Satisfactory Review in Progress

This has been a hard review to write. Not because I don’t know what to say, but because every time I dip back into Satisfactory to look up an item name or confirm some detail, I find myself checking in on the state of my workshop, just for a moment, and then several hours have suddenly flown by. That’s the magic of this seemingly benign, inexplicably alluring factory simulator. Whether I’m pulling my hair out trying to troubleshoot a problem on the factory floor or running away from very disrespectful fireball-spitting aliens, every moment spent in this beautifully complex simulator has been worthwhile. Combining the creativity and exploration of Minecraft with the spreadsheet-inducing planning and optimization of Factorio, Satisfactory is not only the best game I’ve played this year, but my favorite automation game of all time – and that’s without even having reached its final engineering challenges after going hard on a fresh world in its 1.0 build for more than 90 hours. Unless the final stretch of leveling up my factory takes an unexpectedly nightmarish turn for the worse, so far Satisfactory has been an unbelievably good time.

Satisfactory is an immediately compelling factory simulator where you and up to three friends are dropped on an alien planet and told you need to establish a base and produce increasingly complicated materials and launch them into outer space to appease your boss. In order to do so, you’ll need to harvest natural resources, develop new technologies, and become a master of conveyor belts, pipelines, and eventually even locomotive operations as you triumphantly grow your tiny headquarters into a planet-encompassing labyrinth of moving parts. More and more is asked of you as you go, and what starts out as a simple process of gathering leaves and mining iron to make basic tools quickly spirals into a convoluted whirlwind of refineries, manufacturing plants, and nuclear power grids, where you’re producing everything from computer chips to rocket fuel.

Each breakthrough moment organically leads to the next mountain to climb.

If you’re wondering how in the heck assembly line optimization could possibly be fun, I understand your confusion. But in the same way that something like No Man’s Sky gives you a ton of creative freedom while providing irresistible goals to chase along the way, Satisfactory never stops giving you exciting new reasons to keep playing I cannot fathom the number of times I promised myself I’d log off after I tweaked just one more thing only to find myself still tinkering away hours later. Each breakthrough moment, like figuring out how oil refineries work and starting the production of plastic, organically leads to the next mountain to climb, like crafting a rifle and producing ammo with the byproducts of said refineries. Before you know it, you hear those alarming morning chirps from birds outside your window and realize you’ve made a mistake.

Managing ever more complex factories can be pretty daunting at times, but Satisfactory does an absolutely stellar job of nudging you to take small, manageable steps with its checklist of projects to tackle, and in no time at all you and your friends are managing sprawling operations that would have seemed unfathomable at the start. The earliest factory I built began as a few buildings scattered about the untainted wilderness, which quickly spiraled into a horrendous and disorderly web of nonsensically crisscrossing conveyor belts that looked like a bowl of wet noodles (naturally, I dubbed the settlement Spaghettysburg). That amateurish anarchy might be unintuitive and less than optimal, but hey, it gets the job done, and I victoriously delivered my eminent Spaghettysburg address to my co-op partners as we launched the fruits of our labor into space amid the mess of mechanical pasta.

The real fun is in watching your mini society evolve.

Later on, my crew’s creations became more structured and efficient, like our coastal oil refinery dubbed Gas Town or our railway system, which we suspended in the air for maximum orderliness. The real fun is in watching your mini society evolve as you solve progressively more difficult engineering challenges, such as optimizing and expanding your power grid to fuel more facilities so you can produce more complicated parts, or running the math on the ideal ore output of a mining rig to figure out the most efficient way to smelt it into ingots. And you don’t have to be a spreadsheet geek like me or dive deep into third-party wikis to simply see a conveyor belt full of unused materials backing up and feel the irresistible urge to do something about it.

As you’re required to make dozens of different components and juggle a large number of demanding processes in order to complete the Milestone deliveries that make up Satisfactory’s larger progression, you’re constantly switching to wherever your attention is needed most, solving problems and using the new technology you create along the way to make your life easier. For example, early on, I built comically long conveyor belts to move resources from other parts of the world to my main factory, but after unlocking new technologies and manufacturing more advanced parts, I was able to automatically transport resources with trucks, trains, and even flying drones, making things faster, cleaner, and frankly, less chaotic in the process. Going from an unwashed, melee-swinging, conveyor belt-abusing troglodyte to a jetpacking, gun-toting man of tomorrow is immensely satisfying, and makes each hard-fought battle of electrical wiring well worth the trouble.

When you’re not juggling the hundreds of things to do with your factory operations, you’ll take to the vast open world to explore the map, battle beasties, evade poison gas and irradiated zones, find hidden treasures, and befriend gross-looking lizard doggos to serve as your loyal companions. Opting for a single, hand-crafted world instead of the more common procedurally generated areas found in some of its peers, Satisfactory’s map has a diverse set of regions with their own vibes and valuable resources to plunder that are awesome to explore and even better to colonize with your hungry machines. As you gain access to new tools, you’ll get better equipment to take out into exploration, which then gives you access to even more areas. For example, crafting a gas mask lets you navigate zones overrun with poisonous clouds, unlocking the jetpack allows you scale cliffs that would otherwise be difficult to reach, and researching explosives allows you to blast through troublesome rocks so you can delve into caves and other blocked off areas. Each of these developments completely changes what’s possible while out in the world, which in turn allows you to acquire better materials to bring back to your base, creating a loop of building and exploration that just doesn’t quit.

It goes from great to downright amazing once you add friends.

Of course, it wouldn’t be much of an alien planet if there weren’t hostile creatures everywhere who are quite interested in seeing your violent demise. You’ll unlock a few melee weapons and some basic guns and ammo, but combat isn’t anything special as it clearly isn’t the intended focus of Satisfactory. It only took me a few hours before I realized I’d seen just about everything combat had to offer, and while it’s not actively bad, it’s just a bit forgettable when the building and exploration are so great. The alien wildlife mostly seems to be there to provide a touch of danger whenever I go looking for new resources, but it’s still a bit disappointing that there only seem to be four types of creatures to encounter, each with a few different variations that make them more deadly but not any more interesting.

Playing Satisfactory alone can be a lot of fun, but once you add friends to the mix it goes from great to downright amazing. Not only does building with friends allow you to get more done quicker and bounce ideas off one another, but you can each take off to a different part of the map and still work towards shared goals by building infrastructure to transport goods and players from place-to-place. One especially cool aspect is that, once you unlock supernatural alien technology that defies the laws of physics (which happens surprisingly early rather than being wasted on the endgame alone), you can begin sharing resources with one another remotely by uploading your bounty to the Dimensional Depot, which anyone can pull items directly into their inventory from at any time. This creates a really cool dynamic, where a player you haven’t seen in the world for several hours can pipe up to ask for help with something, and you can virtually hand them the resources they need to solve their problem.

If there’s one real issue with Satisfactory, it’s that sometimes its ambition exceeds its grasp, leading to a pretty steady stream of performance issues and bugs (at least on the pre-release 1.0 build I had access to for this review). Crashes were a regular occurrence for my crew, especially for those joining my world for multiplayer, and as your factory grows to an absurd size and complexity, you’ll start to see pop-in, weird textures, and framerate dips with increasing frequency. I played on three separate PCs of varying levels of power, and though each could run Satisfactory fine at the outset, by the end only my Ryzen 9 7950X3D/RTX 4090 could run it without at least moderate issues. You’ll likely need a fairly powerful rig to run this one with consistency, but even when it struggled a bit on two of my PCs, those problems were only ever an annoyance rather than anything so severe that they made me want to stop playing.

