How to Read The Witcher Books in Order

Before the award-winning RPGs or live-action show, there was The Witcher book series. Andrzej Sapkowski’s original story of Geralt of Rivia was heavily inspired by Slavic mythology as well as classic fantasy series like Lord of the Rings. Whether you already enjoyed Netflix or CD Projekt’s The Witcher adaptations or are just looking for a great book series, this wild world is worth diving into.

How Many Witcher Books Are There?

Andrzej Sapkowski has technically published four short story collections and six Witcher books since he started writing the series back in the mid-’80s. Geralt of Rivia’s first appearance in print was in a short story called Wiedzmín — “The Witcher” — published in the fantasy magazine Fantastyka in 1985. It quickly became a hit, leading to countless more short stories that were published as a collection called Wiedzmin in 1990. This collection is now out of print and every story it contains except one — “The Road to No Return” — was included in 1993’s The Last Wish.

So, after getting those details out of the way, here are the two short story collections and six books we recommend (in order) on our The Witcher Reading Guide:

  • The Last Wish (Short Story Collection)
  • Sword of Destiny (Short Story Collection)
  • Blood of Elves (The Witcher Saga #1)
  • The Time of Contempt (The Witcher Saga #2)
  • Baptism of Fire (The Witcher Saga #3)
  • The Tower of Swallows (The Witcher Saga #4)
  • The Lady of the Lake (The Witcher Saga #5)
  • Season of Storms (Prequel)

Short Story Collections

The Last Wish and Sword of Destiny

The Last Wish is your starting point in The Witcher, which is important to note because it was published a year after 1992’s Sword of Destiny. The Last Wish takes almost every single story from Wiedzmín and adds more, all of which feature events that occur before the previously published Sword of Destiny. It’s basically a prequel collection written to prep you for Sword of Destiny, the second collection of short stories that continue to expand on Geralt’s adventures and first introduces the character of Ciri. If you’re solely interested in covering what’s featured early on in the TV series, The Last Wish and Sword of Destiny short story collections should be fine. However, if you want to know the ins and outs of the world and ensure that you’re a true Witcher connoisseur, you’ll want to dive deeper into the saga below.

The Witcher Saga

Once you’ve read The Last Wish and Sword of Destiny, you’re ready to move on to the saga. This saga comprises of five novels, all of which tell the stories of Geralt, Ciri, Yennefer, Triss, Dandelion, and other characters you may recognize from the games. These books also introduce a range of characters that don’t appear in CD Projekt Red’s adaptations, most of whom are great. The Witcher saga focuses largely on the relationship between Geralt and Ciri. This is where the bulk of Geralt’s stories unfold, and makes up the main constituent of The Witcher universe at large — at least in terms of Sapkowski’s conception of it. Here are the five novels in order:

Blood of Elves

The first book in the saga, Blood of Elves, introduces Nilfgaardian Emperor Emhyr var Emreis’ pursuit of Ciri, Geralt’s adopted daughter, in order to marry her and attain power over Cintra, the land that is hers by birthright. In an effort to thwart Emhyr’s plans, the Northern monarchs meet and decide to assassinate Ciri, but Geralt of Rivia watches over her in Kaer Morhen, the remote keep inhabited by Wolf School witchers. Meanwhile, a mysterious sorcerer is also trying to locate Ciri.

The Time of Contempt

The Time of Contempt picks up where the previous novel finishes. The Northern Kings are still conspiring with one another in an effort to lure Nilfgaard into war, while Ciri is due to be enrolled at Aretuza in order to study magic. Ciri comes into contact with some of the most powerful sorceresses on The Continent. As war becomes inevitable, she finds herself on the run with a bandit group known simply as The Rats.

Baptism of Fire

Geralt spends time in Brokilon forest recovering from events in the previous book, which is where he and Dandelion encounter an elven archer named Milva, who decides to join their group. People who have played the games will be glad to know that the dwarf Zoltan Chivay temporarily joins Geralt’s ragtag group too, as well as the vampire Regis. A Nilfgaardian knight named Cahir also tags along because he feels indebted to Ciri. Geralt officially receives his “of Rivia” title after an epic battle while Ciri begins to feel at home with The Rats.

The Tower of Swallows

Ciri is gravely injured after an encounter with Nilfgaardian bounty hunter Leo Bonhart, who was hired by the coroner Stefan Skellen to kill her. A kind old man nurses her back to health while Geralt’s party continues their search for Ciri and Geralt renounces his status as a witcher. The Lodge of Sorceresses attempt to gain control of a country called Kovir while Triss Merigold seeks information on Yennefer of Vengerberg. (Known as The Tower of Swallows in the U.S.)

The Lady of the Lake

Ciri encounters Arthurian knight Sir Galahad who believes she is the eponymous lady of the lake. The story cuts to a dream in which Geralt overhears Skellen and sets out to rescue Yennefer from a faraway castle. Ciri, meanwhile, tells Galahad about her time in the elven world of Aen Elle, home of the Wild Hunt. She begins to jump between worlds in order to escape them, but Eredin Breacc Glas persistently chases her, as she heads towards a final meeting with her surrogate parents Geralt and Yennefer.

Now we’re up to seven out of eight books. The last text is also a novel, but it’s a bit difficult to place and depends on personal preference…

Bonus: Season of Storms

If you’re somebody who likes to know everything that happens as it happens, then you might want to read Season of Storms immediately after The Last Wish. Originally published in 2013 — 14 years after Sapkowski wrapped the saga — Season of Storms contains stories that take place between the stories in The Last Wish, which aren’t necessarily in strict proximity to one another. However, because it’s written after the saga was completed, Season of Storms contains slight hints about what’s to come, if not outright spoilers. If you’re dying to read the series in strictly chronological terms, it could be worth reading it right after The Last Wish. If you’re the type of person who worries about spoilers, though, save it for the end and enjoy it as a retrospective piece.

Where Do The Witcher Games Fit on the Timeline?

The Witcher book saga starts roughly 10 years before the games, with most of the books’ plotlines wrapped up by the time the first Witcher game starts. So, for those curious, playing the games first does mean you get some of the book series spoiled. That said, both the books and the video games are fantastic (we specifically called The Witcher 3 “Amazing” in our review), so whichever one you start with shouldn’t affect your overall enjoyment.

What’s Next for The Witcher?

Between the books, video game franchise, and TV series, there’s a lot going on in the world of The Witcher. And if you assumed that just because it’s been 10 years since Season of Storms there would be no more Witcher books, you’d be wrong. In 2023, Sapkowski announced a new book in The Witcher series, releasing in early 2025 after an initial publication in Poland.

Meanwhile, Netflix’s live-action The Witcher is chugging toward it’s fourth season, which will be the first with Liam Hemsworth as Geralt of Rivia. The streaming giant is also developing a new animated film called The Witcher: Sirens of the Deep.

Of course, the big question is when we’ll get another Witcher game. While CD Projekt has spent the past couple of years pretty focused on Cyberpunk 2077, they recently announced that the “bulk of its effort” is now going toward The Witcher 4 (codenamed “Polaris”). We don’t have a release date yet, but The Witcher 3’s active community is making the wait a little bit easier.

Cascadero Board Game Review

Dr. Reiner Knizia might not be a household name, but it’s one of the most recognizable monikers in board gaming, thanks to his astonishingly prolific career, peppered with highly acclaimed titles like auction classic Ra, heavyweight tile-layer Tigris & Euphrates and other great board games for adults. In recent years, the good doctor has slowed the pace of hits a little, but he still pops up with the goods from time to time, such as 2021’s Witchstone. Cascadero is his newest fare, and the big question is whether it’ll measure up to those big Knizia titles of yesteryear.

What’s in the Box

Cascadero comes in a worryingly slimline box, but the rich and vibrant cover art by Ian O’Toole, depicting a medieval messenger on a rearing horse, should allay any concerns about the quality of the contents. And once that lid slides off, any lingering doubts should vanish as the tray is packed with high-quality goodies.

There’s a bright fold-out, double-sided board with artwork to match the box cover, and a sheet of plain punch-out hex counters which is used on one of that board’s sides to play a variant. Some people might find the mix of vibrant player colors and muted background a little garish and others might find it affects readability a little, but these are minor complaints.

The rest of the components are wooden. Each of four player colors comes with a troop of little figures on horseback, and a bunting of flags to mark scoring achievements on the board. There’s also a bag of fake wax seals, resplendent in red and gold. Everything is neat, and nicely cut, and while it won’t win over folk who want legions of super-detailed miniatures on their tables, it’s great visual design in the European gaming tradition.

