Stellar Blade Preview: Sekiro Meets NieR: Automata?

If stylishly wielding a sword as an anime-style female warrior traversing a post-apocalyptic world left behind by its inhabitants sounds anything like NieR: Automata, well, that’s because Stellar Blade director Kim Hyung Tae was directly inspired by Square Enix’s 2017 hit.

I’m probably not the only one who imagined Stellar Blade would play similarly to NieR: Automata, too: a stylish but casual action game that allows you to beat the crap out of your enemies without too much stress. However, from the moment I got the hold of the controller, I realized that I was going to have a much more nerve-wracking experience than I expected, in the best possible way.

That doesn’t mean Stellar Blade doesn’t feel stylish or exhilarating. As soon as you start mixing up heavy and light attacks with the square and triangle button, it feels good to play.

But Stellar Blade puts a much bigger emphasis on defensive skills than I was expecting. Reading the timing of enemy attacks for well-timed parries and dodges is almost as important as it was in Sekiro: Shadows Die Twice. Parrying multiple attacks to disrupt your enemy’s balance allows you to perform a special attack called Retribution. With so many recent games inspired by Sekiro’s gameplay structure, this alone doesn’t come off as anything particularly original anymore, but Stellar Blade takes things one step further.

Stellar Blade puts a much bigger emphasis on defensive skills than I was expecting.

Besides your regular dodge mechanic, Stellar Blade introduces Blink and Repulse. Both are dodging skills that counter the enemy’s attack, but they can only be used against specific attacks. Blink is utilized by pressing the Circle button and moving the analog stick forward simultaneously, while Repulse requires you to press Circle and move backwards. At first, it can be challenging to instantly know and react to an enemy attack that can be countered by Blink or Repulse, but once you get the hang of it, parrying and dodging a series of attacks only to deliver a devastating counterattack at the end feels incredible. It makes you realize just how much Stellar Blade rewards the time you take to learn attack patterns.

In games that put a high emphasis on parrying and dodging, I often find myself playing a bit too defensively. Thanks to a great set of offensive tools, I didn’t have the same problem with Stellar Blade. Beta Skills – which can be utilized once your gauge is full – can cancel an enemy’s attack if the timing is right. There is also an attack that allows you to quickly get close to the enemy after dodging from a distance. Delivering a series of attacks with the Square and Triangle buttons, canceling your enemy’s attack with a well-timed Beta Skill only to finish them off with yet another combo can feel just as great as the parrying and dodging. Stellar Blade provides the player with both great defensive and offensive skills, which makes it feel balanced and deep. Being able to take different strategies depending on the enemy type is great in itself, but it feels like Stellar Blade has enough depth and variety for players to find their own unique style to tackle the challenging combat.

Stellar Blade’s wide array of gear can complement that playstyle. You can find and equip gear that decreases the damage you take in melee combat, gear that speeds up your attacks, gear that increases the damage of combo attacks, and much more. Luckily, the gear you equip for these stat boosts is not related to the appearance of Eve, Stellar Blade’s protagonist. Players will be able to unlock and wear a multitude of costumes which do not affect your character build.

At a certain point in the game, Eve will become able to use a long-range gun-type weapon as well. Shooting projectiles from an over-the-shoulder camera perspective makes it feel like a typical third-person shooter. While melee combat remains the main focus, some instances require the use of your gun in order to advance, and apparently some stages are designed for this weapon, but I didn’t get to play any of those stages.

I did get to use the gun in a fight against Stalker, one of Stellar Blade’s creepy bosses. By successfully countering a specific attack with Repulse, a weak spot is unveiled next to Stalker’s head. Heavy damage can be dealt if you are quick enough to fire at this weak spot. I also found myself relying on the gun whenever I was out of potions, as attacking from a distance wasn’t nearly as risky as attacking with my blade. At the very least, the gun should function as yet another option in Stellar Blade’s already robust combat.

The bosses I got to fight all had a wide array of attack patterns that fundamentally changed once they headed into a different phase. While overwhelming at first, after a few tries I realized how their attacks were designed for me to utilize the parrying, dodging and other skills that Stellar Blade had taught me at that point.

Stellar Blade has two difficulty settings: Normal Mode and Story Mode. While calling it a Soulslike would make it sound more difficult than it actually is, in Normal Mode regular enemies can kill you if you let your guard down. On my first few attempts, bosses felt quite challenging as well.