I’ve played over 90 hours of Satisfactory’s 1.0 release, and I already have a pretty good idea of where I stand with it at this point, but I’ve still got a final round of uber-challenging endgame tasks to complete before I’ve seen it all and can confidently deliver my verdict. For now, I can tell you that there’s a whole heckuva lot to enjoy. Now, if you don’t mind, I really should get back to it – these production pipelines aren’t going to optimize themselves!

Star Wars Outlaws’ First Major Patch Out Now, Tweaks ‘Unfair’ Instant Fail Stealth Missions

Star Wars Outlaws has its first major patch. Title update 1.1.2 weighs in at 1.92GB on PlayStation 5, 2.25GB on Xbox Series X and S, and 1.89GB on PC.

The patch notes, published to Ubisoft’s website, begins by thanking fans “for the amazing positivity and support following the launch of Star Wars Outlaws! Your passion, love for Kay, Nix, our open world and all your amazing creations through our Photo mode has been a real inspiration for the whole team.”

The patch focuses on early feedback to address various issues and PC performance, as well as overall stability, Ubisoft said. Additionally, cross progression and saves through Ubisoft Connect are now available.

But the highlight is an improvement to what Ubisoft called “some challenging stealth moments.” With this patch, it is now less likely to be detected while rolling, and the level of detection is adjusted depending on location.

Creative director Julian Gerighty had admitted Outlaws’ instant fail stealth missions were “incredibly punishing” and signaled they’d be fixed soon. “For me, that is a mistake, and this is something that we’re going to work on improving,” he said.

“I don’t think it means removing the fail state completely, but I do think there are millions of low hanging fruits where we can make it so much more enjoyable and understandable.”

“I think it feels unfair. And believe it or not, this wasn’t our intention. This is more of something that crept in in the last week or so, and that we’re correcting already for a patch that’s coming out maybe in 10 days.”

That patch, out now, also means the Old School Cool trophy can now be unlocked for PS5 players, so they can finally platinum the game.

“As we continue to work on future updates for Star Wars Outlaws, we will keep on carefully listening to your feedback and experience in the game,” Ubisoft said. “Thank you for your support and see you in the outer rim!”

Star Wars Outlaws’ commercial performance is the subject of much debate. Last week, Ubisoft’s share price plunged following the launch of the game, which some analysts predicted will come in below expectations. And this week, a minority investor in Ubisoft called on the company to go private as its share price fell further. Ubisoft has yet to comment.

IGN’s Star Wars Outlaws review returned a 7/10. We said: “Star Wars Outlaws is a fun intergalactic heist adventure with great exploration, but it’s hindered by simple stealth, repetitive combat, and a few too many bugs at launch.”

Star Wars Outlaws – Title Update 1.1.2 patch notes:

New Feature

  • Cross-progression and saving is now available between all platforms through Ubisoft Connect. More info on this here.

Performance & Stability

  • Various crash fixes and stability improvements across all platforms.
  • PC performance improvements and optimization across the game.
  • Improvement for FPS drops during some scenes.
  • VRAM Improvement.
  • Higher graphic fidelity when using ray reconstruction and frame generation technologies.

UI, HUD and Settings

  • Game version will now be visible from the settings.
  • Quality mode will be set as default on console.
  • Corrected default settings for motion blur on quality mode for consoles.
  • HDR Brightness values have been modified.

Graphics

  • Various graphics and lighting fixes.
  • All cinematics now supported on ultra-wide screens.

Audio

  • Fix for potential music loss when fast-travelling in Toshara.

Worlds, Fauna and Flora

  • Many additional idle animations for NPC have been added across all planets.
  • Fixed an issue where the Imperial Speeder Bike 74-z would be missing a part.

General Gameplay

  • It is now less likely to be detected while rolling.
  • Level of detection adjusted depending on location.

MAIN & SIDE QUESTS__ (beware of spoilers)__

Toshara

  • Fixed the issue where the energy barrier in Kerro’s Speakeasy would not be disabled after successfully slicing the terminal.
  • “The Underworld” – NPC numbers have been adjusted and environmental guidance markers added to better facilitate infiltration.
  • “The Mechanics”- Fixed the issue where Kay would spawn outside the quest area if she died inside the wind turbine.
  • “The Wreck” – AI detection has been adjusted.
  • “Hyperspace” – Fixed the issue where no prompt was shown to take off.

Tatooine

  • “Partners” – Fixed the issue where Kay would not gain wanted levels on other planets when reaching the objective “Meet with Hoss in the cantina”.

Akiva

  • “The Veteran” – Fixed the issue where “reporting to the droid” objective would not update after reporting back to MT-7.

Miscellaneous

  • “Old School Cool” trophy can now be unlocked for PlayStation 5 players.
  • Inverting one axis in the controls menu will no longer invert the other one in Photo mode.
  • Nix accessories and treats can now be checked in the loadout menu while Kay Vess is piloting the Trailblazer.

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.

Helldivers 2 Is Giving Flame Weapons One Hell of a Buff

Helldivers 2 developer Arrowhead is lifting the lid on the game’s hotly anticipated 01.001.007 update with an early look at the patch notes.

The explosive shooter broke records when it launched earlier this year, becoming the fastest-selling PlayStation Studios game of all time. But Arrowhead has suffered a torrid time of late as it struggles to satisfy Helldivers 2’s fanbase, with recent months in particular resulting in a ‘mostly negative’ recent user review rating on Steam. It’s now up to ‘mixed,’ and Helldivers 2’s overall Steam user review rating remains ‘mostly positive.’

Most of the negativity revolves around a feeling that Arrowhead has been heavy handed in nerfing Helldivers 2’s various weapons and stratagems as it balances the game. The constant nerfs have caused some players to accuse Arrowhead of stripping all the fun out of Helldivers 2, a game that revolves around blowing alien bugs and robots to bits with over-the-top guns and bombs.

This patch, which Arrowhead hopes will make significant changes to the PC and PlayStation 5 co-op action game and bring its disgruntled community back on-side, launches September 17. But before then, we now know Arrowhead’s plan to rebalance Flamethrowers, one of the more contentious weapons in the game.

Flamethrower damage is increased by a huge 33% with the release of the patch, Arrowhead confirmed, and flame weapon armor penetration is increased. “Flamer mechanics will be reverted to the state before the Escalation of Freedom update and flame based weapons can now damage heavier enemies like Chargers, Bile Titans, Impalers, and Hulks,” Arrowhead explained.

That last change is key: with an armor penetration increase, flame weapons will now be a viable option against some of Helldivers 2’s toughest enemies, such as the aforementioned Hulks.