Rules and How it Plays

Like most Knizia titles, Cascadero has a theme that can rapidly be tossed aside to reveal an engaging semi-abstract design beneath. In this instance, you are placing messengers onto a hex grid studded with towns, trying to win the inhabitants over to the glorious reign of El Cascadero, the new ruler. But the townsfolk are suspicious, and will only listen to messengers who travel in groups. In game terms, this means that you get to score if you place a messenger piece next to a town, and it forms a group of at least two pieces of your color.

But there’s a catch. You can only score if it’s not only a group of two, but also if no other members of that group were adjacent to that town before. In other words, if you place one piece next to a town, it does nothing and if you then place a second piece next to the same town, it still does nothing. The initial piece of your group can’t be adjacent to the town you want to score.

While there are obvious reasons for this – it’d be impossible to track whether you’d scored a town before, otherwise – it also offers the first deliciously painful edge to dig into your decision-making. That board is pretty cramped. Aside for a few edge hexes, it’s hard to put a piece down that’s not immediately adjacent to a town, and that in itself is inefficient as you can’t then score it, only use it as a launchpad for neighboring towns.

Why is this important? Because the towns come in different colors, and scoring one will advance your token on the matching scoring track. The number of spaces you climb depends on the situation. One space if it’s the first piece to make contact with the town, two if there are other messengers already adjacent to the town and three if the town contains a herald, marked on the board by a star icon. Four of the scoring tracks offer the same bonuses, while the fifth, white, has extra goodies to snaffle. The catch is that you need to advance the track that matches your player color to the top space in order to be in with a chance of winning.

Remember how that board is cramped? Well, now you have additional dilemmas in deciding where to place your one precious piece each turn. Because you get a bonus space on the scoring track if there’s already a messenger adjacent to the town, pieces you put down that don’t score yourself aren’t merely inefficient, they’re a positive boon to your opponents. Not only that, but all of you will be champing at the bit to claim scarce territory around those herald towns, and those of your own player color, and so it’s a race to get them, but it’s also a race where every step gifts your enemies with possible scoring opportunities, while you try and digest this endless stack of problems and your eyes turn to saucers just thinking about it.

Yet there’s more. Moving up a scoring track doesn’t necessarily score you any points. There are other bonuses to net on your climb, from extra turns, to extra spaces on the track, to moving one of your pieces to a new board space. You can also gain seals, which are extremely useful as they allow a single piece to count as two, meaning you can score a town with one placement. But you can only get these if you land exactly on the matching space, not if you skip up by two or three, adding another headache to deal with as you plot your moves.

You might imagine that the dynamic, interactive nature of play, where you’re all jostling for position while trying not to let each other score, would make this chiefly a game of tactics rather than a strategy board game. But thanks to those bonuses on the scoring track, that’s not the case. When you gain extra on-board moves or on-track spaces, if you’re well set up, it can trigger a cascade of scoring opportunities as one advancement earns a free one, which earns a free move, which earns another free advancement and so on. These chains can be absolutely devastating if you’ve planned and timed it right, letting you bag a majority of those precious seals, or score the big points by closing off an achievement.

All this goodness, and we haven’t even mentioned the included variants.

That’s right: while you can earn points on the tracks, the bigger payouts are available for being the first to reach certain milestones, such as connecting all five colors of town with a single group, or being the first to the top of a given track. There are less high-pressure goals for connecting two matching color towns with a group, which anyone can earn at any time, with a fat ten points extra if you do this with all five colors. But remember: unless you reach the top of your own color scoring track, it doesn’t matter how many points you have as the victory will go to the high-scoring player who has, making denial of scoring opportunities a valid and punishing end game strategy.

All this goodness, and we haven’t even mentioned the included variants. The advanced version allows you to move those important heralds each time they’re scored, creating an even more pressured race environment as you look to corner those bonuses for yourself. And there’s the farmer variant, where you flip the board, replacing some cities with a random placement of farmer tiles that earn you similar rewards to the scoring tracks. This results in a much more varied and cerebral experience. The striking thing is that each of the three ways to play is clearly the same game, but each feels like it has its own style and approach, offering three distinct challenges to master.

Where to Buy

Everything Coming to IGN’s San Diego Comic-Con 2024 Live Show

San Diego Comic-Con is back in a big way. After last year’s strike-affected and somewhat muted celebration (which still saw popular headliners like Star Wars Outlaws, Teenage Mutant Ninja Turtles: Mutant Mayhem, The Creator, and Spider-Man 2), 2024’s edition is shaping up to be a return to form for fans of movies, TV, games, comics, and collectibles.

Starting today, be sure to check out IGN for exclusive reveals and sneak peeks of what you can expect at this year’s convention.

IGN will be streaming live from San Diego Friday, July 26 and Saturday, July 27 with A-list celebrities, inside looks, in-depth discussions about SDCC’s biggest announcements, and much, much more. Our live show begins at 3pm PT each day and will be available across all IGN platforms.

We kick off Friday with an epic line-up of major IPs and fan-favorite franchises. For movie fans, Chris Hemsworth, Brian Tyree Henry, and Keegan-Michael Key will be on hand to talk about the new animated feature Transformers One. Plus, the cast and director of Alien: Romulus will stop by to discuss the latest entry in the franchise. We’ll also swing by Moxxi’s Bar – a special pop-up presented by IGN, Lionsgate, and Ballantine’s Scotch whisky – to talk to the cast of Borderlands.

Plus, we’ll talk through all the details, surprises, and special appearances from Thursday’s special Deadpool and Wolverine Hall H panel.

On the TV and streaming side we’ll speak with the teams behind Rick and Morty: The Anime, Interview with the Vampire, and Percy Jackson and the Olympians. Director Roland Emmerich and the cast of Those About to Die will also come by for a deep dive into the new Peacock series. Plus, Norman Reedus, Melissa McBride and more will be on hand to discuss The Walking Dead: Daryl Dixon. Ncuti Gatwa, Millie Gibson, and Russell T Davies will also come by to talk all things Doctor Who.

Major games will be there as well, including the teams behind Star Wars Outlaws and Marvel Rivals. Ed Boon will be with us to talk about the future of Mortal Kombat.

Other guests will include Teenage Mutant Ninja Turtles co-creator Kevin Eastman, Todd McFarlane, Bruce Campbell, and more.

Saturday brings even more excitement to the IGN live show. We’ll be inside Hall H as Marvel reveals what’s next for the MCU, bringing you all the breaking news live from our stage.

Prior to that, we’ll be talking with even more actors, directors, writers, and creators from some of the biggest titles at Comic-Con. We’ll go in depth with Keanu Reeves and talk about his comic book series BRZRKR. Plus, we’ll chat with the English dub voice cast of One Piece and the team behind Like a Dragon: Yakuza.

The entire cast of The Boys, including Karl Urban, Jack Quaid, Erin Moriarty, Laz Alonso, Tomer Capone, Karen Fukuhara, Jeffrey Dean Morgan, Claudia Doumit, Antony Starr, Chace Crawford, Susan Heyward, Jessie T. Usher, Valorie Curry, Nathan Mitchell, and showrinner Eric Kripke, will swing by to break down Season 4.

We’ll also welcome the casts of The Lord of the Rings: The Rings of Power, Tales of the Teenage Mutant Ninja Turtles, Superman & Lois, Star Trek: Strange New Worlds, Kite Man: Hell Yeah!, and Dexter: Original Sin. Kaley Cuoco will also be there to talk about the upcoming season of Harley Quinn.

Plus, we’ll get a new look at Batman: Caped Crusader and discuss the upcoming film Speak No Evil with James McAvoy, Mackenzie Davis, and director James Watkins.

In addition to our live shows, IGN will be bringing even more sights, sounds, and inside looks from San Diego Comic-Con throughout the week across IGN.com, YouTube, and social platforms.

Be sure not to miss a look at Hellboy: The Crooked Man plus conversations with Katy O’Brien, Ronald D. Moore, Cruncyhroll’s LiSA, wrestlers from AEW and WOW – Women of Wrestling, and the casts of The Legend of Vox Machina, Family Guy, and Futurama.

To cap things off, IGN and HoYoverse will be hosting a party celebrating the release of Zenless Zone Zero and all things San Diego Comic-Con.

The event is shaping up to be jam-packed with panels, sneak peeks, and tons of surprises. So be sure to follow along all week so you don’t miss anything.

Baldur’s Gate 3 Patch 7 Closed Beta Delayed in Part Because Passive Dice Rolls ‘Literally Stopped Working’

Larian Studios is pushing back the start date of the Baldur’s Gate Patch 7 closed beta as it wrestles with a host of bugs, including one in which “passive dice rolls literally stopped working.” Thankfully, it doesn’t seem the wait will be too long.

“We’re trying to figure out how we got here, so while we do that, we’ll be pushing the planned Closed Beta back to later this week,” Larian Studios wrote in a post on X/Twitter.

