The Plucky Squire Review

As a lifelong Zelda fan, I’m always hesitant when other developers set out to make a game so clearly inspired by Nintendo’s acclaimed action-adventure series. I find that the puzzle design never quite reaches Zelda’s incredibly lofty bar, and I’m usually left wishing I was just playing Ocarina of Time or A Link Between Worlds instead. But The Plucky Squire breaks that trend, with a combination of clever brain teasers, simple but effective swordplay, and a courageous silent protagonist that would feel right at home in Hyrule. The adventure is held back by an overly wordy script and some serious pacing issues in its final act, but this debut game from developer All Possible Futures is still a journey worth taking.

The Plucky Squire’s elevator pitch is brilliant: You play as Jot, the hero of a children’s book who learns early on that he is, in fact, just the hero of a children’s book. This leads to a surprisingly meta story where Jot leaps between the 2D pages of his picture book and the 3D real world around it, which is represented by the childhood bedroom of a young Plucky Squire superfan named Sam who collects all of Jot’s stories and merchandise. That unique premise paves the way for The Plucky Squire’s inspired puzzle design.

While within the story’s beautifully animated depictions of beaches, villages, and mountaintops, Jot can manipulate the book’s text to alter his reality and get past obstacles. Need a closed gate to swing open? Jot can literally pick the word “Open” off the page from another sentence in the book and swap it into the prose lying in front of the shut gate. It plays out like a (substantially) lighter version of Baba Is You’s rule manipulation, and it’s a blast to experiment with different combinations of nouns and adjectives to see how the world reacts, like turning a tiny frog into a giant frog for no reason other than wanting to see if it would work. (Spoilers: It did.) It’s not the most flexible system – each scenario with this concept only includes a handful of eligible words Jot can interchange – but it’s still a really impressive mechanic the developers use in several smart ways throughout the adventure. Through the power of language, I filled a drained moat with water, turned sturdy columns into crumbling ones in order to topple them onto an enemy blocking my path, and a whole lot more.

The Plucky Squire hits some awesome puzzle-solving highs.

Wordplay is just one smart way The Plucky Squire takes advantage of its storybook setting. Jot can also pop out of the book and turn from an adorable hand-drawn 2D character into a fully 3D version of himself that’s reminiscent of the toyetic look of the Link’s Awakening remake and the upcoming Echoes of Wisdom. When outside of the book, Jot can play God and directly manipulate the world within, with powers like tilting the book on its side to slide blocks around or even flipping back to an earlier page to grab a word or item that he needs on the current one. Backtracking through pages to find The Plucky Squire’s optional hidden collectibles also resulted in some cool “aha!” moments, and I could see myself going back to snag the ones I missed. The book’s myriad uses forced me to zoom out and think bigger about the tools at my disposal, and The Plucky Squire hits some awesome puzzle-solving highs within these segments.

The only issue is how many hints The Plucky Squire constantly throws at you. Before I was set loose on most puzzles, Jot’s endearing companions Violet, Thrash, and Moonbeard have a whole conversation about what you need to do. This inclusion is even more confusing when you take into account The Plucky Squire’s well-implemented optional hint system, where a recurring character that’s pretty much always around will tell you exactly what you need to do next if you ask for help. It’s frustrating that the developers lay out too much information through mandatory dialogue rather than leaving it to the hint system so experienced players can try to piece it all together without hand-holding.

In fact, chattiness is a problem throughout the entirety of The Plucky Squire. Characters are always stopping to have lengthy conversations about what to do next, and while it’s all well-written dialogue, I found myself wanting to mash through these extensive sequences to get back to the action. The incessant over-explanation of Jot’s mission to take down the evil Humgrump is one way The Plucky Squire feels aimed squarely at a younger audience, but the witty humor and lighthearted tone just barely save it from becoming a major drawback.

The outside world goes well beyond the pages as Jot explores Sam’s bedroom to find new abilities to interact with his book. These exploration sections are a wonderful change of pace from the puzzling nature of the storybook, and Sam’s bedroom is a delight to run around. Like you’d expect from a young boy’s room, toys and LEGO bricks are littered everywhere, and Jot platforms across playing cards and building blocks to find his next upgrade. In these sections, Jot can hop in and out of sticky notes and children’s drawings, which makes the whole thing feel like a creative take on A Link Between Worlds’ wall-merging mechanic. There are a few minor technical issues in the real world – I noticed some shadows flickering in and out and I had one hard crash – but for the most part The Plucky Squire looked and ran great on PlayStation 5.

It’s jarring when The Plucky Squire completely loses its stride in the final act.

Combat works the same whether Jot is in or out of the book. He can swing his sword, throw it at enemies like a boomerang, and make use of powerful jump attacks and spin attacks. These moves can all be upgraded at shops that pop up across the land of Mojo, where you spend currency that’s mostly found – fittingly – by cutting grass. The swordplay is simple, fun, and rarely challenging, but for a game mostly focused on puzzles, I don’t mind that the fights are basic bouts to rip through on your way to the next big riddle.

The Plucky Squire is also continuously working to shake things up. There are plenty of 2D platforming segments within the book’s pages, and sometimes the book turns vertically to give things a fresh perspective. But The Plucky Squire really flexes its creative muscles within the minigame segments that crop up regularly throughout Jot’s journey. There are homages to things like Punch-Out!!, rhythm games, shmups, and more that I won’t spoil here. Whether you’re uppercutting a honey badger or fighting off aliens while flying around inside a toy box, every minigame here is so charming and fun to play, and I loved seeing how the developers shook up the art style and character designs for each one.