From a game design perspective, Stellar Blade does draw a lot of inspiration from the Soulsborne genre. Camps feel just like Bonfire checkpoints, you can unlock shortcuts that lead you back to those checkpoints, and be prepared for surprise attacks from enemies placed just around a corner

When playing in Story Mode, the game feels a lot more forgiving, and you can turn on an accessibility option called Action Assist that tells you the right timing for parrying and dodging in QTE fashion.

I liked that camps don’t just function as a place that restores your health and refills your potions, but provides some actual relaxation for Eve and the player. Watching Eve kick back on her chair while playing your choice of song on the record player is a good way to take a break. At these camps, Eve occasionally has conversations with her friends, and the game can reward you with flashbacks and other events. Some events only occur at specific camps, so finding all the camps functions as a nice extra for completionists or those who want to dig deeper into Stellar Blade’s world and characters.

You can buy items and learn new skills at camps as well. Newly obtained skills can be tried out in the game’s training room, but even if you don’t, Stellar Blade will remind you of that skill during the first combat session in the main game. Stellar Blade has many small details like this that made me feel like I was being taken great care of. For example, whenever the Beta Skill gauge is full, the game’s UI will notify you of this. While it may sound like an afterthought, for someone who often gets caught up in the action and forgets to look at the gauge like me, it goes a long way.

While Stellar Blade is combat focused, I experienced some simple puzzles and platforming as well. Entering a code in order to open a door was so straightforward that I didn’t even feel bad to refer to the hint feature.

While not particularly spectacular, platforming sessions like moving wooden boards on a water surface by swimming to then climb on them and jump to a nearby ladder were decent enough to provide some welcome variety. Speaking of swimming, Eve can swim underwater as well, which I found somewhat rare for a combat-focused action game like Stellar Blade. In typical videogame fashion, swimming to the bottom of the water rewarded me with a treasure chest. What else would you expect?

While mostly linear, the stage I got to play was wide enough for a few detours with other hidden treasure chests and optional enemies. I got the impression that Stellar Blade takes exploration seriously as well, at least for an action game. In the main game, players can explore a city called Xion as well as some less linear areas. While the depth of its exploration remains to be seen, Stellar Blade’s action alone was more than enough to get me excited for its April 26 release on PlayStation 5.

Esra Krabbe is a stellar editor at IGN Japan.

First Dwarf gameplay shows off colony survival combat as a mech-riding dwarf and a tiny polyglot dragon

Is there a definitive geological difference between rock and stone? Google tells me the main consensus is that stones are just smaller rocks, which sounds like a flimsy distinction to base a catchphrase on. I’m not sure when this would come up, unless maybe you were a biblical heretic trying to dunk on the people bludgeoning you to death by correcting them in some last gasp pettiness, but it still bothers me. Anyway, colony survival game First Dwarf cares not for rock, only stone, along with the wood you’ll use as the building blocks of your colonies. This is me burying the lede deeper than the mines of Moria, of course, because First Dwarf also has a tiny talking dragon companion that sits on the shoulder of the giant dwarven mech you use to swing a hammer at horrible toxic shitlizards. The dragon learnt your language by sneaking herself in a library. Do go on, game.

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Stellar Blade Preorders Get a Massive Discount in the Spring Sales for the UK

Stellar Blade preorders for PS5 are currently discounted using code CHICK15 (see here), with over £10 off the RRP and bringing the game down to just £59.46 for a limited time in the Spring sales. We’ll leave a handy link to the Stellar Blade preorder discount just below, but it’s also worth checking out all the other deals available right now as well.

This is part of a sitewide sale for retailers via eBay, including brands or retailers like Adidas, The Game Collection, Nike, ShopTo, Dell, Lenovo, and more. CHICK15 promo code will last until the end of the day on March 29, with 15% off almost everything from trusted sellers. This includes over 2100 stores, with a low minimum spend of £9.99, alongside a max discount of £75, and a total of three redemptions of the promo code.

Other big deals in the sale include a discount on critically acclaimed PS5 exclusive Final Fantasy 7 Rebirth, alongside brand new offers on DualSense Controllers, and even a nice little bonus deal on Suicide Squad Kill the Justice League just before the launch of Season One.

And, while we’re here, we also thought we’d let you know about the amazing offer ongoing at VoucherCodes. Spending £30 or more at eBay during the sale? You can get a £10 grocery voucher for free, or £20 if you spend £60 or more (see here for more details). This is well worth taking advantage of if you’re making any purchases in the easter sale and beyond, so keep it in mind. For more amazing UK discounts, ensure you’re following @IGNUKDeals on Twitter/X.

