Castlevania: Legacy of Darnkess Player Discovers New Konami Code After 25 Years

Nintendo 64 game Castlevania: Legacy of Darkness released 25 years ago, but a new Konami Code, essentially a cheat code, has just been discovered for it.

YouTuber JupiterClimb uploaded a video revealing the code, which he said makes Castlevania: Legacy of Darkness “the definitive way to play Castlevania on the N64”. While the game arrived as a definitive edition of the regular Castlevania 64, some criticised it for making only the werewolf character Cornell playable from the beginning. Thanks to this code, however, that’s no longer an issue.

By inputting C-Up x4, C-Down x4, C-Left x2, C-Right x2, C-Left x2, C-Right x2, L, R, and Z twice in the main menu, players can create a brand new save and see all four characters unlocked, meaning Reinhardt Schneider, Carrie Fernandez, and Henry Oldrey are all available from the beginning.

Players would otherwise have to play through significant portions of the game to unlock each character despite some being available from the beginning in the original version. Beyond just their base versions, each character’s alternate skin is also made available immediately.

The Konami Code also grants access to hard mode once players begin a new save and reach a save point after inputting it. By quitting out of the game and returning to select a new save, the hard difficulty will be unlocked.

Bizarrely, JupiterClimb also showcased other newly discovered codes, which essentially fill a character’s inventory, grant a max level power-up and sub-weapon, and give them 99 jewels.

These codes will perhaps breathe new life into Legacy of Darkness, which is otherwise part of a long dormant franchise. Although a well received Netflix animated series arrived in 2017, Castlevania hasn’t seen a new video game release since 2014.

This discovering of new codes and the reception to the Netflix show perhaps show fans are eager for more Castlevania games, however, and Konami itself acknowledged the “excitement and enthusiasm” of fans and told IGN this was “really motivating”.

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

Whatever the Fallout TV show does with New Vegas lore, Josh Sawyer doesn’t care: “It was never mine”

What’s it like to watch a smash hit TV show set in the backyard of a game you’ve made? It’s a question which Fallout: New Vegas project director Josh Sawyer is uniquely qualified to answer.

“The show really does capture the aesthetic of Fallout 4 and 76, while also feeling like it is set on the West Coast,” he says. “If you’re a fan, then you can see where the plot elements have been pulled from in previous entries. And if you’re new to it, thankfully, those plot elements are fairly straightforward. So I think it’s a good show for fans and a good show if you’re new to it, even though there’s a lot of stuff going on. I’m certainly interested to see where they’re going in the second season.”

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No Rest for the Wicked Early Access Hotfix 3 Improves Performance, Balance, Loot and More

No Rest for the Wicked developer Moon Studios has released the biggest update yet for its action role-playing game as it battles to improve its ‘mixed’ user review rating on Steam.

No Rest for the Wicked launched on Steam in Early Access form on April 18 to impressive concurrent player numbers, but players complained about a number of issues, including performance problems, localisation issues, and absent quality of life features. Check out IGN’s No Rest for the Wicked Early Access review for more.

Moon Studios, famous for the Ori franchise, said Hotfix 3 improves performance, balance, loot, harvesting, and graphics, and fixes progression blockers while adding new options in the Settings screen. A good few dozen other bugs across the rest of the game have also been squashed, Moon Studios added. It’s worth highlighting the following change: “Automatic Camera Zoom adjustment for handheld devices and Performance Mode.” That should go down well with players on Steam deck, for example.

In a tweet, Thomas Mahler, Moon Studios CEO and creative director, called on Early Access players to “hang tight” as the developer works towards the 1.0 release. “We understand that people paid good money to play Wicked, so they expect a good experience on their machines from the get-go,” Mahler said.

“We already released a few optimization fixes with more dramatic changes on the way! Joining us on our Early Access journey means that you’ll get all the improvements, content updates and fixes until we release 1.0, so just hang tight, we’ll make sure that you’ll get an excellent product (while being able to give us direct feedback, we’re listening!).”