With great pacing between the storybook, real world, and minigames for the first five hours of the roughly eight-hour campaign, it’s jarring when The Plucky Squire completely loses its stride in the final act. First, Jot loses all his abilities, and you’re forced to go through a very generic stealth section to recover all the powers you already spent the entire game gathering. It’d be like if Metroid ripped all of Samus’ upgrades away moments before the final boss and forced you to gather the Morph Ball and Grapple Beam a second time. What’s worse, this section takes place in an entirely monochrome world, sucking all the joy and color out of Sam’s bedroom and turning it into a dull trudge over tired ground. This section doesn’t take all too long, but it’s followed up with The Plucky Squire’s final dungeon, which is a repetitive march through samey rooms along with a rhythm stealth minigame I had to repeat three separate times. After facing a final boss that also goes on a phase too long, I was ready to be done before the credits even started rolling. It’s a shame, because The Plucky Squire is so delightful for most of its runtime, but that last third unfortunately leaves behind a sour aftertaste.

The Sims Project Rene Will Get Another ‘Small, Invite-Only’ Playtest This Fall

Today, Maxis dropped a ton of The Sims-related information spanning the games, the upcoming film, content creators, and more. While some fans may have been scouring the updates for news on next-gen Sims release Project Rene, there wasn’t much to go on…except that there will be another invite-only playtest of the game coming this fall.

Per Maxis, Project Rene will hold a “small, invite-only playtest” in the fall, “giving an early look at a multiplayer experience that explores joining friends and other players at a shared location.” Interested individuals can sign up to participate in the playtest here.

This is the second publicized public playtest Project Rene has held since its announcement, having previously had a similar small, closed playtest focused on furniture customization way back in 2022.

Project Rene was first announced in October of 2022 as the “next generation” of The Sims. Maxis has held off on referring to it as The Sims 5, and has said it expects the game to continue co-existing alongside The Sims 4 rather than replacing it. We’ve seen very, very little of the game since, though we know it allows for furniture customization on a level of detail previously impossible in the franchise, and that it will support cooperative multiplayer.

In the same update, Maxis announced a number of other The Sims-related news bits. These included confirmation of a previously-reported The Sims film directed by Kate Herron, and the introduction of The Sims 4 Creator Kits allowing content creators to craft and publish in-game assets in partnership with the studio.

We recently updated our review of The Sims 4 to reflect the state of the game in 2024, and gave the now free-to-play game an 8/10 thanks to its strong community and frequent updates.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Xbox Game Pass September 2024 Wave 2 Lineup Announced

Microsoft has announced the Xbox Game Pass September 2024 Wave 2 lineup, taking subscribers up to the end of this month.

Just three games are listed as coming during September’s second wave in Microsoft’s Xbox Wire post, two of which are PC-only strategy games that launch day one on Game Pass, the other a turn-based strategy game released last year.

Wargroove 2 (Cloud, Console, and PC) hits Game Pass Ultimate and PC Game Pass on September 19; PC strategy game Frostpunk 2 releases as a day one title straight into Game Pass Ultimate and PC Game Pass on September 20; and Ara: History Untold on PC launches straight into Game Pass Ultimate and PC Game Pass on September 24.

Wargroove 2 is Chucklefish’s Advance Wars-style strategy sequel released in 2023. IGN’s Wargroove 2 review returned an 8/10. We said: “Wargroove 2 is still one of the best tributes to Advance Wars out there, and bigger than its predecessor in every way, even though otherwise not much has changed.”

Frostpunk 2 is the hotly anticipated city-building survival sequel from 11 But Studios. Check out IGN’s Frostpunk 2 hands-on preview to find out more about what to expect. And Ara: History Untold is Oxide Games’ new turn-based grand strategy Civ-like, published by Xbox Game Studios.

September 2024 Wave 2 is the first Game Pass update from Microsoft’s since its controversial introduction of its new Standard Tier, which does not include a number of first-party games such as Call of Duty: Modern Warfare 3, Starfield, and Diablo 4.

Microsoft announced the revised Game Pass tiers in July and as of September 12 the changes went into effect. Xbox Game Pass Ultimate has risen from $16.99 to $19.99 a month and still includes all the typical benefits, but the Xbox Game Pass Standard tier is quite different from its predecessor.

It replaces Game Pass for Console (though those already subscribed don’t have to upgrade) and includes significantly fewer benefits. Subscribers no longer gain access to day one titles or access to EA Play, Xbox Cloud Gaming, perks, Quests, and discounts on games in the Game Pass library. Microsoft said players would also be denied access to “specific entries to the Game Pass Ultimate library,” and that list has now been revealed to be fairly extensive.

Xbox Game Pass September 2024 Wave 2 Lineup

  • Wargroove 2 (Cloud, Console, and PC) – September 19 Game Pass Ultimate, PC Game Pass
  • Frostpunk 2 (PC) – September 20 Game Pass Ultimate, PC Game Pass
  • Ara: History Untold (PC) – September 24 Game Pass Ultimate, PC Game Pass

None of the three September 2024 Wave 2 games are included in Xbox Game Pass Standard / Game Pass for Console. Game Pass subscribers don’t get the upcoming Starfield expansion, Shattered Space, either upon its September 30 release date. Instead they can save 10%.

Game Pass members do, however, get six hero skins and an instant one-time grant of 30 Mythic prisms to spend on Mythic unlocks in Blizzard’s free-to-play hero shooter Overwatch 2.

Microsoft is heavily rumored to be set to reveal a number of Final Fantasy games coming to Xbox consoles and Game Pass during its Tokyo Game Show 2024 broadcast, which is set for Thursday, September 26 at 7pm JST / 3am Pacific / 6am Eastern / 11am UK. Perhaps September will be fleshed out somewhat following the conclusion of the show.

