Xbox Game Pass in January 2023: Persona 3 Portable, Monster Hunter Rise, and More

It’s a slightly quieter start to January for Xbox Game Pass, with only six more games confirmed to be hitting the service so far this month. We already knew about all six of these, including the three Xbox has chosen to highlight in their first Xbox Wire Game Pass blogpost of the year. But, there are normally several other Game Pass announcements across every month, so we could still hear about even more games to come in January.

For now, the most recent announcement has reaffirmed Game Pass will be getting Persona 3 Portable (January 19), Persona 4 Golden (January 19), and Monster Hunter Rise (January 20) on console, PC, and cloud gaming. These are two iconic Japanese franchises, and despite the limited selection for January, all three games will certainly be making their way onto a lot of gamers’ libraries on console and PC this month.

Persona 3 Portable and Persona 4 Golden on Xbox Game Pass

After January 19, Persona 3, 4, and 5 will all be available for Xbox Game Pass members on console, PC, and cloud gaming. This was initially announced back at Xbox’s summer showcase, and we have since seen Persona 5 Royal enter the service in October 2022.

Everything Coming to Xbox Game Pass in January 2023 (So Far)

  • Stranded Deep – January 3 (Console, PC, Cloud)
  • Persona 3 Portable – January 19 (Console, PC, Cloud)
  • Persona 4 Golden – January 19 (Console, PC, Cloud)
  • Monster Hunter Rise – January 20 (Console, PC)
  • Age Of Empires 2: Definitive Edition – January 31 (Console, Cloud)
  • Inkulinati – January 31 (Console, PC)
  • Roboquest – January TBA (Console)

Everything Leaving Xbox Game Pass in January 2023

  • Danganronpa: Trigger Happy Havoc (Cloud, Console, and PC)
  • Nobody Saves The World (Cloud, Console, and PC)
  • Pupperazzi (Cloud, Console, and PC)
  • The Anacrusis (Game Preview) (Cloud, Console, and PC)
  • We Happy Few (Cloud, Console, and PC)
  • Windjammers 2 (Cloud, Console, and PC)

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

New Super Mario Galaxy 2 World Speedrunning Record Set at AGDQ

A new speedrunning world record has been established in Super Mario Galaxy 2, with Twitch streamer Jhay managing to beat their own record by just over four seconds.

The new record was set during the Awesome Games Done Quick stream, which saw Jhay take on Mutantsabyss, Hardcoregaming, and Supervipert302 in a speedrunning race. Jhay’s Any% with Bank run — a reference to the Bank Toad who is required to unlock the game’s final galaxy — was completed at 2:54:51.33, which was 4.4 seconds faster than his previous record of 2:54:55.

Jhay celebrated his new record by tweeting in all caps, “I just got WR live at GDQ in front of 80k people how in the actual universe. I have peaked in life. Galaxy forever.”

Super Mario Galaxy 2 is one of many speedrunning events taking place during Awesome Games Done Quick, which is running all this week on Twitch. Other notable events include runs through The Legend of Zelda: Breath of the Wild, Castlevania: Symphony of the Night, and other popular games.

Awesome Games Done Quick will run until Saturday, January 14, with all proceeds from viewer donations benefiting the Prevent Cancer Foundation.

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

Wo Long: Fallen Dynasty: Exclusive Boss Battle Gameplay with New Weapon Type – IGN First

Tough boss fights are the highlight of any Team Ninja action game, and it looks like Wo Long: Fallen Dynasty will be no different. For today’s IGN First, here’s an exclusive first look at one of the game’s earlier bosses, Aoye. Aoye is a fictional creature that appears in the ancient Chinese text Shan Hai Jing, also known as Classic of Mountains and Seas. It is described as a bull-like being with long hair reminiscent of a straw rain-cape.

