Star Wars Jedi: Survivor Director Wants to Make Cal’s Saga a Trilogy

Star Wars: Jedi Survivor director Stig Asmussen wants to make Cal Kestis’s story a trilogy, meaning a third and final game could be coming from Respawn Entertainment in the future.

Speaking on IGN Unfiltered, Asmusssen suggested that a third Star Wars: Jedi game is likely if the upcoming Jedi: Survivor performs well.

Sequel discussions were happening even before Jedi: Fallen Order was released in 2019. “We were already talking about the second game,” said Asmussen. “I mean, frankly, we were talking beyond. And these are conversations that, when we’re breaking this story with Lucasfilm, it’s like: ‘Well, where are we going with the second game?’

“I always wanted to see this as a trilogy,” he continued. “How can we take Cal and the crew to new places beyond what we were doing in the first game?

“We had a pretty decent idea of timeframe where we wanted Survivor to take place, what the stakes were going to be, what the tone o the game was going to be, what Cal was going to be up against, and how the crew was going to factor into that. And there’s ideas of what we could do beyond that as well.”

Asmussen spoke about progress beyond just the story and gameplay too, saying that a third game most likely be built using Unreal Engine 5 instead of Survivor’s Unreal Engine 4. “I think it’s a pretty safe assumption,” he said.

“I’m not going to say it’s going to be easy. I mean, we have a lot of proprietary things that we’ve warped the engine into doing what it does for Jedi right now, and we would have to retool some of that to get it to work on any new engine.”

Jedi: Survivor will need to launch first, of course, with fans finally able to get their hands on the sequel on April 28. Respawn is certainly looking to improve upon the original, having added much requested features including fast travel.

In our preview of the game, IGN said: “Jedi: Survivor feels grander without ever letting the burgeoning scope compromise the exploration and sense of discovery that serves as its heart.”

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

The Wolf Among Us 2 Pushed to Next Year in Effort to Avoid Crunch

Today, Telltale Games has announced that its long-awaited sequel to The Wolf Among Us is being pushed out of 2023 in an effort to avoid crunch and team burnout, as well as accommodate a move from Unreal Engine 4 to 5.

Speaking to IGN, Telltale Games CEO Jamie Ottilie explained that the team made the choice for a number of reasons, but primarily to avoid burnout or shipping an unfinished game.

“Making games is difficult and they need time to be right,” he said. “And it doesn’t do any of us any good to ship something that’s not ready.”

Ottilie explains that like many other studios, the re-established Telltale Games had struggled with the challenges inherent to building a studio during the COVID-19 pandemic. After being resurrected by LCG Entertainment in 2019 following the shutdown of the original Telltale, Telltale unveiled The Wolf Among Us 2 at The Game Awards the following December. But the studio was still in its very early stages, with the game in pre-production (and explicitly not using any previously-developed material), and the new studio roughly two years away from being fully staffed. While at the time it made sense to announce early to help secure funding and support for the new initiative, Ottilie admits that had he known then about other coming factors like the pandemic, he may not have made the same decision.

Making games is difficult and they need time to be right. And it doesn’t do any of us any good to ship something that’s not ready.

“The best game we could have made”

Since then, he continues, The Wolf Among Us 2 has been proceeding well. But recently, Telltale made the decision to switch from Unreal Engine 4 to Unreal 5. It’s a move that Ottilie says happened because Unreal 5 has a number of interesting features that many on his team, specifically engineers and artists, feel are worth the effort. But he admits that means redoing “quite a bit of work” that was already done in Unreal 4.

With all that in mind, Ottilie says there would have been only two ways to meet the 2023 release window. One option would have been to ship something unfinished, which is (perhaps obviously) off the table:

“If we put this game out and it’s not ready, we’re going to get torn to shreds,” he says. “The expectations are pretty high, and we want time to meet those and we want to be proud of it and know that, ‘Hey, this is the best game we could have made.’ Let the world say what they will [once] it’s done, but at least we know that in these times, in these conditions, this is the best game that we could make.”

The other option would be to crunch — a problem that reportedly plagued the original Telltale Games before its shuttering. Ottilie is adamant that their version of Telltale simply won’t do it.

“I’ve done [crunch], and I don’t want to do it again, and it’s not fair to ask it,” he says. “You can’t plan a business around it. So yeah, part of it is about maintaining a healthy work culture. We don’t want to burn out our good people. It has been incredibly difficult to recruit the last two years between COVID and the labor markets and the growth in the games industry. So certainly, burning people out or grinding them down is the wrong thing to do long-term. It’s not how you build a business. And as an industry, we’re terrible about it. We burn our people out. We burn our best people out faster. And as an industry, if we’re going to continue to grow, we have to stop it. We just have to stop doing it and make better choices.”