Microsoft also confirmed the games leaving Game Pass later this month.

Leaving Game Pass September 30:

  • Gotham Knights (Cloud, Console, and PC)
  • Let’s Build a Zoo (Cloud, Console, and PC)
  • Loop Hero (Cloud, Console, and PC)
  • My Time At Portia (Cloud, Console, and PC)
  • PAW Patrol Grand Prix (Cloud, Console, and PC)
  • Pheonix Wright: Ace Attorney Trilogy (Cloud, Console, and PC)
  • The Walking Dead: The Complete First Season (PC)
  • The Walking Dead: Season Two (PC)
  • Valheim (Cloud, Console, and PC)

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.

EA Sports FC 25 Global Release Times Confirmed

EA Sports has confirmed the launch timing for FC 25 across its early access and global release dates on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X and S, PC, and Nintendo Switch.

FC 25’s popular Companion & Web App launches on September 19, letting fans start their Ultimate Team club on the web, and a refreshed Companion App then launches on September 20. Ultimate Team 24 players get “a little something extra,” EA Sports teased.

If you pre-ordered the Ultimate Edition of FC 25 then you’ll get the early access launch. This kicks off midnight local time on September 20 on console, and from 5am UK time on September 20 on PC. As is standard for EA Sports’ FC series and the FIFA games before it, EA Play members get up to 10 hours of FC 25 via the trial from the early access launch. EA Play Pro (PC only) members, however, get unlimited access.

EA Sports said the early access period includes Team of the Week 1, Rush Objectives, Player of the Month SBCs, Special Evolutions, World Tour, and Squad Foundations releases. You’ll also have the opportunity to earn Season Points in the new FC Season.

The worldwide launch then follows from midnight local time on September 27 on console, and from 5am UK time on September 27 on PC. Check below for all the details.

EA FC 25 early unlock release times for PS5, Xbox Series X and S, PS4, Xbox One, and Nintendo Switch:

  • Los Angeles: 12am, September 20
  • Austin: 12am, September 20
  • Bogota: 12am, September 20
  • New York: 12am, September 20
  • Brasilia: 12am, September 20
  • London: 12am, September 20
  • Paris: 12am, September 20
  • Cape Town: 12am, September 20
  • Cairo: 12am, September 20
  • Moscow: 12am, September 20
  • Riyadh: 12am, September 20
  • Muscat: 12am, September 20
  • Beijing: 12am, September 20
  • Singapore: 12am, September 20
  • Seoul: 12am, September 20
  • Tokyo: 12am, September 20
  • Sydney: 12am, September 20
  • Auckland: 12am, September 20

EA FC 25 early unlock release times for PC:

  • Los Angeles: 9pm, September 19
  • Austin: 11pm, September 19
  • Bogota: 11pm, September 19
  • New York: 12am, September 20
  • Brasilia: 1am, September 20
  • London: 5am, September 20
  • Paris: 6am, September 20
  • Cape Town: 6am, September 20
  • Cairo: 7am, September 20
  • Moscow: 7am, September 20
  • Riyadh: 7am, September 20
  • Muscat: 8am, September 20
  • Beijing: 12pm, September 20
  • Singapore: 12pm, September 20
  • Seoul: 1pm, September 20
  • Tokyo: 1pm, September 20
  • Sydney: 2pm, September 20
  • Auckland: 4pm, September 20

EA FC 25 global release times for PS5, Xbox Series X and S, PS4, Xbox One, and Nintendo Switch:

  • Los Angeles: 12am, September 27
  • Austin: 12am, September 27
  • Bogota: 12am, September 27
  • New York: 12am, September 27
  • Brasilia: 12am, September 27
  • London: 12am, September 27
  • Paris: 12am, September 27
  • Cape Town: 12am, September 27
  • Cairo: 12am, September 27
  • Moscow: 12am, September 27
  • Riyadh: 12am, September 27
  • Muscat: 12am, September 27
  • Beijing: 12am, September 27
  • Singapore: 12am, September 27
  • Seoul: 12am, September 27
  • Tokyo: 12am, September 27
  • Sydney: 12am, September 27
  • Auckland: 12am, September 27

EA FC 25 global release times for PC:

  • Los Angeles: 9pm, September 26
  • Austin: 11pm, September 26
  • Bogota: 11pm, September 26
  • New York: 12am, September 27
  • Brasilia: 1am, September 27
  • London: 5am, September 27
  • Paris: 6am, September 27
  • Cape Town: 6am, September 27
  • Cairo: 7am, September 27
  • Moscow: 7am, September 27
  • Riyadh: 7am, September 27
  • Muscat: 8am, September 27
  • Beijing: 12pm, September 27
  • Singapore: 12pm, September 27
  • Seoul: 1pm, September 27
  • Tokyo: 1pm, September 27
  • Sydney: 2pm, September 27
  • Auckland: 4pm, September 27

EA FC 25 has a number of graphics options never before seen in the series, or its predecessor FIFA. The headline is the addition of ray tracing for the first time in either FC or FIFA, the latter of which was EA Sports’ football video game series before the company’s high-profile split from the world football governing body in 2022.

Alongside ray tracing comes a new graphics mode for FC 25, which gives players the choice between Enhanced Visuals or Favour Resolution. Enhanced Visuals features augmented lighting and graphic details in upscaled 4K resolution, whereas Favour Resolution features standard lighting in native 4K. It’s worth noting both graphical options offer 60 frames per second during gameplay to retain responsiveness.