This Flamethrower change is just one of what is expected to be a series of buffs to Helldivers 2’s various weapons and stratagems. Arrowhead has said it will reveal more about the patch each day running up to its release, so it won’t be long before fans find out what other buffs are coming their way. For now, here’s what Arrowhead has said about it:

Here’s what to expect from Helldivers 2’s upcoming update, per Arrowhead:

  • We are reworking Armor Penetration, Anti-Tank weapons and enemy armor and health values. As a key part of the rework we have done an initial balancing pass on over 30 weapons and stratagems.
  • We are overhauling a number of different enemies to make them feel more rewarding to kill when you use the proper tools to handle them but ensure they still feel formidable. Enemy bots, including Hulks, will have lower armor, and the number of rockets fired by enemies like the Devastator and Gunship will be limited, making combat more balanced. The armor values of particularly tough bug enemies like the Charger, Impaler, and Bile Titan will also be reduced.
  • Weapons such as the Autocannon, Heavy Machine Gun, and Anti-Material Rifle will be more effective, providing greater loadout versatility. We are also working towards additional improvements for the flamethrower weapons.
  • We’re taking this opportunity to consider new player fantasies and design goals for these weapons and stratagems based on the feedback we’ve received and the trends we’re observing during gameplay.

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.

25 Hardest Bosses in Black Myth: Wukong

Much like the source novel Journey to the West, where the Monkey King Sun Wukong must overcome 81 trials to complete his adventure, the Destined Hero in Black Myth: Wukong must conquer over 80 boss fights to fulfil his destiny .

With so many boss fights to tackle – all of which you can learn the best strategies to beat in IGN’s Black Myth: Wukong guide – we figured it was time to rank the hardest boss fights in the game. With so many to choose from it was hard to whittle down the list of 25, but ultimately these are the bosses that pushed us to nearly break our controllers.

25. Mad Tiger

Okay, Mad Tiger is one of the easiest bosses on this list, but he’s still no cake walk if you’re not a ninja monkey ready kick ass. There’s no finesse to fighting Mad Tiger, – the big fella charges straight at you and can take big chunks of your health if he lands a hit, so time your dodges to perfection and then attack. Simple. Well, kinda.

24. Wandering Wight

The Wandering Wight is an early optional boss that just sort of wanders (hence the name) around the first area of the game. What gives the Wandering Wight a spot on this list is not so much the fight itself but how he’s just just sort of there, so much so you might mistake him for a regular, tough enemy until you attack and realize he has a boss health bar.

It’s therefore likely you’ll die at the hands of the Wandering Wight on your first couple tries, but he’s a sign of things to come. Boss battles in Black Myth: Wukong are sometimes hidden but often they’re very much in plain sight and can happen at any time in the game. Don’t say we didn’t warn you!

23. Kang Jin Star

Kang Jin Star is an unassuming boss at first. Her glowing eyes are kinda weird but surely she can’t be that dangerous, right? Oh holy shit, she can turn into a giant dragon that spits lightning death from the skies! In fact all of her lightning attacks deal a ton of damage, and because she has both long- and close-range attacks it’s actually pretty tricky to land a decent hit on her.Plus, like Black Myth’s other lightning-based bosses, her attacks are rapid-fire so you better nail your timing, otherwise you’ll get hit by a thunder blast that’ll fry Monkey’s fur in a flash.

22. Supreme Inspector

When I first saw the Supreme Inspector I mistook him for a giant rooster but the reality is much worse – he’s a winged man with a hand for a head, and it’s every bit as gross as it sounds. He – it? – is tough too, and has a bunch of attacks that slowly chip away at your health unless you’re able to quickly stun him. And watch out for his burning ring too, which by the way, you can blow away with the Plantain Fan.

21. Zhu Bajie

This adorable warthog carries a rake and looks like something from a Disney movie, but he’s actually a ferocious little shit. He wallows in a giant pool of mud, which makes it really hard to move around and dodge his attacks. Worst still, he ditches the cuteness for the second phase of the fight, transforming into a grotesque boar that gouges with foot-long tusks. Survive that and the final part of the battle sees him melting into the mud and charging you down as a huge amorphous rhino thing that does massive damage. No thank you.

20. Red Loong

Despite ditching its human form and going full dragon right from the start, Red Loong is the easiest of the dragon bosses. Like Kang Jin Star and the other dragon bosses, he wields devastating lightning attacks but it’s his speed you really need to watch out for. Keep dodging and focus attacks on the bells on its back to stun him temporarily, giving you a few seconds to tear him a new one.

19. Black Loong

What do Red Loong and Black Loong have in common? Apart from being a giant pain in the butt when it comes to fighting them not much, but one is a long slithering dragon and this guy is a chubby pig-man with a dragon head.

Dual-wielding lightning maces, Black Loong is an optional boss in Chapter 2 but trust us, you should level up before you even think about challenging him. His electrical attacks are more than just visually stunning and do heavy damage whether you’re close or far away, so dodge through his attacks, roll up behind him and stick your staff where the sun doesn’t shine.

18. Whiteclad Noble

Whiteclad Noble is the first multi-stage boss in Black Myth: Wukong, so just when you think he’s down he gets right back up again. He also looks like an old man first time around, but then comes back as a crazy-looking half snake man thing. Shudder.

The key to beating Whiteclad Noble is patience – rushing head on is almost a guaranteed death wish, but dodging his attacks from afar and waiting for the right moment to strike is a sure-fire way to put him down… twice.

17. Tiger Vanguard

Whereas the last tiger boss was all brawn and not much else, this guy has bags of style. Tiger Vanguard is a badass tiger martial artist who you fight in a pool of blood. Yes, it’s as cool as it sounds. Hed hits harder and faster than any of the bosses you’ve previously met too,so make sure you have strong gear and a load of buffs to help in the fight.

16. Emerald-Armed Mantis

Have you ever played against someone in a fighting game like Tekken that just button mashes and seems like they never give you a chance to actually press a button yourself? That’s kinda like what it’s like fighting the Emerald-Armed Mantis. This boss attacks extraordinarily fast and is extremely aggressive, granting you precious few opportunities to turn the tables and land hits yourself. Fortunately, all of your spells work great here: Immobilize can stop it in its tracks, giving you opportunities to stagger, most of its attacks can be reflected with Rock Solid, and Pluck of Many allows you to overwhelm it with clones that can all deal big damage.

15. The Duskveil

If The Duskveil was a member of your family, it’d be the creepy relative no one wants to sit next to. I mean, look at it. No thanks. This skeletal, Wendigo-like monster has ferocious, unrelenting attacks that make this boss fight far more challenging than it has any right to be. His wild swings and combos are difficult to read too, making him a particularly tricky boss to get the better of. Also, every attack, particularly in the second stage, has some kind of twist to it. Dodged his swing? Doesn’t matter, the spikes that shoot out of his arms will tear you to shreds while you’re busy feeling smug.

14. Cloudtreading Deer

Honestly, it’d be great if you could just leave the Cloudtreading Deer well alone. It’s just there, minding its own business in the middle of a grassy field. But he stands in the way of the Destined One becoming a legend, and so, it must die. This four-legged giant hits like a horse — literally, its hind legs kick out with enough force to break your spine in a split second. What makes it extra challenging though is the fact that the first phase has you dealing with potentially getting frozen by its frost enhanced attacks, and the second phase switches gears to force you to handle poison, so you gotta be prepared to deal with both status ailments.