The Wolf Among Us 2 will be an episodic release as its predecessor was, but unlike many former Telltale titles, it’s being developed all at once — so when episode one hits, all other episodes will already be completed. It’s now on the docket for 2024, but Telltale does have one major release this year: The Expanse: A Telltale Series, which it’s making in partnership with Deck Nine Games. Telltale also has a third, unknown title in very early development.

In the meantime, it’s certainly worth going back and checking out the original The Wolf Among Us, especially as its sequel will pick up where Bigby Wolf and Snow White left off. We praised the first episode for its “well-written adventure” with “an added dose of stylish noir presentation” when it released way back in 2013, and had plenty of nice things to say about the four subsequent episodes, too.

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

In Like a Dragon: Ishin Kazuma Kiryu Returns to His Samurai Roots

Like a Dragon: Ishin! takes Kazuma Kiryu back to the late Edo period as the imperial loyalist Sakamoto Ryōma. But the Dragon of Dojima has always been a samurai at heart.

The real-life yakuza make a show of their connection to the samurai’s feudal attitudes and bushido code as proof of their connection to Japan’s ancient warriors. But in truth, it’s Kiryu’s kindness and determination to protect the weak which set the Yakuza series apart since the very beginning. That makes him the true descendent of a long line of samurai kyōkyaku (which translates to ‘chivalrous commoner’) characters who fought oppression and injustice in Japanese cinema and drama for centuries.

With series creator Toshihiro Nagoshi’s background, that’s no accident – his illustrious SEGA career was a fallback after he failed to find work in movie production ­­­– and the emotional core of one of gaming’s most endearing characters has a lot in common with cinema’s Robin-Hood style figures.

Kazuma Kiryu, the Chivalrous Commoner

Sakamoto Ryōma was a low-ranked but formidable samurai who played an important role in toppling the Tokugawa Shogunate before his assassination aged 31. The figure was adapted on screen numerous times and had become so mythologized, anyone could see themselves in him, according to actor Masaharu Fukuyama who played Sakamoto in 2010. Ishin! plays out in a similar fashion, letting Kazuma Kiryu loose on a highly embellished retelling of Japanese history. But while they definitely share similarities, Kiryu would have been better cast as a kyōkyaku.

Kyōkyaku were popular heroes in the Jidaigeki period dramas set in the same Edo period as Ishin! These films, set in early-modern Japan, depicted the gambling criminals who preceded the yakuza as outcast samurai with strong moral codes, often based on real Edo criminals in films like A Diary of Chuji’s Travels (1927) or Jirocho Sangokushi (1965). Naoto Mori, a film critic from Kanagawa Prefecture who wrote the Japan Film Festival’s introduction to Yakuza movies, spoke to IGN about the samurai origins of kyōkyaku.

“The heroic samurai image is a classic in Japanese fiction. Even though he is a samurai, he does not belong to any organization, he is a wandering character who travels alone […] a kind-hearted outlaw full of loyalty and humanity, with the creed of destroying the strong and helping the weak.”

Kiryu constantly meddles in strangers’ lives for the better in hundreds of colorful side quests the series has become fondly known for. As much the Angel of Kamarucho as he is Dragon of Dojima, he’s a gruff, sensitive but ultimately willing friend to those in need, never passing a moment without bailing out film directors, overthrowing cults and helping countless relationships to blossom — all while navigating the simmering yakuza clan tensions and the day-to-day drama of running an orphanage.

It’s clear to Mori that Kiryu Kazuma shares a common, selfless heritage with kyōkyaku heroes. “The character Kazuma Kiryu is a modern, yet classic, ‘heroic yakuza’ descendant. As an ally of the socially vulnerable and orphans he is exactly in line with the tradition of heroic icons in period dramas and yakuza movies.”

The popularity of these figures on the side of the common people rose in times of drastic change, so it’s no surprise it spiked in Ishin’s setting. In this period — known as the Bakumatsu, when both the Tokugawa shogunate and 265 years of Japan’s isolation policy approach their end — disruptive behavior was celebrated for sticking it to the oppressive shogunate.

Even though he is a samurai, he does not belong to any organization, he is a wandering character who travels alone […] a kind-hearted outlaw full of loyalty and humanity, with the creed of destroying the strong and helping the weak.”

And the kyōkyaku was destined to return in another time of seismic change, namely post-war Japan. Internationally, Toei may be known for franchises like One Piece and Dragon Ball Z, but they made their name modernizing the kyōkyaku to play the starring role in a conveyor belt of ninkyo, or chilvalrous, movies.

Mori tells us how the ninkyo genre, including American influenced films like A Gambler’s Life (1963) about honorable outlaws, fused traditional and modern values. “Ninkyo is the spirit of self-sacrifice, which is directed to defeat the strong and help the weak. […] The origins of “Ninkyo Eiga” is from the Meiji era to the early Showa era (late 19th century to early 20th century)… In other words, it is modern Japan before the war, where new and old values collide. He is a yakuza who inherited both the spirit of “toseinin” [gamblers linked to the underworld] and “kyōkyaku” from the age of samurai.”