In Wo Long, Aoye appears as a giant monster that attacks with its long hair and creepy tentacles. While it often lays itself open to attack, each of Aoye’s strikes are heavy and can be fatal. Aoye also has an attack that spreads ice throughout the battle area, which makes it necessary for the player to fight carefully within a more confined environment.

In our gameplay video with Aoye (see it at the top of the page, and then check the 10 minutes of new gameplay we had last week directly above if you missed it), the player character wields the Halberd, a never-before-shown weapon type. Here’s what director Masakazu Hirayama has to say about it.

Each of Aoye’s strikes are heavy and can be fatal.

“The Halberd is best known for warlord Lu Bu’s Sky-Piercing Halberd. It’s a heavy weapon that can mow down enemies like the Glaive. At the same time, it also has some long-range vertical thrusting attacks like the Spear. Utilizing the Halberd’s shape, this weapon type also has a Martial Art (a powerful move that differs per individual weapon) in which you can hook a far away enemy with your blade. You can use this attack to draw the enemy towards yourself and attack from a closer range.”

Wo Long: Fallen Dynasty is set to release on March 3 for PS5/PS4/Xbox Series X|S/Xbox One/PC and will be available on Xbox Game Pass day one. With Wo Long as January’s IGN First, expect many more exclusives throughout this month. Be sure to check out our gameplay video of the TIanzhushan area as well as a detailed article on the game’s weapons.

Esra Krabbe is an editor at IGN Japan. He wants to master Wo Long’s Staff.

The Callisto Protocol: Striking Distance Reportedly Left Several Developers Off Credits

An estimated 20 developers who worked on The Callisto Protocol were reportedly left out of the game’s credits by Striking Distance Studios.

According to GI.biz article, the individuals omitted from the end game credits included senior developers, directors, team leads, and a number of employees who worked on the project for over a year and contributed heavily to the game.

“I understand if a contractor does a small amount of work for a few months and is left off, but we’re talking full-time employees with over a year invested in the title, and had a hand in significant parts of the product,” said one unnamed developer. “That’s where the surprise has come from for a lot of us.”

Sources also aired grievances related to the general level of inconsistency present in the crediting of The Callisto Protocol. A number of developers were labelled as having provided “additional” help, while others were clumped together into a “miscellaneous” category that came at the very end of the credits.

“There was definitely some amount of playing favourites with the people who got credited,” said another source. “My impression is that they pretty much picked people they liked or had some sort of relationship with, and those would get credit and the others wouldn’t.”

Furthermore, according to the sources, Striking Distance Studios had not communicated any policy explaining that developers would be omitted from The Callisto Protocol’s credits if they left before the project was complete.

In a Tweet prior to The Callisto Protocol’s December 2022 release, Glen Schofield revealed that the team had been crunching to get the game ready for launch by working long hours for “six to seven days a week”.

In a subsequent interview with Inverse, Schofield took responsibility for the intense development cycle. “We’re a small-ish team and we were so good about it through the entire development, but at the end I messed up and we worked more than we should have,” he said. “That one got away from us”.

The intense working conditions leading up to the release of the game made being left out of the credits particularly difficult for one of the unnamed sources.

“Game [development] can be intense, especially delivering a product of this magnitude, you don’t always strike the best work-life balance,” said the unnamed developer. “My issue is those of us who took part in that culture, who put in that time, and worked intensely to help craft this product, were punished with a credit omission for not going the extra mile… to stay until it shipped.”

The sources also commented that the studio’s approach to the crunch conditions were contradictory, with representatives stating in meetings that steps would be taken to address the workload, and then later praising those who worked long hours.

Despite the crunch conditions, a number of the sources reported enjoying their time working at the studio while giving their own view as to why developers were left out of the near 20-minute credit roll.

“I actually had a great time working there, and I felt I had a great relationship with everyone on the team, up to the C-staff and Glen,” another source is quoted as saying. “I don’t have anything bad to say about Glen… The only time there was some friction was on exit, and I think devs who left were punished with credit omissions.”