13. Stone Monkey

Unlike some bosses on this list, Stone Monkey isn’t what you would usually call a two-phase boss. Rather, it’s a boss that evolves into the Great Sage’s Broken Shell. And while its second form is the more formidable of the two, the Stone Monkey is no pushover either. For starters, he’s more than twice the size of our furry hero and is super aggressive too, but his attacks are crude and can be dodged fairly easily. He’s way tougher after he becomes The Great Sage’s Broken Shell, and his ranged attacks like the ring of fire are nasty. What is it with this game and burning rings?

12. Yellow Wind Sage

Okay, this guy looks freaking scary. He’s properly huge and carries around a Bhudda head the size of a SUV. The Yellow Wind Sage will be a proving ground for a lot of players, as it’s the first properly tough boss in Black Myth Wukong. Wandering Wight was tough for an early optional boss that just wanders around, the Whiteclad Noble was tough because it’s your first time having to pace yourself for a two phase fight, but The Yellow Wind Sage is difficult in just about every way. It hits like a truck, it varies up the timing of all of its attacks to make the difficult to dodge, and if you don’t have the Wind Tamer Vessel, you’ll have to deal with encroaching sandstorms throughout the second phase as well that make it even harder to land hits on him.

11. Captain Wise-Voice

We’d shake this guy’s hand for having such an awesome name if he wasn’t such an asshole. Captain Wise-Voice is a weird looking thing, with horns and arms and legs sticking out in every direction. It’s insanely tough too with even your strongest attacks barely touching his health bar.

But the real thing that makes this battle difficult is the fact that he can shrink your maximum life bar by half, giving you a smaller margin of error and dramatically reducing the effectiveness of your healing gourd. Oh, and don’t forget that about the laser that shoots out of its metal-orb-brain-thing. So yeah, great name, and also one of the toughest and most annoying bosses you’ll encounter.

10. Yellowbrow

Now we’re in the top 10, things are starting to heat up. While many might mock Yellowbrow’s big, bushy eyebrows, we’re going to give him the respect he deserves because, frankly, he’s a dick.

Armed with an electric mace and an ornate flask, Yellowbrow has hard-hitting area-of-effect attacks that send shockwaves across the entire arena. But the real challenge comes later, when Yellowbrow turns to solid gold, making him practically impervious to attacks. It’s a long and grueling battle, compounded by the fact that his attacks take chunks out of your health while it feels like you’re barely even hurting him, no matter how good your build is.

9. Yaksha King

Welcome to one of the hardest fights in the whole game. The Yaksha King wields two extremely large blades, which sprout out of his arms and grow bigger as the fight goes on. His movements are weirdly timed, which means it can be tough to build up a rhythm and timing your dodges. Even worse, a single hit is enough to take a good chunk of your health, so good luck surviving for more than a few minutes.

The Yaksha King excels at close-quarters combat, which is bad news because you have to get right in his grill to do damage. Between sharp area-of-effect attacks that force you to dodge backwards, and large swings of his sword arm, the Yaksha King is a battle that requires precision and patience to come close to beating.

8. Cyan Loong

Do you always pick a fight with fishermen sitting peacefully by the edge of a lake, waiting for the next bite? If so then Cyan Loong is right up your alley. This optional boss is a large, sword-wielding dragon swordsman who can fly through the air – majestically I might add, he really is a sight to behold. His sword strike is also hard to dodge, meaning the window to land a good hit is small, so don’t waste your opportunity to hit him when the arise.

Like the other Loong fights, Cyan Loong also has electrical attacks, giving him a deadly edge both close- and long-range. Despite all that, he’s still not the toughest Loong fight in the game…

7. Bishui Golden-Eyed Beast

But before we get to that, this fearsome Yaoguai is a fiery berserker whose nonstop attacks means you’ll be spending more time dodging than hitting. Similar to The Duskveil, Bishui incessantly comes at you with his mighty fists and fire breath, leaving you with hardly any breathing room. Honestly, this guy never gives it a rest and it genuinely feels like there’s no opening to retaliate. But if you fancy having a little fun with this hot-headed monster, bait him into a nearby ice cave to cool him off. This changes his fire attacks to ice, which are much easier to deal with.

6. Yellow Loong

And here he is, the hardest Loong in Black Myth: Wukong. Like his peers, Yellow Loong has wildly tricky attacks that are tough to dodge, but that’s not the main reason you’ll struggle. During his second phase, Yellow Loong will constantly make it seem like you need to dodge, only to hold his attacks a few seconds before the real swing of his halberd comes. If you haven’t mastered dodging then you’re gonna be stuck on this brute for hours.

5. Yin Tiger

If you thought Tiger Vanguard and Mad Tiger were tough, you haven’t seen anything yet. Yin Tiger is a giant tiger-headed warrior who carries a greatsword the size of a bus. No, seriously, look at that thing.

The duel that ensues is a total epic and, unsurprisingly for the number five on the list, is also one of the hardest fights in the game. Yin Tiger’s large swings are fast and hit like a truck – a common theme for Wukong’s best boss fights – but Yin Tiger’s speed is what sets him apart from similar bosses. His ability to disappear then reappear out of nowhere makes this challenging boss fight also one of the best in the entire game, and trading blows with Yin Tiger feels like pure kung-fu cinema. It’s hard but man, it’s so good.

4. Scorpionlord

Scorpionlord is a giant scorpion-man. Yeah, count me out. Like the nasty little arachnid he’s based on, Scorpionlord’s giant tail, topped with a poisonous sting, is his deadliest attribute, and he’s able to swing it to hit you. He also has a single giant pincer, but while he might only have one it’s powerful enough to pop your head like pus-filled pimple, so don’t let him get a grip.

That’s easier said than done because Scorpionlord is aggressive with a capital AARGH, and if you make a single mistake you’ll be severely punished.

3. Hundred-Eyed Daoist Master

Hey, you know what? Screw the Hundred Eyed Daoist Master. This half-centipede abomination not only murders a spider-mom in front of her own daughters, his second phase becomes nearly impossible without the help of a sacred side-quest item. Armed with magical abilities, poison breath, a giant sword, and a bad attitude, Hundred-Eyed Daoist Master is one of the hardest bosses in Black Myth: Wykong, and that’s saying a lot because you literally get help from giant spiders when you fight him.

2. Great Sage’s Broken Shell

Some of the best boss fights in video games are ones that tell a story through gameplay and mechanics, and that’s exactly what the final boss battle –not counting the true ending – of Black Myth: Wukong does so effectively. It’s a passing of the torch between the empty shell of the old Sun Wukong and the Destined One.

The fight begins with you fighting what is essentially just a husk of Wukong, but as the fight continues more of the old Wukong starts to return to the Stone Monkey, until eventually you’re fighting a near carbon copy of the Monkey King, who uses all of your own abilities against you, to great –and often amusing – effect. During our playthrough there was a moment where I tried to take a sip from my flask, only for the boss to immobilize me mid-drink, before slowly walking over, grabbing the flask and drinking it himself. It’s one of the coolest moments of any boss battle in recent memory, even if its appeal does wear thin after you’ve been stuck for hours on end without a way to skip the animation.

1. Erlang, the Sacred Divinity

Finally, we’ve made it to the hardest boss in Black Myth: Wukong. Erlang, the Sacred Divinity, is the, shh, secret final boss of the entire game, but you probably also recognise him from the tutorial boss from the opening cinematic. But this isn’t a tutorial anymore. As the final, final boss, Erlang comes at you full power, summoning huge weapons while remaining relatively unharmed thanks to his durable shield. Since Erlang summons numerous, gigantic weapons beyond just his spear, it’s hard to predict his movements; he might summon a giant ax to pummel you into the ground, a giant lightning sword that deals massive area-of-effect damage. He can even take a swipe at you as a freaking tiger.