No Rest for the Wicked Early Access Hotfix 3 patch notes:

Performance Improvements:

  • Improved area streaming, making the game feel smoother while traversing across different areas
  • Dynamic Resolution Scaling is now less aggressive, maintaining higher image quality
  • Improved culling for off-screen physics objects and characters
  • Fixed culling for bird animations, improving their performance in levels (there’s a lot of them!)
  • Additional Shader Optimizations for performance mode
  • Fixed a leak which increased memory and CPU usage the longer the game was played
  • Optimized rain and other GPU particles
  • Opening Cinematics and Ship Prologue Optimizations
  • Memory optimizations for character customization textures
  • Additional general CPU performance improvements

Graphics Additions and Fixes:

  • Adjusting Brightness / Contrast / Saturation no longer breaks HDR rendering
  • Fade to Black now actually fully fades to black in HDR mode

Settings Additions and Fixes:

  • Added Camera Zoom Adjustment Option
  • Automatic Camera Zoom adjustment for handheld devices and Performance Mode

Menu Changes:

  • Added a new menu for exiting the game which includes both Exit To Main Menu and Exit To Desktop (localized text for this menu is coming soon!)
  • Adjusted Repair menu size to accommodate for text in other languages

Balance Changes:

  • Weapons parrying now consumes Stamina (Shields parrying remains unchanged)
  • Nerfed Gain Focus On Focus Use enchantment
  • Unarmed can now land hits while enemies are on the ground after performing a Backstab

Loot Changes:

  • Adjusted Dig Spot rates such that Clay drops more often
  • Reduced the number of hits needed for Dig Spots, Ore Veins, and Trees

Enemy Changes:

  • Improved behavior for Nith Screamer and Shackled Brute

Bug Fixes:

  • Fixed the crane not turning correctly in Nameless Pass and blocking players from progressing
  • Fixed a chest at Mariner’s Keep elevator locking you in when trying to loot it
  • Fixed dig spots sometimes not giving any loot
  • Fixed remaining enemies and bosses becoming kaijus
  • Fixed Falstead Darak dealing damage during his transition while he is still human
  • Fixed certain doors in Sacrament not having interaction hints
  • Fixed missing VFX for attacks by the Twin Bruisers, False Ones and Boarskin Axe
  • Fixed condition where enemies attack when they should not
  • Fixed vendor buy/sell prices on Raw and Refined materials being only ¼ of what they should be
  • Fixed missing furniture items at Workbench
  • Fixed Mira and Meri’s Spinning Wheel not allowing players to refine wool threads into garments
  • Fixed keyboard and mouse buttons not working on Bounties contribute panel
  • Fixed an issue where side notifications would occasionally spam players
  • Fixed parry tutorial trigger conditions
  • Fixed wording of enchanting tutorial to more accurately describe common rarity
  • Fixed spot in the Prologue where you can jump off the ship
  • Fixed sizing of a railing on the ship in the Prologue
  • Fixed spots where you can get stuck in a climbing loop in Orban Glades and Nameless Pass
  • Fixed spot in the Black Trench where you can see out of world
  • Fixed Angler’s Delight Chowder’s recipe name
  • Changed Danos’ confirm button color so it does not look grayed out
  • Fixed NPCs not knowing how to hold fishing rods in Nameless Pass
  • Fixed missing shadows and incorrect volumetric fog after changing resolution
  • Fixed reflection popping in sewers dungeon
  • Fixed torches and fire popping in cinematics
  • Fixed rain appearing in caves in Nameless Pass
  • Fixed missing audio for waterfall in Potion Seller Cave
  • Fixed missing audio for Nameless Pass Prisoner chopping and mining
  • Fixed an issue where there was a super bright mist in the Twins Boss arena after respawning
  • Fixed pink effects appearing in faders at times
  • Improved collision in some places at Orban Glades
  • Improved faders in Nameless Pass
  • Fixed Photosensitivity screen having overlapping text in certain languages

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.

