Warhammer 40,000 Space Marine 2 Post-Launch Roadmap Includes New Maps, a Horde Mode, and More

Warhammer 40,000 Space Marine 2 developer Saber Interactive has finally confirmed what fans can expect from its seasonal post-launch content model.

The hotly anticipated action game launches in September, and during that time Saber plans to release various patches aimed at fixing issues players report.

After that, Season Pass owners can expect a drip-feed of content and cosmetics based on specific Space Marine chapters. “The Season Pass has been envisioned as a way to enhance your customisation for your character,” Saber stressed. “All the gameplay additions listed here in the roadmap (including weapons, game modes, and maps) are intended to arrive in free game patches and will be accessible to everyone.”

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, Saber said.

Season Pass owners get new cosmetics based on the Dark Angels chapter: color schemes, heraldry, a weapon skin, and a Champion skin: a unique full armor set for the Bulwark class.

Saber said to expect “much more” content added throughout 2025, including new Operations, PvP maps, and game modes like Horde mode, all for free. Elsewhere, Season Pass owners will get more cosmetic items based on iconic chapters.

The Year One Battle Plan, outlined in the image above, confirms plans for at least four seasons of post-launch support. Season 3 adds a Battle Barge expansion (the Battle Barge is your spaceship hub). Season 4 lists the aforementioned Horde Mode.

Space Marine 2 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.

Meanwhile, a new animation based on Space Marine 2 is set to appear as part of Amazon’s recently announced Secret Level anthology series.

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.

Legend of Heroes Fans Shocked by Blink and You’ll Miss It Trails in the Sky Remake Nintendo Direct Announcement

In a blink-and-you’ll miss it reveal during today’s Nintendo Direct, Nihon Falcom announced a brand-new Legend of Heroes: Trails in the Sky remake for the Nintendo Switch.

Fans were stunned by the brief glimpse of the remake, titled Legend of Heroes: Trails in the Sky the 1st which appeared briefly during a sizzle reel during today’s Direct. It was so quick that many fans questioned what they were seeing.

One fans wrote on X/Twitter, “What is happening??? Trails in the Sky remake hidden in a montage???”

Another wrote, “They are remaking one of the greatest games of all time and it only got a brief spot in a sizzle reel.”

A longer reveal took place during the Japanese Nintendo Direct stream, featuring a closer look at gameplay. It looks, in a word, fantastic.

A classic RPG finally gets its due

The remake is a massive deal for fans of the sprawling RPG series, who have been waiting for a Trails in the Sky release on Switch for years now. Indeed, the Legend of Heroes: Trails in the Sky trilogy was basically where it all began, originally releasing on PC before launching on PSP in North America in 2011. The series is available on Steam, but otherwise it’s relatively hard to find.

“The Legend of Heroes: Trails in the Sky is the first in what promises to be a strong, entertaining trilogy,” we wrote in our original review. “Although this first chapter is not the most original ever made, like any good JRPG it offers amusing writing, dynamic combat, interesting tasks, an absorbing narrative, and hours upon hours of gameplay. And while the game’s 50/50 balance between combat and story may not be to everyone’s taste, its charm and overall entertainment value make it well worth the investment.”

Trails in the Sky earned a cult audience with its fantastic worldbuilding, memorable protagonists, and dense battle system, spawning a franchise encompassing numerous entries over multiple arcs. The most recent entry was Legend of Heroes: Trails Through Daybreak, which released earlier this year.

Outside of Trails of the Sky, there were several other announcements during today’s Direct, including a new Castlevania collection and more. You read everything announced right here. The Trails in the Sky remake is set to release sometime in 2025.

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

Balatro Friends of Jimbo Deals a Hand of Collaborations With Witcher, Among Us, and More

Today, Nintendo’s Indie World Showcase opened with a treat for Balatro fans. The game is getting collaborations with four exciting properties later today in the new Friends of Jimbo update: The Witcher, Vampire Survivors, Dave the Diver, and Among Us.