It’s an influence which feels alive as ever when you see Ryōma Sakamoto in Ishin! fighting for notions of equality and industrialism with his katana and pistol in hand. The Ninkyo films converted the American lone gunman for Japanese audiences. Despite their 1900s setting, these characters usually resolved disputes with exhilarating katana duels. In Brutal Tales of Chivalry (1965), Ken Takakura struggles to uphold a pacifist oath against rival gangs threatening market traders in the ruins of post-war Kanto — culminating in a sword versus pistol duel.

Hiroyuki Sakamoto on Kiryu, Samurai and Sakamoto Ryōma

We asked Hiroyuki Sakamoto, Chief Producer of Like a Dragon: Ishin! and RGG Studio, if samurai fiction fed into the creation of Kazuma Kiryu. After all, over the years he’s proven to be no stranger to a katana or even wearing a hakama on occasion. According to Sakamoto, there was no deliberate influence but he definitely sees a connection through Kiryu’s moral conviction. “We didn’t exactly look to samurai when creating Kazuma Kiryu, but the strong belief of not succumbing to anyone is, in a way, a common trait with the samurai spirit.”

Sakamoto has worked on the series since Yakuza 2 in 2006, and the exhaustive depth of Yakuza media he’s explored in that time makes it difficult to identify a primary influence. “I think I’ve seen pretty much all pieces, classic or contemporary, major or minor, among Japanese, Hong Kong, Korean and Hollywood films that are based on the yakuza or the mafia, so it’s hard to mention names.” However he is conscious of how the genre developed over the years. “Films about yakuza or mafia evolve their storytelling methods and presentations with time, I am continuously inspired by them,” he said.

Hiroyuki Sakamoto added that they made full use of Sakamoto Ryōma’s changing personality across adaptations — even if RGG Studio flourishes like squeezing oranges into bandit’s eyes definitely go several steps further than most. “There are many novels, dramas and films based on Sakamoto Ryōma in Japan, and his character differs in all of them. We thought, if we were to use Sakamoto Ryōma, we wanted to tell a story where someone with strong beliefs like Kazuma Kiryu would strive to change Japan. I think this is why he was a good match.”

Yakuza’s Cinematic Inspirations

Yakuza cinema didn’t end after the 1960s ninkyo, but it did change significantly. The cinematic influence of the genre’s evolution on the Yakuza games couldn’t be plainer, Kiryu’s often quite literally wearing those influences on his sleeve through his outfits. His trademark gray suit and plum shirt combo is a perfect match for Shozo Hirono’s outfit in 1974’s New Battles Without Honor and Humanity, the series which marked a transition from idealistic ninkyo films to a gritty, true crime style. If Kiryu is a kyōkyaku hero straight out of Toei’s ninkyo films, the world surrounding him has more in common with what came after.

The 90s straight to video boom gave filmmakers like Takashi Miike and Takeshi Kitano their start, and the broader Yakuza setting owes a huge debt to their outrageous sensibilities, one partly repaid by Miike directing the Yakuza adaptation and Takeshi Kitano’s Yakuza 6 cameo. Sonatine isn’t just the source of Kiryu’s beachwear outfit, Yakuza’s goofy “guys being dudes” approach to character moments may well have been born from Kitano’s relaxed yet eccentric scenes of bored criminals staging wrestling matches and catching frisbees on the beach while hiding out on sandy Okinawa beaches.

It’s a fascinating blend of influences. Yakuza places a ninkyo hero in a VHS world. The series’ charismatically eccentric figures like Goro Majima or Ryuji Goda owe a debt to the VHS era’s exaggerated characters; Kiryu’s memorable sewer fight against Daisaku Kuze in Yakuza 0 calls back to yakuza biker Sato in Ridley Scott’s Black Rain. In a strange way, the games show an alternative path to that taken by contemporary yakuza cinema since the 2000s.

“Films about yakuza or mafia evolve their storytelling methods and presentations with time, I am continuously inspired by them.”

Dishonorable Outlaws

Many of the latest yakuza films don’t show gangs openly strolling the streets and operating the district’s most prominent landmark as they do in the Yakuza series. The reason why is the 1991 Anti-Boryokudan Act. This was a huge moment which completely changed how yakuza were seen and treated by society, subjecting them to sweeping reforms that gave them a new pariah status — the honorable outlaws of the 1960s were honorable no more.

By 2016, the documentary Yakuza and Constitution argued the ever-shrinking Yakuza were in fact victims of a grave human rights violation deserving the public’s sympathy. Under The Open Sky (2020) continues in the same vein, featuring a middle-aged yakuza freed after serving a murder sentence. Unlike Kiryu, whose story began the same way (as many of these films do), he doesn’t end up joyfully running hostess bars and reluctantly stumbling into Clan leadership. Instead, Masao Mikami’s story is that of the painful reunion of a deeply fractured family, and the challenges of reintegration into regular society.

