IGN Video Games

IGN Video Games


Lumione Announced for PC and Nintendo Switch

Posted: 12 May 2021 09:00 AM PDT

Developer Glimmer Studio and publisher Perfect World Entertainment have announced Lumione, a colorful platformer in development for PC, and it will also be coming to Nintendo Switch at a later date. It's powered by Unreal Engine 4 and promises hundreds of levels, challenges that include traps and puzzles, and continued development even after release through DLC. Get your first look at it in the cinematic trailer above and the screenshots below. "Lumione is set in a deep-sea world that is shrouded in darkness," Glimmer says. "The people of the sea struggle in fear for all they have lost. A light appears in the darkness that sends the tiny elves in search of its source as they seek to bring light into long night." It's got kind of an "Ori but underwater" vibe at first glance, doesn't it? [widget path="global/article/imagegallery" parameters="albumSlug=lumione-screenshots&captions=true"] You can wishlist Lumione on Steam now. [poilib element="accentDivider"] Ryan McCaffrey is IGN's Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

Guerilla Collective Digital Showcase Returns in June

Posted: 12 May 2021 09:00 AM PDT

The Media Indie Exchange has revealed this year's Guerilla Collective Showcase, which will take place across the first two Saturdays in June. The show kicks off on June 5 at 8 AM Pacific / 11am Eastern / 4pm UK (that's June 6 at 1am AEST) and then returns on June 12 at the same time. 2021's Guerilla Collective events will offer "wide-ranging game, footage, guest and news-filled showcases." This year's show will feature over 80 games from studios such as 505 Games (Control), Innersloth (Among Us), Fellow Traveller (Paradise Killer), Good Shepherd (Monster Train), tinyBuild (Hello Neighbor), Thunderful (the SteamWorld series), Superhot and more. You'll be able to watch it all on the Guerilla Collective Twitch channel, and right here on IGN. [ignvideo url="https://www.ign.com/videos/guerrilla-collective-games-showcase"] A Black Voices in Gaming segment will follow the show on June 5, returning from last year's show. This part of the stream will highlight Black voices in the games industry and spotlight games made by Black developers, with Black protagonists. On June 12, the main showcase will be followed by the Wholesome Direct. This mini-showcase will feature over 75 cute and cuddly titles and has been organized by the Wholesome Games community.

Guerrilla Collective 2021: Confirmed Developers and Publishers

  • 2Awesome Studio (Rainswept)
  • 505 Games (Control, Bloodstained)
  • Akupara Games (Mutazione)
  • All in! Games (Ghostrunner)
  • Goblinz Studio (Banners of Ruin)
  • Fellow Traveller (Genesis Noir)
  • Good Shepherd (Monster Train)
  • Grafitti Games (Turnip Boy Commits Tax Evasion)
  • Humble Games (TemTem)
  • Headup Games (Bridge Constructor)
  • Hypetrain Digital (Breathedge)
  • Innersloth (Among Us)
  • tinyBuild (Hello Neighbor)
  • Neon Doctrine (Doors of Insanity)
  • Perfect World (Torchlight III)
  • Raw Fury (Call of the Sea)
  • Superhot (Superhot)
  • Thunderful (Lonely Mountains: Downhill)
  • Versus Evil (The Banner Saga)
  • Whitethorn Games (Calico)
Here's everything that was announced during Day 1 of last year's Guerilla Collective show, including System Shock and Exo One. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

How You Can Get the Golden Lara Croft Skin in Fortnite

Posted: 12 May 2021 07:52 AM PDT

Fortnite Chapter 2, Season 6's Battle Pass brought fans multiple Lara Croft skins. No one expected her to show up in all gold though. No worries. Our guide below details how to get this special skin.

Don the Lara Croft Skin

In order to unlock the golden anniversary skin, you'll first have to equip the basic Lara Croft skin. We assume it's to keep with the theme of her exploring forgotten tombs. Whatever the case, don her "threads" before jumping into a match.

Visit Isla Nublada to Find Orelia

The v16.40 update introduced a new island called Isla Nublada to Fortnite. Located just south of Flush Factory, this small area comes complete with its own NPC and set of ruins. The new NPC, named Orelia, isn't all that important to this particular mission. The golden SCAR assault rifle that Orelia guards is important, though, as you need it to unlock Lara's golden anniversary skin.fortnite-isla-nublada-location-poi-gold-lara-croft-skin-anniversary-how-to-get

Pick Up The Golden SCAR

Dive down to Isla Nublada as Lara and retrieve the golden SCAR. This is easier said than done. The first hurdle being rival players. Only one person can pick up the SCAR per match. Killing the person who picks it up and taking it for yourself afterward, doesn't work. We recommend getting as close to Isla Nublada as possible before diving out of the bus. If it happens to spawn on the same side of the map, immediately dive and head straight down, only adjusting your descent once you've opened your parachute. Head to the south-western side of the island – we found that the entrance to the ruins on that side allows for quicker access to the SCAR.fortnite-orelia-location-isla-nublada-golden-scar

Equip the Gold Lara Croft Skin

Once you've beaten the horde and collected the golden SCAR, you'll be able to equip the gold Lara Croft skin. All you need to do is go to the locker, pick Lara, and then select the golden alternate style. Fortnite Chapter 2, Season 6 comes to a close next month. It's possible we'll see more special skins and challenges before then. Let us know in the comments which skins you want us to make guides for. [poilib element="accentDivider"] Kenneth Seward Jr. is a freelance writer, editor, and illustrator who covers games, movies, and more. Follow him @kennyufg and on Twitch.