The collaborations appear to contain themed decks with King, Queen, Jack, and Joker cards styled after characters from each game. The Dave the Diver deck additionally changes the number cards to fruit, and the Among Us deck seems to include death animations for playing certain hands.

The trailer was short, so it’s not quite clear the extent to which each theme shuffles the deck, but given that it’s a free update, no strings attached, it’s an exciting little bonus for folks already excited about the most addictive card game of the year.

Developing…

Batman: Arkham Shadow – The First Preview

Many gamers understandably felt a rush of excitement when they heard that a new Batman: Arkham game was in development, followed quickly by disappointment after learning that it would be a VR game exclusive to the Meta Quest 3. I get it. VR has been in our lives for the better part of a decade now, and not even a full-blown Half-Life game could get core gamers interested. So what hope does Batman have?

That’s ultimately for the market to decide, but what I can confidently say after playing the first 45 minutes of Batman: Arkham Shadow, out this October from Camouflaj Studios, the folks responsible for Iron Man VR, is that it’s a “real game.” Meaning, it’s not a 90-minute tech demo, like Rocksteady’s 2016 PSVR1 launch game Batman: Arkham VR clearly was (though it was quite enjoyable). And I had a really good time that was just getting interesting when my demo ended.

Arkham Shadow is set between the events of Origins and Asylum, with the latter being the Camouflaj team’s primary inspiration. This extends to the physical structure of the campaign; this isn’t an open-world game like City or Knight, but instead a series of larger but ultimately confined play spaces you can move freely around. Given the technological and gameplay constraints in VR compared to a flat-screen game, this makes sense. But how does it actually play?

Pretty well, it turns out! I’ll be honest: I was skeptical coming into this demo. Though I had fun putting on Batman’s cowl in the aforementioned Arkham VR, there wasn’t much of a real game there. Camouflaj promises that Arkham Shadow is the biggest and longest game they’ve ever made, and thus far I’m inclined to take them at face value there. In fact, if anything, the onboarding takes too long. I get that players have to be taught how to execute the familiar gameplay mechanics of the Arkham series all over again in VR, but I was ready for more freedom in combat sooner than Shadow was ready to let me loose.

I learned how to sneak up on bad guys from behind, how to punch, how to counter, how to do finishing moves, how to throw batarangs, how to glide down from above, how to drop smoke bombs, how to grapple up to ledges, how to activate Detective Mode, how to hang upside down, and how to tie up bad guys from perches. It really is most of the stuff you do in the other Arkham games, but you get to perform the actions yourself, with your hands.

And you know what? It’s pretty fun. At least, once you’re taught all the moves and get to start stringing attacks together. Was I breaking a sweat? No, this is no Beat Saber. But you do get to throw some punches as Batman in a first-person perspective in VR and enjoy the thrill of taking down a mob of bad guys all attacking you at once. It feels cool to jab an arm out to counter a bad guy approaching from the weak side. It feels cool to grapple up to a vantage point. It feels cool to beat the ever-loving tar out of the dredges of Gotham.

But this isn’t just a VR punch-fest. Myriad bat-characters are here, from Jim Gordon to Harvey Dent and many others – and it’s all in service of a story revolving around the Rat King, a new foe in Gotham who wants to bring down the city’s elites. And herein lies my biggest unknown with Arkham Shadow so far: its story. It’s not that the story is bad, it’s that I really didn’t see any of it in the first 45 minutes of the campaign. In fact, my demo ended just as I was about to talk to Commissioner Gordon and really get the plot moving forward. The Camouflaj crew told me that they’d skipped me past a prologue that would’ve helped set things up for me. And I don’t know about you, but when I think of the Arkham games I think of two things primarily responsible for making each one memorable: combat and story. The combat is there in a uniquely VR way, yes, but the jury is still out on the story.

I’ve played enough to call this a real Arkham game.