Cereballers is a free 2D football parody with a spark of real genius

I often regret that I didn’t get into football as a kid (note for people across the pond: football is what we call soccer in these here accursed, eternally post-imperial isles). The trouble was, all my friends liked football and I have an abiding hatred of popular things, a hatred that has obviously served me well during my later career as an online news journalist. I played hockey instead, which is the superior sport in that you get a big nasty stick, but also relatively niche because you need more equipment.

Still, I’ve enjoyed rediscovering football in videogames, and especially videogames that don’t treat football with much respect. You may have played or at least heard of Behold The Kickmen – now, here’s free downloadable Itch.io offering Cereballers to stick the boot in.

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Nintendo Switch System Update 18.0.1 Fixes Wi-Fi Issue And, Yes, Makes General Stability Improvements

Nintendo has released a new update for the Switch that makes a small number of changes.

Nintendo Switch update version 18.0.1 fixes a Wi-Fi bug where networks with certain security settings were not able to be detected. The patch notes, below, provide a guide for those unable to update to version 18.0.1 because of this issue. And finally, in time-honored fashion, the Switch update makes “general system stability improvements to enhance the user’s experience.”

Twitter user @OatmealDome, who digs into each Nintendo Switch update as it’s released, said this latest patch makes no changes to the console’s bad words lists. Nintendo often updates this list without detailing what it’s doing in the patch notes.

With the Switch now over seven years old and its successor reportedly due out in March 2025, it seems likely that small-scale updates are all that’s left for Nintendo’s aging console. But there are still a number of eye-catching Switch games announced as coming out, including Luigi’s Mansion 2 HD, Professor Layton and the New World of Steam, and Pokemon Legends: Z-A. And let’s not forget that, officially at least, Nintendo has Metroid Prime 4 down as a Switch game.

Nintendo Switch update 18.0.1 patch notes:

  • Fixed an issue where some wireless access points cannot be found when setting up a new wireless network.
    • If you’re unable to update to Version 18.0.1 because of the issue, temporarily change the security settings for your wireless network to use only “WPA2 (AES)” so you can connect wirelessly to download and install the system update.
    • After updating to Version 18.0.1, restore your network’s security settings to its previous settings.
  • General system stability improvements to enhance the user’s experience.

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.

Round Up: The Reviews Are In For Eiyuden Chronicle: Hundred Heroes

Here’s what the critics think.

This week sees the arrival of spiritual Suikoden successor Eiyuden Chronicle: Hundred Heroes for the Nintendo Switch and multiple other platforms.

If you happen to be interested in this one and haven’t already read our review here on Nintendo Life, be sure to take a look. We gave the game 6 out of 10 stars and said it was “a flawed gem”. While it does a lot of things right, some problems are tough to overlook in terms of dated design, and the game’s performance on Switch.

Read the full article on nintendolife.com

Nintendo Switch System Update 18.0.1 Is Now Live, Here Are The Full Patch Notes

Download it today.

Nintendo has rolled out its second Switch firmware update of 2024, bumping the system up to Version 18.0.1.

This latest update fixes some wireless access point issues and comes with the usual system stability improvements to enhance the overall experience. Below are the full patch notes, courtesy of the company’s official support page:

Read the full article on nintendolife.com

No Rest for the Wicked Early Access Review

In its early access state, No Rest of the Wicked is already full of surprises. Mostly those are great, like how one moment I found myself marveling at its slow and precise combat (all but unprecedented in the action RPG genre) and the next I found myself decorating my home like I was in an M-rated Animal Crossing. On the other side, although it’s certainly to be expected from a game that’s clearly labeled as unfinished, there were also some not-so-fun surprises, like various technical issues, a loot and inventory management system that needs some serious tweaking, and some levels that can be a headache to navigate from an isometric perspective. There’s nothing there that feels unsolvable, though, and all of those problems are eclipsed by just how exciting and special this genre-blending pioneer felt throughout my 30+ hours with the content that’s already available.

