find them.

I could go on talking about the Jedi Chamber puzzle rooms, the fun new force powers, the exciting story beats that took place after I stepped foot into the Cantina, or some of the awesome boss battles that I had to overcome, but it’s all stuff that’s probably better experienced for yourself once the game comes out on April 28.

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

Destiny Developer Bungie Wins $4.3 Million Anti-Cheating Lawsuit

Bungie has achieved a legal victory in its attempt to stop Destiny 2 cheat sellers, as a judge ruled that cheat maker AimJunkies violated Bungie’s copyright through the creation of its aimbots. Reported by Eurogamer, Bungie has won $4,396,222 in damages and legal fees.

The anti-cheating legal battle has been going on for nearly two years. Bungie first filed the lawsuit against AimJunkies in April 2021, saying that AimJunkies violated its copyright laws by producing cheats.

The case was originally dismissed in May 2021 when a U.S. District Court Judge said there wasn’t enough evidence to prove copyright infrigements. Bungie filed a new complaint just a few weeks later.

Last August, AimJunkies’ parent company Phoenix Digital Group LLC released an aggressive statement against Bungie that read in part, “Bungie and their counsel apparently believe the more s**t you throw at the wall, the greater the possibility of something sticking with the court, no matter how ridiculous or absurd it is in the real world.”

At the time, the company said its features should be officially implemented into Destiny 2. As of November, it seemed the legal battle was starting to lean in Bungie’s favor.

Following this legal victory, Bungie has filed a similar suit against LaviCheats for $6.7 million. It’s the latest step in Bungie’s war on cheating, which has seen the company win $13.5 million in damages from another cheats company.

Elsewhere, Destiny 2 fans are looking forward to Lightfall’s release next week, as Bungie is laying out some big goals for the future of Destiny 2.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over six years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Sony Announces PlayStation State of Play Event for This Week

Sony has announced that a PlayStation State of Play event will take place on February 23 and share new details on Suicide Squad: Kill the Justice League and more.

Announced in a tweet (below), the event will take place at 1pm Pacific / 4pm Eastern / 9pm UK (so 7am AEST on February 24) and can be viewed on PlayStation’s YouTube and Twitch channels.

Though it didn’t say exactly what it would be showing, Sony has confirmed that five brand new PlayStation VR 2 games will be shown off at the State of Play alongside indie and third party reveals.

The main attraction will perhaps be a 15 minute gameplay showcase from Suicide Squad: Kill the Justice League though, which will share new game mechanics and updates on Rocksteady Studios’ latest.

Having stepped away somewhat from the likes of E3 and some other big gaming conferences, Sony has reserved a lot of its big announcements for State of Play events like this one.

The last one took place in September and saw Tekken 8 officially revealed, a new trailer shared for God of War: Ragnarok, Like a Dragon: Ishin revealed for the west, and much more.

State of Play events have also been used to showcase other PlayStation blockbusters including Final Fantasy 7 Remake, The Last of Us Part 2, Ghost of Tsushima, and more. IGN has even put together a list of the biggest and best announcements since the State of Play’s inception in 2019.

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Nintendo Announces Pokémon Presents Event for Next Week

Nintendo has announced that a special Pokémon Presents event will share franchise updates next week on February 27.

Announced in a tweet (below), the roughly 20 minute event will be available to watch on the Pokémon YouTube channel at 6am Pacific / 9am Eastern / 2pm UK (so midnight in AEST).

The announcement doesn’t come as too much of a surprise given that February 27 is also Pokémon Day, which Nintendo usually celebrates with significant updates on the various Pokémon games.

Last year’s event even saw the announcement of Pokémon Scarlet and Violet, though its perhaps unlikely we’ll see the next mainline games announced seeing as these two were only released a few months ago.

We could see the games mentioned, however, as Nintendo is yet to announce the release date for Scarlet and Violet’s long-awaited patch. Speaking of updates, however, we could see some DLC announcements akin to the Isle of Armor and Crown Tundra expansions for Pokémon Sword and Shield.