In another first, FC 25 will show time progression during a match. For more, check out IGN’s roundup of all the changes FC 25 makes.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Sony Investigating PlayStation 5 Graphical Issues in Final Fantasy 16 and More Caused by Firmware Update

Sony is investigating PlayStation 5 technical issues in Final Fantasy 16 and more caused by the latest firmware update 24.06-10.00.00.

Myriad users reported issues including entire portions of the screen being overcome with black squares, crashing when loading a save file or fast travelling, and more. Similar bugs are appearing in Ubisoft’s Star Wars Outlaws, Hello Games’ No Man’s Sky, Kojima Productions’ Death Stranding, and more according to users on Reddit.

Sony appears aware of the issues, however, and is actively seeking a solution to at least those found in Final Fantasy 16. Square Enix confirmed it was working with the PlayStation maker to address the issues introduced through the firmware update in an X/Twitter post.

“Following the recent release of the PlayStation 5 system update, there have been reports of the game crashing and graphical issues,” Square Enix said. “We are currently working with Sony Interactive Entertainment to investigate, and sincerely apologize for any inconvenience caused. Please await our further updates.”

Sony has yet to make a statement itself regarding the issues and just how widespread they are, but IGN has reached out for comment. The firmware did bring a handful of intended changes, including a Welcome Hub, Party Share, and more.

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

Warhammer 40,000: Space Marine 2’s Dreaded ‘Joining Server’ Bug Makes Co-Op Play Much Harder Than It Should Be

Warhammer 40,000: Space Marine 2 is the most-played Warhammer 40,000 game ever on Steam and has seen over two million players since launch, but there’s one issue that gives players the fear: the dreaded ‘joining server’ bug.

Space Marine 2 inexplicably launched without private PvE lobbies, which forces players who are engaged with the endgame co-op Operations mode to brave its frustrating matchmaking.

It is possible to join a group of two other randoms as a solo player in this three-player co-op mode, and doing so seems to work well enough. Similarly, if you can get together with two friends to create a full three-player group, you’re fine… mostly.

Things break down, though, when you’re trying to play with one other friend, and need another random to fill in the group. My experience doing this has been littered with wasted time and matchmaking woes, with Space Marine 2 stubbornly refusing to add another human player to our group. Instead, we get a random class bot to fill in the role.

Playing Operations mode on the harder difficulties, which you need to do to obtain the rewards that unlock the higher-tier weapons and perks, is almost impossible without three human players of the appropriate level all tearing through the mission. Space Marine 2 can be a brutally difficult game that throws loads of rock hard enemies at you. There’s no room for poor AI here.

My friend and I came up with an awkward solution to this problem this week: have one of us matchmake into a group of randoms and then vote to kick one of the other players. Once that player was kicked, it was a race to join the group and fill the spot before another random was brought in, brute forcing my friend and I into a three-person group. Not ideal, really, but it worked.

Even with this method in hand, there remains a constant fear that the ‘joining server’ bug will ruin all your hard work as victorious Space Marines load back into the Battle Barge hub area. We’ve had occasions where the game has essentially crashed doing this, casting out rewards to the warp in the process. When an Operation can run around 45 minutes, it is soul-destroying to suffer this bug.

Last week, publisher Focus Entertainment said Space Marine 2’s first update would make server improvements and crash fixes. Hopefully it sorts out these matchmaking problems, too.

IGN has reported on the upcoming addition of class matching for co-op, after players found themselves locked in a class standoff ahead of Operations mode missions. Meanwhile, we also have details on what fans can expect from Space Marine 2’s seasonal post-launch content model. Season 2 runs from October until the end of 2024, and includes a new Operations map, a new enemy, a harder difficulty level, a new weapon, and various other improvements. We also have a story on the probable enemy faction for the inevitable Space Marine 3.

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.

Final Fantasy 16 PC Global Release Times Confirmed

Final Fantasy 16 is finally almost here on PC and developer Square Enix has shared exactly when players can start playing the role-playing game.

Square Enix confirmed the launch times for each region in an X/Twitter post, below, across its September 17 release date. Both previously released expansions for Final Fantasy 16, Echoes of the Fallen and The Rising Tide, will be released simultaneously but cost extra.

The RPG has plenty of content on its own, however, as players are thrust into a world where powerful elemental monsters (dare we say summons) live within select vessels known as Dominants, and players, as protagonist Clive Rosfield, must join forces with or take down each and every one.

Final Fantasy 16 PC Release Times

  • Los Angeles – 7am PDT
  • New York – 10am PDT
  • Brasília – 11am BRT
  • London – 3pm BST
  • Berlin – 4pm CEST
  • Hong Kong – 10pm HKT
  • Tokyo – 11pm JST
  • Sydney – 12 midnight AEST (September 18)
  • Wellington – 2am NZST (September 18)

Final Fantasy 16 arrives on PC after lots if conflicting information from Square Enix and a plea from producer Naoki Yoshida asking players not to make offensive mods. The original reveal trailer claimed blatantly the game is “also available on PC,” and while Square Enix mysteriously scrapped this claim soon after, its status as a PlayStation 5 exclusive was brought into question again in November 2022 when an advertisement for the PS5’s DualSense controller said Final Fantasy 16 would only be a “PS5 exclusive for six months.”

Yoshida himself then denied a PC version existed at all. “Nobody said a word about a PC version releasing,” he said, incorrectly. “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.”

Yoshida then admitted in February 2023 it’s true that “Final Fantasy 16 is a six-month limited time exclusive on the PS5” but “the PC version will not come out in half a year.” This is because the team wouldn’t be able to start development until the PS5 version launched in June that year.