If you want the games but find yourself lacking in a PlayStation 5, then now is the time to cash in on another great deal. The new(ish) PS5 Slim has dropped down to just £390 for Amazon Prime members in the Spring Sale, or you can score the PS5 Slim Digital Edition for less than £372 instead. Stocks of PS Portals have also finally started to show up at various online retailers. We always keep a keen eye out for PS Portal drops so make sure to follow us on X/Twitter @IGNUKDeals to get up-to-date stock updates.

Earlier in the month, Stellar Blade Korean developer Shift Up published – and then unpublished – a demo for its upcoming sleek action game, Stellar Blade, ahead of its launch on PlayStation 5 next month. It has now been confirmed that a demo for the game will officially go live on March 29.

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

Failbetter’s next game will be “gentler” than Sunless Skies: “you won’t go mad or eat your crew”

Fallen London and Sunless Skies developers Failbetter Games have blogged about the dark art of running a sustainable business, while sharing a tiny bit more about their next, unannounced game. Said game is apparently a change of genre from Failbetter’s previous, exceedingly narrative-driven open world titles and free-to-play RPGs. It’ll also be a little less oppressive, aiming for a feeling of “fireside menace” – that is, “an awareness of the world’s dangers, but also warmth and comfort”, which certainly feels like an appropriate mood for a time of mass layoffs and game cancellations, to say nothing of recent conspiracy-fuelled harassment campaigns.

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F-Zero Maximum Velocity Races Onto Game Boy Advance – Nintendo Switch Online Library

The Game Boy Advance – Nintendo Switch Online library gets another classic this week: F-Zero Maximum Velocity.

F-Zero Maximum Velocity makes its debut on Nintendo Switch on March 29 for anyone with a Nintendo Switch Online + Expansion Pack membership.

F-Zero Maximum Velocity, developed by NDcube and published by Nintendo, was a 2001 launch game for the Game Boy Advance. It takes place 25 years after F-Zero, in another F-Zero Grand Prix, and so is without the likes of Captain Falcon, Samurai Goroh, Pico, or Dr. Stewart.

Here’s the official blurb from Nintendo:

There’s only one sport that has enough thrills, spills and potential for calamity to keep an entire galaxy on the edge of its seat, and it’s known as the F-Zero Grand Prix. F-Zero Maximum Velocity is set 25 years after the original F-Zero game, with a new generation of racers piloting their plasma-powered machines and using speed bursts (and some strategic vehicle-to-vehicle bumping) in a white-knuckle race to stay ahead of the competition… and stay alive.

Climb the Grand Prix standings to unlock tracks and vehicles while you speed around 20 different courses across four difficulty levels to prove you’ve got what it takes to rank among the galaxy’s most elite racers.

Meanwhile, Nintendo launches a new update for F-ZERO 99, its multiplayer racer available on the eShop to everyone with a paid Nintendo Switch Online membership, on February 28. The update lets you take on the new Mirror Grand Prix, Mirror Tracks for Knight League, and the Classic Mini Prix. Plus, you can try Steer Assist to help guide your machine around turns and barriers, and hone your skills in an expanded Practice Mode. Timed Challenges offer limited time in-game rewards, Recommended Challenges give tips on what to tackle next, and there are newly added Achievements. In the future, Mirror Tracks for King League and Queen League will become available, Nintendo said.

The arrival of F-Zero Maximum Velocity to Nintendo Switch Online follows the January addition of two of the Game Boy Advance’s best RPGs: Golden Sun and Golden Sun: The Lost Age. Other Game Boy Advance games on the service include Mario Kart: Super Circuit, The Legend of Zelda: The Minish Cap, and Metroid Fusion.

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.

The Stanley Parable Is Finally Getting A Physical Release On Switch

Standard version and collection announced.

The Stanley Parable: Ultra Deluxe, which was released on the Nintendo Switch eShop a few years ago, will be getting a physical release on the hybrid system next month.

There’ll be a standalone international release of the gaming coming to retailers on 19th July 2024. Here’s a look:

Read the full article on nintendolife.com

Video: Paper Mario: The Thousand-Year Door Storybook Scene Side-By-Side Comparison

Spot the difference.

With Princess Peach: Showtime! now available on the Switch, Nintendo is beginning to turn its focus to the return of Paper Mario: The Thousand-Year Door. Ahead of its release in May, it’s been sharing pre-order details and other information.