Mori notes that this shift could mean glamourized depictions of the yakuza do better abroad than in his home country. “I think it’s true that a movie with a yakuza as the main character is morally difficult to portray in Japan today.” However, he places it as a healthy exchange of cultural fantasies — as established between the spaghetti western and the Jidaigeki — and believes the genre still has a place in the hearts of many devoted fans in Japan. “Just as Japanese people enjoy and consume American and Italian gangster movies as a kind of fantasy, Western audiences may enjoy yakuza movies as pure entertainment.”

The Yakuza games and films like The Blood of Wolves (2018) proves there’s still demand for new films and games in the genre behaving like the 90s reforms never happened. These honorable gangsters have endured for centuries across Noh plays, novels, cinema and now games. With Ichiban following in Kiryu’s footsteps as a new version of the “classic, but modern” yakuza hero, even if the kyōkyaku feels out of step with modern times, their virtuous appeal guarantees these gruff but virtuous heroes will be fighting injustice on-screen for a long time to come.

Francisco Dominguez is a freelance writer for IGN.

The Best PS5 SSD Deals for 2023: New Price Drops on WD Black SN850X and Corsair MP600 Pro

2023 might finally be the year where 2TB PS5 SSDs might actually be worth the upgrade. Last year, prices for 1TB PS5 SSDs averaged around $150, whereas 2TB SSDs hovered closer to $300. This year, we’re seeing 1TB SSDs trickle below the $100 price point and 2TB SSDs are under $200. The reason PS5 SSD upgrades are pricey is that you can’t use any old SSD and expect it to perform well on the PS5 console. You’ll want to pick up an PCIe Gen4 x4 M.2 solid state drive with a rated 5,500MB/s read speed to match the PS5’s internal drive. That means, for better or for worse, picking a top-shelf SSD.

Note that Sony recommends a heatsink attached to your SSD. Not all SSDs listed here have pre-installed heatsinks. For the ones that do, we’ll be sure to mention it. For the ones that don’t, all you have to do is purchase your own heatsink (we recommend this one for $10) and install it yourself. It’s very easy.

Corsair MP600 PRO LPX 2TB “Optimized for PS5” SSD with Heatsink for Only $159.99

Corsair is a very well known brand for DIY PC builders. Corsair makes some of the best gaming products on the market, and that includes solid-state memory like RAM and SSDs. The MP600 Pro is the same super-fast M.2 NVMe PCIe x4 Gen4 SSD that’s marketed for enthusiast gaming PC builds. This one is “optimized for PS5” because it includes a rugged preinstalled heatsink that is slim enough to fit in the PS5 bay without any issues. Performance wise, the MP600 Pro matches the best SSDs out there with its 7,100MB/sec sequential read and 6,800MB/sec sequential write speeds.

2-Pack WD 2TB PS5 SSD with Heatsink for $299.99

Western Digital has the 2TB WD Black Series SN850X M.2 PCIe 4.0 SSD for only $179.99 but when you add two to your cart, price drops to $299.99 (or $150 each). The SN850X is the successor to the SN850 SSD. It has newer flash chips (BiCS5 vs BiCS4) and an updated firmware, which combined offer improved sequential and random read/write speeds. For PC gamers, there’s also an updated Game Mode 2.0 utility that’s designed to tune the SSD for better performance during gaming sessions.

Patriot Viper VP4300 2TB PS5 SSD for $149.99

Amazon is offering the Patriot Viper VP4300 2TB M.2 2280 PCIe Gen4 x 4 Internal Gaming Solid State Drive, 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 heatshield. The VP4300 is an M.2 2280 PCIe Gen4 x4 solid state drive with rated transfer speeds of 7,400MB/s read and 6,800MB/s write. That makes it well above the PS5’s recommended 5,600MB/s speed requirement.

Crucial P5 Plus 2TB PS5 SSD for PS5 for $131.99

Constantly going in and out of stock

Crucial’s newest M.2 SSD meets all the requirements for your PS5 SSD upgrade. It supports transfer speeds of up to 6,660MB/s which is well above the 5,500MB/s minimum threshold. Yes there are faster SSDs out there, but if your intention is to put this in your PS5, then that extra speed is worthless because you’re bottlenecked by the original PS5 SSD. If you’re worried about opening up your PS5 case, don’t worry it’s very easy. Crucial has an official YouTube PS5 SSD install guide to see you through the process.

Samsung 2TB PS5 SSD with Heatsink for $179.99

Samsung SSDs need no introduction. They’ve made some of the most popular and reliable PS5 SSDs on the market. The 980 Pro has been out for a while now, but it’s still one of Samsung’s fastest M.2 PCIe SSD, with only the newly released 990 Pro being faster. It is fully PS5 compatible in terms of form factor and performance, with blistering speeds of up to 7,100MB/s. It goes toe to toe with other well-known options like the WD Black SN850 and the Seagate Firecuda 530.