Another disgruntled source echoed this sentiment. “I think the Sledgehammer guys like loyalty, and they can be punitive if they detect a lack of it… [The credits omission] felt like an obvious F-U to those who were left out. Somebody wanted to send a message, and the message was, ‘Next time have a bit more loyalty to us.'”

In our review, IGN awarded The Callisto Protocol a 7/10, stating that it was “a satisfyingly gory spiritual successor to the Dead Space series, but it’s ultimately more of a striking modern mimic than a scary new mutation.

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

Several Forza Horizon Developers Leave Playground Games and Xbox to Form New Studio

Several developers from Xbox’s Forza Horizon developer Playground Games have left the company to form a new studio, Maverick Games.

As reported by Eurogamer, former Forza Horizon 5 creative director Mike Brown will lead the new studio and is joined by five other former Playground employees. The development team is at work on a “premium open world game for consoles and PC” and has already secured “significant seed funding”.

The other developers making the jump to Maverick Games include Playground’s lead producer Tom Butcher, technical director Matt Craven, technical art director Gareth Harwood, audio director Fraser Stachan, and art director Ben Penrose.

“For players, we’re already at work on an exciting ultra-high quality title, and for developers, we’re building a home where everyone is encouraged to take risks, be curious, be creative, be innovative, be themselves, and above all – be a Maverick,” the developer said.

Playground Games was founded in 2010 and until recently has only developed Forza Horizon games. It made the switch to something new in 2020, however, when Xbox announced it would be working on Fable, the latest game in its fantasy RPG franchise.

“I just look at what Playground has done with the Horizon series – that attention to detail, the ability to represent these naturalistic landscapes,” said head of Xbox Game Studios Matt Booty around the time.

“They also have a real passion for the IP and a unique point of view on what’s core to Fable. Everything I’ve seen as the game progresses tells me this is going to be a very high-quality release.”

In our 10/10 review of Forza Horizon 5, IGN said: “Forza Horizon 5 is the result of a racing studio at the peak of its craft and the best open-world racing game available.”

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

Meta is Ending Support for the Original Quest VR Headset

Meta is officially ending support for its original Quest virtual reality headset.

In an email sent to owners of the original Meta Quest, the company announced that it will not be shipping new features to the standalone VR headset. However, the company plans to continue adding software and security patches until 2024.

Meta says that Quest 1 owners will still be able to use their headsets and compatible apps. However, these users will no longer be able to create or join a party. Additionally, original Quest owners will lose access to social features available on Meta Horizon Home beginning March 5. This includes inviting others to your Meta Horizon Home or visiting someone else’s.

The announcement is no surprise, as support for the original Meta Quest appeared to have been winding down in recent months. The clearest example was last July when Meta subsidiary BigBox VR announced that it was ending Quest 1 support for its critically-acclaimed VR battle royale shooter Population One. Although the developer offered Quest 1 owners a refund for Population: One, the caveat was that you had to have purchased the game within the past six months of that announcement.

With Quest 2 support winding down, Meta is still all-in on its VR arm, despite reports of massive losses as the company focuses on the Metaverse. With the release of the Quest Pro last year, along with confirmation that the Meta Quest 3 will launch this year, it will be interesting to see how long it takes before support for the Quest 2 begins to wind down.

Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.

Aussie Deals: One Piece Odyssey is Up for Preorder and Casts off Soon

If you’re the type who’s always up to buckle some swash, there’s a fair chance you’ll like the cut of One Piece Odyssey’s jib. It’ll soon be ready to board for PS5, PS4, Xbox Series X and S, and PC when it releases on January 13th. Played in a turn-based JRPG fashion, this all new adventure has you slipping into the straw sandals of Monkey D. Luffy and The Straw Hat Pirates as they (ship)wreck the hostile inhabitants of Waford island.

Speaking personally, I quite enjoyed the extensive hands-on preview I had in the opening hours of Odyssey. What impressed me most was an authentic plot penned by Eiichiro Oda, textbook One Piece oddness and a battle system that’s approachable, cleverly layered and viscerally animated. Excuse the pirate pun here, but I may be hooked already.