Finally, however, the role-playing game was announced for PC in August 2024, with the aforementioned September 17 release date. This came after Final Fantasy 16 failed to meet the expectations of Square Enix alongside other PlayStation exclusives including Foamstars and Final Fantasy 7 Rebirth, prompting a shift to an aggressive multiplatform strategy going forward.

Yoshida made clear in August that Square Enix would be doubling down on Xbox releases following this change in strategy, while Final Fantasy 16 director Hiroshi Takai said future games in the franchise would likely come to PC on launch.

In our 9/10 review of the PS5 version, IGN said: “Final Fantasy 16 is certainly a departure from what fans may expect out of a Final Fantasy game, but its excellent story, characters, and world building are right up there with the best the series has to offer.”

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

Dragon’s Dogma 2 Gets New Casual Mode and More Improvements Ahead of PS5 Pro Enhanced Patch

Capcom has released a new update for Dragon’s Dogma 2 across all platforms that adds a number of new features, including a new casual mode.

Other changes include vocation balances and much-needed performance improvements.

The casual mode reduces inn fees for staying at an inn, reduces the price of Ferrystones, and makes it more difficult for weight carried to become ‘heavy’ or ‘very heavy.’ You’ll also use less stamina when dashing outside of battle, the loss gauge won’t increase when selecting ‘Load from Last Save’ after the Arisen dies, and pawns will recover from dragonsplague without a ‘devastating calamity’ occurring, even if the symptoms progress to a terminal stage.

In the patch notes, Capcom said you can change to casual mode mid-game from the game settings section of options in the title menu. But if you are already playing in casual mode, you cannot change to normal mode. It’s worth noting there are some trophies or achievements you cannot unlock in casual mode.

Elsewhere, Capcom said the patch makes further fixes to issues around CPU overload in certain situations. Framerates in areas with a lot of NPCs, such as town centers, should be improved as a result, Capcom added. (Turning the graphics settings to low should further improve framerates.)

Dragon’s Dogma 2 is one of the games set to receive a PS5 Pro Enhanced patch in time for the $700 mid-gen console upgrade’s launch on November 7. Check out the list of PS5 Pro Enhanced games confirmed to be in the works here.

Like Sony’s announcement of the PS5 Pro, Dragon’s Dogma 2’s PS5 Pro patch is light on details. All Capcom has said so far is that it will offer “a gaming experience that takes advantage of PS5 Pro’s features.”

The hope, of course, is that Dragon’s Dogma 2 will run at 60 frames per second and 4K resolution on PS5 Pro flawlessly. Dragon’s Dogma 2 launched in March on PC, PS5, and Xbox Series X and S with a number of performance problems that subsequent updates have sought to tackle, with framerate a particular problem especially in areas with lots of NPC.

Dragon’s Dogma 2 arrived more than a decade after its predecessor and proved a monster hit for publisher Capcom despite controversy, selling 2.5 million units in 11 days amid microtransaction and the performance complaints.

In our 8/10 review, IGN said: “More of a redo than a sequel, Dragon’s Dogma 2 is a strange and wonderful action-RPG that bolsters the original’s strengths without addressing its weaknesses.”

Dragon’s Dogma 2 title update September 17, 2024 patch notes

◆ Added Features and Adjustments

Adding Casual Mode.

  • Reduced inn fees for staying at an inn.
  • Reduced price of Ferrystones.
  • More difficult for weight carried to become “Heavy” or “Very Heavy.”
  • Less Stamina expended when dashing outside of battle.
  • Loss gauge will not increase when selecting “Load from Last Save” after the Arisen dies.
  • Pawns will recover from dragonsplague without a “devastating calamity” occurring, even if the symptoms progress to a terminal stage.
  • Adding a Portcrystal to Bakbattahl.
  • Adding “Sovran’s Crown,” “Sovran’s Plate,” and “Sovran’s Greaves” to the list of items that can be traded with the Dragonforged.
  • Adding variations to Pawns’ idle animations.
  • Adding animations for when Pawns and the Arisen start dashing.
  • Adding animation for when the Arisen is riding on a larger enemy that is flying at high speeds.
  • Making it so that the Main Pawn can be revived an infinite number of times at Forgotten Riftstones.
  • Adding Polski (Polish) under Display Language in the Language section of the Options menu.
  • Further fixes to issues around CPU overload in certain situations.
  • Reducing frequency of crashes.

◆ Adjustments to Vocations

Fighter

  • Increasing Strength for all weapons.
  • Reducing amount of time before stagger damage reactions can be canceled with “Defend.”
  • Reducing charge time for “Tusk Toss.” Also reducing timing during which the attack can be canceled while the user is unable to move after activation.
  • Increasing Strength and Knockdown Power for “”Riotous Fury”” and improving aiming ability on the target of the attack.
    Making it so that the lock-on adjusts itself to a different nearby target if the target initially locked on to is defeated mid-attack.
  • Increasing amount of time an enemy is downed after being knocked down by “Shield Bash.” Also increasing Knockdown Power for “Shield Bash.”
  • Increasing aiming ability of “Blink Strike” upon activation. Also adjusting to make it easier to hit locked-on targets with this skill.
  • Increasing Strength, expanding attack range, improving speed of initial activation animation, and adjusting timing of attack hits for “Compass Slash.”
  • Increasing Strength and Knockdown Power and expanding attack range for “Airward Slash.” Also intensifying damage reactions for smaller enemies hit by this skill.
  • Improving speed of the activation animation for “Gouging Skewer.” Also adjusting movement correction for this skill to make it easier to hit the attack target.