Nintendo also announced at its Direct earlier this month that Game Boy and Game Boy Advance games were finally making their way to Switch via its Online membership. Despite the likes of Pokémon Red, Blue, Ruby, Leaf Green and more being amongst the most popular and famous of Nintendo’s handheld offerings, these games were notably absent from the list of Game Boy titles announced for the service.

It’s also likely we’ll get updates on various other Pokémon games including Pokémon GO, Masters EX, and more.

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Re:Call’s Memory Manipulating Puzzles Are Snappy, Smart, and Truly Standout

When I first started playing Re:Call, I was wearing green overalls and I had a cup of tea on the table next to me.

Or, wait. Maybe I was wearing blue overalls and I was drinking cocoa.

Or could they have been pink overalls, with a cup of coffee?

That’s the kind of twisty, recollection labyrinth you’re playing with in Re:Call, a game about rewriting memories to become true history. You play not as any of the game’s protagonists, but as a ghostly entity who, when partnered with a person, gives them the ability to change how things previously happened simply by relating them in different ways to listeners. This premise blossoms immediately in Re:Call’s early hours into a delightful puzzle game, where a man named Javier writes and rewrites his account of breaking into the lair of a criminal mastermind, the Toymaker, in hopes that by adjusting the past sequence of events enough he can create a present-day situation that allows him to escape the Toymaker’s clutches.

If that’s a bit confusing, here’s a very early example: the Toymaker asks Javier to relate how he broke into the facility in the first place, and is interrogating him in a room accompanied by a guard wearing a green uniform. In Javier’s recollection, he can recall that the door to the facility was watched by no one, or by a blue or green guard. He can also find either a gun on the ground, or a rock. Choosing the gun, and then choosing to shoot the guard causes the green guard in the room with them in the present to suddenly drop dead – he was shot, after all. Problem solved, right? Maybe not. Even though Javier’s account rewrites everyone else’s memories with it, too much mucking with reality will confuse and alarm them, so overly-dramatic reality shifts may not always be advisable if you’re trying to get out of a sticky situation. Fortunately, if you fail the scenario (Toymaker gets wise to your behavior and decides to put an end to it…and you), you just try again, with the game conveniently skipping over dialogue you’ve seen before so you can try out new variations on reality even faster.

That’s the opening of Re:Call for you, but the plot is a heck of a twisty one. It’s part crime drama, part spy thriller, and part internal journey of a young man named Bruno Gallagher who struggles with fitting into a world that doesn’t see him as worth the time of day. The music and visual design make for a bombastic visual experience too, with snappy cuts from scene to scene giving it almost a reality show feel throughout the recall puzzles. Though it’s a fairly short game – about six hours max – Re:Call manages to pack a lot in. It unfortunately frontloads its best recollection puzzles a bit, but Bruno’s story had a surprisingly personal payoff in the midst of all the thermal lasers and murder plots that made his adventure worth seeing all the way through.

Bruno aside though, I was hooked on Re:Call from the premise alone. I’ve never played a game before that dealt with puzzling over memory in quite this way, and according to creator Matias ‘Matian69’ Schmied, the standout mechanic was at the heart of his desire to make the game. Re:Call is Schmied’s second game as an independent creator – he was previously working at Argentinian studio Avix games, but left to go indie and released his first solo game, Evan’s Remains, in 2020. The idea for Re:Call was actually born out of Schmied’s struggles with Evan’s Remains, and his difficulty getting audience attention on the game without “some crazy, unique mechanic or way to play.”

I set myself the goal to make several, very small prototypes with very unique ways to play.

“Re:Call started out, the concept came from one of several prototypes that I have made. I remember I set myself the goal to make several, very small prototypes with very unique ways to play. And Re:Call came out from a prototype that you were in a police interrogation and depending on how you told the police what you saw, the murder would change and stuff. And a lot of those ideas were translated to Re:Call chapter 2. When I tested the prototypes, that one, that was the one that people liked the most.”