If that sounds like the kind of experience you’d pi(rate) as well, One Piece Odyssey is available to preorder now from a variety of different retailers. Below, you’ll find a breakdown of who’s doing what where, and for how much…

One Piece Odyssey – Physical Copies

PS5

PS4

Xbox Series X

One Piece Odyssey – Digital Versions

Note: The digital-only deluxe edition of One Piece Odyssey includes the game, plus the following DLC extras:

  • Adventure Expansion Pack
  • Sniper King Outfit Set
  • Travelling Outfit Set

Adam Mathew is a deals expert and he loves him some One Piece.

This New Switch Controller Revives Nintendo’s Best Controller Ever

NYXI, a gaming peripheral controller maker, recently announced a new third-party controller for the Nintendo Switch. The design is not only reminsicent of the WaveBird — aka the best Nintendo controller ever — but the company claims that this controller will never get Joy-Con drift.

The NYXI Wizard Wireless Joy-Pad is a wireless controller that features an array of customization, including two remappable back buttons, in addition to interchangeable joystick rings. You could, for example, use a round joystick to play racing games or put an octagonal joystick circle on the controller when you are about to play a fighting game. NYXI claims the battery life is roughly 6.5 hours on a single full charge.

One of the biggest selling points for the Wizard controller is the claim that it will not suffer from Joy-Con drift. NYXI claims it can achieve this because the Wizard uses a Hall Effect joystick. For quick context, Hall Effect joysticks use a magnetic system meaning that the joystick never physically touches the sensor itself. With Joy-Con drift one of the biggest ongoing issues with the Nintendo Switch, this controller certainly appeals to those looking for a solution to this issue.

The NYXI Wizard is available right now on NYXI’s website and costs $69.

Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.

Dead Space: Here’s What Comes in Each Edition

A top-to-bottom remake of Dead Space is set to release for PS5, Xbox Series X|S, and PC on January 27, 2023. Like its predecessor, it finds the engineer Isaac Clarke among the last survivors of a deep space catastrophe on the mining ship USG Ishimura. The game is available to preorder now in several editions and from a variety of retailers (see it at Amazon, or Amazon UK). Read on to find out what comes in each edition, how much it costs, and more.

Preorder Dead Space

Physical Version

PS5

Xbox Series X

PC

The standard edition just comes with the game itself, but that’s all you really need.

Dead Space Digital Deluxe Edition

The digital-only deluxe edition includes the game itself, plus five exclusive cosmetics. These include three unique suits and two suit textures.

Dead Space Collector’s Edition

The collector’s edition is exclusive to the Limited Run Games Store. It comes with the following:

  • Physical Copy of Dead Space (not included in PC version)
  • Dead Space Collector’s Box
  • Isaac Helmet (full-size and wearable, with working lights)
  • Dead Space CD Soundtrack
  • Lithograph Print
  • Foil Stamped Lithograph Folio
  • Four Mini Posters
  • Ishimura Patch
  • Marker Enamel Pin
  • Metal 4″ Marker Statue
  • Dead Space SteelBook

Dead Space Preorder Bonus

Preorder Dead Space on Steam, and you’ll receive a free copy of Dead Space 2 on January 27, when the new game launches.

What Is the Dead Space Remake?

The new 2023 version of Dead Space is a from-the-ground-up remake of the 2008 original. It kicks off when engineer Isaac Clarke is dispatched on a repair mission aboard the USG Ishimura, where something has gone horribly wrong. He must fight through hordes of monstrous creatures called Necromorphs, mainly using his engineering tools.

The original was one of the best survival horror games ever made, in my opinion, and this new version features an expanded story line, plus modernized graphics, audio, and gameplay. You can check out our Dead Space hands-on preview for more of the exciting deets, like the “Peeling System” and the “Intensity Director.”