Now, to add to this, it’s released a two-minute story trailer and although there’s no gameplay footage, it seems to have got fans quite excited. As noted by many who played the original GameCube release, this storybook has now been animated. Here’s a comparison, courtesy of ‘PJiggles’ on social media:

Read the full article on nintendolife.com

Rise of the Ronin – PS5 Performance Review

Feudal Japan is likely the most influential historic period in Japan, with many books, movies, and games, inspired by the long running conflict and change the country underwent. Team Ninja has been at the forefront of that passion, and with its latest game it goes full open world in the PS5 exclusive Rise of the Ronin. Let’s cut to the chase and see just how well it runs.

Modes of Play and Performance

Upon boot up we have a choice to make: Graphics mode, which confusingly focuses on resolution. This mode has a dynamically scaling 1440p that does show signs of reconstruction from TAA, or a checkerboard resolve with a counted 1080p low. The second option is Ray Tracing mode, which is remarkably similar in its visual quality, aside from ray-traced reflections. These appear on a select number of surfaces such as small water bodies and non dynamic reflective objects such as glazed terracotta pots or tiled floors. Ambient occlusion also looks slightly improved, which may be ray traced or simply better screen space ambient occlusion. Here resolution now appears to target a dynamic or possibly reconstructed 1080p from a 1600x900p base. Third, we have the Prioritize Frame Rate mode which is pretty much just the Graphics mode at the same reconstructed 1080p of the Ray Tracing mode, but without the ray tracing. Last but not least, an unlocked 60fps option can be toggled on or off for the Graphics and Ray Tracing mode, while Frame Rate mode is fixed at 60fps. All modes run a 4K UI, and the game is scaled to 4K in each mode, all tests were with launch day patch 1.02 applied.

Ray Tracing mode is surprisingly good, often being well within the Variable Refresh Rate (VRR) range. Frame Rates often stay in the mid to upper 50s and frame times are always 16 or 33ms making them perfect for that technology. The heavier battles with snowflakes, fire embers and multiple enemies can maintain a good 50ish rate of performance, and without any big spikes it feels responsive and far superior to a fixed 30fps. This brings me back to the point I made in our Dragon’s Dogma 2 performance review: unlocked frame rates can be better when consistent frame delivery issues can cause erratic frame delivery when a half refresh V-sync is enforced.

Using the Graphics mode as an example, once the frame time is capped the game struggles to deliver evenly paced frames, which will cause the game to drop a frame, causing a missed delivery and making the frame time jump up to 50ms. But due to the engine not needing the full 33ms that it has to wait for, on the next refresh cycle it now has two frames ready in close succession. So, it flips both in fast sequence giving us a 16ms run and then back to 33ms. When the engine is under load this can happen frequently, which means we get the enemy of game performance: irregular cadence. As you can see on the frame time graph, we have an uneven frame cadence of 16, 50, and 33ms, causing judder which feels worse than a 38-45fps range, as at least here frames are closer together and thus feel smoother and more consistent, as noted by no 50ms spikes appearing now. It again highlights why I have never been a fan of locked frame rates – as you will see, it locks to 30fps very well, but it feels far from it in play. In a sad twist, all modes run the real-time cutscenes at the capped 30fps, which results in incorrect frame pacing issues, an area I hope will be fixed later to run unlocked if the player so wishes.

This Graphics mode is pixel-bound due to the hike in resolution, bandwidth, and fill rate. As such when unlocked we are often in the high 30s to low 40s, which is better than capped in my view, but not as smooth as the Ray Tracing mode or indeed the final mode of the three, Frame Rate mode, which can be more than 50% faster in like for like sections. However, all three modes can struggle most with traversal and streaming, which even in the frame rate mode we get bouts of stutter and juddering when streaming in new objects and clearing space within memory.

This “performance mode” is largely identical to the Ray Tracing mode, showing how these two modes do not differ much aside from when ray tracing is on screen. Here performance can be smoother with it often hitting the 16ms target, highlighting that RT reflections can cost something, possibly 2ms or more of frame time when active, which is big for a 16ms frame time target. However, no mode locks to a clean or stable 60fps, and although the performance mode comes the closest it is still an issue at times with obvious dropped frames and judder. This means those with a VRR screen will get a much more consistent performance rate.

