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.

How to Watch the 2024 D&D Direct

Gather ’round, Dungeons & Dragons fans! It’s nearly time for this year’s D&D Direct, the annual event that showcases what’s on the horizon for the legendary tabletop RPG. Incredibly, it’s been 50 years since the creation of D&D, and it’s still the king of TTRPGs. This year marks the third annual D&D Direct, and there’s sure to be some exciting and unexpected announcements.

We have all the details you need to know going into the show, including when it goes live, where you can stream it, and what you can expect to see.

D&D Direct Date, Time, and Where to Watch

The show will air on Tuesday, August 27, starting at 9 am PT / 12 pm ET / 5 pm BST. For our friends in Australia, that’s Wednesday, August 28 at 2 am AEST. The show will be about 15–20 minutes long and will be livestreamed across IGN’s channels. You can watch it at any of these places:

IGN.com (our homepage)

IGN’s Facebook

IGN’s Twitter

IGN’s Twitch

IGN’s YouTube

If you’re unable to watch live or want to see it again, the full show will stay on IGN’s YouTube channel after it finishes, just like last year’s D&D Direct.

What to Expect at D&D Direct

The show will be all about what’s coming for D&D. The game studio team will be on hand to talk about the 2024 Player’s Handbook that’s coming out in September. It’ll be the final sneak peek before release, and you’ll get to see some of the artwork featured throughout the book. Plus, you’ll get a glimpse into what’s in store for the 2024 versions of the Dungeon Master’s Guide, Monster Manual, and more.

The Project Sigil dev team will also join to share the latest information about the project. If you’re not familiar with Project Sigil, it’s a 3D sandbox that can bring your D&D campaign to life in a new way. You can create new adventures and share them with friends to play as a group. If you’re interested, you can sign up for the closed beta that will open this fall.

On top of all that, there’s bound to be some surprises even we can’t see coming. You’ll just have to tune in to the livestream to see what they are.

Will Ospreay’s AEW All In Entrance Was Infused With Assassin’s Creed Shadows And Narrated by Ezio

It’s no secret that today’s wrestlers, whether from AEW or WWE, are massive gamers. Nevertheless, that doesn’t stop the phenomenon of witnessing superstars like AEW’s Will Ospreay displaying his affinity for Assassin’s Creed with a thematic entrance at yesterday’s All In pay-per-view any less remarkable.

August 25 was AEW’s All In pay-per-view in Wembley Stadium, one of the biggest pay-per-view events in wrestling. One of the matches at the stacked four-hour event was Ospreay competing against Maxwell Jacob Friedman for the newly minted American championship.

Ospreay, the babyface, and out-and-proud Assassin’s Creed fan, made a statement before entering the ring with an Assassin’s Creed Shadow’s inspired entrance. The entrance also had the distinction of being narrated by none other than Ezio’s voice actor, Roger Craig Smith.

Unlike Ospreay’s Assassin’s Creed Syndicate entrance at New Japan Pro Wrestling’s Wrestle Kingdom 18, his pyro-heavy All In entrance was kitted out with a crew of cloaked break dancers, Assassin’s Creed Shadows gameplay interspersed with his death-defying flips, and Ezio cutting a promo hyping up the Essex-born “Aerial Assassin” to defeat MJF.

Ospreay’s entrance was all the motivation he needed to defeat MJF thanks to the help of his Assassin’s Creed-inspired Hidden Blade signature move and the long-awaited return of his devastating Tiger Driver ’91.

Image Credit: @WillOspreay on X/Twitter

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Metal Gear Solid 3 Remake Gets Wealth of New Screenshots From Konami

Konami has released a wealth of new screenshots from Metal Gear Solid Delta: Snake Eater, the remake of Metal Gear Solid 3 officially called Metal Gear Solid Δ: Snake Eater.

The screenshots, below, show the remake isn’t changing either the serious tactical espionage action of the original or the ridiculous, almost cartoonish elements. Protagonist Snake can be seen creeping around enemies in the forest and shooting at a rubber duck.

Snake can also be seen in various states of battle worn, from feeling fresh in new camouflage to going topless covered in blood. It also shows a handful of enemies, a revamped UI, and the first person mode players can jump into when looking for some extra precision.