Still, I’ve played enough to call this a real Arkham game. There are tons of collectibles scattered around to find, from Rat King transmitters to rip off the wall and smash to homemade Rat King Statue of Liberty figurines, plus others Camouflaj wouldn’t reveal yet. Unfortunately, as expected, the visuals in the Meta Quest 3 are so-so – they’re nowhere near as pretty as Rocksteady’s Arkham trilogy. That’s to be expected in lower-power tech like this, but it’s nevertheless a bit disappointing. I wouldn’t say Arkham Shadow looks bad, by any stretch, but this isn’t a gorgeous Gotham like we’ve seen in the rest of the series.

So where do I stand after 45 minutes of Arkham Shadow? Besides the other side of the room where I started, I mean, thanks to all of my punches, turns, crouches, and stealth grabs? I’m quite optimistic, honestly. I really wanted to keep playing when they took the Meta Quest off my head, as the campaign really seemed to be just starting to hit its stride. Should you go out and buy a Meta Quest 3 just for this game? It’s too early to make that call, but at the very least, it has the potential to tempt a lot of people.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Visions of Mana Review

It would be an understatement to say that Visions of Mana has high expectations to live up to. There hasn’t been a main entry in the Mana series in nearly 20 years, with only spin-offs and 3D remakes of older games tiding fans over in the meantime. But thankfully, the wait was worth it. Although there are a few glaring flaws, Visions of Mana successfully brings the series into the modern age with excellent combat and class systems, as well as a new cast of likable characters. It’s not only a great Mana game, but it’s become one of my personal favorite JRPGs in years.

If I could sum up my impressions of Visions of Mana’s storytelling in its opening acts with one word, it would be “simple” – and I mean that as a compliment. I’m a big fan of games tackling complex subjects or having dense lore to comb through, but not everything needs to be complicated just for the sake of it. Visions of Mana keeps its plot straightforward instead of bogging it down with needless exposition — at first, at least.

You play as Val, a skilled swordsman who must escort a group of people chosen to sacrifice their souls to sustain the Tree of Mana. This includes Hinna, Val’s childhood friend and hinted sweetheart, and I found the duo endearing right from the start. You’d normally expect a character in Val’s role as a guardian to be someone who takes things too seriously, but instead he’s cheerful, charming, and brimming with optimism. And rather than dwell on being compelled to sacrifice herself, Hinna is honored to be selected and excited to make her pilgrimage with Val by her side.

The party members they gain along the way have their own distinctive personalities that add variety. Careena, for example, is plucky yet irritable, and — for some baffling reason I’m still trying to wrap my head around — speaks with a heavy Texan accent. Morely, meanwhile, is easily the most serious of the group, but it’s his blunt attitude that leads to some of the funniest moments. It soon becomes apparent what shaped your new friends into the people they are, and each has a proper arc that gives them a chance to grow as individuals by directly confronting their own flaws. Rather than feeling like side stories, their tales are woven into the central plot in a way that feels organic. Gaining more insight into these characters helped change my entire perspective of them — for instance, Careena begins the journey as a brat and I had initially dismissed her as rude, but by the end, I found her to be one of the most endearing party members.

The main story had me intrigued from the very beginning.

Visions of Mana’s main story itself had me intrigued from the very beginning, but while I loved the brisk pace of the first half, it slows to an absolute crawl later on. To avoid spoilers, I’m not able to go into detail about what my biggest gripes are, but there’s a large chunk of the final 15 to 20 hours (I rolled credits on the campaign in just under 40) that I strongly felt was unnecessary padding. There ends up being a lot of retreading, and it feels like an unwelcome detour from where the story had been heading.

This turning point is also when the simplicity I initially liked was thrown out of the window and the dreaded exposition dumps started to pile up on top of each other. As a whole, I still found the overall story to be enjoyable and the ending to be emotionally satisfying, but these pacing issues later on frustratingly squander much of the early momentum that had been built up.