Erlang has a near limitless arsenal of weapons and spells, and it’ll take a level of cunning on your part to counter, dodge, and survive all of them, which is why we’ve ranked him the hardest boss in Black Myth: Wukong

That is our list of the top 25 hardest bosses in Black Myth: Wukong. Game Science went above and beyond to craft epic, and difficult fights to pit against our Destined Hero, but overcoming each fight also comes with immense satisfaction, and some really great loot. So it’s worth steeling your resolve to try and defeat all the bosses in Black Myth: Wukong.

If your favorite boss isn’t on this list, let us know which ones we missed in the comments. And be sure to check out our Black Myth: Wukong guide for tips on how to defeat these enemies if you’re feeling stuck.

All image credit to Game Science.

Best Xbox Game Pass Deals and Bundles Right Now (September 2024)

With a price hike for existing Xbox Game Pass users coming soon on September 12, there’s no better time than now to stock up on cheap codes to save some cash. If you’re wondering where to find deals like this, don’t worry, we’re here to help you track down the best offers available on Game Pass right now. Offers like this deal on 3 months of Game Pass Ultimate at Woot that’s still holding strong at just $36.49. You can learn more about that deal and other discounts available on Game Pass below.

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Best Xbox Game Pass Deals

Our favorite deal on Game Pass at the moment is over at Woot (an Amazon company). They still have an incredible offer available where you can score 3 months of Game Pass Ultimate for just $36.49. This price definitely won’t stick around for long, so act fast to secure these codes before they’re gone for good.

Considering the new price of Game Pass Ultimate is $19.99/month, you’re saving $23.48 with this 3-month deal. This is the best way to avoid the upcoming Xbox Game Pass price hike in September. By stacking these codes, you can set yourself up to play all of the upcoming Game Pass releases at a lower price. You can prepay for up to 36 months of Game Pass Ultimate, so there’s no better time to stock up.

What’s Coming Soon to Xbox Game Pass?

Game Pass has a nice rotation of new titles to play every month. If you’re curious about what’s in store for the start of September, we’ve got you covered there as well. The Xbox Game Pass September wave 1 lineup is:

Another massive piece of Game Pass news is that Call of Duty: Modern Warfare 3 is officially available to play on Game Pass right now for console, PC Game Pass, and Game Pass Ultimate users. This features the full package for CoD fans: the campaign, multiplayer, and Zombies modes. Subscribers can also expect to see Call of Duty: Black Ops 6 day-one on Game Pass when it releases on October 25. However, for those subscribing to the new Standard tier (available for $14.99/month), this does not give Game Pass users access to day one releases, meaning Black Ops 6 will likely not be available to those on that tier.

What Games Are Leaving Xbox Game Pass?

Unfortunately with new games joining the catalog it means a few must take their leave. Below, we’ve listed the games that’ll be leaving Xbox Game Pass on September 15.

  • Ashes of Singularity: Escalation (PC)
  • FIFA 23 (Cloud, Console, and PC) – EA Play
  • Payday 3 (Cloud, Console, and PC)
  • Slime Rancher 2 (Cloud, Console, and PC)
  • SpiderHeck (Cloud, Console, and PC)
  • You Suck At Parking (Cloud, Console, and PC)

Biggest Games Releasing on Xbox Game Pass

Xbox’s Summer Showcase back in June was a massive success, showcasing an incredible amount of new titles coming to the platform. Alongside the aforementioned Black Ops 6, the showcase also included Doom: The Dark Ages, Perfect Dark, Fable, Gears of War: E-Day, Indiana Jones and the Great Circle, and so many more. But which of these titles will appear as day-one releases on Game Pass? Thankfully, quite a few! Including all of the previously mentioned titles.

While most of the games listed above have release dates in 2025, or no release dates at all at the moment, the one to keep an eye on for now alongside Black Ops 6 is Indiana Jones and the Great Circle. Gamescom’s Opening Night Live revealed that Indy’s latest adventure will be available to play on December 9 for Xbox users, so there’s truly no better time to hop on the Game Pass bandwagon.

If you’re looking for even more savings on all things Xbox, have a look at our roundup of the best Xbox deals. There, we’ve highlighted all of the latest and greatest discounts on the platform, from incredible game deals to fantastic offers on high-quality headphones. Or, if you’d rather see what’s going on with other platforms, check out our roundups of the best PlayStation deals, the best Nintendo Switch deals, and our overall roundup of the best video game deals.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

Call of Duty: Black Ops 6 to Skip Campaign Early Access

Call of Duty: Black Ops 6 will not offer campaign early access, Activision has confirmed.

In a statement given to CharlieIntel, Activision said the many Call of Duty developers working on the game are focused on its October 25, 2024 launch.

Activision has released campaign early access for those who pre-ordered recent Call of Duty games, including last year’s poorly received Modern Warfare 3 campaign. The early access periods generally began a week before the full launch, offering fans the chance to play through the story so they can hit Multiplayer and Zombies right off the bat.

But for Black Ops 6, Activision has gone in a different direction. Here’s the statement:

“The team is fully focused on October 25th. We are excited about all the game has to offer across Campaign, Multiplayer and Zombies. This year, we made the decision to ensure the community gets to dig in to any and all modes that they want at the same time, so we are back to one massive global launch moment October 25th. As such, there is no Early Access beat this year for Black Ops 6, just the countdown to launch.”

It’s worth noting that Black Ops 6 is the first mainline Call of Duty game to launch straight into Xbox subscription service Game Pass, which may have influenced Activision’s decision to target a singular global launch. Microsoft acquired Call of Duty as part of its $69 billion buyout of Activision Blizzard last year.

Black Ops 6 just finished Beta Weekend 2, and Activision is set to announce changes for the full launch soon. Black Ops 6 has a new Body Shield feature, a new Omnimovement feature, and various features returning from Treyarch’s 2020 game, Black Ops Cold War. Check out IGN’s Call of Duty: Black Ops 6 Multiplayer Review in Progress to find out what we thought of the beta.

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.

Space Marine 2 Sees Highest Concurrent Player Peak Ever for a Warhammer 40,000 Game on Steam

Space Marine 2 launched proper yesterday, September 9 after four days of early access, and soon shot to record-breaking success for a Warhammer 40,000 game.

Saber Interactive’s action game sees Titus of the Ultramarines go up against the Tyranid horde as well as Chaos Marines in a sequel that arrives 13 years after its predecessor. It includes a campaign that can be played co-op, co-op focused Operations, and a PvP mode.

Space Marine 2 saw a huge 24-hour peak concurrent player count of 225,690 on Steam, the highest peak ever seen for a Warhammer 40,000 game on Valve’s platform, alongside a ‘very positive’ user review rating. Indeed, Space Marine 2 is now the most-played Warhammer 40,000 or Warhammer game ever on Steam. To put the launch into context, Space Marine 2 knocked Total War: Warhammer 3’s 166,754 peak concurrents into second place.