To tide fans over, Larian has released more highlights from Patch 7, including how it will improve the UI, Honour Mode, and more. In total, Larian says that Baldur’s Gate 3 will feature more than 1,000 fixes and improvements while adding evil endings, a mod manager, and revamped splitscreen gameplay. You can find the full list of highlights below.

In the meantime, fans can still sign up for the Patch 7 closed beta by registering on the Baldur’s Gate 3 store page on Steam. Those who register will be randomly selected to jump into the closed beta when it launches later this week.

Whenever Baldur’s Gate 3 Patch 7 is ultimately released to the public, it won’t be the end. Larian is teasing yet more content for its massive RPG, including crossplay and a photo mode. Almost a year after its original release, Baldur’s Gate 3’s quest continues.

For more, check out our Baldur’s Gate 3 walkthrough as well as our full review.

HIGHLIGHTS

  • Introducing ‘Evil Endings’: Brand new cinematic endings for the truly villainous playthroughs.
  • Added our very own Mod Manager, which lets you browse, install, and use mods created by the community.
  • Revamped split screen gameplay: When playing on split screen, the two halves of the screen will now dynamically merge together when player characters come close to each other in-game, and dynamically split back up when the characters move apart. This revamp comes alongside many other improvements and polishes to improve the overall split screen experience.

Honour Mode Combat

  • If Dror Ragzlin finds himself inside the spider pit, he’ll try his best to befriend the spiders residing there with a new spell called Arachnid Compulsion so they can band together to fight the real enemy – you.
  • The Bulette has a new condition called Diamond Scales and a new Legendary Action called Shredding Scales.
  • Malus Thorm has a new Legendary Action called Grasping Appendage.
  • Added a new aura and spell for Spectators: Panicked Sentinel and Ocular Nightmare, respectively.
  • Ch’r’ai Tska’an, the leader of the githyanki ambush in Act II, has a new Legendary Action called Soul Sacrifice.
  • Ch’r’ai Har’rak, the githyanki leader at the Knights of the Shield Hideout, has a new Legendary Action called Tu’narath’s Embrace.
  • Ptaris has a new Legendary Action called Ptarian Dogma.

UI

  • Revised and reorganised the in-game video options to be more logical and robust. You now have an Upscaling Type drop-down, an Upscaling Mode drop-down, and an Upscaling Sharpness slider, followed immediately by the options that are affected by them.
  • Updated the Reactions UI so that you only have to toggle the Reactions you want to use and then confirm them. (This saves you from having to select ‘Do not react’ multiple times!)
  • Added a new Equipment Options menu to the Character Sheet on controller.
  • The panel that opens to ‘Donate’ magic items to Gale will now also show items in your Traveller’s Chest. It also now indicates which items are currently equipped.
  • We noticed some of you hiccoughing bubbles, so the action for washing yourself with soap and sponges is now called ‘Use’ instead of ‘Consume’.
  • Fixed your player character’s name getting reverted to ‘Custom’ during Character Creation if you moved on to create your Dream Guardian and then went back to edit the player character again.
  • Fixed the wrong spell Ability showing up when selecting a Feat during Level Up.

Art

  • Added a new loading screen in Act III, showing the busy streets of Baldur’s Gate.
  • Fixed the skirt part of the Adamantine Splint Armour missing for female dwarves.
  • Fixed the Adamantine Scale Mail clipping on large male characters.

Gameplay

  • You can now start Custom Mode games using Honour Mode mechanics when starting a new playthrough. You’ll be able to do this via the ‘Ruleset’ dropdown.
  • The kuo-toa that promised to build you an army will now support you in the final battle. Unless they all died in Act I.
  • The help that the Gondians promised for the final battle will now arrive in the form of a friendly Steel Watcher. Apologies from Zanner Toobin for the delay.
  • The hair colour options in Character Creation will now remain accessible after you choose the bald hairstyle, so that you can continue fiddling around with eyebrow colours.
  • Overhead dialogues that support multiple player characters can now involve characters assigned to different players. (They were limited to characters controlled by a single player until now.) This means that there will be more banter among player characters in multiplayer games.
  • Group Hide will no longer affect summons that aren’t linked to the group in the Party Line.
  • Changed the behaviour for selecting camp supplies for a Long Rest. When selecting camp supplies that are stacked, the game now only takes what it needs from the stack.
  • You can no longer cheese the Leap of Faith trial at the Gauntlet of Shar by just clicking the final platform and letting your character pathfind their way there. Shar threatened to smite us if we didn’t fix this one.
  • Fixed a bug where resurrecting Lae’zel on the beach in Act I would cause her to appear in the Party Line but not in the world, preventing you from leaving Act I.
  • Patched up some savegames where Gale still had his Necrotic Aura when he shouldn’t on load.
  • Fixed Minthara’s body sometimes turning invisible on the Level Up screen. (We sorta liked the floating-head-and-hands look, but hey.)

Animation

  • Astarion now has idle animations at camp that aren’t just him reading a book.
  • Added a new idle animation for Minsc at camp – Boo may or may not have taught him some tai chi.
  • Karlach will no longer brush the shaved side of her head.
  • Polished the appearance of neck kisses in lovey-dovey scenes with Shadowheart on the Sharran path for characters with large body types and dragonborn characters.

Writing and Flow

  • Dotted some dialogue options and voiced lines into dialogues across the game to add some more overall reactivity, particularly to account for edge-case flows.
  • Dotted more Dark Urge reactivity (dialogue options and Narrator lines) into dialogues across the game.
  • Resolved an issue that had been rendering some romance party banters inaccessible while adventuring.
  • Avatar Lae’zel can now decide what she wants to do at the end of the game even if she wasn’t the avatar making the choices in the main dialogue.
  • Added a dialogue option asking for a kiss in more paths of Wyll’s epilogue dialogue.
  • If you’re in holographic form in the epilogue, Wyll won’t automatically assume he’s talking to Lae’zel.
  • Gave Wyll a new greeting for romance partners in Act III and characters with really low approval.
  • Companions should now be more sympathetic to Astarion fleeing from the sun.
  • Added a new dialogue in which Karlach will react to Dammon if she finds him dead after he told her that he can help her.
  • Minthara will now react if you knock her out in Act I.

Scripting

  • Fixed several issues (related to resurrecting characters via Withers, restructuring the party at night, and automatic camp night scenes) that would trap you in an eternal slumber, unable to end a Long Rest.
  • Fixed a bug causing Shadowheart to keep repeating one line when you talk to her after she’s resurrected by Withers from the Shadowfell.
  • Fixed a small flow issue preventing you from commenting on Gale’s last name.
  • Fixed several occurrences of Wyll still having an exclamation mark above his head when he already told you everything he had to say.
  • When playing as the Dark Urge, Minthara will no longer act as though you accepted Bhaal when
  • Fixed a broken kissing scene after you gave Shadowheart the Idol of Shar.
  • Fixed an issue where Jaheira would stop following the party after spending a night outside of the party.
  • Fixed the rune tablets on the nautiloid sometimes not triggering the Narrator’s lines.
  • Clerics of Lathander should now recognise his symbol on a Lathanderian amulet.
  • Ensured the avatar is prioritised as the main speaker in dialogues related to the hag’s Act I surrender.
  • Minthara does, in fact, now have something to say about after you kill her.
  • Made the romance scene at night with Wyll in Act III unskippable if it triggers to avoid accidentally skipping it and not being able to finish the romance arc.
  • If Avatar Karlach and Wyll are partners and go to together, he’ll now act accordingly during the epilogue.
  • Fixed Karlach’s scene not playing if you decided to go with her when playing as Wyll.
  • A bug has been fixed so that Wyll will now talk to his father if after the pact with Mizora is broken but Ravengard is saved from despite this, to decide on his title.
  • Lae’zel will now wait a little longer for you at the site of her recruitment if you tell her you’ll be back.
  • Improved Lae’zel’s idle camp behaviours to align a bit better with the other companions’.
  • Fixed the fade-to-black after Karlach’s scene at the end of the game, which would give you a very brief glimpse of Game Developer Land.
  • Breaking up with Karlach by speaking with another companion you’re dating the morning after her romance scene won’t block her dialogue anymore.
  • Reinstated Gale’s last line in his detailed explanation of ceremorphosis and tweaked a dialogue option to react to it.
  • Now that you can give Gale magic items from the Traveller’s Chest, he will leave again if you refuse to do so.
  • Patched up some savegames that had a bug that would prevent the dialogue between Gale and at the end of the game from triggering.
  • Fixed a bug that let you kiss Gale even if he was in a disguised form before confronting . Also fixed this dialogue with him cutting off before you could give him a smooch.
  • Reworked the script that determines whether a character is too busy to talk. This will prevent bugs like Minthara’s dialogue not triggering at Moonrise Towers after you rescue her, and knock-on effects as a result of this, like not being able to rest or fast travel.