Graphical Quality and Technology

Visually the game is good but not a standout. Art is clean, bright and in-keeping with the period and designs of Japan. A variety of locations, buildings, swaying grass, trees, and dank caves splay out from your gaze. Texture details are good, but not great; shadow cascade and filtering are particularly impressive for such a dense world, with soft contact hardening use from the sun and some other area lights. Long shadows stretch out with high precision and good cascade – light and shadow are a key tool in the design, and with the game’s full time of day and weather system you are treated to burnt orange sunsets, deep blue nights, dark torch-lit caves, and even snow-filled, flame-ravaged scenes. Screen space reflections are used on water bodies and floors, and ray traced ones are limited to smaller sections making this mode a nice but minimal boost.

The biggest and best visual quality the game has is its excellent use of alpha, particle, and geometry effects. Snow deformation is not new, but it adds a great deal to the organic and interactive nature within the world. It crumples and tessellates under your and enemies’ movement, and snowflakes fall in battle via the engine’s robust GPU-accelerated particles. A decal system blends within a pixel shader pass as you contact it, which includes clothes and physics-based motion on objects and hair. The game’s superb and incredibly versatile character builder allows you to customise your hero or heroine to perfection. Character rendering is good, with strong archetypes being visual guides by design along with detailed and well-animated faces and cloth in the games real-time cutscenes. These are often the best-looking moments due to the art, lighting and director of photography teams being in full control.

Comparisons to Ghost of Tsushima are obvious due to the setting, but this game is not as strikingly beautiful or dreamlike as that stunning game. Contrast is darker, colors more muted, and even brighter sections can be an issue with characters and backgrounds blending due to insufficient lighting quality and a lack of real-time global illumination or more robust ambient occlusion in the game. Resolution is low for a current-generation game and can leave shimmer and soft image quality often, with the graphics mode being by far the best. Pop-in is another issue, with obvious shifts in all modes from higher geometry. Sprites, trees, or even NPCs can appear within feet of you. Blends are often dithered, but they can be jarring as the world draws in close at times.

On horseback this also highlights another two-sided compliment, animation. The horse animations are very wooden, with a long and straight gait, Simple key frames and little physics on the horse make this an odd choice to cut back on as you spend so much time staring at it. In comparison the characters themselves move exceptionally well, as per previous Team Ninja games. The range and timing of the game’s excellent combat is the highlight of the animation system and here I was impressed with the range it offers. Both velocity and power are seen and felt through each swipe, stagger, slice, and parry. Including dismemberment during such a violent time makes sense and adds to the authenticity, even if it is more comic book than Kurasawa.

Sound and Loading

Loading is fast into games and between the real-time cutscenes, but this is not a game that leans into the modern SSD super speeds. Loading a save takes around 8 seconds, which is more than fast enough. But going into the menu ahead of the fixed missions or coming out of the bigger story sequences the game can fade to black for a few seconds causing small delays, making it feel like a legacy of the last gen Team Ninja engine underneath. This is one area, along with the good physics but incredibly short life span objects have before fading out, that could do with some technology focus placed on them.

Music is suitably used in the game with a Hans Zimmer-like acoustic style with string arrangements, pipes and other suitably Japanese themed tunes that add a great deal to both the tranquillity and serenity of the quieter moments and the tension in the heavy battles. Voice acting and mixing is good with the cinematics again being the highlight, while in-battle cries of enemies, the metal clank and scrape of swords or the flames of arrows as they whizz past all create a deep audio experience with a good level of surround. This all works together to help you to pinpoint the location of the source, which helps in some of the bigger enemy count battles. It is far from a showcase on audio quality or 3D sound, but what is here is accomplished, fitting and adds a great deal to the atmosphere of the game.

Summary

Team Ninja was once a leader in the fast-paced action genre with Dead or Alive and the Ninja Gaiden series. Rise of the Ronin is its most ambitious game to date, but the expansive landscape here does not offer a great deal to enjoy or admire over its previous, more focused games such as Nioh. It comes at the cost of consistency and quality throughout, something common in open world games. Locations can be of a variety of quality levels depending on the time spent on each. The opening and more linear sections are often the best from a visual quality and artistic sense, while cinematics are the best example of the team and engine’s highest highs. I applaud the choice of performance modes and frame capped options as it certainly helps the choice for those that prefer resolution over performance. That said, I feel the focus on a bigger map and more modes has come at the cost of a diluted experience and quality throughout. With a single performance focused mode that locks to 60fps, and a smaller, more focused story would have stripped away many of the issues here as when it works, it looks, feels and plays great. It is just that the trimmings on the side can sour the taste somewhat of the great game than lies within.