Making something unique might attract attention, but it has its drawbacks too. Schmied tells me that he struggled with Re:Call’s design and mechanics because there weren’t really any templates of similar successful games to draw from. He could have people playtest Re:Call, and he did get positive feedback, but he tells me he had a “cloud of insecurity” throughout development because he couldn’t tell if his project would work out in the end.

For Schmied, gameplay is king. I ask him about his inspirations, and he points to Half-Life 2 – not because of any thematic similarities necessarily, but because of the ways in which it guides the player on what to do without massive sign posts or hefty tutorials. Schmied wanted to do something similar in Re:Call, and certainly in the ways in which its early chapters encourage blind experimentation as you recollect your way through different events to find a “way out,” he’s succeeded.

Re:Call was largely a solo project for Schmied, with some light freelance help. Yet Schmied finished it in just two years. Impressive, certainly, but Schmied said the “cost” that he paid “was very high.” He tells me he didn’t allow himself much time to enjoy the creative process, and ended up burning out several times – something he doesn’t intend to repeat on future projects. “I think if there’s one thing I learned is, the bigger the project, the more patience you have to embody,” he says.

Speaking to Schmied, he’s quite humble and even self-effacing about the game he made, even when I tell him how much I enjoyed it. When I ask him what he’s most proud of, he tells me it’s Chapter 4 – easily the most complex recollection puzzle in the game – because of the way he managed to nail the “dance” between story and gameplay unfolding. But then he tells me one of the reasons he loves it so much is because he wasn’t able to replicate it as well in later chapters, saying he felt the ending was “lacking.”

“I don’t know why,” he says. “I don’t know, I wasn’t as creative when doing that part. I was very burned out. So I don’t know. But it’s interesting how, I don’t know, how creativity works. It’s very mysterious.”

I counter a bit – sure, the back half of Re:Call is weaker than the front, but the overall experience is quite good, and the emotional payoff of Bruno’s ending made the journey worth it for me personally, anyway. And though he’s still quite humble about it all, Schmied falls back on finding success in people’s enjoyment of the thing he made.

What does give me joy is when people say, ‘Hey, I really connected with Bruno.’ That to me is a bigger success.

“One of the flaws I think the game has, which I agree with some of the feedback from the players, is that the game started out with a promise. This game is about shaping memories. And then at the end, the game forgets about that a little bit. And I agree with that…Maybe the experience is unique, but I kind of feel like I failed a bit. So I don’t know. But what does give me joy is when people like you say, ‘Hey, I really connected with Bruno.’ That to me is a bigger success than the mechanic, or how unique the game was, or whatever. So I’m still happy.”

It ultimately feels a bit strange for me to share this creator’s less-than-positive reflections on his own work in this space, which is generally purely celebratory. But Schmied’s honesty about his craft was compelling, especially in an industry where marketing often compels creators to fake hype around a project they might not feel enthusiastic about, regardless of whether its failings were theirs or someone else’s. No game is perfect – in fact, the vast majority are just “okay”. Re:Call, though, I think is pretty good, and probably deserves more praise than Schmied is willing to admit. He made something I found to be truly unique and enjoyable from start to finish. And if you give it a shot, you might too.

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

Marvel’s Avengers: Former Creative Director Apologizes For the Game

Marvel’s Avengers’ previous creative director, Virtosu Cezar, has apologized for how the game turned out and cited a “challenging production” for it not becoming what it could have been.

Speaking to Edge Magazine (via GamesRadar), Cezar didn’t go into much detail about the problems that led to the decision to end development on Marvel’s Avengers just a little over two years after it launched, but he apologized for it nonetheless.

“It was a challenging production, let’s say,” Virtosu told Edge. “I apologize for that.”

Virtosu left Crystal Dynamics in 2020 for Hexworks and is now the creative director on The Lords of the Fallen, the reboot of 2014’s Lords of the Fallen that got its first gameplay trailer at The Game Awards 2022. The game will be released on PS5, Xbox Series X/S, and PC, but no release date or window has been given as of yet.

As for Marvel’s Avengers, active development has ended for the live-service game, and support will be discontinued on September 30, the same day digital purchases of the title will no longer be available.