More PS5 SSD Deals

There may be other SSD deals out there, but these are the PS5 SSDs we’ve tried ourselves and highly recommend. They also double up as outstanding boot drives for your gaming PC, in case you don’t need additional storage for your PS5 console.

How easy is it to install the SSD?

It’s extremely easy! Removing the case cover is completely toolless. In fact, the only screw you have to remove is the one that keeps the cover for the SSD bay in place. You don’t even put it back when you’re done. Sony has a quick and easy YouTube video guide.

What if the SSD I bought doesn’t have a heatsink?

Sony recommends you install an SSD that has an attached heatsink. If the SSD you purchase doesn’t include one, it’s simple enough to buy one for about $10 on Amazon and add it yourself. Most of these heatsinks are just attached using an adhesive like thermal tape.

For more deals, take a look at our daily deals for today.

Forspoken Developer Will Be Folded Back Into Square Enix

Forspoken developer Luminous Productions will be absorbed back into Square Enix to continue working on AAA games, the company announced.

On Twitter, Luminous Productions revealed that the change will go into effect at the beginning of May.

“Beginning on May 1, our talented team will join Square Enix to deliver new, innovative gaming experiences to players across the globe,” Luminous’ statement reads.

“Betwen now and then we remain entirely focused on Forspoken. We are currently working on the previously announced patch to address overall game performance (we will deliver an update soon) and the DLC, In Tanta We Trust, is on track for release this summer. Thank you again for your patience and support!”

Square Enix also released a statement, saying in part, “The merger is part of the Company’s efforts to further bolster the competitive prowess of the Group’s development studios,” and that “Luminous Productions Co., Ltd. is meanwhile equipped not only with AAA title development capabilities but also technical expertise in areas such as game engine development. Combining the two entities will further enhance the Group’s ability to develop HD games.”

Luminous Productions was originally created largely from developers who worked at Square Enix on Final Fantasy XV. The studio was tasked with crreating new games in the Luminous Engine, the same engine used for Final Fantasy XV. Forspoken was the only game the studio shipped during its existence.

Forspoken released in January to mixed critical reception. In our review, we said, “Forspoken is the sort of game you’ve probably seen before – from its stereotypical fish-out-of-water fantasy story to its giant open-world map full of repetitive optional tasks.”

The game has been criticized for uneven performance, prompting Luminous Productions to work on a patch for performance, graphics, playability, and other fixes.

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.

How Star Wars Jedi: Survivor Evolves the Metroidvania Roots of Jedi Fallen Order | IGN First

One of the big departures in Star Wars Jedi: Survivor compared to Fallen Order is that you’re going to have this home away from home in the Planet Koboh. Sure, you’d revisit Bogano and Dathomir a couple of times, but it was always in service of progressing the story and following the mainline plot. In Jedi Survivor, Koboh will almost take on a kind of Metroidvania-like identity with tons of optional areas to explore locked by progression, and each return trip to the planet opening up many new pathways and discoveries. This came out of one of the lessons Respawn learned from feedback of Fallen Order: That players really enjoyed the optional content, like the Crashed Venator and the legendary beasts like Oggdo Bogdo.

“For Survivor, we knew that we wanted to add more optional areas for players to discover and explore. To do this, we knew that we needed to give better rewards for exploration,” said Design Director Jeff Magers.

And sure enough, one of my own big takeaways from my five hours with a preview build of Jedi Survivor was that rewards for taking a detour away from the mainline quest path was always sufficiently rewarding. I’d regularly find tough battles that rewarded skill points, hidden traversal paths that led to new customizable options for Cal, or a shortcut that made traversal through the area much faster.

We knew that we wanted to add more optional areas for players to discover and explore.

“We put a lot of work and focus into our customization system for this game so that our cosmetics would be more exciting to find, while also adding more gameplay rewards for exploration. By exploring the worlds, players will both make Cal more their own through customization, and more powerful and equipped to take on the challenges ahead with Skills, Upgrades, and Perks found in optional areas,” said Magers.

Speaking specifically about the design goals of Koboh, Lead Level Designer Martin Badowsky said that Respawn wanted to create a planet with a dense central area that players would have fun gradually opening up more and more. While playing through Koboh during my preview time, I got the sense that it was almost like a mixture between Firelink Shrine from Dark Souls, and a world straight out of Metroid. Like Firelink Shrine, the cantina and Rambler’s Reach served as a central hub that NPCs would congregate at, with multiple areas within the cantina that would open up as I progressed through the campaign, and then outside of that, there was this giant Metroid-like world to explore with several paths that I could not access with my current slate of upgrades.

Every time the player revisits one of these regions, there would be lots of new things to discover using their newly acquired toolset.