But the real star of Visions of Mana, one that shines even when the story falters, is its combat. Fights are fast and frantic, with a number of systems to keep track of. You have your standard and special attacks alongside moves and spells, such as fireballs or shurikens, to mix things up and exploit enemy vulnerabilities. It’s also strategic because attacking, taking damage, and using moves slowly fills up the Class Strike gauge that then lets you perform a devastating attack you’ll want to unleash as often as you can (preferably at the exact right moments). During all this, you’ll also incorporate equipable items called Elemental Vessels, each of which provides its own special ability. For example, the Luna Globe will briefly create a small bubble on the battlefield that slows down enemies while speeding up attacks and spell casting times of the party.

However, when a character equips any given Elemental Vessel, they will also automatically be swapped to its associated class, which leads me to my absolute favorite mechanic in Visions of Mana: the class system. While the function of the Luna Globe itself will never change, the role, moves, and abilities of the character equipped with it will, and every character has a class entirely unique to them for every element available.

The Luna Globe will transform Val into an Aegis, changing him from his default melee role into a tank that lets him wield a lance and shield rather than his usual sword, but Careena will instead become a Moon Charterer and takes on a buff-support role through fan dancing. As an Aegis, Val can use a move to aggro enemies and gains an ability that allows him to survive what would otherwise have been a fatal blow with 1HP once per battle, and it’s the way these options come into play as you swap around that really highlights the fun of each class

The real star of Visions of Mana is its combat and class system.

You’ll unlock even more moves and abilities for each Vessel thanks to the Elemental Plot, which acts as an upgrade system. The key difference between those two types of actions is that any moves you learn are permanent and can be equipped regardless of a character’s class, whereas abilities are tied to the class itself. So Val won’t get that protection from a fatal blow unless he’s an Aegis, but he’ll always have the option to add the aggro move to his repertoire, and that provides an exciting reason not to invest solely in one class.

But the coolest part? When equipping an Elemental Vessel to a character for the first time, you get treated to a wonderfully cheesy costume transformation cutscene straight out of a Super Sentai show as they don their new thematic outfits and weapons. Even if I didn’t really want to equip a character with a particular Vessel, I’d always do so at least once because the cinematic never failed to put a huge grin on my face. And don’t worry — once you’ve done the initial transformation sequence, you can just swap between classes at the press of a button in the menu screen between encounters.

Even more depth is added to combat by Ability Seeds, which are obtained through quests, chests, and battles. Some Seeds grant you passive bonuses like upping your stats while others grant you an entirely new move to use. Later on you’ll even be able to transfer the Corestones of defeated enemies and bosses into more powerful Seeds. A particular favorite of mine let me summon a late-game boss at my leisure to unleash some serious damage.

All of these systems tie together in a way that encourages strategy over button mashing. I had my preferred classes for certain characters, but some situations called for me to invest upgrade points into a Vessel I’d never use on them just to unlock certain moves, or even reclass them entirely. That might sound restrictive, but I actually liked that it encouraged me to branch out and try classes for characters I initially wouldn’t have wanted to, and prevents you from putting all your eggs in one basket.

Bosses can be tough if you’re not taking advantage of all your options.

For instance, normally I liked to have Morley use the class associated with the water Elemental Vessel, which transforms him into a hybrid of a stage magician and Gambit from X-Men who can stun enemies. But to defeat one particularly challenging boss, I had to switch him to a class that could maximize damage output thanks to its focus on critical hits. This also meant swapping some Ability Seeds that focused on boosting his critical damage and hit rate for complete synergy.

You’ll want to make sure you understand how to make the most of each class like this, because bosses in Visions of Mana can be tough even on the normal difficulty level if you’re not taking advantage of all your options. There are some really inventive boss designs, both visually and mechanically. Some might heavily focus on area-of-effect attacks while others will snatch your Elemental Vessel from you, temporarily preventing you from using it. Every boss kept me on the edge of my seat, and slaying them always felt rewarding.