Performance

  • Continued to make performance and stability optimisations across the game and implemented many under-the-hood code fixes.
  • Optimised performance. This will have a more noticeable impact in areas with large numbers of NPCs (like the Lower City) and will reduce peak memory usage when loading levels for the first time. It will also be noticeable when managing lots of loot (e.g. when transferring everything from a camp chest to a character’s inventory).

Cinematics

  • Reworked and revamped the cutscene that plays when you interact with
  • Polished facial expressions and emotions across companion dialogues, including to the facial animations of your character during some kissing cinematics, including with the Astarion.

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.

Streamer Manages to One-Shot Elden Ring DLC’s Final and Most Difficult Boss

An Elden Ring challenge runner has just managed to do the unthinkable: one-shot the final — and arguably most difficult — boss of the Elden Ring: Shadow of the Erdtree DLC. One hit, blammo, he’s down.

Content creator Ainrun has posted a video in which he uses basically every buff you can imagine, including several new to Shadow of the Erdtree, to walk into the final boss arena of the DLC and just smash through the fight’s two excruciating phases in a single attack. If you’ve encountered this boss already, you know how nightmarish this fight can be, to the point where some consider it to be the hardest fight in the entire expansion.

Warning: Spoilers for the identity of the final boss of the Shadow of the Erdtree DLC follow after the video. Read on at your own risk!

We didn’t name him above to avoid spoilers, but the boss Ainrun is nuking here is Promised Consort Radahn — an absolutely nightmarish rematch against one of the main game’s bosses that has plenty of people tearing their hair out due to the difficulty. The Elden Ring subreddit is full of people complaining about this guy’s punishing attack patterns, especially in the second phase when Miquella pops up onto his head and infuses everything he does with a distracting golden light show.

Ainrun just skips all that, though. I asked one of our resident Elden Ring experts, Brendan Graeber, to walk me through what’s going on here. He explained that Ainrun is likely doing the following:

This was part of a longer challenge run Ainrun has been attempted where he tries to land 100,000 damage on various bosses in a single hit. In the tweet above, he was unfortunately unable to cross 100k on the final boss, but did manage a whopping 93k — close, and pretty impressive anyway. Then, later on stream, he managed a 105k blow. Ainrun has also done a number of other incredible challenge runs, including beating the DLC with only perfumes or as a porcupine.

More players than just Ainrun are finding fun, strange, challenging, or otherwise unique ways to play through Shadow of the Erdtree. A co-op pair called Let Us Duo Her has invented a new method to cheese one of the base game’s toughest bosses. Twitch streamer MissMikkaa beat the DLC using a dance mat as a controller. Community hero Let Me Solo Her has changed his name to Let Me Solo Him and is helping players tackle challenging mid-DLC boss Messmer.

But at IGN, we found the DLC incredible even without performing wild feats like this. We gave it a 10/10 in our review, saying that “[l]ike the base game did before it, Elden Ring: Shadow of the Erdtree raises the bar for single-player DLC expansions. It takes everything that made the base game such a landmark RPG, condenses it into a relatively compact 20-25 hour campaign, and provides fantastic new challenges for heavily invested fans to chew on.”

Rebekah Valentine is a Senior Reporter at IGN.

Warner Bros. Games Officially Acquires the Developer of MultiVersus

Warner Bros. Games has officially acquired Player First Games, adding the developer behind MultiVersus to its profile.

In an official release sent to IGN, Warner Bros. confirmed that co-founder Tony Huynh and Chris White will retain leadership of the studio, which has led development of the popular Smash Bros-like brawler. Multiversus officially launched in May following early access and open beta releases throughout 2022 and 2023.

“Our team is excited to join the Warner Bros. Games family, and we feel that this will be great for MultiVersus overall,” Huynh said in a release. “We are working to make the MultiVersus game experience the best it can be and having our development team integrated with the publisher is optimum for the players.”

The announcement came ahead of the release of MultiVersus Season 2, which is set to go live tomorrow. In addition to ranked mode, the new season will add Samurai Jack and Beetlejuice. They join a host of other Warner Bros. characters, including Agent Smith, Joker, and more.

Reviews of MultiVersus have been mostly positive since its release, with our own review stating, “MultiVersus is a raucous and fun competitive platform fighter that rewards players for learning the strengths and weaknesses of its eclectic cast of characters and working as part of a team. Its focus on online 2v2 means it lacks the pick-up-and-play nature of a game like Smash Bros., but it also does a nice job of setting it apart from other games in the genre. MultiVersus may need time to grow its currently limited selection of stages and characters to meet its bright potential, but its foundations are already rock solid.”

Warner Bros. Games president David Haddad said in a statement, “We have worked with Player First Games over several years to create and launch MultiVersus, and we are very pleased to welcome this talented team to Warner Bros. Games. The bright and creative team at Player First Games adds to our extensive development capabilities.”

Player First Games joins a studio line-up that also includes NetherRealm Studios, TT Games, Monolith Productions, and Avalanche Software. Warner Bros. Games was recently hit by layoffs amid the closure of its Mortal Kombat: Onslaught mobile game, with Suicide Squad: Kill the Justice League also struggling since release. Despite that, Warner Bros. Games has said it will continue to double down on live service games, which includes MultiVersus.

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

Digital Extremes Answers All of Our Soulframe Questions, Including Warframe Tie-Ins and More

Soulframe, an over-the-shoulder fantasy MMO, is the latest game from Warframe developer Digital Extremes. With slick action, otherworldly customization options, and thick lore, Soulframe is undeniably a Warframe sister project, but it’s also something completely different. Where the 2013 sci-fi game leans into industrial settings and breakneck action, Soulframe takes a more methodical approach with an emphasis on nature, ancestry, and slower combat.

IGN attended a press presentation ahead of TennoCon and the inaugural Soulframe dev stream to get a better look at the studio’s plans. During an open Q&A session, the team explained that Soulframe’s starting island is about twice as big as Warframe’s first open-world area, The Plains of Eidolon. The studio also promised that Soulframe will feature a Mastery Rank system not unlike Warframe’s, adding that it shares some similarities with the Operator Focus School system. While TennoCon 2024 offered a peak behind the Soulframe curtain, we had to know more.

We caught up with Digital Extremes CEO Steve Sinclair, Creative Director Geoff Crookes, and Community Manager Sarah Asselin to learn more about how Soulframe will evolve over the coming years. Our chat revealed more information about potential Warframe crossover content, how Digital Extremes plans to maintain its community-driven approach to game development, and so much more. There’s a lot of work to do, but the team is ready to prove that it’s making something a lot more than just Warframe with a palette swap.

IGN: Tell me about your work on Soulframe and how the idea for the game started.

Steve Sinclair: We wanted to make a very confusing game, so we called it Soulsframe. Then we realized it should be Eldenframe, which would be less confusing.

Dark Eldenframe Souls.

Sinclair: Dark Eldenframe of the Wild [laughs]. This idea had been brewing for a while. We had, I don’t know, two or three people working on it for, like, a year in the shadows. Maybe more than that?

Geoff Crookes: Yeah, about a year. It was tough because Steve and I still very much loved Warframe and working on it. This absolutely didn’t come about from attrition. There was still a lot of excitement we had for where Warframe was going. Maybe we’re even all jealous of where it’s going now, but you know, the studio was at a point where we have great retention at the company, it’s a great studio to work for, and we had a lot of senior people, and it just seemed like a good opportunity to try this. To try to grow the company with another game. That being said, Steve and I are very cautious people, and we’re still very insecure in a lot of ways too. I think, Steve, you might have been cooking the fantasy twist first. I think you presented that.

Sinclair: I had to convince you.

Crookes: You did.

Sinclair: Because it’s a very full genre. It’s kind of one of the fullest ever, right? So, trying to squeeze out a little space in there, my pitch was like, ‘I don’t think there’s a lot happening in the way Warframe evolves and changes and updates and is community-focused as much in the RPG space.’ Obviously, MMOs are a huge angle of that, but the action RPG stuff tends to be in the domain of Path of Exile or Diablo, and that different perspective. I was a Dragon’s Dogma fan, and I was like, ‘I wonder what a Warframe, co-op-y approach to that world would look like.’ I think blending in the Miyazaki stuff was where you wanted to go, Geoff, and the themes of nature and restoration, and the importance of ancestral connections, and the value of the elderly in societies that we don’t have in modernity. So, once I started cooking better themes to present to Geoff, then he was like, ‘Oh, OK, I do like this.’