Announced in May 2023 after a series of rumours, Metal Gear Solid Δ: Snake Eater promises to be a faithful retelling of the original game. Konami has already confirmed it’s coming to Xbox Series and PC alongside PlayStation 5.

A 2024 release date is expected according to PlayStation itself, though a handful of trailers from the game have since arrived with no word on an exact date.

In IGN’s first preview of the game, we said: “This new, [original lead Hideo] Kojima-less Metal Gear Solid Delta seems more like a very shiny HD remaster than the elegant remake it could have been. It’s an admittedly beautiful nostalgia trip, but almost faithful to a fault.

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

Star Wars Outlaws Review

As far as Star Wars video games go, we’ve taken countless turns at twirling lightsabers and unleashing flashy Force powers, but Star Wars Outlaws swaggers into the cantina, slinks down into a booth with its holster clip unbuttoned, and argues that those are no match for a good blaster at your side. This open-world – or rather, open-worlds – action game features a level of gunbattles and broken promises befitting the legend that is Chewbacca’s best mate. However, Star Wars Outlaws essentially delivers a Han Solo-like experience in both good and bad ways; it has some handsome looks and a strong sense of adventure, but it’s also somewhat scruffy around the edges and is liable to let you down from time to time.

Of course, given that its rollicking, space western story takes place in between The Empire Strikes Back and Return of the Jedi – the height of Imperial power – the actual Han Solo is literally on ice for the duration of Outlaws. Instead, we step into the battered space boots of Kay Vass, a cunning thief raised amidst the hives of scum and villainy in the gambling capital of Canto Bight. She’s quickly shown to be handy with a hairpin lockpick and has an insatiable appetite for five-finger discounts, though like Dash Rendar and pre-Jedi Kyle Katarn before her, she never really steps out of Han’s shadow and becomes more than a stand-in smuggler with a heart of gold.

However, Kay is accompanied at all times by her adorable, pint-sized pet Nix, who seemingly has six fingers sprouting out of his furry little head and is therefore extremely good at pinching goods himself. After their opening vault job goes pear-shaped, the playful pair are forced to crash-land their stolen ship, the Trailblazer, into the sands of the beautiful yet danger-filled African Savannah-styled planet of Toshara.

What follows is a 20-hour string of reckless rescue missions and shady underworld dealings, as Kay and Nix criss-cross their way around four main planets and the pirate-riddled spaces between, attempting to unite a squad of like-minded criminals with the aim of returning to Canto Bight to settle the failed score and erase the bounty placed on Kay’s head by the crime boss, Sliro. This callous casino owner serves as Outlaws’ primary antagonist and is intimidating enough, but is neither as outright evil as Emperor Palpatine nor as quietly menacing as Grand Admiral Thrawn, and is kept at a distance for the most part and only ever encountered in the occasional cutscene.

Even so, Outlaws’ story is a consistently entertaining quest that takes Kay through some recognisable spaces, such as the impressively recreated dungeons beneath Jabba’s palace on Tatooine, and some new, like the hulking High Republic cruiser wreckage on Toshara, all while cutting deals with countless colourful criminals including the surly Sullustan mobster on Akiva who has the audacity to deal out orders to you while putting his feet up on a desk made out of his own carbonite-encased brother (a practice that had recently been proven safe after testing on Captain Solo).

Although 2018’s Solo: A Star Wars Story treaded similar turf on the big screen to underwhelming effect, Outlaws’ crime story feels like something fresh – at least as far as games go – since it’s almost entirely removed from the godlike battles between light and dark wielders of the Force, and Kay’s profit-driven motives mean it’s mostly only adjacent to the Rebels vs Empire conflict of Andor. Instead, this is a straightforward heist story that just happens to be set in the rich, sci-fi fantasy universe that so many of us grew up with and adore, and it’s as lovingly recreated here as it’s ever been in a game. Outlaws is a bit like a Guy Ritchie caper, only with Pykes in place of Pikeys, and by its end I’d witnessed enough shocking crosses and double crosses that its plot started to resemble the tangle of HDMI cords behind the television I was sat in front of. Outlaws builds to an absolute Rebel rouser of a finale, and Kay’s evolution from self-serving scoundrel to compassionate comrade is completed.