Warrior

  • Extending input duration for “Chain of Blows.”
  • Reducing timing during which “Barge” can be canceled while the user is unable to move after activation.
  • Increasing Strength for “Arc of Might.”
  • Adjusting strike timing of “Savage Lash” and making it easier to hit larger enemies’ weak points while they are downed.

Archer

  • Reducing charge time and increasing Strength and Knockdown Power for “Dire Arrow.” Also extending timing during which a more powerful arrow can be loosed with this skill.
  • Increasing damage dealt by “Heavenly Shot” and reducing time taken for Stamina to start recovering after activation.
  • Increasing damage scaling for bow attacks. Also increasing damage scaling for attacks that hit enemy weak points.
  • Reducing weight of the items “Explosive Arrow,” “Drenching Arrow,” “Tarring Arrow,” and “Blighting Arrow.”

Mage

  • Increasing duration of the Silence debilitation inflicted by “Solemnity.”
  • Increasing distance that flames unleashed by “Flagration” can reach.
  • Increasing number of times that clusters conjured with “High Palladium” to protect allies can block attacks before they disappear.
  • Increasing duration of the continuous Health recovery effect of “Argent Succor.”
  • Increasing power of additional lightning bolts summoned with additional button presses when casting “Levin.”

Thief

  • Changing Stamina consumed when using “Blades of the Pyre” from a fixed amount to an amount proportionate to the user’s maximum Stamina.

Mystic Spearhand

  • Increasing Strength and Knockdown Power for “Seching Blade.”

◆ Modifications and FixesPlayer

  • Fixing issue where, after readying and firing the magickal bow as the Magick Archer vocation, readying the bow again resulted in awkward camera movement.
  • Fixing issue where, when playing as the Warfarer vocation, redoing an enchantment and then using “Rearmament” resulted in the enchantment remaining even after its effect duration had ended.
  • Fixing issue where changes to Button Mapping settings weren’t reflected for the Draw Bowstring control for ballistae.
  • Fixing issue where pressing “next” during a normal conversation caused the Arisen to perform an action at the same time.
  • Fixing issue where the Arisen couldn’t be revived after falling in a river at certain points.
  • Fixing issue where the Arisen could clip through coffins and get stuck.
  • Fixing issue where walking caused Stamina to start recovering more quickly than standing still.
  • Fixing issue where falling into certain oxcarts with bonnets wouldn’t trigger the nullified damage animation.
  • Fixing issue where the Arisen could fail to cling to a target when using “Gouging Skewer” from a height.
  • Fixing issue where the Arisen could become stuck while conjuring decoys as the Trickster vocation.
  • Fixing issues where the Arisen could become frozen in place.
  • Fixing issue where blocks of ice created by “Frigor” would float in mid-air.

Pawns

  • Fixing issue where dismissing Pawns inside the rift and then immediately accessing the Riftstone of Remembrance caused dismissed Pawns who were not in the rift to appear on the “Pawns in the Rift” list.
  • Fixing issue where Pawns of the Archer vocation would behave strangely when firing special arrows.
  • Fixing issue where actions could be canceled for Pawns with reduced Health.
  • Fixing issue where the Main Pawn’s eyeshadow wasn’t applied in the worlds of other Arisen who hired them.
  • Fixing issue where Pawns became immobile during the Talos battle.
  • Fixing issue where Pawns given the “Go!” command wouldn’t gather items.
  • Fixing issue where Pawns of the Warrior vocation would cease attacking.
  • Fixing issue where Pawns launched into the air with “Springboard” couldn’t climb walls that they should have been able to climb.
  • Fixing issue where using the “To me!” command after a Pawn offered guidance resulted in the Pawn not guiding the player correctly, even if the player used the “Go!” command.
  • Fixing issue where Pawns of the Mage vocation would unnaturally loop the same animation.
  • Fixing issue where “Maelstrom” spells cast by Pawns would diverge from the enemy’s location.
  • Fixing issue where Pawns controlled by drakes would react with dialogue describing their fellow pawns being controlled.
  • Fixing issue where Pawns couldn’t evade stout undead explosion attacks.
  • Fixing issue where Pawns wouldn’t assist when the Arisen was possessed by a phantom.
  • Fixing issue in second and subsequent playthroughs, where Pawns would guide the Arisen to treasure chests that had already been opened.
  • Improving Pawn lines to better match circumstances.

NPCs

  • Fixing issue where Cliodhna would freeze in place after climbing a ladder.
  • Fixing display issues with Taliesin’s hands.
  • Fixing issue where UI for switching between Pinpoint Volley and Rivet Shot was displayed when Cliodhna used “Conversion.”
  • Fixing issue where Taliesin used dialogue that didn’t match the situation after certain quests were completed.

Enemies

  • Fixing issue where using “Vimtaking Arrow” during “A Scholarly Pursuit” fulfilled the conditions for completing the quest during its initial phase.
  • Fixing issue where if a dullahan entered a body of water after it was defeated, it would teleport and become frozen in place in a standing position.
  • Fixing issue where liches’ homing attacks ignored the Trickster’s simulacrum and attacked other targets instead.
  • Fixing issue where the lesser dragon would cease to act during “Readvent of Calamity.”
  • Fixing issue where some griffins would circle continuously around a fixed point.
  • Fixing issue where if a lich was defeated while resurrecting another monster, that monster would still be resurrected.
  • Fixing issue where rocks falling on a goreminotaur dealt an excessive amount of damage.
  • Fixing issue where having a Thief pin down a skeleton lord with a heavy attack prevented light attacks from hitting while the skeleton lord was pinned down.
  • Fixing display issues with some attack effects for lesser dragons.
  • Fixing issue where torches thrown by enemies would get stuck floating in mid-air.
  • Fixing issue where targets grabbed by a dullahan’s grab attack would drop straight down.
  • Fixing issue where Thief enemies used “Bump and Lift” even though they are unable to steal items.