Other Preorder Guides

Chris Reed is a deals expert and commerce editor for IGN. You can follow him on Twitter @_chrislreed.

Sons of the Forest Exclusive Hands-On Preview

Unlike some of its peers, The Forest – the survival horror from Canadian-based studio Endnight games – delivered on not just the popular gather-and-craft survival game format, but also added a surprisingly complex (and equally bananas) story featuring cannibals and mutants. With the immediate arrival of its long-awaited sequel, Sons of the Forest, comes not only the pressure to top the beloved experience of the original, but also to add some new and increasingly wild surprises. And, based on the five hours I’ve played so far, I’m not only excited about the sequel’s potential, but also confident that Endnight could revolutionise the survival genre.

The Forest began with a simple premise; you crash-landed on a mysterious peninsula and began your quest to survive at all costs. There was also the optional objective of finding your kidnapped son, a task that would take you down a wild and disturbing narrative rabbit hole populated by flesh-hungry mutants. Sons of the Forest largely shares the same set-up, substituting your son for a missing billionaire. It’s a basic idea, but one that allows you to jump straight into the action, allowing players who have no intention of progressing the rescue mission to solely focus on building their very own lakeside resort with some friends right away.

Just like its predecessor, you can play, build, and cause chaos with seven of your friends in co-op. But you can still see everything Sons of the Forest has to offer in single-player. The big difference this time, though, is that even if you play solo, you’re not alone. Enter Kalvin.

Not only will Kalvin somewhat provide company for solo players, but he puts a significant dent in the busy work of survival games.

At the very start of Sons of the Forest, you’re introduced to Kalvin, an elite soldier who not only survived the helicopter crash that stranded you on the island but is also very much along for the survival ride as an AI companion. While Kalvin has suffered some major head trauma that’s left him unable to speak, his injuries have not – surprisingly – prevented him from being extremely helpful. In an apparent effort to replicate the multiplayer experience for solo players, Kalvin will follow you around and respond to commands issued via a bunch of handy quick selects options on a notepad. He’ll take orders to see out your less-than-desirable busy work, such as chopping down trees and gathering logs.

During my hands-on, the value of having an AI companion was immediately noticeable. There was a huge benefit to sending Kalvin off to find resources while my co-op partner and I focused on designing our structure. I’d regularly turn around to find a fresh pile of logs at our disposal, with Kalvin already on his merry way to collect more. Not only will Kalvin somewhat provide company for solo players, but he offers helpful, time-saving resources even when in a group, putting a significant dent in the busy work of survival games. This affords more time to either sculpt a masterpiece, or plough forward on the cannibal killing quest.

Kalvin has a mind of his own though, at least to some degree. He sits down to rest when he gets tired and seeks water when he’s thirsty. He’ll also become upset if you treat him poorly, which makes him less productive and thus decreases his value as a companion. And if you decide you’re not interested in having a worker bee along for the ride, you have the option to disable Kalvin in the most realistic way possible: shoot him in the head and you’ll remove him from your session, permanently.

You’re limited to one Kalvin per multiplayer session, so the dream of a legion of Kalvins can’t be fulfilled, but the developers assured me there are other companions you can find as you progress, each with their own unique AI. During my playtime, I caught a glimpse of Virginia, a mutant with three arms and three legs. She quickly scarpered once I approached her and definitely had a more skittish sensibility than Kalvin, but the developers told me that she can eventually be recruited and will become attached to you over time should you be kind to her. They compared her instincts to that of an elusive and independent cat, which stands in opposition to Kalvin’s loveable and obedient dog.

I saw enemies consoling their fallen friends, changing their clothes depending on weather conditions, and even trying to destroy my newly erected home when my back was turned.