Exploration also makes up a huge bulk of Visions of Mana. From lush jungles to snowy tundras to seaside villages, every single location feels unique and lets the gorgeous art style shine — it’s vibrant and looks like something out of a storybook, which fits the fantastical tone. Hidden chests and collectables had me exploring every inch of the map and pulled me to optional areas I otherwise would have breezed right by. There are side quests, collectables, and more still left for me to tackle, too, and I can’t wait to dive right back in to complete everything Visions of Mana has to offer.

That said, while the art style itself is great, I did notice a fair share of visual bugs. There are a lot of moments where the lipsyncing didn’t match up, and at one point a character was speaking without their mouth moving at all. I also ran into a few huge framerate drops despite playing in performance mode on PlayStation 5, though these were extremely rare.

The Mythical Creatures Of Black Myth: Wukong

Dragons, double-headed rats and blood-drinking sword-wielding tigers; Black Myth: Wukong is filled with fantastical creatures for the staff-swinging simian protagonist to confront in battle across dense jungles, dusty mountains and temple ruins. Known as Yaoguai, the monsters you’ll encounter have their origin in Chinese mythology and are especially inspired by the classical novel Journey to the West. Here’s a look at some of the mythical creatures you’ll discover in the early game…

Multiple Monkeys

Journey to the West’s most well known character is arguably Sun Wukong, the monkey king who joins the monk on his pilgrimage to retrieve sacred buddhist texts in the Chinese novel. For English audiences, the 1942 abridged translation by Arthur Waley titled Monkey is named in reference to Sun Wukong. And it is this monkey you see first upon starting Black Myth: Wukong. But this is no origin story; clad in opulent armour, the opening of the game sees the monkey king challenge a host of rivals, ranging from the towering to the magical and acrobatic. But it wouldn’t be much of an opening if everything went to plan…

After a valiant effort Sun Wukong is bested and crashes onto a mountain top⁠⁠–it is here that years later, a greying elder-monkey tells this tale to a troop of monkeys, listening intently to the story of how the monkey-king divided his spirit into six relics, which if recovered and reunited with the rock said to contain his remains, could see him rise again.

This epic tale catches the attention of one particular monkey, who comes to be known as ‘the Destined One’, and it is this adventurous monkey we control throughout the game. On his journey to uncover the lost relics in this land of mythical wonder, this primate will meet numerous friends and foes.

Keeper of Black Wind Mountain

The Destined One begins his quest on Black Wind Mountain, and it isn’t long until he meets the mysterious Keeper of Black Wind Mountain. His hunched posture and unkempt hair betray him as a wise old man, and indeed he is knowledgeable on both the area and magical abilities, claiming he’s been waiting for your arrival. Appearing from a cloud of mist, the Keeper of Black Wind Mountain first visits the Destined One to direct him to the temple ahead, but when trouble starts brewing he disappears as quickly as he arrived.

Continuing to provide guidance as an omniscient voice, the Keeper appears a couple more times, once in a moment of danger to bestow the Immobilize spell, and again after resting at a Keeper’s Shrine (for the shrines are this same Keeper’s) to briefly transform the Destined One into a golden cicada in order to scout out the area ahead stealthily. Who is the helpful old man? And how many magical tricks does he have up his sleeve? Whatever his motivations, the advice and abilities he grants are essential for dealing with the not-so friendly creatures you will encounter…

Yaoguai

Black Myth’s mythical world is inhabited by creatures both big and small⁠. Known as Yaoguai, these monsters often take the shape of humanoid animals, talking, walking on two legs and fighting in uncannily human ways. In the early area, you’ll exchange blows with various forms of foxes, wolves and snakes, each of which have⁠ their origins in Chinese mythology. Others from the animal kingdom also represented include rats, frogs, bats and crows⁠–but it’s not just the fauna you need to look out for, some particularly well disguised flora will surprise you when you go to pick them. These serve as the lower level enemies known as Lesser Yaoguai⁠–but don’t let that name fool you, they can still pack a punch.