Crookes: With how we worked on Warframe, we try to find hooks that excite us. That’s what I was looking for when we started talking about this. I think it was when we hit that idea of ancestry and even just how that could form into a multiplayer cooperative game, and how ancestry can be important to players you meet, and how that can affect the game and have some kind of influence, things started to get exciting for us there. Thematically, like we were saying, we were talking about the same things. I know we might not look like it, but we’re around the same age, Steve and I, so we share a lot of inspirations from when we were younger. We started talking about the retro influences we have, and I hope you see a bit of that in how the world is presented. You know, some of those old ’80s fantasy movies and whatnot. The more we talked about that the more bought-in we got, the more excited we got, and then we worked with longtime collaborator Keith Thompson. We quick call pitched him this idea, he whipped up some drawings, and then we were sold. He sent us some ideas of the Envoy and established the conflict we were talking about in the world and we were like, ‘Let’s do this,’ and we committed.

Warframe celebrated its 10-year anniversary last year. After so much time spent in building that game with the help of its community, what lessons that the team learned from that approach, and how is that knowledge being applied to Soulframe?

Crookes: Everything. Steve, feel free to jump in too, but I would say how we started was a big impact. I think a lot of studios would have just doubled the studio scope and gone silent for two to three years to make something. I think it is a factor of our insecurity, where we’re like, ‘Warframe’s development worked for us.’ That progressive formation of this identity that we grew with the community. We learned how important that community involvement was to the identity of the game as it grew. So, I think the question we asked each other was, ‘Can you still do that in this day and age? We don’t know, but we think so, so let’s try.’ It’s what we know. I think that’s how we started it, right, Steve?

Sinclair: And we kind of stumbled, didn’t we?

Crookes: [Laughs] We sure did. We couldn’t break our current habits of Warframe. You’re right.

Sinclair: We stumbled because we started taking longer between releases, and going dark for longer. Then we just kind of woke up and were like, ‘OK, holy shit. We gotta release something every month and act on what people are enjoying and give them more of that and less of the things that aren’t working.’ Speed is a big part of it. I’m not sure what you would say, Sarah, about how the community stuff is working.

“Of course, it all begins with our community. That is why it’s possible.

Sarah Asselin: Of course, it all begins with our community. That is why it’s possible. It’s our community that, I feel, is giving us the chance to build something new, and with Soulframe Preludes, which is what people are currently playing in, it’s a chance to build that beside them. It’s been really cool seeing everyone’s feedback on these really early days, and being like, ‘OK, a lot of people miss Tuvalkane,’ which I heard they still are. So after TennoCon, that’s my priority number one.

Sinclair: I guess some of the things that we would do differently… We’re sharing technology, we’re sharing the back-end servers, we’re trying to make it so that, the way the game is built, generally, you could move between the two teams within DE, and that’s been happening. So that’s been good. That’s like a Dobis business nonsense answer, but when we started and took it seriously, Geoff, I remember we drew a line and we wrote Warframe on this side, and we said ‘Fast, industrial, bleak, apocalyptic, sci-fi, glow-y, cynical,’ right? And then on [the other side], we just kind of wrote the opposites of those: slower, natural, romantic, optimistic, no celebration of gore, and stuff like that. I mean, we did add a little bit more gore last month, but that’s more about the game design and not about chasing the nastiness. So yeah, we did have a mirror and did a reflection of Warframe so that we wouldn’t be just repeating ourselves. We still seem to make mistakes or forget those lessons. On my side, I contributed a lot to the early design of Warframe, and some of those regrets kind of surrounding complexity, and things like that. So, trying to make a simpler kind of game. Sure, it’s gonna have upgrades and all that stuff, but can we boil it down to its most simple essence? I love the modding in Warframe – I made it. I mean, other people have obviously run with it, but some of those things we’re just trying to do differently and just keep ourselves on our toes.

Soulframe has been described as a sister project that will exist alongside Warframe. Like you said, there’s a lot different between the two, but is there any potential for crossover content or stories? Is that something that the team has discussed or is open to?

Crookes: Yes. Nothing we can commit to yet, but we’ve definitely talked about fun ways to see if there are ways to tie these worlds together. See if we can plant seeds that, people who are fans of DE and played DE games, would notice and call out.

Sinclair: Like this company does [points to shirt featuring Disney’s Monsters, Inc.].

Crookes: [Laughs] Like that company does. Yeah, exactly.

Sinclair: There was a two-week window, where it was like, ‘Is this Tau?’ If you know Warframe lore, it’s like, ‘Is this the alternate world that the players have never been to?’

Crookes: It won’t be. We talked about it.

Sinclair: We did talk about it. Some of those decisions, I think, are about avoiding strong coupling dependencies so that the Warframe team can cook and we can cook, vice versa.

Crookes: We do take our world-building very seriously. We try to create rules that we really stick to. I think that’s the thing: if we ever do talk about that and get to the point, we want to make sure it’s something that can fit within those rules we establish.

Asselin: If you know that Ignis Wraith in Warframe, we recently put something in called Ignus Wroth [laughs]. It’s these little, silly ways, sometimes. Maybe it’s a little cheesy, but I think it’s great.

Warframe for a lot of people, myself included, has a pretty steep learning curve. Is that something that the team is considering while developing Soulframe? Is it going to be, maybe, easier to get into, or is it more for people who have played Warframe and know that there’s a lot of these systems that they’re going to have to learn and manage?

Sinclair: At least the first few – knock on wood – years of Soulframe, we will be trying to go simpler. I mean, even Warframe was simple. It was like a Dead Space mod system in the ancient days. Of course, we had to change it because you had a fixed number of permutations, and that’s great for a single-player game, but for a game that someone is going to sink 500 hours into, going, ‘I’m done,’ is just not engaging over the long term. So, we talk a big game about making Soulframe simpler [laughs], and I think we’re just trying to keep a lid on it, but it’s boiling and we’re like, ‘Come on, don’t make it more complex than it needs to be!’ But we are making a slower game. A game that, I think, is less twitchy if you want it to be. If you’re into the melee combat, there’s parry windows, and there are dodge i-frames, but it is not a Soulsbourne type of game. It’s more in the spectrum of something like Ghost of Tsushima or Breath of the Wild. It’s not quite that far. We do love action, and we do love combat, but as we develop the game, we’re going to also be creating a larger space for people that don’t have those great timing skills and can’t beat the Godskin Duo without help. There’s gonna be that kind of spectrum of a casting type, you know, bow mains that might want to sit back and be using support abilities. I think it’s sort of going after a slightly different audience there.

Crookes: There is a power fantasy in Warframe. We want to still keep a taste of that in Soulframe.

Sinclair: Yeah, where you can sort of grind and overcome anything if you’ve got to crank it up. Warframe has that, of course, in spades. We were talking about this yesterday after looking at our two demos. It’s like, Warframe enemies live for, like, a few seconds. Maybe not. We call it popcorn, right? In Soulframe, our biggest challenge on the design and presentations side, which has been a massive uphill battle for us, is how long a single enemy lives on screen. How to make that look good. There’s new pressure on animation, on where their head is turned, because you have all this time to soak it in. Things that, you know, Nintendo and Fromsoft or Sucker Punch know well, but for us, it’s like, OK, usually, those guys are on the other end of a machine gun. Now, we’re dueling and slowly waiting, and he’s tiring out. So, that’s been our biggest challenge, but I think that affords, maybe, a little slice of a different audience, I hope.

With that in mind, how does co-op work, then? These enemies are on screen longer, but in Warframe, you throw another player in there, and the enemies are just melted quicker. So, how does co-op factor into Soulframe’s gameplay experience? Is it drop in, drop out?

Asselin: You can invite people into your party in a very similar way right now. Something we’re working on, design-wise, is how they are going to function together as a team. So, perhaps, in the future, some Pacts will feel more supportive, whereas other ones can be like a sneaky Pact.

Sinclair: It’s borrowed stuff from Warframe, and it’s kind of like grouping up in Cetus a bit, but we hope to make this a lot more seamless. My dream is, when you go into that soul mode, and you can see the energy stuff and you can see the ancestors, that you would see a radius of other players who might be open for grouping up, and that you could kind of just jump into their instance and vice versa.

Crookes: We have ambitions, too. I kind of spoke about the ancestry stuff where, we’re gonna have an ancestor tree in our Nightfold that might keep a record of players you’ve met, people you’ve played with, and you can look back and almost make a family tree in the game, to see where you came from. Maybe there might be some perks associated with that, depending on how you line up. So, things that we’re trying for that can reinforce the themes.

The Nightfold reminds me of Warframe’s Orbiter, so then is it a space that we can customize like that?

Asselin: Yes. Someone you’re gonna meet at Tennocon is Verminia, who is our rat queen fashionista. She’s gonna be where you can customize things, and at the end of what we’re demoing, you will see a little bit of that. I know fashionframe is a really big part of our community in Warframe that’s very well-loved. Even really just the lore of Soulframe, there’s so much that could go into that which would make sense.