Quests

  • Fixing issue where Pawns would be loaded in as party members if the player selected “Load from Last Save” while exploring solo with Raghnall during “Tensions on the Highroad.”
  • Fixing issue where Pawns followed the Arisen beyond the point where the party was supposed to be separated in “Tensions on the Highroad.”
  • Fixing issue where, after defeating the cyclops in “Beren’s Final Lesson,” performing certain actions caused the defeated cyclops to resurrect.
  • Fixing issue where, if certain actions were performed during “Till Death Do Us Part,” Gregor wouldn’t go home even after being restored to life.
  • Fixing issue where Higgs’s Tavern Stand wouldn’t function as a shop under certain conditions.

Gimmicks

  • Fixing issue where coffins that enemies were supposed to come out of were open from the start.
  • Fixing issue where ballistae would clip through other objects when the base was rotated.

Equipment

  • Fixing issue where the armor values of cloaks weren’t being applied.
  • Fixing issue where some leg armors stretched unnaturally.

Display

  • Fixing issue where a filter-like effect appeared on water surfaces after closing the Shop menu.
  • Fixing issue where distant shadows looked unnatural.
  • Fixing issue where some tattoos weren’t displayed during cutscenes.

UI

  • Fixing issue where some text on the title screen wouldn’t change to reflect updated language settings.
  • Fixing issue where skill preview videos weren’t displayed on the Weapon Skills screen in vocation guilds under certain conditions.
  • Fixing issue where some text on images in the Quest menu wouldn’t change to reflect updated language settings.
  • Fixing issue where the quest icon didn’t indicate the correct location for Roman during “Steeled Resolve, Blazing Forge.”
  • Fixing issue where message icons would disappear from the NPC Logbook in the History menu.

Sound

  • Fixing issue where using a Wakestone in battle caused the in-game music track to malfunction.
  • Fixing issue where riftstone sound effects would be quieter than usual after exiting a riftstone.

Other

  • Fixing issue where skipping certain cutscenes would result in a black screen.
  • Fixing issue where changing to certain hairstyles resulted in thinner hair on the top of the head.
  • Fixing areas where gathering points floated.
  • Fixing issue in Photo Mode where the Arisen’s body remained onscreen, even if the Arisen display setting was set to “off.”

[Steam]

Fixing issue where enabling DLSS FRAME GENERATION caused a temporary lag when exiting the Pause Menu.

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.

Save 17% Off Black Myth: Wukong for PC

For PC gamers, the recent and well-reviewed Black Myth: Wukong game is finally on sale. Right now Fanatical is offering the standard edition PC digital download for only $47.99 after a 17% off coupon code “FANATICAL17“. The coupon may be applied automatically so you won’t have to do anything extra. A code will be emailed to your inbox that you will then activate on Steam. Fanatical is a legitimate gaming storefront we’ve purchased games from ourselves several times.

17% Off Black Myth: Wukong for PC

Black Myth: Wukong was released on August 17 amidst overwhelming popularity. This game from Game Sciene is easily one of the best looking PC games based on the Unreal Engine 5 engine, with enough graphical settings to tax even the mighty RTX 4090. It also boasts a grand, sweeping story based on the Monkey King lore, punishingly difficult Souls-like gameplay (I personally found it harder than Elden Ring), gorgeous and varied monster designs, and a lengthy campaign whose main story alone averages 35 hours according to howlongtobeat.

Black Myth: Wukong is arguably one of the few games worthy of its $60 price tag, but right now the sweet discount at Fanatical makes it all the more worth of it. Unfortunately, console gamers are still out of luck in terms of finding a deal.

Check out our Black Myth:Wukong review for our official impressions of the game.

Exclusive: Vince Zampella Confirms Next Battlefield Will Use Modern Setting, First Concept Art Revealed

Ahead of its Investor Day on September 17, EA revealed fresh details on its untitled Battlefield game alongside its first officially concept art, which IGN can exclusively reveal for the first time. IGN can also confirm that Battlefield will be returning to a modern setting after stints in World War I, World War II, and the near future.

While EA is cagey about specifics when it comes to the concept art, including declining to name of the city where its set (though it looks a lot like Italy, Franchise, or somewhere else in Europe), it does include details that should stand out to longtime fans of the series. Among other things, it appears to suggest that ship-to-ship and helicopter combat will be part of the new game, and that it will feature natural disasters like wildfires. Its greyish color scheme is evocative of Battlefield 4, which remains one of the most popular games in the series despite being released a decade ago.

Battlefield goes back to basics

All of it points to a back-to-basics approach for the next Battlefield. Indeed, Head of Respawn & Group GM for EA Studios Organization Vince Zampella is quick to shout out Battlefield 3 and 4 in the course of sitting down with IGN to talk about these new reveals. On the decision to return to the modern era, Zampella says, “I mean, if you look back to the peak or the pinnacle of Battlefield, it’s that Battlefield 3… Battlefield 4 era where everything was modern. And I think we have to get back to the core of what Battlefield is and do that amazingly well, and then we’ll see where it goes from there. But I think for me, it’s that peak of Battlefield-ness is in that Battlefield 3 and 4 days. So I think it’s nostalgic for players, for me, for the teams even. Those are kind of the heyday…although I would say 1942 also.”