When you start to spar with those who have a health bar at the bottom of the screen, you’re likely in the presence of a Yaoguai Chief or the more powerful Yaoguai King, a group of particularly formidable foes. These specifically named enemies are often characters from Journey to the West who have been lifted from the page and onto pixels. Ahead of a confrontation with Black Bear Guai at the end of the first chapter, the Destined One must first defeat Lingxuzi, a large grey wolf, and the Whiteclad Nobel, a snake in a man’s body⁠–reflecting the relationships between the characters in the classical novel. The game is a retelling of the mythical legend, so while some elements will adhere closely to the novel, as is the case with all adaptations, changes will likely be made to better fit this new medium.

The sheer number and variety of creatures you’ll meet is vast, fortunately, Black Myth: Wukong has a Portraits section within the Journal on the pause screen, that functions as a form of bestiary or logbook for the monsters you’ve bested and characters you’ve met. There you can see evocative ink illustrations of each Yaogaui along with more information about their backstory.

Intrigued to see what other mythical creatures await in this land of vast wonders? There’s no need to wait, Black Myth: Wukong is out now on PS5 and PC. And if you’re already playing, what’s your favourite creature you’ve seen so far? Let us know in the comments below.

Looks Like Sony Leaked the LEGO Horizon Adventures Release Date by Mistake

It looks like Sony accidentally published the LEGO Horizon Adventures release date on the PlayStation website.

Gematsu reports that redditor foreveryoung1108 spotted a November 14 release date for the PlayStation 5, PC, and Nintendo Switch spin-off on the PlayStation website. That release date is no longer live.

Current speculation is that the release date is set to be announced during today’s Nintendo Direct Partner Showcase, which follows Nintendo’s Indie World Showcase due to kick off at 7am PT/10am ET.

LEGO Horizon Adventures has appeared at prior Nintendo showcase events, most recently June’s Nintendo Direct, so it would make sense that a release date would pop up today.

LEGO Horizon Adventures is an action adventure game inspired by the world of Horizon, and designed for two-player, couch co-op play. It’s a family-friendly take on Horizon, co-developed by main Horizon developer Guerrilla Games, and Studio Gobo, with Aloy as the star and very loosely following the story of Zero Dawn. We’ve previously seen LEGO collaborate with Sony for actual physical LEGO sets based on Horizon.

IGN previewed LEGO Horizon Adventures earlier this summer and came away impressed. “LEGO Horizon Adventures presents a massive toy box to tinker, fuss around with, and most importantly, laugh about,” we said.

To find out how this strange collaboration between Guerrilla and LEGO came out, check out IGN’s interview with Guerrilla Games narrative director James Windeler from Summer Game Fest.

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.

Monster Jam Showdown Review

If you’re on the hunt for an impractically large, American truck that doesn’t run on conventional fuel and looks ridiculous, are you going to go with a stainless steel Tesla triangle that wants to eat your fingers, or would you opt for an 11-foot tall, methanol-powered brute that can do literal backflips? I know which one I’d choose. If my friends and family are going to dunk on me for driving a truck that looks deeply unserious, it’s going to be because it’s dressed like a spooky pirate.

Monster Jam Showdown is equally devoted to these five-ton doofuses shaped like dogs and dinosaurs. While it’s very modest in scope, developer Milestone has injected this family-friendly racer with an enjoyably drift-heavy driving feel, a wild range of stunts, and great damage effects.

Monster Jam Showdown ditches the open world approach of the otherwise mediocre Steel Titans games. It’s not something I miss personally, but this may come as a disappointment to anybody that previously relished rampaging around those open environments between curated events.

The maps in Showdown may look like open worlds with races and events scattered across them, but they’re not. In fact, the map screens could have just been a bar of event thumbnails, or an ordered list; Showdown doesn’t gain anything from having us shuffling around and zooming into maps within maps seeking out the next available event. It actually feels like a waste of time.

As with Steel Titans and 2020’s Monster Truck Championship, Showdown features independent rear-wheel steering controlled by the right stick.