Crookes: Our goal is to put more wandering ancestors in the world, and these people can hang out in your Nightfold. We have ambitions to let ancestors that we have in there now walk about a little bit, and then yes, like different ways that you can kind of decorate and set up that personal space of yours.

Is the fashionframe community something the team considered when creating Soulframe?

Crookes: Top of mind, for sure. It’s even a personal investment, myself. I make sure to critique everyone who plays our games, like on the dev team, I’m just like, ‘What are you doing? Put some clothes on.’ It’s like any game. You give the option to wear underwear? I don’t know, I don’t understand it [laughs].

Sinclair: There’s something hilarious about fighting a giant monster stag in your underwear.

One thing that’s kept me coming back to Warframe is its monetization model. It’s something that most Warframe players who stick around adore about the game. How will Soulframe compare to its sister project in that regard? I’m curious if there will be something like Platinum or if Platinum itself will return, and if in-game markets will be available for players to trade items between one another.

Asselin: Stay tuned for more!

Sinclair: We suffered our bruises in 2012 as we were launching the game, and I made a whole bunch of mistakes, like charging people to uncap their max level and stuff like that. The community, rightfully, gave me a huge earful. I always remember the story of reading a very angry forum post about this feature. It’s called Supercharge, I think. Of course, I looked up the player’s account, and they had spent a ton of money in the game and supported it. They weren’t advocating for themselves, they were advocating for the other people they wanted to play with. They were more than happy to throw money at the screen, at the cool stuff that we were offering, but they did not like the fact that it created a two-class system have ‘I paid so my max level is 30, and yours is 15.’ Then, we ripped it out. So, we’ve learned those painful lessons, and we have scars to remind us.

Pivoting back to customization, I love how nature in the environment is incorporated. It’s such a pivotal, important part of Soulframe. We’ve seen our mount and the bird. Can these creatures be customized in any way?

Crookes: Oh, we’re definitely having hats for the bird. For sure. I’ve already been talking to Rosa [Lee], who’s our art director. We’re going to be making little outfits for the bird, the wolf has the necklace and the earrings that we can swap out, we have our paint patterns. Yes. 100%, yes. We want to reinforce that in any way we can for sure.

Is the mount usable in Preludes yet?

Crookes: [shakes head no] It’s functional. We’re purposely holding it back because we’re slowly growing the world of Preludes, and we don’t want to step on the function of exploration too early. It’s not quite big enough yet. I know players that are in Preludes are so excited to get it. I don’t know, maybe we just need to make a track room in the Nightfold where you can run on a treadmill with your mount. I love it to death. It’s just… we need the world to support the faster mobility that it can offer.

I was also curious, then, if there’s any desire to create other traversal options. Obviously Warframe has a list of ways to get around. Is that something that Soulframe will offer?

Sinclair: The wacky thing about Warframe, if you recall, Geoff, we had coptering.

Crookes: Yes.

Sinclair: But the levels had been built for a third-person shooter with no coptering. It was a button hack to project yourself forward at a crazy fast moment. Zoren coptering, it was called, and we didn’t love it, so we redid it. That’s where the aim gliding and the bullet jumping and all that stuff came in, but the poor level designers, they built so much of the game without that movement system and without those movement hacks in mind. They sometimes still have to deal with the consequences of it. I just saw a video yesterday of the [Warframe 1999] stuff with wall-running problems. I think we are probably going to be a little bit more reserved. That’s the beautiful flow of Warframe, and I think we’re going to try to do something different that. Going back to that line we drew, there’s more methodical stuff. We’re going to try to respect the level a little bit more. I think that’s one part that’s absolutely stunning from FromSoft games, is the level design just matters so much. The topology and the puzzle of it, and ‘How do I get there?’ We want to try to explore that a little bit more than just ‘I’ll just jump and bullet jump down there and just glide for a bit.’ So, I think we are kind of going a little bit different. That said, there’s still cool Garron moments and other kind of short-term things, right?

Crookes: And I am sure we’re going to explore animal Pacts. We have some designs on paper right now, even, but I’m positive we’re gonna have some animal Pacts that will give a taste of this as well.

Still looking at level design then, you hesitated to talk about the term open world during our presentation yesterday. I’m curious why that is, and if it’s not an open-world game, then what is it?

Crookes: Steve, what is it? You said it. [laughs]

Sinclair: It’s an overworld game!

Crookes: We do have a big map, a big island, let’s call it for now, that is traversable, but we’re trying to figure out our progression system and locking and scaling and how you grow your access to the world. I think we’re hesitant to call it open world because unlike Zelda, you can’t just walk out of the cave and go to the other side of the map. We want to put in barriers, we want to put in gates that you have to earn access to, and within each of those, we have our procedural levels. I think we call them dungeons right now, but we have our forest proc and our under-city proc, and we’re building a few others that are pretty expansive and then I think eventually also will be conduits from one part of the world to another part that you can only get through there. So, we don’t want to undercut that effect by being able to just go over top and get to it.

“I think I’m hesitant to say open world because we’re putting a lot of effort into the understory of that island. I don’t want to paint a picture in someone’s mind of like, Far Cry.

Sinclair: I think I’m hesitant to say open world because we’re putting a lot of effort into the understory of that island. I don’t want to paint a picture in someone’s mind of like, Far Cry. You know what I mean? It’s more like, there’s exploration and that’s a big emphasis in the game, but there’s also a lot of Diablo or Warframe-esque procedural dungeon content, about as much. So, I guess that’s maybe why I’m avoiding that term. Plus, it’s kind of an abused term, isn’t it? I’ve seen I’ve seen games called open world, and it’s just like, tunnels. There’s a tree so it’s open world, I guess? One of my favorite parts of the game right now, that we just added, is you have these encounter systems, tasks that are popping up as you play Preludes. So, once you clear the quest, it’s gonna be like, ‘Oh, there’s a, there’s a big VIP, or there’s like a hunting party nearby. My favorite thing to do in the game is fire it up and just run through the overworld, waiting for these things to crop up, how the night falls, it gets more spooky. That’s the type of player I am in MMOs as well, which is, ‘Leave me alone. I’m just gonna go for a run by myself for this whole session.’ So yeah, it does have those elements, but I think we’re just being stubborn and trying to be like Starbucks about it. It’s not large, it’s Grande. I can’t help myself.

I totally get that. It definitely feels like Warframe in that regard, and it didn’t really hit me until I was deep in a dungeon. I was like, ‘Oh, it’s like I went on a mission, but I took myself there.’

Sinclair: Yeah, and I think one of the cool things we did in the latest Preludes release is in [earlier versions] you go into a dungeon and we generate the layout kind of like Warframe and you get to the end you teleport out. Now, they’re connected back into the overworld in interesting places, so when this went in I was so surprised because I went down into the dungeon, did my stuff, opened all my chest, came out, and I was right inside this fort, and it was just crawling with enemies. I was, like, behind the bookshelf, like some sneaky Lannister character. It’s such a simple change but such a great feeling that it made it feel — it was sort of an illusion — like it was all connected like that. It felt a little bit different than Warframe, which is a session. You play the mission, back to the Orbiter. Play mission, back to the Orbiter. So yeah, I was pretty proud of that. I didn’t do anything for it, but I was proud.

So, if we can start from one entrance and then exit from another side, is it possible for players to go the reverse way through the dungeon?

Crookes: We’re circling back.

Sinclair: Curse you for asking that.

Crookes: Yeah [laughs].

Sinclair: No comment.

That’s totally fair.

Crookes: You made it sound so cool, Steve.

Sinclair: The problem is the bookshelf only opens from the other side. Haven’t you guys watched the movie Clue? There’s no switch on the other side or fireplace. Yeah, right now, those are one way. We’ll work on that. Maybe the next release will have something like that.

Crookes: That bookshelf you’re talking about, I’ve seen some updates [laughs].

Sinclair: Oh, OK. So there’s a lever on the outside, now?

Again, I really love how important nature, animals, the environment, all of that is. What are some of the other ways we can interact with the environment? Whether that be our settings and surroundings or creatures, that kind of thing.

Sinclair: Yeah, we are scratching the surface right now.

Asselin: I was just thinking of the encounters, the Ode Polluters, which are now called Ode’n Moaners, which I think is so funny. You can destroy the Ode’n Moaners, and it stops the Ode’n corruption going into the rivers. There’s so much to play around with. I’m sure it will only continue to have aspects of this that connect to the environment.