The final content update for Marvel’s Avengers was Update 2.7, which added the Winter Soldier and the Cloning Lab Omega-Level Threat. It also confirmed Spider-Man will remain a PlayStation exclusive.

March 31 will see the arrival of Update 2.8, but that will just be a balance update. Following March 31, the cosmetics marketplace will be turned off and credits will no longer be purchasable. Leftover credits will be converted to in-game resources and all cosmetics will be made free for all players.

We called Marvel’s Avengers one of E3 2019’s biggest disappointments and it didn’t get much better from there for the much-anticipated game. There was plenty to love in the game however, especially the campaign, but the whole package just never came together.

In our Marvel’s Avengers review, we said it “has a fun and endearing superhero campaign, but it’s tied to a loot-based post-game that’s so repetitive and unrewarding that it gave me little reason to want to keep playing.”

Hopefully, Marvel’s upcoming games, including Insomniac’s Spider-Man 2 and Wolverine and Amy Hennig and Skydance New Media’s upcoming game set in a World War 2-era Paris starring Captain America and Black Panther, fare better.

For more, check out why, despite Marvel’s Avengers and other failed projects, we don’t think live-service games are dying.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Niantic Asked Pokémon GO Players Not to Visit Public Park Unless They’d Bought $30 In-Game Pass

Pokémon GO developer Niantic recently implored its players to stay away from a public park in Las Vegas unless they purchased a $30 in-game content pass.

Sunset Park was the location of the Pokémon GO Tour: Hoenn event which took place from February 18 to 19 and, for those who paid $25 before the New Year or $30 after it, let players engage in all sorts of extra in-game activities focused on Pokémon from Ruby and Sapphire.

Players descended on the park in the hope of raiding, catching, trading, and battling pocket monsters, but 17,000 regular players showing up allegedly disrupted the local network and rendered the game unusable for those who had paid.

Players (and the public) did not have to pay to enter the park, but just to access the extra content available in Pokémon GO itself.

As reported by Eurogamer, the first day of the in-person event ended in frustration, with many players complaining that network issues were causing them to disconnect from raids, or entirely preventing them from logging into to the game.

Niantic later acknowledged the issue in a tweet from the official Pokémon GO account, stating that “an additional 17,000 trainers without tickets joined us at the park, causing spotty connectivity throughout the day”.

In a subsequent tweet, the developer asked non-ticketed trainers to stay away from the public park altogether, in order “to ensure a smooth event for Sunday ticket holders”.

The company also sought to placate disgruntled paying customers by extending the duration of select events taking place across the city, and offering a free bundle for affected players containing three premium and remote raid passes.

However, connection issues reportedly persisted throughout the weekend, despite the calls for non-ticketed players to stay away.

Despite Niantic claiming it was the fault of the additional players, it’s not the first time this has happened with Pokémon GO. The original Pokémon GO Fest in 2017 infamously ended in frustration for many players who, similar to the latest in Las Vegas, struggled to connect to the game, and connectivity issues have plagued other events too.

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

Battlefield 2042 Season 4 Brings New Specialist, Map, and More This Month

Battlefield 2042’s fourth season. called Eleventh Hour, will bring a wave of fresh content to the shooter including a new map, hardware, and a recon specialist when it launches on February 28.

The new map, Flashpoint, will have a South African setting and features a variety of interior spaces that encourage frenetic close quarters combat, while the surrounding rocky terrain is likely better suited to sniper and tank-based warfare. The sprawling Discarded map, which is set in an abandoned Indian shipyard, is also set to get a rework.

Season 4 also adds a new recon specialist to 2042’s roster in the form of the “ambush expert” Camila Blasco, whose deployable X6-infiltration device prevents enemies from locking on to nearby friendlies, while highlighting enemy tech.

Blasco’s training also renders her movements invisible to motion sensors — a perk which will compliment the insertion beacon and constant steady sniper scope that comes as standard for all recon specialists.