While her end goal may be considerably smaller in scope than, say, blowing up a Death Star, the environments Kay’s entertaining saga unfolds in are surprisingly large. To be clear, this isn’t No Man’s Skywalker or even Starfield Wars, so you don’t have the freedom to circle each planet and land wherever you choose. However, with the exception of the comparatively more compact city setting of Kijimi, Outlaws’ sandboxes stretch out far and wide and contrast with each other nicely, from the iconic arid sands of Tatooine (rough, gets everywhere) to the lush rainforest of Akiva, whose network of rivers is handily transformed into shortcut-making highways once you unlock the upgrade for your speeder bike that allows it to skim across the water’s surface.

It’s a good thing, too, that Kay’s speeder can be upgraded with that and other additional functions – such as the ability to bunny hop – since it’s the only vehicle she’s able to steer around while navigating each terrain. Despite the fact that in Outlaws’ many bustling settlements you can see landspeeders whizzing by, saddled dewbacks waddling along, and towering AT-STs chicken-walking around, you can’t actually ride or drive any of them. Compared with the decade-old Grand Theft Auto V where if you can see it you can probably steal it, or last year’s The Legend of Zelda: Tears of the Kingdom where if you can think it you can probably build it, Outlaws comes up shorter than Luke Skywalker in a Stormtrooper suit in terms of its list of usable transportation types, which is a bit disappointing for a modern open-world adventure. It’s saved from getting boring by those incremental new abilities, but only just.

Assassin’s Greedo

Outlaws isn’t just about getting from A to B, however: it’s also about breaking into and out of various Imperial bases and crime syndicates’ headquarters at the behest of the various underworld cohorts that Kay conspires with along the way. Each of these facilities typically has a number of different in-points, giving you the choice of locating and clambering through a subterranean air vent or swinging over a high wall with your grappling hook, for example, and you can carefully tag such points of interest with binoculars beforehand – this is very much a Ubisoft game, after all.

Furry friend Nix is vital to Outlaws’ stealth mechanics, as he’s basically a space cat drone who functions like a Watch Dogs phone. You can point him at switches to activate while you remain in cover, or to briefly divert the attention of security cameras to allow you safe passage, or to claw at the faces of guards allowing you to rush in with a somewhat soft-looking but surprisingly effective melee takedown, among several other talents. Nix is certainly a very good and reliably obedient boy, and I didn’t hesitate to treat him to the delightful dinner date minigames at street vendors during my downtime in between each job – especially since, in addition to being fun to experience, these gave me special dishes that further enhanced Nix’s skills.

Furry friend Nix is basically a space cat drone who functions like a Watch Dogs phone.

Kay has her own special set of skills when it comes to sneaking her way into each high-security facility. I wasn’t too keen on the slicing minigame that you need to complete in order to disable cameras and turn sentry turrets against enemies, a la System Shock – this symbol-based challenge effectively feels as intuitive as trying to complete a Wordle puzzle in a foreign language (although you can convert the symbols to numbers if that’s a little easier on your brain). However, I never grew tired of the rhythm-based lockpicking, a surprisingly simple yet effective game of Simon Says that has to be one of the snappiest and most satisfying ways to open locked doors and crates that I’ve enjoyed in a while.

Overall, however, Outlaws’ stealth is somewhat uneven. Sometimes it’s far too easy, like when I was able to do the tried-and-tested Assassin’s Creed distract-and-dispatch routine on multiple enemies, luring one after the other to where I was hiding in the exact same thicket of long grass and stacking up their unconscious bodies like firewood. Yet at other times it was wildly unpredictable, like when I’d somehow trigger an alarm performing a stealth takedown even though it appeared that no one else was around. Instead, more often than I’d like my efforts to remain hidden would evaporate, things would get loud, and a number of other problems would present themselves.

Smuggler’s Run ‘n’ Gun

Outlaws’ combat serves up some solid cover-based shooting with authentic sounds and punchy smoke-and-spark effects with each blaster bolt impact, but precious little in the way of new ideas – it’s less Bad Batch and more basic bitch. It always seemed to be red barrel delivery day in every combat arena that Kay arrives in, and I used these explosive targets in almost every encounter to thin the Stormtrooper and scumbag hordes before picking off the survivors and using an old-school active reload mechanic to manage my blaster’s heat. There’s always the challenge of knowing when to detonate them to take out the most enemies, but that’s the same thing we’ve been doing for decades, so while it’s effective, it doesn’t make Outlaws’ combat stand out.