The setting doesn’t rock the boat too much: You play as a magically imbued warrior and generic chosen one, sworn to fight back an ancient plague that seems to be a pretty serious problem for folks, since they absolutely cannot stop transforming into Lovecraftian horrors at every opportunity. After arriving in the land of Sacra by boat, you immediately set to the task of helping these poor souls out by slaughtering all manner of ghoulish, feral wildlife, infected humans, and murderous bandits, all while suspiciously side-eyeing the zealous, militant church that will almost definitely become the bad guys in the back half of the campaign. It’s not exactly a peachy world to explore, but the compelling characters with top-notch voice performances and depressing vibes of a beautiful world gone terribly wrong are both exceedingly well done and quickly become an extremely alluring reason to press on through each harrowing area and lethal boss. As of now, this story is cut short 10 hours in, just as things are getting interesting, so time will tell if it delivers on that front. So far, though, it’s off to a very strong start.

It definitely helps that No Rest for the Wicked is quite easy on the eyes at nearly every moment, owing to its painterly art style, expressive and memorable characters, and gobsmackingly beautiful foliage. Man, oh, man does Moon Studios sure know what it’s doing when it comes to plants – clearly that experience working on the Blind Forest that Ori enjoys jumping around in has been put to phenomenal use. I will say, though, that at first glance the bizarre humans can be a bit off putting, with their creepily disproportionate, gorilla-like limbs, especially when you jump into the character creator and immediately see a default that looks like a waxed sasquatch. But once I hopped into the world and saw how it fit in with the stylized art, I was quickly put at ease with how I looked from a bird’s eye view.

When you jump into the character creator you immediately see a default that looks like a waxed sasquatch.

Combat sets itself apart as much as the art style, as this divergent action-RPG takes the brisk skirmishes of Diablo or Path of Exile (where you’re triggering a cascade of powerful abilities to kill hundreds of enemies in seconds) and replaces them with steady, methodical, and wonderfully deadly swordplay against small numbers of opponents. Instead of running around as a god of the battlefield, you’re a squishy adventurer who will have to master dodge rolls, perfect parries, and the rare combat ability here and there to scrape by, which makes battles much more challenging and demanding of your full attention. We’re not racing back to our corpses to recover lost loot or working with a finite number of healing items or anything like that, but there’s still plenty of difficulty for us masochists to enjoy. That fresh take on the genre works incredibly well, making for a journey that starts out as much more challenging than most, and where every downed opponent feels like a victory just barely snatched from the jaws of defeat. For someone who’s delved all of Diablo 4’s dungeons already, that’s a lot more engaging than mindlessly plowing through armies with ease (though that can be a lot of fun too).

Exploring the early access portion of the land of Sacra makes for an extremely enjoyable time, whether you’re wading into rotting sewers filled with bandits or navigating ancient ruins where one false step will send you plummeting to your death (even if some of those spills are annoying). There’s an impressive number of enemy types packed into the small number of areas currently available, from diseased, split-faced rats to slimy, four-legged aliens who multiply when killed, and flying witches who teleport around the map and lob fireballs at you.

You’re given plenty of reasons to revisit areas and dig into every nook and cranny.

On top of that, there are lots of secrets to discover and hidden loot to claim, a surprising amount of things to climb, leap to, or precariously balance across that aren’t usually present in isometric level designs, and some really clever shortcuts that allow you to quickly get back to Sacra’s one and only safe haven, located in the center of the map, you’re given plenty of reasons to revisit areas and dig into every nook and cranny. The only issue is that, because you can’t move the camera as you explore, sometimes the fixed view makes it a little hard to tell what can be climbed on, or to understand the exact dimensions of any given narrow walkway you’re maneuvering through. That caused me to accidentally leap to my death on more than one occasion.

The RPG mechanics are similarly inspired, allowing for a ton of customization without locking you into a specific subclass or role that dictates your playstyle (at least initially). Since your build is largely determined by the weapons and armor you bring into battle, each of which comes with their own attacks, abilities, and stats, you get a nice layer of RPG mechanics to mess around with however you like. In one stretch I played as a lightly armored assassin with dual daggers that applied an elemental burn; later I switched to a katana and a shield that healed me as I blocked attacks. The buildcrafting is quite in-depth, and there are already so many combinations I had a hard time picking any one and running with it. That’s a good problem to have!