The upcoming season will also see the addition of the stockless Super 500 Shotgun sidearm and the fast firing AC9 SMG, which could prove useful in the cramped interior sections of the new map. Meanwhile the heavier hitting RM68 Assault Rifle and the RPT-31 LMG, aided by the sticky SPH Explosive Launcher gadget, will aide in aggressive negotiations with medium range hostiles.

Season 4 also introduces the CAV-Brawler, which is designed to act as a nimble armoured personnel carrier and a mobile spawn point, even when full of crew. A new Battle Pass will also be dropping on February 28, bringing 100 tiers of content as normal. Whilst many of the tier rewards will be available for all, some cosmetics will be gated behind the premium Battle Pass subscription.

DICE recently replaced Battlefield 2042’s poorly received specialist builds with the franchise’s classic class-based system. The move sorted all existing characters into one of four classes: assault, engineer, medic and recon. Check out IGN’s explainer video for a full breakdown of how this change fundamentally affects and rebalances the gameplay of 2042.

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

Atomic Heart Review

There’s a lot to be said about unapologetically single-player games like Atomic Heart: its entire focus is on creating an intricate world for us to explore and discover for ourselves. An eye-catching blend of super-powered shooting and first-person puzzling, this is a lengthy, tough, and terrific-looking shooter that has us bathing in the blood and gears of elaborately designed enemies both biological and robotic and dispatching them with an impressive set of combat options. Granted, it’s not as clever as it thinks it is when dealing with melee combat or its typical fetch quests, and the story doesn’t quite stick its landing, but the journey from point A to point B is a sight to behold.

Atomic Heart is an alternate-history shooter cut from the same cloth as BioShock and MachineGames’ Wolfenstein series. It’s a kind of retrofuturistic romp back to an imagined past perverted by ridiculously advanced technology; a world where science has made the supernatural a reality and robots are now running rife. These are far from the only shooters Atomic Heart is unafraid to crib from, either. Half-Life and the puzzle-solving of Portal are also clear inspirations, and there’s been an attempted sprinkling of Arkane’s successful brand of first-person stealth, too.

It’s a kind of retrofuturistic romp back to an imagined past perverted by ridiculously advanced technology.

However, it’d be unfair to call Atomic Heart wholly derivative despite such recognisable building blocks. Certainly the idea of a peaceful utopia torn to pieces thanks to technology turning on its ambitious masters is nothing new, but developer Mundfish has still assembled its vision in a confident and compelling way – and the art team here well and truly understood the assignment.

Mechanical Mystery Tour

The most remarkable element here is the superb visual design, especially the look of these well-crafted enemies. Its range of robots is particularly strong, from its sleek and sinister moustachioed terminators that charge at us without ever averting their gaze to its pot-bellied parking meters with mouth tubes that make them look like they’re sucking at the drawstring on an invisible jacket. Its featureless ballerina bots and spindly-legged battle balls are equally memorable – the latter of which are probably best described as scaled-down, Eastern Bloc knock-offs of those things that couldn’t kill Mr. Incredible. There’s even one that looks like Baymax cosplaying as a tank.

Atomic Heart’s outstanding aesthetic also extends to its large range of partially ruined labs, facilities, and transportation hubs – each filled with long, snaking globules of the liquid polymer that powers the advancements of this fantastical 1950s. That said, there is a distinct feeling of ‘look, don’t touch’ in these places (there’s definitely a lack of destructibility; balloons immune to axe swings are probably the worst offenders) but the level of detail overall is strikingly good.

There are some especially tiny touches in Atomic Heart that smack of a great deal of consideration, like the way there are different reload animations for unspent magazines compared to empty ones – the latter of which are flicked away while the former are grasped by the same hand sliding a fresh one in. Watching them play out is a pleasure, which is why it was a bit annoying that my HUD was sometimes cluttered up with pick-up notifications and health bars for minibosses no longer in the area that froze onscreen until I reloaded from a recent save. I’ve also experienced some uneven quality when it comes to graphical glitches as I’ve played on Xbox Series X. The worst is a terrible strobing effect on some fast-moving robots running circuits around a large room, but fortunately it seems mostly isolated to these bot types. I’ve had no such problems with similarly nimble (and often much larger) bosses.