Crookes: We gave you a taste of our prologue that we’re working on, with the bird flying to the mother. That’s a big task we’re working on this year, where you’ll get some insight into the antagonists in the story, and what they’re bringing to the game and the kind of what’s causing the pollution. Then hopefully, from there, we’ll be kind of broadening what those missions and those adversaries are. We have another faction in the works that represents what happens to this corruption when it goes too far. Which, there’s some hint at the art that we kind of showed in the demo for where they’re coming in. So, we’re going to be leaning heavily into that. I think Steve and I are still scratching our heads about how to give the player meaningful change, being a force of change in this world, and having it persist in a multiplayer world. That’s something we’re really trying to figure out that we have ambitions for, for sure.

Sinclair: Does anyone remember Okami? The game where you have to draw? Oh, my god. So, you’re playing, you play, you play for hours, and then you get that open part that’s not really open world, you fight the thing and you draw stuff and then suddenly, the grass just goes green. It’s just so wicked.

Crookes: You just reminded me, we’re working on our next omen beast quest, which is the bear. I’m not sure if you’ve seen the bear, we showed it PAX, a little footage of it, but it’s going to have a big role. A big theme of it is what you’ve healed and what you restore back to the world after that quest.

Lotus is a really important character in Warframe. She’s a character you spend so much time talking to and hearing. Does Soulframe have a Lotus equivalent, and will they be voiced by Rebecca Ford?

Asselin: She wishes! [laughs]

Crookes: She’s mad at us. She claimed ownership of our rat queen, and we went around her. We cast someone. So, yes and no. Our grandfather, who you might have heard some narration by, he’s going to be a bit of that figure, but we’re probably not going to lean into someone so individualistic like we did in Warframe. I think, again, just to reinforce the themes of ancestry, you’re absolutely going to have people that play that role, but we’re spreading out the function of it. That’s why in last year’s quest we had Orlick guiding us through what we need to do to heal Garron. With Verminia, who is the rat witch, she’s giving us some insight into Bromius, our corrupted bear. So yeah, we want to reinforce the relationships we have with the ancestors and helping them as a progression path for the player as well. It’s important to tie those two together.

This is a bit of a goofy question, but it’s called TennoCon. Will there ever be an EnvoyCon? Or will TennoCon serve as a hub for everything Digital Extremes is doing?

Sinclair: I think that it’s gonna be the latter.

Crookes: We talk about QuakeCon, as an example. We’ve had this conversation internally, like, ‘What happens?’ TennoCon was kind of earned.

Sinclair: There will be a thunderclap from how hard I unclench if we ever get to the point that we would need an EnvoyCon. Again, obviously our dream is to get to that point.

Crookes: It’s weird. Why did we do this to ourselves? I’ve never felt as much pressure as I have since, probably, 12 years ago, right?

“We’re so thankful for Warframe, and to see it even growing, it’s just like… whoa.

Sinclair: It’s because you’ve exposed yourself to failure again, and you forget what that 2012, do or die felt like. Then you look at the game industry in the last two years, and you go, ‘no one’s safe,’ you know? We’re so thankful for Warframe, and to see it even growing, it’s just like… whoa. Even after all this brutality and blood. So yeah, we’re hoping that we get to that, that we would have a debate with Rebecca. Because right now, we get an hour, and they get the whole day.

Crookes: Which they’ve earned.

Sinclair: Quite so.

Is the plan to offer the same amount of weapon variety in Soulframe as Warframe? Or will Soulframe stick to, maybe, a shorter list of weapons that can be fleshed out?

Sinclair: I don’t want to speak for you and Geoff… actually, I’ll just say something you said: there’s not enough depth in the current weapons. Which I think speaks to a little bit less and maybe a little bit deeper.

Crookes: Right now, we have weapons that represent factions in our game like the starting weapons actually represent the enemies. We have some that you get from ancestors, and there’s definitely space for us to lean into representing, through function, those factions a bit more and how you play with them.

Sinclair: But then, we’ll just shit out the game with like, 1000 armor pieces you have to mix and match, right? That’d be amazing.

Crookes: Or different kinds of underwear [laughs].

What does the team’s ideal vision for Soulframe look like in 10 years?

Sinclair: I’ll clearly be dead.

Asselin: I’ll be running the show.

Sinclair: Sarah will be the CEO, and I’ll be dead, so maybe Sarah should answer the question.

Crookes: I remember when we launched Warframe, and I think a month into it, we opened it up, and people were playing it, and it was growing. I remember Steve, you going, ‘You know, Geoff, if we’re lucky, we might be able to get 10 years out of this.’ I couldn’t comprehend…

Sinclair: I didn’t say that, right?

Crookes: You 100% did. It might have been within that first year, seeing where it goes and if we did it right. You weren’t bragging at all.

Sinclair: I was probably warning you. Like, get off before it’s too late [laughs].

Crookes: I still have that naivete about it, I guess. We are very passionate about it, and we’re just hoping we make something that connects with people, and we have the chance to grow. If you had asked me 10 years ago, ‘Would Warframe have a boyband in it 12 years later?’ That’s kind of the joy of it. So many of the things we put in Warframe on the way, we would never have roadmapped that out. So, I really hope we get the opportunity to play in the same sandbox that we got to with Warframe with Soulframe.

Asselin: I think we’ve been really grateful for the amount of people in our community already who have been so interested in playing. I know we’re just focused on these foundational aspects and one thing at a time. That’d be amazing.

“But, you know, the beautiful thing about how the company currently works and how it worked through Warframe, is it’s a whole bunch of passionate, creative people get to try weird stuff.

Sinclair: You can see how we think, which is like… I think maybe a lot of other people in the gaming audience were exhausted by hype, were exhausted by oversell. So, we tend to under, under, undersell, right? The worst thing that could happen to me is someone sees that trailer and goes, ‘Holy shit, this is going to be the game I’ve been waiting my entire life for. I was born and bottle-fed just for this game.’ You see that create expectations. Cyberpunk was rad, but holy shit those expectations, right? Obviously, we would kill for that kind of marketing, but you know, sometimes I feel a little shy when Sarah’s like sharing messages, like, ‘I just want in! Give me a key!’ It’s like, OK, just relax. There’s just a few ancestors in there right now. But, you know, the beautiful thing about how the company currently works and how it worked through Warframe, is it’s a whole bunch of passionate, creative people get to try weird stuff. They get to make mistakes. They get up to have wins. It’s pretty safe for them to do that, and then they’re blessed with a great connection to their audience. They see the feedback immediately when they work. It’s not waiting three years and it’s too late to change it. That’s the joy of the live-service game. The un-joy is the speed and the relentlessness of it, but I think I could probably survive maybe four or five more years of that.

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.

F1 Manager 2024 Review

I’ll admit that I generally prefer to have direct control in racing games, but the F1 Manager series has made me equally excited to work behind the scenes. Watching a risky overtake pay off from the pit wall can be similarly thrilling to burning that rubber yourself, and a focus on team development and overall strategy between races can be refreshing. While F1 Manager 2024 is your typical annual update in many respects, content to make incremental improvements over massive changes, several of those tweaks leave developer Frontier’s latest management sim more compelling than ever.

This year’s biggest addition is the new ‘Create a Team’ feature, which offers a pleasantly surprising range of customization options. For example, different engine manufacturers add necessary strategy, asking you to pick your priorities between aspects like durability or fuel efficiency. Liveries and team outfits can also be customized in detail, with a nice assortment of preset designs that are useful for the less artistically gifted like myself. But one of the most interesting decisions is how you can set your team’s backstory, which determines your overall goals. You could choose to be the small team with solid expertise but low funding, or the hungry newcomers determined to win at all costs, or plenty more. These options realistically impact your overall chances, and if you’d rather start entirely on your own terms instead, you can thankfully ignore them, too.

I appreciate how granular F1 Manager 2024’s difficulty is when creating your team without selecting an origin. Different initial budgets, car performance settings, and facility qualities let you choose between starting near the front or rising from backmarkers to eventual champions. Of course, you can’t set every facility to five stars immediately, which still keeps things balanced. There’s a hard limit for improvement points, too, so choosing between improved race performance, manufacturing speed for car parts, or even the HQ’s helipad provides welcome depth.

In previous games, choosing a constructor was effectively a silent difficulty setting since a team’s performance in-game matched that of their real-life counterpart. That made choosing midfield contenders like Alpine more appealing when I sought a challenge. Securing wins is always exciting, but spending time upgrading your team to earn them yourself feels infinitely better than being gift-wrapped victory simply by picking Red Bull. I’m also pleased that F1 Manager 2024 retains 2023’s post-launch difficulty settings for race days and your opponents’ car development, making more teams immediately viable.

F1 Manager has never felt too heavy on micromanagement, and that’s especially true with the slightly improved UI this year.