Unfortunately, which options are available are limited by how the RNG Gods treat you, since you won’t always get a decent weapon that aligns with how you want to play. Even worse, you might find a weapon you really like but not have the right stats to wield it, and since there’s currently no way to respec, you’ll eventually lock yourself into a certain kind of loadout playstyle and find all other loot basically useless, unless you’re willing to spend attribute points inefficiently just to change styles. For example, I started finding really great two-handed claymores that required lots of strength to use long after I’d committed all my skill points to dexterity. Theoretically you could hand this loot off to your other characters or to fellow players once co-op multiplayer is added, but most of the time it feels like a real bummer to get cool loot you can’t use. That can really pump the brakes on the fun of experimenting with different loadouts, especially after you’ve been playing awhile.

That’s not the only way in which loot can be unkind, either. No Rest for the Wicked falls prey to one of my biggest action-RPG pet peeves: a small inventory that constantly needs to be managed. Loot drops constantly, and even though your carrying capacities can be upgraded little by little, doing so is a slow process and you don’t gain access to real storage options until hours into the adventure, by which time I’d been forced to sell or abandon dozens of items I’d rather have kept. And since there are tons of different materials needed to level up, enchant, and craft weapons, you’re constantly being told to store up stuff you absolutely don’t have room to carry, which creates an infuriating dilemma.

Which options are available are limited by how the RNG Gods treat you.

That kind of thing might work in a game like Baldur’s Gate 3, where something has to stop you from looting every dinner plate you come across (and you have the option to trudge back to camp if you simply refuse to drop your prizes) but here it just doesn’t feel good to pause exploration every couple of minutes to juggle items in my inventory and make gut-wrenching decisions about what to leave behind.

You’ll also find yourself bogged down by the weird way in which healing items are handled. You have to craft them all from raw materials, and they aren’t replenished when you die. This means that if you encounter a particularly tricky part where you’re using lots of healing items and dying a lot, you’ll need to stop what you’re doing, retrace your steps through old areas to harvest herbs and mushrooms, then craft more potions before returning to whichever part was giving you trouble. And if you happen to take damage as you’re foraging and need to use healing items while making these supply runs, you’ll set yourself back even more. (Even Bloodborne’s biggest fans will usually admit restocking health vials is the worst part of it.) It would probably be a better idea to just make healing items more accessible, or make some of them replenish upon death, because it’s always an annoying chore to get through before I can get back to the task of avenging my most recent death.

When you aren’t fighting diseased abominations and stuffing baubles into your cute little fanny pack-sized inventory, you’ll find yourself in the cozy town of Sacrament where the goal surprisingly shifts to rebuilding the place, like you suddenly stepped into a Stardew Valley for goth kids. By bringing back materials to invest in the refurbishing of various local establishments and infrastructure you can turn the place into a veritable oasis of friendly vendors and scenic views, from a warm tavern and diner you can build near the town’s entrance, to an elevator in the center that can quickly ferry you from lowtown to the fancy upper level and back again. You can even purchase property for yourself, then spend way too much time decorating your place and filling it with the loot you don’t have room to carry. It’s very weird to find any of this stuff in such a dark, action-packed crusade, but this ended up being one of my favorite aspects. Every piece of wood or ore harvested from the world could be used to build a new facility, or to upgrade a vendor to expand their inventory and make life a bit easier. Plus, it’s just nice to take a break from the monstrosities trying to chop your head off to chill in your house and craft some furniture. Resting, if you will.

The goal surprisingly shifts to rebuilding, like you suddenly stepped into a Stardew Valley for goth kids.