The Metroid vibes are not an accident. “Metroid-inspired games at their core are about discovering new abilities and then using those abilities to pass obstacles, unlock more regions, and eventually develop a sort of intimacy, understanding, and dominance over the game world,” Magers said. “We wanted to make sure we evoked these same feelings from the player in our open spaces, and to do that we made sure that every time the player revisits one of these regions there would be lots of new things to discover using their newly acquired toolkit.”

He also added that the team wanted to address a couple of pain points that players had while exploring the worlds of Fallen Order. They moved the Mantis landing pads to more central locations on planets so that players would have easier access to all of the different regions that the planet has to offer, and most substantially, they added fast travel.

As you’d imagine, fast travel in Jedi Survivor works by finding meditation points and resting at them. When you rest at a meditation point, you’re able to select fast travel, and quickly warp to any other meditation point you’ve discovered on the planet. According to Magers, the team took great care to ensure that the player never needs to use fast travel to complete their journey, but that it’s a valuable tool for those who want to explore every inch of the expanded game world.

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

Final Fantasy 16 Is Probably Getting a PC Version, But Not for a Long Time

Despite lots of back and forth messaging, it looks like Final Fantasy 16 is probably getting a PC version after all — though likely not for a long time.

Speaking on the Japanese PlayStation Blog (and translated by industry insider Wario64 on Twitter, below), Final Fantasy 16 producer Naoki Yoshida said he would “like to release a PC version at some point”.

Yoshida said: “It is true that Final Fantasy 16 is a six-month limited time exclusive on the PS5 platform. However, it is a completely different story that the PC version will be released in half a year. I will make it clear: the PC version will not come out in half a year.

“This is because we spent a lot of time and money optimising the PS5 platform to deliver the best gaming experience. Of course, I would like to release a PC version at some point so that everyone can play as many games as possible.

“However, even if we start optimising the PC version after the PS5 version comes out, we won’t be able to optimise it in half a year, so it won’t come out in a short span of half a year. I would like to release it eventually, and I think I will, but I am not at the stage where I can say when.”

Publisher Square Enix has not yet confirmed what other platforms will receive Final Fantasy 16 once the six-month exclusivity ends (whether it be Xbox, Nintendo Switch, or something else), though Yoshida has at least now confirmed that it won’t be PC.

Final Fantasy 16’s platform availability has been an unusually complex topic since the game was announced. The original reveal trailer claimed blatantly that it is “also available on PC”, and while Square Enix mysteriously scrapped this claim soon after, the PS5 exclusivity was brought into question again in November 2022.

An advertisement for the PS5’s DualSense controller said Final Fantasy 16 would only be a “PS5 exclusive for six months”, implying that it would arrive on another platform in December 2023 — six months after its June 22 launch.

Yoshida then denied that a PC version existed at all. “Nobody said a word about a PC version releasing,” he said, wrongly. “Why is it like a PC version is releasing six months later? Don’t worry about that, buy a PS5. Sorry, I went overboard. We did our best, so please look forward to it.”

Alongside this PC version clarification, we just learned a ton of new information about the long-awaited RPG, including about its massive maps, approach to diversity, accessibility items, and why it’s only on the PS5 generation.

We also had a chance to play the game, and in our full preview, said: “Playing through three very different boss fights, as well as carving [our] way through dozens of regular soldiers, has left [us] with a lot of hope for Final Fantasy 16.”

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

Final Fantasy 16’s World Has Large Maps, But No Optional Dungeons

Square Enix has already made it clear that Final Fantasy 16 will not have an open world. But in a recent interview attended by IGN the developer has explained how its segmented map works, revealing that the world of Valisthea is made up of a number of variously sized zones that will provide opportunities for non-linear exploration.

Talking as part of a roundtable discussion with the press, Final Fantasy 16 director Hiroshi Takai explained that the world is constructed from multiple maps; some small, others large. Commenting on the larger scale ones, Takai said “We have – I think – four zones that are about two kilometers by two kilometers.”

Producer Naoki Yoshida elaborated on the way players will navigate and explore these zones, which collectively make up the landscape of Valisthea. “On the world map you have the areas that you can travel to and you select that area and then you jump to that area seamlessly. And then you follow the main quest there. And then once you finish that, you’ll go back to this hub area […] called the Hideaway.”

Takai describes the Hideaway as a location from which to start both main missions and optional side quests, the latter of which includes monster hunts among other activities. Yoshida also notes that the Hideaway is where players will find the item shop, as well as a blacksmith who can craft and upgrade weapons.

Much of this set-up will be somewhat familiar to series veterans; even back in the days when Final Fantasy had an ‘open world’, the overworld was more a home for a variety of zones (or ‘field maps’) rather than what we’d consider an open world today. But unlike many of the series’ beloved classics, Final Fantasy 16 will not feature any hidden dungeons or areas.