Atomic Heart is, naturally, all tinted with the Soviet-era iconography you’d probably expect from a land tucked away deep behind the Iron Curtain in the mid-1950s, and admittedly the lens through which you may view all this Soviet symbolism is a little different today in 2023 than it was upon its announcement and first reveal back in 2018. Of course, having grown up geographically isolated and politically irrelevant in the southern hemisphere – largely detached from Cold War concerns and raised on Bond movies, Stripes, and Rocky IV – my read on such an overtly Russian backdrop is guaranteed to be markedly different to someone with roots in Eastern Europe. For its part, however, the background does largely fade away as Atomic Heart peels back the layers of its false utopia. At this stage, Facility 3826 and the countryside of rural Russia isn’t much different to the likes of BioShock’s Rapture itself. That is, a place more or less cut off from the outside world and where something has gone deeply, deeply wrong.

Exploring exactly what’s gone wrong is the job of our character, special forces veteran Major Sergey Nechaev, or P-3 as he’s dubbed throughout. The foul-mouthed and amnestic P-3 is admittedly a bit of a relic of games gone by – and his default English-language voiceover doesn’t exactly do him a lot of favours. He comes off as the cookie-cutter American lead of every second shooter ever made.

The foul-mouthed and amnestic P-3 is admittedly a bit of a relic of games gone by.

However, it’s the script that really does him a greater disservice. While I’ll happily admit swearing is virtually my second language, P-3 spews it with the gusto of a teenage boy testing every curse word he’s recently learned twice a sentence. It’s a little exhausting, and the presence of many modern turns of phrase don’t exactly help keep the overall experience seated in the 1950s.

Of course, perhaps I’m being hypocritical in demanding consistency there, because the regularly ruthless soundtrack packed with headbangers courtesy of Doom and Wolfenstein composer Mick Gordon isn’t exactly a sonic journey back to the days of doo-wop, either – and yet the music is pitch perfect as far as I’m concerned. At any rate, there is a Russian-language/English subtitle option for purists, but I would’ve simply preferred an English script that was more tempered for the setting and era.

There are well over 20-odd hours of play here in the main story thread alone, with many more available in the side objectives – some of which border on crucial if you actually want the best weapons. Some of that is padding but it’s a good length overall, and nicely inside that not-too-short, not-too-long Goldilocks zone for a great solo shooter. There are also two endings you can get based on just one choice you make in the finale, although after seeing both I found the first anticlimactic and don’t think the second was worth the reload.

All You Need is Glove

However, while P-3 is disappointingly threadbare as a character, he’s nonetheless very capable and entertaining to play as – largely thanks to his partner, Charles, who is a talking glove. Okay, that’s a bit reductive – rather, Charles is basically an intelligent system embedded in P-3 who is capable of granting him seemingly supernatural abilities, manifested by a set of small, squid-like tentacles that extend from a glove on P-3’s left hand. This not only includes activating an X-ray-style view of your surroundings and tossing certain small objects à la Half-Life 2’s iconic gravity gun, but also the ability to fire bolts of electricity or ice, levitate enemies into the air to shoot or slam into the ground, or even summon a temporary shield.

Akin to BioShock’s Plasmids, these abilities add an important layer of more interesting combat on top of Atomic Heart’s otherwise fairly typical blasting and slightly clumsy melee combat. There’s a great sense of weight when beaning a bot in the brainpan with an axe – and the gouges that appear across their bodies in real-time is a great touch – but I found the weapon swinging too slow and frustrating when swarmed by too many enemies simultaneously.