The return to the modern setting represents a course correction for the series after Battlefield 2042, which eventually found its footing but was otherwise widely panned for features like Specialists — characters that made it seem as if Battlefield was trying to be a hero shooter. Its ambitious 128-player maps also proved unpopular with fans who preferred a more focused experience. Battlefield 2042 eventually went back to supporting 64 players per maps, and the next Battlefield plans to stick to that approach.

I’d rather have nice, dense, really nice, well-designed play spaces. Some of them are really good

“Yeah, the 128 player, did it make it more fun? Like…doing the number for the sake of the number doesn’t make any sense. We’re testing everything around what’s the most fun. So like you said, the maps, once they get to a certain scale, become different. It’s a different play space, and I think you have to design around that. So we are designing something that is more akin to previous Battlefields,” Zampella says. “I’d rather have nice, dense, really nice, well-designed play spaces. Some of them are really good. I can’t wait for you to see some of them.

Specialists are also out this time around. “So I wasn’t there for 2042. I don’t know what the rationale was, but for me, it’s like the team tried something new. You have to applaud that effort. Not everybody liked it, but you got to try things. It didn’t work. It didn’t fit. Specialist will not be coming back. So classes are kind of at the core of Battlefield, and we’re going back to that,” Zampella says.

He’s careful to stress that Battlefield 2042 wasn’t a “failure of a game” despite not doing as well as hoped. He notes that the development team “really spent a lot of time learning how to adapt it and getting things back.” Still, he says, EA doesn’t want a repeat of the experience it had with 2042. “We want it to be good out of the gate.”

It adds up to what one might call classic Battlefield, but bigger — big enough that it merits the efforts of four separate studios in DICE, Motive, Ripple Effect, and Criterion (Ridgeline Games was briefly part of its development before being shuttered after founder Marcus Lehto’s departure). EA CEO Andrew Wilson claims it’s one of the “most ambitious projects in [EA’s] history.”

Nevertheless, Zampella remains vague on what all of that actually entails. “Yeah, it’s definitely betting bigger on Battlefield. It’s going in and expanding what Battlefield is. We have to have the core. The core Battlefield players know what they want. They’ve been with us forever, they’ve been amazing supporters. We need to earn their trust back and get them back on our side. And then it’s expanding out and getting more players into the universe and seeing what we can do, so when you want a different experience, you don’t have to leave Battlefield. You can experience more things within the Battlefield universe. So we’re expanding the offerings that we’re giving.”

The road ahead for Battlefield

In the meantime, Activision Blizzard is planning to release Call of Duty: Black Ops 6 — Battlefield’s traditional competitor. Where Battlefield has stumbled, Call of Duty has largely continued to thrive. It begs the question: will Battlefield ever outsell Call of Duty?

“If you look at the best Battlefields have outsold some Call of Duties and other way around, back and forth. So I think absolutely it can,” Zampella says. [Note: While sales data is incomplete, the publicly available data for even weaker releases like Infinite Warfare has typically favored Call of Duty]. “I mean, is that what we’re going for? I mean, not directly, but always. We’re not looking to take down Call of Duty. We’re making something that’s different and we’re making something that’s us. But yeah, it definitely has the possibility.”

On the subject of pushing into the transmedia space, where franchises like The Last of Us and Fallout have thrived (the latter taking home an Emmy Award over the weekend), Zampella demurs.

“There are definitely opportunities there. We’ve had some discussions, but it’s not our core business. To me, that stuff, when it works, it’s super cool… Like Arcane was f*cking great. But there’s other ones that haven’t worked as well and I won’t name those, but you know what they are,” he says. “It’s a marketing opportunity of getting your franchise out there, and it’s not core to what we’re doing right now. So we are game first. That has to work. And if the right opportunity comes, absolutely, we’ll look at it. And do we take meetings all the time? Sure. But it’s not the core business. So it’s that balance. I would love to see it. Right now, we’re not looking at anything like that for Battlefield.”

It’s unclear when the next Battlefield will release, but there are signs that EA is ramping up for 2025, having entered full production earlier this year. According to Zampella, EA is “play testing the game every week” and plans to launch a community program next year, though it’s unclear if it’s a closed beta or something else.

I think we’re in a really good place. Is it challenging? Of course, but it wouldn’t be fun if it wasn’t

“We have a program that we’re going to announce next year around getting more community in, because that’s kind of the core of what we have to do — get the community back on our side, get that trust back,” he says. “So I think we’re in a really good place. Is it challenging? Of course, but it wouldn’t be fun if it wasn’t.”

Whenever Battlefield eventually releases, it’ll be a big test for the series, which has a lot to prove to fans after close to a decade since its last really successful entry. It’ll be entering an unsettled console landscape, with Sony announcing the PS5 Pro last week, rumors of a next-gen Xbox, and Nintendo expected to announce the Switch 2 soon. Zampella is broadly taking a “we’ll see” approach to both the PS5 Pro and the unannounced Switch 2, though he has some kind words for Nintendo in particular.

“I mean, since [Switch 2] isn’t announced and it doesn’t exist, I can’t really comment on that. But I would say absolutely, Nintendo, along with Microsoft and Sony are great partners for us, are important to us on our business at EA, at Respawn, would love to see it,” Zampella says. “We don’t have anything to announce, but is there a world? Sure. We love them as partners. They’ve been great to us. I love the [Switch].”

One way or another, EA is betting a huge amount of time, money, and manpower on the idea that the multiplayer shooter space is ready for a shakeup. As for whether that bet will pay off, it sounds like we’ll know sooner rather than later.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.