“We didn’t create any [hidden dungeons or maps] because we wanted players to focus more on the main scenario and not have this feeling that you have to go to this area and clear this area,” said Takai. “We wanted them to focus on this and we wanted to focus our development more on the main areas. So we didn’t go out of our way to create maps that didn’t need to be visited.”

“However, there are areas that I guess players could consider dungeons,” he continued. “They’re off the field and you go deep down, but those are all connected in some way to the story. And they’re all expertly crafted dungeons. We created these as great places, we want players to go there and so we’re going to give reasons for players to go there. We didn’t want to create something that most players may not even find.”

Despite this, Yoshida wished to assure players that there’s still much to see and do within Final Fantasy 16’s world. “The one thing is that as you hear this answer and you’re thinking, oh, and so there’s not many places you can explore,” he said. “There are a lot of areas that you can explore. So don’t worry about that.”

For more about Final Fantasy 16, take a look at how it was only possible to make it for PS5 hardware, its novel approach to accessibility, as well as our hands-on preview. You can also read Yoshida’s comments on Final Fantasy 16’s approach to the diversity of its characters and cultures.

Matt Purslow is IGN’s UK News and Features Editor.

Elden Ring: Shadow of the Erdtree Expansion Is Officially In Development

FromSoftware has officially announced Shadow of the Erdtree, an upcoming DLC expansion for Elden Ring. The developer confirmed that the DLC is currently in development, but no release date has been announced for the time being.

The news came in the form of a tweet from the official Elden Ring and FromSoftware Twitter pages, also featuring new key artwork for the expansion which you can see just below.

This news comes just days after Elden Ring’s one-year anniversary, in which it has sold over 20 million copies and received unprecedented game of the year awards, including at DICE, New York Game Awards, The Game Awards, and was IGN’s best game of 2022 as well.

IGN also recently spoke to Elden Ring creator Miyazaki who suggested that success won’t dictate what content FromSoftware makes next.

Shadow of the Erdtree seemingly isn’t the only project FromSoftware is working on currently, with Armored Core 6 also in active development from the Japanese studio.

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

Scars Above Review

As I took my first steps on Scars Above’s mysterious planet, I felt my excitement and fear rising. Almost immediately, an encounter with its grotesque alien creatures turned out to be much more complicated than I anticipated. I even died a couple of times before making any significant progress at all, giving me the impression that I was at the beginning of a harsh and nervewracking journey that was going to ask the very best of me to survive on its default difficulty level. But my fear of the unknown proved to be unjustified in this case, and the initial thrill dissipated after an hour or so when I’d unlocked the first few of a vast arsenal of weapons. After that, most of my battles became trivial, and they remained that way until the very end – even when I turned the difficulty up to hard.

Scars Above’s first section is calm. You’re introduced to your protagonist, Doctor Kate Ward, and the rest of the space scientific crew while they are investigating a strange object in Earth’s orbit. Some silly chit-chat, puzzles, and exposition later, you get to (barely) know your team and craft your first device — a tool that will become like the standard assault rifle you find in most shooters, but with shock ammo. Then, you’ll hear an unnecessarily serious speech from your captain that is supposed to be inspiring but ends up being cheesy due to its delivery and timing. The next thing you know, you wake up on an unknown planet with no idea about what happened or where everyone went.

Right after picking up an electric cutter – a basic melee weapon with the most boring attack pattern I’ve seen – I faced the first enemy. This one was easy enough, a kind of spider that usually brings some friends but doesn’t really mean any trouble — unless there are too many friends. However, when I grabbed the assault rifle I’d built and got back to the main road, it was the turn of the second type of creature: a mutated scorpion that usually hides underwater. It surprised me coming out of nowhere, and then zapped me with a poison projectile. After dealing with the beast and his partner, I realized that my life was still going down thanks to the new status. There was no way of curing this, and a few seconds later, I was respawning at the checkpoint. The same scene repeated a few times until I managed to stop catching the beast’s vomit with my face and reached the next checkpoint.

Before long you’ll end up being so powerful that you’ll find little to no resistance.

What honestly felt unfair at first became the most important lesson I learned through the nine hours and six chapters of Scars Above: keep your distance from the enemies and everything they throw at you. Your electric cutter is a joke – even with the charged attack that you can unlock, it will always leave you exposed when you could just blow the aliens’ heads off with a good headshot. Of course, sometimes this will be challenging in a linear third-person shooter in which you’ll face faster monsters and smaller spaces with nowhere to run as you move through levels, but after the first couple of hours you probably won’t need any combat tips at all. You quickly craft new guns and gadgets and level up, and before long you’ll end up being so powerful that you’ll find little to no resistance.