It always seemed to be red barrel delivery day in every combat arena that Kay arrives in.

These simplistic shootouts can also be brought to a faster conclusion via the use of Kay’s Adrenaline Rush move, which charges up while she’s under attack and allows her to slow time and then mark and execute multiple targets in one rapid hip-firing burst – almost identical to the Dead Eye targeting from the Red Dead Redemption series. It’s useful and satisfying for the most part, although I did find Kay would occasionally pump some stylish, slow-motion blaster rounds directly into the cover in front of her rather than the target I had selected.

It felt a bit limiting that Kay can only permanently carry her blaster and grenades in her inventory, but weapons dropped by enemies – like A300 blaster rifles and the shield-equipped Z-6 rotary cannon – can be picked up, used, and discarded once they’re out of ammo. In a neat touch, Nix can be sent out to collect these weapons for you like it’s a game of firearm fetch. However, what really irks me about Outlaws’ approach to secondary weapons is how much it goes out of its way to make you drop them. Do a melee attack, drop your weapon. Crawl into a vent, drop your weapon. Climb a wall or a ladder, drop your weapon. Who programmed this, RoboCop?

If I pick up a sniper rifle, it doesn’t seem unreasonable to expect that I should be able to carry it with me up to a high enough vantage point to best put it to use. It’s especially annoying given how often I was hit and killed instantly while behind cover by enemy snipers in elevated positions. How come those Imperial jerks get advanced carry-weapon-up-ladder technology and I don’t?

Simple and reheated as it generally is, I definitely warmed to the combat a bit more as time went on, particularly once I was able to upgrade my blaster with alternative shot modes like Ion to turn droids into spark showers and temporarily disable enemy shields, and the Power mode to unleash charged-up blasts to blow up the heavily armored Gamorrean guards. That effectively gives you three weapons to swap between, even if they’re all coming out of the same barrel.

I also appreciated that Outlaws’ use of in-game challenges to evolve Kay’s ability set – used in favour of a traditional skill tree – added some rewarding bonus objectives to complete, such as performing a certain number of melee kills to unlock a useful False Surrender move to surprise enemies who are already aware of you. Still, at no point did this combat system ever feel as flexible or as fun as the best games in Ubisoft’s own Far Cry series, and fights started to feel pretty repetitive outside of the rare encounter with probe droids or the one-off scrap with a rancor – which changes things up slightly by incorporating even larger red barrels.

Speeder bike combat is even more restrictive, although it does serve as the best source of unintentional comedy that you can find in Outlaws. Annoyingly, you have no option to free-aim while in the saddle; instead, you have to try and dodge the blaster bolts of any attackers in hot pursuit while your adrenaline meter charges until you can finally unleash a slow-motion blast to bring their chase to a fiery halt. The problem is, because you’re usually firing at enemies behind you, oftentimes the camera would take too long to swing back around to face forward and I’d come out of one of these takedowns and crash straight into a rock that I couldn’t see coming, just like one of those Scouttroopers chasing Luke on Endor’s forest moon face-planting into trees. By that same token, I got plenty of laughs from speeding headlong towards cliff faces, pumping the brakes at the last second, and watching my pursuers blaze right by me and smear themselves against the escarpment. So at least speeder combat seemed as perilous for them as it did for me.

Since this is Star Wars, Outlaws also features space combat and rarely could I ever emerge from a lightspeed jump in Kay’s Trailblazer ship and not crash headlong into a dogfight that felt authentic to the films. Slinking off to bully some TIE fighters did offer a nice way to blow off steam every once in a while as a break from all the face-to-face skullduggery down on each planet’s surface, although I didn’t invest too much in ship modifications outside of the addition of an auto-turret and a rapid fire cannon since the modest challenge presented by my orbital opponents didn’t ever seem to increase. In fact, I didn’t spend a great deal of time exploring space in general, since although there are resources to be found floating amongst the various chunks of debris, my scoundrel pants pockets were always overflowing with quadanium and courseweave fabrics that I’d swiped from almost every flat surface in each enemy base I entered, so it didn’t seem worth the effort to ever go canvassing the cosmos for more. (On that note, Outlaws doesn’t have any limitations on what you can carry – besides weapons and health-replenishing bacta vials – and I was relieved to be able to just pick up every resource I found without ever having to worry about becoming bogged down in inventory management like in Starfield or Resident Evil.)