The driving feel, however, is very good. I found it particularly nice to have all the handling aids off, and I enjoy the sensation of slinging these huge vehicles into drifts and seeing them squat back and powerslide through bends on the throttle. As with Steel Titans and 2020’s Monster Truck Championship, Showdown features independent rear-wheel steering controlled by the right stick. It’s a great point of difference with these sorts of racers, and it’s a very satisfying extra element of racing to master. My 10-year-old, on the other hand, was more comfortable with some of the assists on – particularly the steering aid that applies some angle to the rear wheels automatically, but also lets him crank a little more on himself as he got more confident using the right stick to really whip around tight corners. Splitscreen has been a success; if he’s losing and still laughing that’s generally a strong signal something is going right.

Crush Hour

While the regular driving is rooted in a degree of reality, the stunt controls are far more fantastical and give us total control of the truck’s rotation in the air. Sure, it’s not especially realistic, but it is plenty of fun to string together lengthy, Tony Hawk-style combos in the stunt arenas. It wasn’t particularly challenging to accumulate huge scores (and building and maintaining a combo should be pretty simple for those with plenty of racing experience) but some of the moves do require a fair bit of finesse – like nailing a perfect nose wheelie and moonwalking your truck backwards. One noticeable blemish is the way trucks interact with crush cars; they collide with and bounce off them way too harshly. It made me more inclined to avoid them rather than squish them, which seems antithetical to monster trucking.

There are two layers of difficulty beneath the normal AI option, including an easy and very easy mode. Showdown does seem suitable for an audience that will invariably include very young players who are just here to see Grave Digger do donuts.

Showdown does seem suitable for an audience that will invariably include very young players who are just here to see Grave Digger do donuts.

On that note, Showdown is admittedly much smarter than Steel Titans 2 when it comes to unlocking trucks. It won’t hand over the keys to kid-favourites like Grave Digger or Megalodon immediately, but they’ll be earned relatively quickly. This gives you plenty of time to thrash with them on the track, well before you run out of events. For its part, Steel Titans 2 completely buried Monster Jam’s most iconic trucks as distant unlocks, meaning that by the time you secured the most famous ones, you were pretty much out of things to do. It was essentially the automotive equivalent of rolling credits with all the rocket launcher ammo still in your pocket.

Big Truck Hunter

There are 40 trucks in Showdown, many of which are starring in a video game for the first time. This includes independent trucks like Bad Company, which features a full holographic wrap that is recreated very effectively in-game. Showdown also sees the debut of Excaliber, the current version of a monster truck that’s been around since the ’80s. The trucks all feel the same to drive, but Excaliber’s retro livery and boxy, Chevy square body shell (complete with its array of classic KC Daylighters perched on the roof) have made it my favourite.

Detail is impressive, including small touches like the scuffed paint on the back of the chassis from standing up during wheelies. It’s things like this that help them feel like real, race-worn vehicles rather than big toys. Damage is also well translated as the trucks shed flapping segments of their fibreglass shells.

You can unlock and apply bonus liveries and buffs, and those buffs tend to give certain trucks better multipliers for specified tricks. This is an effective way to make us switch around , specifically when you’re looking for an edge to net enough points to earn one of Showdown’s many secondary objectives during the events. Winning is one thing, but often you’ll need to win while also racking up a specific amount of points doing a nominated trick.

However, there’s admittedly nothing else here to really immerse you into the behind-the-scenes world of monster truck competition as an actual motorsport. Monster Truck Championship still stands alone there. At a minimum, Showdown would’ve really benefited from some kind of custom truck system. Maybe an assortment of plain pickup shells that could be painted and thrown on a standard chassis? Milestone does already have a great, working livery editor in its excellent Hot Wheels Unleashed games, after all.

It might have also benefited from a format that better reflects Monster Jam as a touring show, rather than a straightforward list of events to tackle. There are just over 120 events in Showdown, split across circuit races, short head-to-head stages, and freestyle arena activities. Events are short and only tend to take a few minutes.