Of course, Space Marine 2’s true concurrent peak will be even higher, given the game launched on PlayStation 5 and Xbox Series X and S also. The expectation is Space Marine 2 will enjoy even bigger concurrents as it heads into its first weekend following the global release.

This week, Saber and publisher Focus Interactive detailed Space Marine 2’s first update, which will hopefully fix server problems and crashes, among other things. 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.

IGN’s Space Marine 2 review returned an 8/10. We said: “Warhammer 40,000: Space Marine 2 may not break the third-person shooter mold, but it looks amazing, makes good use of its Warhammer lore, and has brutal combat that just feels great.”

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.

Call of Duty: Black Ops 6 Multiplayer Review in Progress – Beta Impressions

Summer is in the rear view, which means it’s once again Call of Duty beta time. This year Treyarch is in the driver’s seat with a follow-up to Black Ops Cold War set in the early 1990s – and friends, I am all-in on the setting. After spending the weekend grinding multiplayer matches to hit the beta’s level cap, I’m cautiously optimistic that this year’s entry could recapture everything I loved about 2020’s Cold War.

First off, some context: I have about 200 hours of multiplayer time in last year’s Call of Duty: Modern Warfare 3, and found myself enjoying it quite a bit more than our reviewer (which is fine, reviews are opinions, and opinions differ). However, a lot of that has to do with the social aspect of it. I have a core group of friends, the Beeflords, with whom I’ve been playing every Call of Duty multiplayer annually since Black Ops IIII. Having a dedicated squad makes playing multiplayer way more fun, and with regular content additions and balancing updates, I feel like MW3 is now in a much more solid spot.

Despite my fondness for both MW3 and Cold War, I tried to dive into Black Ops 6 with an open mind, and I’m glad to say I’m liking what I’m seeing so far. As far as a beta goes, this is one of the better ones I can remember. For example, back when I did my first impressions of the Modern Warfare 2 beta, I was actually pretty concerned by what I saw, but almost all of the rough edges had been sanded off by release. With the Black Ops 6 beta, I actually find myself with very few concerns already. After 12+ hours of shooting, diving, sliding, and shooting again, I’m left really excited for the full game, because it feels pretty damn good right now.

Probably the biggest change from the old formula is the “Omnimove” system. It seems like Treyarch looked at all the dolphin diving in Call of Duty and said “let’s just lean into that.” You can now sprint, slide, and dive in all directions, including backwards. Diving backwards puts you in a supine position, where you’re laying on your back, with 360-degrees of movement. This is a feature I never knew I wanted. Diving prone in previous Call of Duty games restricts your aiming and movement pretty severely, but the supine position gives you a new tactical strategy to employ. In fact, if you lay prone and move backwards, you’ll switch to the supine position, so you don’t even really need to do the dramatic sprint-to-backwards-dive motion.

The Omnimove system feels amazing once you get the hang of it.

Which, if you’re on PC, is probably a good thing. As cool as the Omnimove system is, it definitely feels like it’s designed with a controller in mind. I don’t play Call of Duty with a controller because I am a man of taste and intellect, but I’m also old and my brain isn’t very elastic. Learning the key combinations in the training missions was a bit like learning to rub my head and pat my belly at the same time. To dive into the supine position, the key combination is S to move backwards plus the Shift key to sprint and then the Ctrl key to dive. It’s the same for any of the sprint-to-dive commands, with their respective keys replaced for S. It took me a few runs through training before I could master it, but the effect is quite awesome. Sliding and diving in every direction is fun, and it makes for an even more fluid and exciting time in multiplayer matches.

From an outside observer’s perspective, it’s pretty dramatic to see someone diving sideways, guns blazing as they dispatch an enemy. It’s awesome, actually, and getting the movement down, especially the slides, feels amazing once you get the hang of it. Again, it does feel specifically designed for use with controllers, but regardless how you play, sliding around and shooting in all directions is just good old fashioned fun.

One thing I do really hope they improve before the final release is the gunsmithing interface, because I don’t like it at all as it stands. Gunsmithing and chasing down weapon skins has always been one of the hooks that keeps me playing Call of Duty, but in the beta it’s kind of a pain (and since it’s a beta, there are no skin challenges to unlock). It resembles the interface when you edit your loadouts in a match in previous games, so you don’t get to see which attachments are still locked until you open up the category in the interface. There’s no “lock” icon on the option to show you the entire category is still unavailable, only locks on the icons for the attachments IN those categories.

I found that pretty frustrating when I was leveling up my weapons. It means I’d have to open up the gunsmithing interface and then open up every attachment category, occasionally having to scroll down the options, to find out “oh, I haven’t unlocked the option to swap out my grip yet.” I ended up backing out of lobbies several times rather than making quick adjustments between matches, because I wasted a lot of that precious time manually checking what categories were open.

The gunplay feels really good, but the guns aren’t as weighty as MW3.

As far as the gunplay, well… it’s Call of Duty, so it feels really good – though I don’t want to say “great” quite yet, because the guns don’t feel as weighty as in MW3 either. My general feel for almost all the guns is they take one or two shots too many to finish off an opponent. The notable exceptions to this are the two sniper rifles, which feel way overpowered as a result. Credit where credit is due, sniper rifles feel perfectly balanced in MW3, probably more so than in any other CoD I can remember. But in Black Ops 6 they currently feel too easy to use. The normal trade-off is still there, in that they’re slow to aim down sights with, but just aiming in the general vicinity of an opponent, particularly with the LR 7.62, often results in a one-shot kill. Of course, sniper rifles in multiplayer are baby guns for babies, except when I’m using them, in which case they’re good, actually. On a medium-sized map like Babylon, the SVD sniper rifle is one of the best choices if you want to rack up kills, and both it and the aforementioned LR 7.62 also make great choices for SCUD, the biggest map in the beta.

I also had a lot of fun with the Jackal PWD submachine gun, which is tied with the XMG light machine gun for my favorite option in the beta. I actually don’t have any real complaints with any of the guns, although as I mentioned before, there is a bit of weight missing from them compared with what I’ve grown accustomed to with MW3. The only two categories I didn’t really like too much were the marksman rifles and the shotguns, as I didn’t find a good map where either one of those choices felt appropriate. The marksman rifles didn’t suit me well for the medium and large maps, and the shotgun didn’t feel like a great choice in the small maps, either, so I rarely used them.

The Black Ops 6 beta has six maps split across two different play modes: Core Moshpit and Faceoff. Core has four larger maps with different game modes, while Faceoff takes those same modes and squishes them down into smaller maps. I didn’t love any of the maps, to be honest, especially the smaller ones. My favorites are probably SCUD, a sprawling former SCUD missile site set in Saddam Hussein’s Iraq, and Rewind, another larger map set in a suburban strip mall complete with video rental store.

I didn’t like either of the small maps available in the Faceoff modes. Gala, which is set in what appears to be a Washington D.C. ballroom, is just a little too big for a “small” map, and its multi-level layout makes it feel both crowded and yet somehow still not quite small enough. Modern Warfare 3’s Stash House and Meat, along with the classic Shipment, are good examples of tight layouts that are among my favorites of all time when it comes to Call of Duty’s small map matches. They encourage strategic movement and require you to keep your head on a swivel, whereas Pit in particular has a central hub connecting with tunnels that just doesn’t feel as fluid or fun to move around in. Meanwhile, Gala’s relatively wide-open spaces meant running up the middle to claim an objective in Hardpoint was a death sentence, and a few well-placed snipers on each end of the map dictate the tempo of the entire match.