I Like Big Hutts and I Cannot Lie

A lot of that you’ve probably seen in a Star Wars game before, but one of Outlaws’ most interesting and novel features is its syndicate system, which reminded me of the reputation system used in The Outer Worlds. Basically, you can’t really complete a quest over the course of the campaign without pissing off one of the four main crime families in order to please another. Cosying up with one cartel might get you cheaper prices at a merchant you’re onside with, but it’ll also rob you of the ability to move about freely within the headquarters of another gang you’ve slighted, inadvertently or otherwise. It’s a clever system that makes picking which quests to embark on feel like a choice that’s more meaningful than just ticking objectives off a list before inevitably doing the rest, as carefully deciding which clan to offload your stolen goods to can have substantial benefits to your progression. At one point my standing with one syndicate was so high that I was able to just ruthlessly pressure one of its affiliated store owners into giving me a rare item for free, in exchange for a promised favour that I had no intention of delivering on because I was of course already planning to doublecross them.

You can’t really complete a quest over the course of the campaign without pissing off one of the four main crime families in order to please another.

It’s worth pointing out that this isn’t Mass Effect: none of the numerous decisions I made in Outlaws seemed to make a significant difference to the overall outcome of the story, but they did effectively make me feel like a truly dirty rotten scoundrel as I continually reevaluated my allegiances in each deal I made so that it would best suit whatever my motives were at the time. For example, before I started exploring the surface of Tatooine I made sure that I’d wormed my way into the good graces of the Hutt syndicate, since Jabba’s goons control large swathes of its map and I wanted to ensure that I could explore it thoroughly without drawing too much unwanted heat.

Being able to explore unimpeded is paramount because Outlaws does such a great job teasing you with secrets to find or opportunities to pursue in an extremely organic way as you move through its four main worlds. Almost every cantina conversation I eavesdropped on or discarded datapad I read pointed me towards some new treasure to seek out or gambling tip to take advantage of, and it always felt like I was gleaning some elicit information rather than just being spoon-fed chores to complete, as is the case in so many other open-world adventures.

Outlaws does have its fair share of bloat and busywork side activities, with uninspired checkpoint races and delivery quests to undertake, but it also has plenty of interesting side missions like trying to pair holographic images with specific landmarks (not unlike those on Link’s Sheikah Slate) in order to track down lucrative hidden caches full of credits and gear that can be used to customise Kay’s clothes and vehicles.

Where Outlaws’ quest design really excels, though, is in taking seemingly innocuous side objectives and spinning them out into exciting, multi-staged adventures that regularly took me by surprise. One memorable example of this is the quest that sends you to find an upgrade part, but one thing leads to another – and another and another and another – and suddenly you’re emerging from a sarlacc’s maw and straight into an exciting escape from a huge sandworm. It’s the lively, left-turn stretches like these where Outlaws really shines by stringing together countless Star Wars references and Uncharted-style moments of spectacular action and adventure, and there are plenty of quests like this that I’ve undertaken so far. Given how I passed by plenty of sidequest opportunities that looked just as innocuous as this one at first glance, there are likely many more that I haven’t found yet, too.

However, in order to enjoy moments such as these you’ve got to take the rough with the smooth, especially since, as of launch, the PS5 version of Star Wars Outlaws that I played is plagued by more irritating bugs than a Dagobah camping ground. Over the course of the journey I saw NPC’s guns dropping out of their hands and coming back up like a yo-yo, guards either getting stuck on the environment or walking through the environment, speeder bikes crashing to a halt trying to go off a ramp, a persistent control quirk where if you tap the crouch button to go into a stealth walk after climbing a ledge Kay will immediately drop back down it, weird black screen glitches during transitions into orbit, climbing button prompts that fail to respond, confused waypoint markers, crucial mission prompts not appearing forcing checkpoint restarts, having my speeder bike suddenly teleport to a different spot on the map while I was riding it, and countless occasions where the dialogue audio just dropped out completely. Rest assured, it’s very hard to eavesdrop on conversations when the person speaking is suddenly Tatooine’s least talented mime. Yes, I’m tired of hearing this too, but: if issues like those sound like they’d Force-pull you out of the Star Wars universe, it might be best to let Ubisoft blast them off Outlaws’ hull like a bunch of cable-chewing mynocks.