Once you beat the campaign, you’ll unlock a roguelike endgame activity that pits you against a dungeon filled with powerful enemies and enormous amounts of loot (assuming you have inventory space for it). This mode is a lot of fun and makes the early access version of No Rest for the Wicked feel much more substantial. Unfortunately, every run at this activity requires a consumable that you have to grind to earn, and because you’ll likely be using lots of healing items during runs as well, you’ll more than likely have to stop whatever you’re doing to grind out areas you’ve already explored to stock up on items you’ll need to power your future attempts. Between that and juggling my inventory, I found myself spending an awful lot of time staring at menus instead of practicing my perfect parry.

Another caveat is that, while it might be unsurprising for an early access game (or heck, a lot of full launches these days), No Rest for the Wicked has performance and tech issues to iron out. The frame rate is known to dip no matter how powerful your PC is (as evidenced by my own Ryzen 9 and RTX 4090), your character can get stuck in the side of a cliff until you spend some time dodge-rolling to break free, and sometimes massive parts of the environment (like a bridge or part of the ground) are invisible when you approach them until they awkwardly pop into existence right in front of you. Or sometimes they appear to be there when they aren’t: One time I dodge-rolled away from an enemy and went straight through the ground to die in the empty space below. But again, these are the sorts of things one would expect to encounter in early access and then watch as they’re ironed out as development continues, and none of them were such a big deal that I wanted to stop and play something else. Except falling through the map – that’s never fun.

It’s also important to note one of the major things unavailable in this version of No Rest for the Wicked: multiplayer of any type. While this is the very first thing listed on the roadmap of things Moon plans to roll out, its absence is acutely felt by those who, like me, really look forward to playing a game like this with friends. It’ll also be interesting to see how much the balance of combat is altered by adding allies to the mix, because right now the whole campaign feels very specifically tuned for solo play – I almost can’t imagine what a multiplayer version of these quests would feel like. But I’m intrigued to find out!

Metaphor: ReFantazio, Xbox Exclusive From Persona Team, Gets October Release Date

Metaphor: ReFantazio, the Xbox-exclusive RPG by the team behind Persona 5 among other RPGs, officially has a release date. In a special showcase streamed Monday, Atlus revealed that Metaphor will be out October 11, putting it squarely in the holidays.

The release date was revealed amid a 25-minute showcase hosted by director Katsura Hashino, which showed off the gameplay, music, and other elements. It offered a glimpse of what Persona fans can expect from Hashino’s latest project, which bears some resemblance to Persona 5 but is in other respects very different.

Unlike Persona, which seeks to capture the feeling of being in a Japanese high school, Metaphor is a much more high-concept fantasy adventure. It retains several of the elements of the Persona series, including the turn-based combat and the passage of time, but reimagines them. For instance, instead of a school year that progresses day by day, Metaphor is more of a fantasy roadtrip.

It’s all a bit difficult to describe, but the trailer above should give you an idea of what to expect. One way or another, expect Metaphor to feature the same memorable art and music that made the Persona games so famous.

Hashino has been working on Metaphor since at least 2017, when he left P-Studio to establish Studio Zero with the intention of working on a new IP. He was joined by composer Shoji Meguro and artist Shigenori Soejima among others, all of whom had a hand in shaping the Persona series. Metaphor made its debut at the Xbox Game Showcase in 2023, with Atlus steadily revealing more details in the months since.

Metaphor: ReFantazio will be available on Xbox Series X|S and PC when it releases later this year. In the meantime, Xbox is holding an ID @ Xbox showcase next week, which will be presented exclusively right here on IGN.

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.

Check Out the First Metaphor: ReFantazio Gameplay Reveal, Launching October 11

Check Out the First Metaphor: ReFantazio Gameplay Reveal, Launching October 11

Summary

  • During a recent livestream, Atlus showed a brand-new trailer for the upcoming Metaphor: ReFantanzio.
  • Get a first look at gameplay, with developer commentary, as segments of the game are explored.
  • Metaphor: ReFantanzio is set to launch October 11, 2024, for Xbox Series X|S.