In essence, the weapons in Scars Above are the typical guns you’ll expect from any type of shooter, but with an elemental twist: there’s the aforementioned assault rifle with electric bullets, a gun that can be charged up to shoot fire ammo, a grenade launcher that freezes enemies, and a shotgun that disintegrates them with acid. As you might imagine, you can chain attacks with these weapons and produce elemental reactions that will deal bonus damage to anything that comes near you, and you can also use the environment to your advantage. Fire and acid bullets create a strong explosion, while shooting an enemy standing on water with your grenade launcher will freeze it faster. Some enemies will have a weak point in their body that will represent the element you want to shoot them with, and there are color-coded orbs around the levels that are effectively explosive barrels that deal elemental damage, too.

The elemental damage system worked a little too well.

This is a clever way of making you change weapons at all times, thinking of which is the best and most effective plan against what’s in front of you. It kept me interested for a while… until I realized that the system worked a little too well. Most of the creatures in front of me could be squashed in mere seconds by exploiting any possible elemental combination, regardless of their strength or the situation. Instead of being one part of a larger plan, shooting an electric orb at the right time completely exterminated all the threats around.

If this wasn’t enough of an advantage, Kate has the ability to craft a variety of gadgets, such as a barrier that protects her for a few hits, a gravity grenade that makes everything in its area except you slow for way too many seconds, or a hologram that baits creatures, among others. All of these use the same resource (batteries), which are crafted from a resource that’s pretty much everywhere, or replenished by refilling your inventory at any checkpoint. This is way too convenient because it means you’ll hardly run out of ammo or crafting resources, especially after you’ve increased your carrying capacity.

You’ll hardly run out of ammo or crafting resources.

What’s worse is that the variety of gadgets that seem interesting and well thought-out when used individually felt useless when they start to overlap with each other. For instance, you can basically spam the gravity grenade and earn effectively the exact effect and/or advantages of all the other gadgets. And you can forget about dying when you find permanent healing items with several charges that can be easily refilled.

Some regular enemies that you’ll discover later will make things a bit more interesting, like one beast that can teleport behind you or a fungus monster that blinds you. They arrived a bit too late to the party, though, after I’d already become pretty bored by several hours of effortlessly killing everything around me.

Not even the bosses stand out as challenges, except perhaps for the first one that you meet while you’re still creating your basic guns. That doesn’t mean that these battles are completely uninspired – they do come with mechanics that will keep you changing ammo constantly and moving around big arenas. They are fun while they last, but they also don’t present ideas that you haven’t seen already in other games (and better executed). For example, breaking the surface where an enemy is standing isn’t exactly new, and it doesn’t feel great either when you can do it more than once in a row without letting the boss move or shoot you back if you’re fast enough. The fact that some boss battles are repeated doesn’t help the case, either.

What’s so frustrating about all of these issues is that Scars Above has its moments of pure joy.

What’s so frustrating about all of these issues is that Scars Above has its moments of pure joy. Facing a new creature for the first time normally involves a moment of genuine surprise, and figuring out how to handle them is engaging. Even being an unstoppable killing machine can bring satisfaction when you feel rewarded by perfectly understanding the tools at your disposal, or just by feeling your own power. And some of the later areas even took me by surprise with their scatological and repulsive (but in a good way) design, at least when compared to the dull plains and boring swamps from the earlier stages. The lack of a map directing you around is a good choice as it makes you follow your intuition and find the way, even if none of the scenarios are really big or full of secret pathways. The building blocks for a more engaging game are here, but they are surrounded by elements that lack polish, depth, and any sense of challenge.

Apart from fighting, you’ll spend time analyzing resources, clues left in the environment, and some pretty basic symbol-matching puzzles. There’s an intention of bringing a scientific perspective, considering our protagonist’s background, which is mixed in the exploration – for example, when scanning unknown objects we hear what Kate is thinking. She approaches how one creature’s digestive system works with genuine amazement, wondering how its body evolved into that group of organs and functions.

The delivery of Erin Yvette, Kate’s voice actor, feels fresh and embodies a character more worried about discovering and understanding what’s around her during these calmer moments. It’s a shame that her face lacks any expression during most cutscenes, creating an unintentionally hilarious contradiction between what we are hearing and what we see.

The objective of finding the rest of the crew is one of the main plot points, but it is weak and lacks any motivation due to the fact that we don’t know anything about them. I can’t tell you a single thing about any character apart from that they are “people of science” and one of the dudes has a cute little cat toy that wears a hoodie. The intended emotional moments don’t land and some of the transitions between scenes are incredibly abrupt, killing the pacing and the tension built.

Something similar could be said about the plot. While Kate’s motivations are clear and you always know why you’re doing what you’re doing and why, it can’t be said that it’s interesting or original at all. The world of Scars Above feels flat, with some cool alien designs here and there, but not much else that made me want to explore every corner or find all the available audio logs. Far into the story, there are some cool ideas that I won’t spoil, but they are either abandoned or never pay out in any major way, and it’s a disappointment to watch them fizzle out.