The juggling act of defeating dense swarms of robots as well as the blender-sized hovering repair bots that continually swoop in to magically resurrect them gets a bit wearisome at times, especially above ground. Atomic Heart’s linear, underground sequences are linked by a decent-sized slab of open world where we’re free to explore and fight wherever we wish, and this zone is initially a nice antidote to the more corralled corridor segments that progress the story or reward us with useful upgrades. However, with their long line-of-sight and overwhelming numbers, I often found myself running or driving away from fights rather than diving in or trying to get the upper hand via stealth before attacking – because they’re not that much fun to fight over and over. There is a way to fry all enemies within a zone for a while if you’re patient, and the robot hordes do become a little less intimidating as P-3 and his arsenal grow stronger throughout the story, but that’s a process that takes some time.

Unlocking and upgrading these abilities requires a steady supply of resources, which the levels and defeated enemies are generally chock full of, even if collecting them can become a bit of a chore. Atomic Heart is smart to keep this process fast by allowing us to extend out a hand and suck up reams of resources like an industrial shop vac, but it still becomes a little tedious having to ransack the same sets of desks and cabinets arranged slightly differently in a hundred-or-so different rooms.

The main character being annoyed for the same reason I am isn’t cute, it’s a tone deaf non-apology for weak game design.

Tedious, too, is Atomic Heart’s overly ambitious attempt to weasel its way out of accountability for leaning on some extremely hackneyed fetch quests. Having the main character cynically gripe and complain about collecting four canisters for a bafflingly unintuitive door-locking mechanism that would never get past any sensible architectural committee isn’t a free pass to proceed with it. The main character being annoyed for the same reason I am isn’t cute, it’s a tone deaf non-apology for weak game design.

It’s a shame that some better context wasn’t baked around these occasional fetch quests because Atomic Heart’s underground chambers feel like a ripe opportunity and are largely great otherwise: eerie, deadly, and mostly devoid of life – unless you count the mutant freaks with skulls shattered into fanged, floral arrangements or the dead bodies that communicate via the confused ramblings of their fading brain implants. It does rely too heavily on repeating the same handful of door lock minigames that serve no real purpose other than to arbitrarily slow your progression from room to room, but I do like the bespoke platforming puzzle chambers and one-off brainteasers – especially the clever visual puzzle you’ll encounter late during your trip to an ornate theatre full of robotic performers.

Huge PS5 and PlayStation Video Game Sale Is Now Live at Multiple Retailers

Good news gamers, PlayStation has currently got a massive sale on a great selection of first-party titles, including the likes of The Last of Us Part 1, Horizon Forbidden West, Ghost of Tsushima, and plenty more as well. This comes at a perfect time since PS5 consoles are now regularly available for the first time, so there will be plenty of us now looking to fill out our PlayStation backlog with even more amazing games.

This sale is available across multiple retailers in the US, including Amazon, Best Buy, and PS Store (with a few double discounts for PS Plus members), but we’ll leave all the relevant links to the sale just below as well. For now, fire up that PS5, here are all our favorite games that have received a generous discount in the new PlayStation February sale. For more deal updates, make sure to follow @IGNDeals on Twitter.

Amazing PS5 Game Sale Right Now

Two of the most notable entries in the sale will definitely be on The Last of Us Part 1, now down to $49.99, and Part 2 which is down to $9.99. HBO’s The Last of Us series continues to impress audiences, and you can read our Episode 6 review here.

Where to Buy a PS5 and Other Current-Gen Consoles

After years of almost nonstop scarcity, you can finally just go to Amazon and buy a PS5 or an Xbox Series X. No “request invitation” button. No inflated third-party pricing. You can just buy one. This day has been a long time coming.

Sony recently said the PS5 shortage is essentially over, and we’re finally seeing that bear out. Right now, you can order all of the latest game consoles at one retailer or another, and they will ship almost immediately. It’s about time.

Deal Alert: Patriot Viper 2TB PS5 SSD for Just $149.99

If you’re buying a bunch of new PS5 games, you might want to consider expanding your console storage so you can install them all without any issues. Amazon is offering the Patriot Viper VP4300 2TB M.2 2280 SSD, which is compatible with the PS5 console, for only $149.99. This makes it definitely the lowest price we’ve seen for a brand name 2TB PS5 SSD, especially since this one even includes a slim aluminum heatsink.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.