I loved using the Sleeper Agent Field Upgrade to “switch” teams.

I would rather have maps with lots of corners to peek around than ones with lots of obstacles to hide behind, which is how the beta maps feel for the most part. SCUD might be one of my favorite maps, but even that has several camping spots for snipers to hole up in and there’s no clear path to flank them without a little bit of luck or a well-placed spawn. However, SCUD otherwise does have a great overall layout that invites the use of pretty much any class of gun. There are tight interiors for shotguns and SMGs, medium-length corridors for LMGs and assault rifles, and of course the map-spanning hidey-holes for snipers to infuriate you with their repeated headshots.

Rewind similarly enjoys a layout well-suited to a variety of weapon types, and if you’re good with any single class of weapon you’ll find your rhythm. One of the new Field Upgrades I absolutely love using is Sleeper Agent, which makes you “switch” teams for its duration. To the enemy, you look like one of their own, and you extend the length of this charade every time you get a kill. During a match on Rewind, I activated this upgrade and repeatedly caught my opponents completely unaware, letting them run past before quickly turning on them with an easy shot to the back. I got a triple kill using Sleeper Agent in the beta, all while cackling maniacally. You still show up on the radar as an enemy, but in the heat of the moment, no one notices and it’s a lot of fun to use.

Oh, and the tactical nuke is back. In the entire time I’ve been playing CoD I only met the conditions to trigger it during a multiplayer match once. That was way back in Modern Warfare 2 on Xbox 360, and it required 25 unanswered kills. Black Ops 6 asks for a whopping 30 unanswered kills and, needless to say, I have not triggered it (yet). But the good news is no one else did either! So that’s nice.

As far as scorestreaks go, there’s nothing here that is functionally different from what we’ve seen before. There’s a UAV, a counter-UAV, an RC car with explosives strapped to it – it’s all very familiar. The watchdog helo, which you can call in when your score hits 1,100 points, feels a little too accessible, as almost every match I played on an outdoor map had multiple helo calls. On the flipside, though, if you have an LMG with a big enough magazine, you can shoot them down without needing to reload.

I don’t know if they pulled down some of the Black Ops 6 multiplayer modes before I got to them, but in my time grinding to the level 30 beta cap, I played Team Deathmatch, Domination, Hardpoint, Faceoff Kill Order, and Kill Order. There are supposedly two other modes available, Faceoff Kill Confirmed and Gunfight, but I never saw a single match of them, which is fine since neither is new. In fact, of all the available modes, the only one not in last year’s Call of Duty is Kill Order, which is basically team deathmatch with a High Value Target (HVT). The HVT for both teams appears on the map and radar and is randomly assigned to members of the team after the current HVT is downed. When you’re the HVT, you are completely unable to hide, but you do have three armor plates a la Warzone, as well as the ability to be revived by your teammates when downed, so long as they get to you in time.

As far as betas go, Black Ops 6 already seems to be in a great place.

When I’m playing online without my group, I generally stick to Deathmatch and Team Deathmatch, usually in hardcore mode. When my friends log on, we open the pool up to any game mode. That’s mostly because objective-based modes are most fun when everyone is, you know, actually trying to complete the objective. The entire weekend, in every Kill Order match I played, I was never once revived or even protected as the HVT. That sucks, but it’s also just the nature of the beast when you play with random people. Unfortunately none of my friends and I were able to link up our schedules to play together during the beta weekend, but I’m really looking forward to trying Kill Order with a full team. Even one extra person at your side when you’re the HVT would be hugely helpful, because otherwise people treat it (and pretty much all the objective-based modes) as team deathmatch.

I still have a lot more to play once Call of Duty: Black Ops 6 comes out next month, but as far as betas go, it already seems to be in a great place. A few adjustments to weapon balance, some more UI tweaks, and the larger selection of maps at launch would fix most of the complaints I have with it right now. The gunplay is, as always, rock-solid, I never ran into a single bug, and graphically it’s really sharp. I’m feeling really good about this year’s installment… I just hope my operator skins from MW3 transfer over. That llama suit wasn’t free, you know.

Minecraft Retires Mob Vote After Players ‘Unionize’ to Put an End to It, Promises More Frequent Updates

Last year, Minecraft players who were fed up with the game’s annual mob vote (which lets players pick the next creature added to the game) “unionized,” spreading war propaganda-inspired posters on TikTok and creating a Change.org petition that garnered over 500,000 signatures. Now, Minecraft has revealed that the tradition is coming to an end as part of a new game update structure.

Today, Mojang announced that Minecraft Live, its annual news livestream, is abandoning the mob vote and being split up into several smaller broadcasts via a post on its blog. The new broadcasts, described as “more focused,” will happen twice per year.

Mojang also revealed that it will release free content updates more often, straying away from its larger annual updates and sticking to smaller updates like the smaller Armored Paws update that came earlier this year.

Alongside this update, Mojang announced that it’s “focusing on long-term initiatives to ensure we can continue to evolve Minecraft long into the future.” Currently, this includes working on the native version of the game for PlayStation 5 that was announced this summer, although the blog post also hints at improvements to multiplayer across all platforms.

Mojang talks about Switch support and what to expect from future updates

In a separate interview with IGN, Minecraft’s Ryan Cooper talked about how big fans can expect the updates to be. “Well, we don’t always use size as the measurement for big. And I don’t mean to sound like size of an update doesn’t matter. I mean, some updates will be large in content size, some might be a bit smaller. What we’re really going for is the impact. We want to deliver more features and content to players based on what we’re hearing, what the community’s telling us. And some of those features might appear to be small from a content size perspective, but they will be really, really impactful for players,” he said.

“And I think that if you look at the last six to eight months, we’ve been experimenting with these game drops going all the way back to last December, and we’ve had a really fantastic positive response from our community. Starting with the bats and pots update. We moved into the spring and we had an armored paws update, which included eight new wolves variants with armor. We also included armadillo. And so we found that the response of that was really, really positive. And so those are the kinds of things that we’re looking forward to going forward. Some of them will really large and some of them will be on the smaller size in comparison, but really we’re going after impact. We really want players to be excited about the game drops.”

I wouldn’t consider Switch old or legacy

As for legacy platforms like the Switch, Cooper said that Nintendo’s platform is still relevant. “I wouldn’t consider Switch old or legacy. I would consider the Switch community a very, very important community. We could call it a sub community, if you will, or a platform community. So yes, I mean we’re focused on all platforms, all platforms equal. It’s very important to us that everyone receives the very best experience possible. And when things do pop up on a specific platform that requires our attention, we’re all hands on deck to make sure those experiences are great.

“And we’re also looking ahead to the future always. And so we absolutely want to continue to make Minecraft available on as many platforms as possible because we’re really a platform-agnostic experience. We want as many people on earth to play Minecraft and experience it because of its uniqueness. It is obviously a game that promotes creativity. It’s a game that brings people together. It’s a game that connects people. And that’s why we do what we do is we want as many people as we can playing the game.”