A special developer livestream, titled “Atlus Exclusive,” took place today for Metaphor: ReFantazio, revealing brand new details about the upcoming RPG. Studio Zero Director Katsura Hashino, who you might know from Shin Megami Tensei III — Nocturne, Persona 3, Persona 4, and Persona 5 — introduced the first hands-on gameplay for the title with a 30-minute livestream (dubbed and subbed in English), discussing his development vision and creative inspirations as he explored various segments from the game.

During the livestream, Hashino-san started by introducing viewers to the premise of the story and acquainting them with the protagonist, and his fairy companion Gallica. The game is filled with interesting allies, rivals, and terrifying monsters that will come across his journey.

After displaying some of the introductory parts of the game, the first stop of the journey is shown with the Royal Capital Grand Trad. This is where you can start getting a sense of scale of the game as you walk through the city and view the maps. Fans were also given a first look at another local, Martira, a town that hasn’t been shown before.

As Hashino-san moves through dungeons and locations, he dives deeper into the gameplay systems and the journey the game takes you through.  At the heart of it is the Gauntlet Runner, a fun and cool vehicle that can travel safely across wastelands, that also doubles up as your home base and HQ. The Gauntlet Runner is quite spacious with numerous functions, so use your time as you please!

Another important element of the game is Archetypes, which lies in the job system. The Archetypes are a special power that can awaken in various forms. A few Hashino-san highlights are the Seeker, the Mage, and the Thief, which were put on display in a dungeon. Archetypes can be used by your other party members, giving countless options in forming your party.

Throughout the livestream, Hashino-san also shared interesting information about the music, concepts behind the art and design, and teased some of the story, as well as insights into combat strategy, enemy analysis and more!

Metaphor: ReFantazio is a massive game, with much more to share throughout the coming months. Notably, one of the most exciting news from the livestream: we have a launch date to share! Metaphor: ReFantazio will launch on October 11, 2024 on Xbox Series X|S and Windows PC.

Physical pre-orders for the title are now open at participating retailers, with a special physical Collector’s Edition for those looking to commemorate this exciting launch. To accompany this exciting announcement, the team shared a new trailer, The King’s Trial, for Metaphor: ReFantazio highlighting much of what is to come – you can watch it below!

Since it’s been 35 years since Atlus released its first title, we see Metaphor: ReFantazio as a culmination of everything that makes Atlus what it is — distinctive style & UI, cutting-edge combat, engaging characters and legendary stories. We can think of no better way to celebrate this momentous occasion than releasing Metaphor: ReFantazio for all the old and new Atlus fans alike.

If you want to learn more, please watch the full livestream on the Atlus YouTube channel or wish list the game here on Xbox. That’s all the team has to share for now but please keep an eye out for more information and reveals as we start the countdown to October 11! Also stay tuned to the ATLUS West official channels Facebook, Instagram, and Twitter.

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Metaphor: ReFantazio

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Metaphor: ReFantazio is a fantasy RPG that takes players on a thrilling adventure in a world where eight tribes live in strife and the throne sits empty after the king’s assassination. With no heirs to wear the crown, the will of the late king decrees that the kingdom’s next monarch will be elected by the people, and thus begins your fight for the throne… and the future.

Featuring an epic storyline with fierce turn-based battles against powerful foes and other candidates vying for the crown, you’ll customize your party from endless combinations of classes, dive into the deepest dungeons, and come face to face with this world’s greatest threats – humans.

From the creative minds behind Persona 3, 4, and 5 comes Metaphor: ReFantazio, a unique fantasy world, where your protagonist will journey alongside his fairy companion, Gallica, to lift the curse from the kingdom’s lost prince. Control your destiny, face your fears and awaken magical “Archetype” powers that lie dormant in your heart. By awakening to an “Archetype,” you will unlock the power to channel and combine the abilities of unique job classes. Strengthen your bonds and build your party to take down powerful foes and discover the kingdom’s true nature.

The post Check Out the First Metaphor: ReFantazio Gameplay Reveal, Launching October 11 appeared first on Xbox Wire.