The racing is frantic and full of contact, and Milestone has done well to imbue it with a nice sense of speed considering monster trucks top out at 100 miles per hour. The head-to-head races on tight, short stages are the toughest to master against the high-level AI; since you can’t really make a single mistake in these instances I found them rewarding to win. It does all get a bit repetitive, though. Monster Jam Showdown’s mid-price sensibilities appears to have kept the selection of tracks a bit modest and, in order to save fresh ones until late in the game, Showdown will have you racing on the same (or mostly similar) courses in consecutive races. The weather conditions may change, but overall this gets a bit tedious. More stadium and arena variety would’ve helped, also.

Black Myth: Wukong Mod Brings Dragon Ball Z Connections Full Circle and Lets You Play as Goku

Dragon Ball has many inspirations, none more notable than Journey to the West — the famous Chinese novel that also served as the basis for Black Myth: Wukong. Now Dragon Ball Z and Black Myth: Wukong are being united thanks to a new mod that replaces The Destined One with Son Goku.

The new mod is a relatively straightforward swap — no kamehameha or going Super Saiyan here — but it is pretty neat to see Goku running around Black Myth: Wukong’s incredibly detailed world. He can even zip around on the equivalent of the Flying Nimbus, the magic cloud that itself was borrowed from Journey to the West and appears in Black Myth: Wukong. Check it out in the video below.

You can download the Son Goku Black Myth: Wukong mod right here.

Aside from Son Goku, a host of other Black Myth: Wukong mods let players swap in Tifa, swap The Destined One’s staff for a double-bladed lightsaber (very cool), and make tweaks to various aspects of the visuals and performance.

Whether you play with Goku or not, though, you’ll need a pretty beefy rig to be able to enjoy Black Myth: Wukong. Our reviewer Mitchell Saltzman utilized a top-of-the-line setup with a GeForce RTX 4090 and he still dealt with numerous crashes and other issues. Still, that hasn’t stopped Black Myth: Wukong from enjoying record concurrent numbers on Steam en route to selling 10 million copies in just three days.

If you do decide to pick up Black Myth: Wukong, make sure to check out the following guides, which you can find linked below. And of course, make sure to check out the other best-reviewed games released in 2024.

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

Early Deadlock Footage Reveals Gameplay Mockup Using Assets From Half-Life, Left 4 Dead, and More

Early test footage of what seems to be Valve’s recently announced multiplayer online battle arena (MOBA) shooter, Deadlock, has surfaced online.

The footage was shared by X/Twitter user, content creator, and leaker @gabefollower, who says it comes from a Valve developer known as Yoshi. It’s a barebones version of the Deadlock we now know, with texture-less buildings, concrete floors, and triangle pine trees. As Gabe Follower points out, this early version also utilizes assets from a few other Valve titles. Half-Life Antlions, for example, can be seen filling the minion role, while the game also uses assets from titles like Left 4 Dead and Dota.

It’s far from impressive but still an interesting look at a game that we still know so little about. It’s unclear when exactly the footage was captured, but you can see what was shared below.

Valve properly revealed Deadlock as its first new IP in years just last week. It’s a third-person, 6v6 shooter that’s still very much in early development, and the lead-up to its announcement has been anything but ordinary. The Half-Life and Portal developer has allowed a select group of players to play the game throughout the last few weeks, asking those who participate to refrain from sharing any content or opinions from their experience. It’s led to confusion among those not on the shortlist, as playtesters have still managed to sneak some gameplay footage onto social media. Meanwhile, PC statistic website SteamDB revealed a growing number of players flocking to Deadlock in secret through August, with players starting to join earlier this month and peaking at 44,512 users days before Valve pulled back the curtain.

Deadlock platforms have not yet been announced, but it is currently playable on PC for playtesters. No release date has been shared yet. While Valve keeps its head down to continue development, you can read about a few other early leaks that teased some of what would eventually be revealed as Deadlock.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.