Selecting the ‘Your Story’ origin in Create A Team lets you customize the initial team quality, and there’s no restrictions on which drivers and staff you pick. In a year where the driver line-up is almost identical to the previous season, adding an 11th team that can sign existing Formula 1 drivers (or even F2 and F3 rookies) shakes this dynamic up nicely. Rather than choose Max Verstappen and Charles Leclerc immediately, I ultimately signed Nico Hulkenberg and Yuki Tsunoda, intent on securing their first podium finishes.

F1 Manager has never felt too heavy on micromanagement, and that’s especially true with the slightly improved UI this year. Once everything’s set up, a new season with your custom team is otherwise similar to a standard campaign, which isn’t a bad thing. You still need to guide the team’s overall focus, instructing engineers to create upgrades for this year’s car along the way. However, because each year brings new regulations, you face a choice: Do you keep improving this year’s car or invest in research for next season? Striking a balance remains rewarding when you succeed, and the cost cap ensures you can’t just throw money around to solve every problem. And once a season is complete, the board measures your performance against its expectations, and the cycle repeats into the new year, so there’s always a drive to keep going.

Keeping staff spirits high remains essential, and F1 Manager 2024 uses a new ‘Mentality System,’ highlighting the team’s overall mood instead of individual staff and drivers. It’s a slight improvement over the previous confidence system, offering a more practical approach that immediately details the most pressing issues. Pit crews retain 23’s monthly training regimes, and it’s still fun to balance improving pit times and avoiding fatigue by pushing them too hard. After all, a rested crew is less likely to make mistakes during critical pit stops.

I’m less impressed by the contracts system, and as team principal, you’ll have to interact with it a lot as you negotiate contract extensions with existing staff or sign new talent. It’s a tedious process because asking the person you want to sign a contract immediately, as opposed to giving them a week or two to decide, negatively impacts negotiations. For example, trying to sign Tsunoda to Red Bull saw him reply after two weeks of waiting, only for him to counter offer saying he wanted an extra $7k on the existing $3.5 million salary offer. It remains a frustratingly drawn-out process, and Yuki wasn’t the only person losing patience during renegotiations.

It’s great to see F1 Manager 2024 use a more dynamic sponsorship system.

Extra cash was previously earned by choosing optional performance targets from sponsors before races, like reaching Q2 in qualifying. You couldn’t set deals until your second season, so it’s great to see F1 Manager 2024 use a more dynamic sponsorship system. Title sponsors award more tangible benefits, and your earnings now depend on your confidence. Weighing a hefty upfront payment with minimal payouts for race day results against the opposite offer can be a satisfying risk vs reward situation. Each main sponsor requests various “engagement activities” every six weeks, offering financial rewards but causing issues like reduced driver performance. It’s a welcome change that better reflects the sport’s heavily commercialized nature.

Race weekends follow the real-life format, usually splitting your time between three practice sessions, the qualifier, and finally the main race. Six weekends out of each year also include an enjoyably straightforward sprint race where you don’t need to worry about considerations like long-term tyre strategies. While F1 Manager 23 followed the 2022 season’s rules, F1 Manager 2024 now uses a less than thrilling sprint qualifying approach split into three sessions before those races. I can’t fault Frontier for following the current real-life structure; the extra work is just a hassle for comparatively few points when measured against the main race.

I’m therefore glad that F1 Manager 2024 allows you to skip the actual races by letting the team automatically handle them, a feature that was previously only available for practice sessions and qualifiers. I can’t always recommend doing that when you’ll generally get the best performance via manual control, and rushing through the campaign would be missing the point, but at least having the option may be a blessing if you’re on your sixth campaign and facing the opening race in Bahrain yet again.

Most of the time, of course, F1 Manager values confident strategies, and racing involves managing three critical areas from the pit wall: tyres, fuel, and the battery. Good tyre strategy can determine races, so it’s pleasing when your decisions about which two dry tyre compounds to use before the final lap pay off. Tyre degradation feels similar to last year, and ordering drivers to speed up is another tricky choice to make since doing so affects the temperature and how quickly you burn through them. Electric boosts via ERS (Energy Recovery System) can close some critical gaps with opponents, though letting this completely drain comes with risks of its own as it makes you vulnerable to being overtaken.

Themechanical failure system immediately feels right at home. 

Fuel consumption also needs monitoring, but one of this year’s significant changes involves preventing your engine from overheating to preserve its long-term durability. You can only buy so many engines per year and extra unit costs are steep, even before incurring a subsequent grid penalty for using extra parts. Those penalties can feel harsh when you’re already pushing for every point available, so getting through a season with minimal purchases feels like an accomplishment.

Overheating also ties into a compelling new mechanical failure system. TV broadcast-style replays will point out mechanical faults but rarely indicate what the actual problem is – that seemed slightly pointless beyond informing me of who’s got issues, but I enjoyed this challenge overall. Just like the real thing, some faults need mitigating mid-race by requesting that your drivers follow specific tactics, such as avoiding high-risk kerbs and driving in clean air. I never really noticed this system’s absence until now, and it immediately feels right at home.

Accidents also seem slightly more realistic, though not majorly. Incidents that would normally finish a driver’s race in real life often wouldn’t retire cars in previous entries – this issue hasn’t entirely disappeared here, but it was less frequent during my latest campaigns. The visible damage to cars during collisions could also still benefit from looking more realistic, as heavy impacts rarely show more than some scattered debris.

Finally, if you’re after something different, race replays return once more. They usually involve improving on your chosen team’s real-life results compared to what happened in the actual race, which is fine, but the more specialized events keep this interesting with less realistic scenarios – things like having equal performance settings for each team. What’s really fun are the events that challenge your strategic thinking even further, like figuring out how to guide Ferrari to victory in Italy despite a mechanical fault near the end.

Terry Bogard Gets a First Look of His Arrival in Street Fighter 6 at EVO 2024

At EVO 2024, Capcom revealed a first look at Fatal Fury’s Terry Bogard in Street Fighter 6.

Terry was previously revealed as the second DLC fighter of Street Fighter 6’s Year 2 and he will be available in World Tour, Battle Hub, and Fighting Ground when he arrives in autumn 2024.

He is the next fighter following M. Bison and will be released before Fatal Fury’s Elena in spring 2025 and Mai Shiranui in winter 2025.

Terry has been the face of Fatal Fury since its first entry back in 1991 and has already been a guest character in games like Super Smash Bros. Ultimate, Fighting EX Layer, and the Capcom vs. SNK series.

To learn more about Terry Bogard and why this is such an important moment for the Street Fighter franchise, be sure to check out our look at the history and enduring legacy of this beloved character.

Additionally, be sure to check out our Street Fighter 6 review and the official character guide for M. Bison.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Tekken 8 Will Finally Get Heihachi in August 2024

Tekken 8 will finally be getting Heihachi Mishima as he will be joining the roster in Fall 2024 as the third DLC character.

The big news was announced at EVO 2024 and it’s a welcome announcement as fans have been waiting for the King of the Iron Fist since he wasn’t part of the roster at launch. It made sense at the time as he met his end during Tekken 7’s story, but he’s been such a mainstay that fans wanted him back in some form.

We had the chance to speak to Tekken’s Katsuhiro Harada and Kohei Ikeda about Heihachi’s return, and they shared the thought process about bringing him back from the dead.

“Tekken 7 really focused on the story arc between Heihachi and his son, Kazuya, and so, we really wanted to show that kind of final conclusion, and he seemed to die at that point,” Harada said. “But then, after that happened, Tekken 8 was released, and we put a lot of effort into the story and the fans really seemed to be engaged with that. And as that was happening, we were kind of feeling that the players kind of missed him as well. Obviously, we did, too. So, it was kind of decided later on that we would do that.”

Despite that, preperations were being made in the background to set the stage for Heihachi’s return.

“We did kind of make the preparations for Heihachi,” Ikeda said. “Reina was one due to that link that she has to Heihachi. And then, if you look closely at the 30th anniversary logo, you can see that it’s comprised of Devil’s wings. There are two different styles, but if you take a step back and look at, it actually looks like the silhouette of Heihachi’s face. Right? So, we were doing some of the preparations in the background.”

While they weren’t ready to share many more details on Heihachi, there did have a few teases to share.

“Like you imagine, it is a bit too early to be talking many details about his character, but to give some hints, he has a very powerful play style throughout the series, so we tried to recreate that in Tekken 8,” Ikeda said. “So, the focus is on that. But also, if you saw the story hints about the monks in the footage and what he has to do with them, that will maybe dictate some of his move set as well.”

Heihachi is the third DLC character for Tekken 8 and follows Eddy Gordo and Lidia Sobieska. While his arrival is exciting, there is plenty more for fans to look forward to, including the first ever story DLC in the Tekken franchise. This new chapter of ‘The Dark Awakens’ will continue the clash between the Kazama and Mishima families and will be available as a free update for all players in the future.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.