One way or another, it seems like Minecraft fans are in for some big changes. However, as the game celebrates its 15th anniversary, updates aren’t the only thing in store — Netflix also has a Minecraft animated series in the works (and, of course, we couldn’t forget the trailer for the Minecraft movie that’s seemingly divided the internet).

In the meantime, Minecraft’s most recent major update, Tricky Trials, brought trial chambers, a new weapon, and new paintings for the first time since 2012.

Additional reporting by Kat Bailey.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun, and they recently released a game called Garage Sale. Find them on Twitter: @ameliazollner.

Pokémon TCG: Full Release Schedule for 2024

The Pokémon Trading Card Game (TCG) continues to thrive in 2024, compelling everyone from kids to adults, and certain individuals in art galleries to “catch ’em all!” maybe a little too enthusiastically. This year’s lineup is packed with thrilling releases, from new mechanics to nostalgic throwbacks. It’s been a good run already, but here’s what’s on the slate for the rest of the year. Plus, keep an eye out on IGN as we watch over the best deals for Pokémon TCG here and on socials via @IGNDeals

Upcoming Pokémon TCG Sets In 2024

Pokémon TCG: Stellar Crown (September 13th)

Stellar Crown is set to launch on September 13, 2024, as the seventh main expansion in the Scarlet & Violet series. This highly anticipated set introduces the Legendary Pokémon Terapagos and a new wave of Stellar-type Tera Pokémon. With over 170 cards, including over a dozen new Pokémon ex and a variety of Trainer and ACE SPEC cards, Stellar Crown is packed with powerful new mechanics and stunning artwork.

Fans can look forward to the first English appearances of Illustration Rare cards for classics like Squirtle and Bulbasaur, alongside chase cards like Special Illustration Rare versions of Hydrapple ex, Galvantual ex, and Terapagos ex. This set also introduces innovative strategies with cards like Briar, Sparkling Crystal, and the ACE SPEC Stadium card Great Tree, which could revolutionize Tera-focused decks.

Pokémon TCG: Surging Sparks (November 3rd)

Releasing on November 8, 2024, Surging Sparks will be the last Pokémon TCG Scarlet & Violet series main expansion for 2024. Adapted from the Japanese sets Supercharged Breaker and Paradise Dragona, this expansion combines the raw power of electric Pokémon with the majestic strength of Dragon-types like Alolan Exeggutor ex and Latias ex.

With over 250 cards, including new ACE SPEC cards and Stellar Tera ex Pokémon, Surging Sparks has exciting new additions that will shake up the competitive scene and include some epic chase cards for collectors. Beyond the headlining Pikachu ex, Surging Sparks offers a diverse range of powerful cards, including nine regular ex Tera Pokémon, 23 illustration rares, and six golden secret rares, making it a must-have for any serious Pokémon TCG fan.

Honorable Mention: Pokémon TCG Trick or Trade Booster Bundles

If you’re looking to get into the Halloween spirit a little bit early, Pokémon’s 2024 Trick or Trade BOOster Bundle is officially available to buy for $14.99 (see it at Amazon). This year’s bundle comes with 35 mini packs that each contain 3 cards, so there’s plenty of treats within to enjoy.

The BOOster bundle makes for a fun alternative to candy to give out on Halloween night. And if you were to hold onto a pack or two (or 10) for yourself, who’s to know or care? Check it out at various retailers at the links below.

Pokémon TCG 2024 – Released Sets So Far

Recent Releases: Shrouded Fable (August 2nd, 2024)

Shrouded Fable brings Pokémon from the Mochi Mayhem mission to the TCG. This set features woodcut-style illustration rares and introduces new ex-cards for Pecharunt and The Loyal Three. With unique cards and showcase collections, Shrouded Fable promises to be a visually stunning and strategically rich set.

Recent Releases: Twilight Masquerade (May 24)

Twilight Masquerade is inspired by the Teal Mask DLC from Pokémon Scarlet and Violet. This set features four different Ogerpon ex cards, each with unique types and abilities based on the mask it wears. New Ace Spec cards are also introduced, adding strategic depth to the game.

Stay tuned for more exciting Pokémon TCG releases throughout 2024. With each set bringing unique themes and mechanics, there’s something for every fan to enjoy. While waiting, why not check out today’s best Pokémon TCG deals? That’s right, we’re that awesome!

Paldean Fates Set (January 26th – February 23rd)

Paldean Fates released in three waves, offering a unique approach with no individual booster packs. Instead, products like the Elite Trainer Box and Premium Collections provided a variety of boosters and exclusive cards. The set’s focus on Shiny and Baby, Shiny Pokémon with vibrant foil treatments, made it a hit among collectors and players alike.

Combined Powers Premium Collection (Late February 2024)

This collection brought back exclusive cards from the 2023 Pokémon TCG Classic set, offering a more affordable way to acquire these Legendary Pokémon. With foil variants and multiple booster packs, it was a must-have for collectors and competitive players.

Mabosstiff ex Box (Late February 2024)

This box features the Dark-type Pokémon Mabosstiff ex and its Basic form, Maschiff. It provides powerful cards with efficient energy costs. Including four booster packs, it’s a practical addition for players looking to strengthen their Dark decks.

Houndoom and Melmetal ex-Battle Decks (February 23)

These ex-Battle Decks were perfect for intermediate players. They offered ready-to-play decks focused on specific Pokémon types. The balanced design and included accessories made them great for refining strategies and exploring new deck combinations.

Paldea Adventure Chest (March 1st, 2024)

Though aimed at younger fans, the Paldea Adventure Chest included valuable promo cards and fun accessories. The high price might be a barrier for some, but the unique contents and attractive packaging made it a delightful addition to any collection.

2023 World Championship Decks (March 1)

These decks offered a glimpse into the strategies of world champions, providing excellent value with powerful cards and themed accessories. While not tournament-legal, they were ideal for casual play and honing advanced tactics.

Ninetales and Zapdos Deluxe ex Battle Decks (March 22)

Arriving on March 22nd, the Deluxe ex Battle Decks feature Ninetales ex and Zapdos ex. These decks are designed for experienced players and include a Pokémon coin, themed playmat, damage counters, condition markers, a strategy sheet, and a Pokémon TCG Live code card.

Temporal Forces (March 22)

Temporal Forces, releasing on March 22nd, is the next main set following Paradox Rift. It includes booster packs, boxes, and two Elite Trainer Boxes, each with its exclusive foil promo card and themed accessories. This set continues exploring time-based mechanics, offering exciting new cards and gameplay possibilities.

Iono Premium Tournament Collection (April 5th, 2024)

The Iono Premium Tournament Collection, launching on April 5th, celebrates the popular Supporter Iono with themed accessories, booster packs, and four Iono cards, including a full art variant. This collection is ideal for fans looking to enhance their decks with powerful support cards and stylish accessories.

Grafaiai ex Box (April 5)

Releasing alongside the Iono Premium Tournament Collection, the Grafaiai ex Box includes:

  • A foil Grafaiai ex card.
  • An oversized version.
  • A holographic Shroodle card.
  • Four booster packs.
  • A Pokémon TCG Live code card.

We also have a full preview schedule available for Magic the Gathering, if you’re interested in cracking on with some other collectible card games this year.

Christian Wait is a UK-based freelancer for IGN, you can follow him @ChrisReggieWait on Twitter/X.