The AI improvements aren’t limited to just companions though. On our expeditions we came across several groups of enemies, ranging from clusters of cannibals to mobs of monstrosities, each demonstrating their own impressive decision-making abilities. It felt like my enemies were thinking and making active decisions based on not only my actions but also their situation and environment. Particularly in first-person horror games, enemies generally have two modes of behaviour: patrol and attack. But in Sons of the Forest, some foes would be extremely wary and interested in just watching what I do, while others would charge in aggressively, only to back down when things didn’t go their way. I saw enemies consoling their fallen friends, changing their clothes depending on weather conditions, and even trying to destroy my newly erected home when my back was turned. It was clear to see that the enemies’ “brains” were not only following coded rules but also adapting their thoughts based on external influences. The developers explained to me that certain enemies with leadership qualities can influence the decisions of others, even promoting ideas in their ranks like religion, and that each individual has their own tastes, desires, and proclivities.

From my small taste of Sons of the Forest, I didn’t really get a sense of how deep this system is and how much it’ll affect your experience. But the teases I saw filled my mind with dozens of possibilities. I saw enemies adapting to changes in their ecosystem and weather conditions (which now cycle through seasons that change as you progress). I even accidentally triggered a war after I stupidly opened the entrance to the game’s complex underground cave network and released a faction of mutants into the domain of another tribe. My simple decision caused their living space to change and encouraging them to adjust their focus. And after that little taste of chaos, I can’t wait to see how flexible this system can be.

As you’d expect, the titular forest makes a return and looks better than ever. From the complex density of foliage to gorgeous rainfall and beautifully lit cave stalactites (amongst the hanging corpses and mutant foetuses), the graphical power on show here rivals the majority of triple-A releases. It was a joy to explore without even the slightest hint of repetition in its design. And with the tease of bunkers, villages, and god knows what else in a world that’s promised to be four times larger than the original, I can easily see myself getting lost and then sidetracked in the wilderness for hours on end.

Each structural point presents not only a decision but an opportunity for expression.

But at its core, Sons of the Forest is a survival game. And so when you’re not exploring, there’s a good chance you’re building. The construction tools have been significantly overhauled for the sequel. Gone are the floating, blue ghost building blocks replaced by a user-friendly, realistic presentation of wilderness carpentry. Instructions are more literal and actions are contextual. Instead of just loading resources into a ghost version of the final product, you’re now free to (with magnetic, snapping assistance) manually place logs and sticks in the direction you like, allowing for complete customization of your structures instead of following a pre-determined design. My partner, Kalvin and I immediately set to work on building a lakeside domicile of our own, and what began as a traditional design immediately blossomed when we realised the only limitation was our imagination. You’re working on every placement by hand and thus each structural point presents not only a decision but an opportunity for expression. I was informed that the option of more traditional, blueprint builds is still there for the purists, but I found the DIY construction far more appealing than the IKEA approach.

Then, of course, there’s the optional story to follow. From the teases in the trailer this is implied to be bigger and perhaps even crazier than the original’s, and hopefully continues directly on from The Forest’s cliffhanger. But amongst the time spent constructing and fighting off hordes of cannibals, I didn’t really get a sense of how the story was going to go beyond the initial premise. It did feel very familiar to the story of The Forest, though, which I guess makes sense in terms of dropping players right into the action, but I’d be lying if I said I don’t have concerns that it could potentially be a retread of old ground. My hope is this simply serves as a jumping-off point to go in some truly crazy directions and that it develops a narrative throughline from the first game that still feels cohesive, but time will tell once I get my hands on the full game and manage to pull myself away from building a replica of the Ewok village and destroying the lives of the unsuspecting locals.

Sons of the Forest appears to evolve and build on every aspect of its predecessor with a focused goal of realism and developing a flexible ecosystem, and it feels like the building blocks are there to create something truly special. But its killer feature is the addition of impressively sophisticated and smarter AI enemies and companions that could not only provide a huge leap forward for the series, but the survival game genre as a whole.

Dale Driver is IGN’s UK Video Lead and spent an uncomfortable amount of time building rustic gazebos and eating his enemies in The Forest. Follow Dale on Twitter.