Control Developer Confirms It's Started Work on Another New Game

Posted: 12 May 2021 07:50 AM PDT

Control developer Remedy Entertainment has confirmed that it's started working on yet another new game, meaning the studio has six publicly announced games yet to arrive. In Remedy's latest business review, CEO Tero Virtala explained that, as of last quarter, "Almost all of our internal Control developers have now moved on to work on other Remedy projects, including a new, exciting early-phase project." Asked for comment on whether that game was separate to Remedy's previously announced projects, Virtala replied: "Yes, we have a new project, but it is in very, very early stages. Nothing more to expand on that." Remedy didn't comment on if that new project had a publisher at this time. [ignvideo url="https://www.ign.com/videos/2019/12/10/why-control-is-igns-game-of-the-year-for-2019"] This means that, publicly, Remedy is now working on six as-yet-unreleased games: it's creating single player modes for first-person shooters CrossfireX and Crossfire HD, two projects for Epic Games set in the Control/Alan Wake universe (one billed as a AAA game, and the other as a smaller project), unrevealed free-to-play co-op game Vanguard, and the new, early-stage project. It's worth bearing in mind that since being founded in 1996, Remedy has released just 9 games, meaning this is a huge increase in scope from just a few years ago. It's a major increase in project size for Remedy, and Virtala adds in his quarterly review that the company has expanded to 281 employees – and it doesn't seem to be stopping growth anytime soon. "We have now started to implement the next phase of our strategy to reach ambitious long-term growth objectives," wrote Virtala. That growth can only have been helped by the fact that Remedy recently had its biggest ever financial year, without releasing a single game. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Ratchet and Clank: Rift Apart Devs on Rivet's Importance to the PS5 Game

Posted: 12 May 2021 07:01 AM PDT

Though she may not be in the title, Rivet not only shares a co-starring role with Ratchet and Clank in the upcoming PS5 adventure Rift Apart, but she's also been at the heart of the marketing for the new game since its reveal. And though she went from "that mysterious lombax" in the original Rift Apart trailer to the now-Jennifer Hale voiced Rivet who captivated us in our recent hands-off Rift Apart preview, she's always been a foundational part of the game. [ignvideo url="https://www.ign.com/videos/2021/05/12/ratchet-and-clank-rift-apart-ps5-preview-massive-heart-epic-scale"] "When I pitched the game, it had a scene that was very similar to what we released in our [reveal] trailer, where Clank finds himself isolated and calls out to Ratchet and a female lombax steps up and is like, 'Who?' That was in the original pitch," creative director Marcus Smith told IGN in an interview. "And there were some people who were a little worried that it's a game called Ratchet and Clank, not Ratchet and Clank and Rivet. And I had to walk them through the idea that it is Ratchet and Clank. It's just a different Ratchet. We're playing with dimensionality. That allows us to bring in new players by experiencing new versions of different characters." Of course, as the past looks at the game, our hands-off demo, and time with Smith indicated, Rivet is a fully realized, new hero with her own hopes and goals, who is simply serving the Ratchet role in her dimension. The two interacting and even merely existing in the same adventure allowed Insomniac to explore new character relationships, play off of expectations from pre-existing ones, and create a story that felt true to the franchise but still forged new ground. "The biggest challenge was how do we tell a story that can bring in new players, but also builds on the past history of the franchise that we've been building," Smith explained, noting that they didn't want to abandon the series and just continue on from the 2016 reboot. "We wanted to build off of what's already there. So we were thinking of the It's a Wonderful Life model. Is there a way that we can tell the story as it was through the eyes of new characters? So, alternate dimensions were something that came up pretty quickly because we'd already been doing dimensionality in previous entries. That was a compelling hook for us, which is, what happens if there's a Ratchet who doesn't have a Clank, what are all the differences in that world and how is the character different or the same." [widget path="global/article/imagegallery" parameters="albumSlug=ratchet-and-clank-rift-apart-preview-screenshots&captions=true"] That has, naturally, led to Rivet and her unique journey that players will learn more about in Rift Apart. Smith highlighted how the love for this character from members of the team, like lead writer Lauren Mee and senior animator Lindsay Thompson, and the emotional depth and nuanced with which she is portrayed as a result shines through in the final game. "I may be the grizzled old man on the team, and I deal with a lot of people who are much, much younger. And the energy that they bring is one of not wanting to hide behind some sort of guarded machismo but much more [open about their feelings and express something like], 'Yeah, we're insecure constantly.' We're exposing the human condition in these characters that ironically aren't human at all." Smith explained how that humanity and emotional depth on screen, both in Rivet's story and throughout the rest of Rift Apart, is thanks to Insomniac's collaborative approach during development. "The spirit of insomniac has always been that great ideas come from everywhere. And that's not just some empty platitude. We create these things together, and collaborative problem solving is what we do best. And the benefit is you get the best possible," he said. "Lindsay and Lauren, they love Rivet like their own child. And that is extraordinary. That's the dream, right? That you can have people on the team who don't care where the idea came from. We just love this character and we're going to [bring her to life]." For more, be sure to read up on how 3D audio and the DualSense are used in Rift Apart, and how the developers learned from Spider-Man and applied those narrative and gameplay lessons to Rift Apart. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

How Ratchet and Clank: Rift Apart Uses PS5's DualSense, 3D Audio

Posted: 12 May 2021 07:01 AM PDT

Despite the PS5 being just over six months old, Ratchet and Clank: Rift Apart isn't Insomniac Games' first game for Sony's newest console. But while the developer does have Marvel's Spider-Man: Miles Morales and a Marvel's Spider-Man Remastered edition under its belts, the studio is looking to take advantage of all of the new system's features for their first PS5-exclusive outing. Insomniac have, of course, emphasized how the PS5's SSD allows the developers to let Ratchet, Clank, and Rivet hop from one dimension to the next near instantaneously, and with good reason. Shifting between fully rendered locations, sometimes from completely different planets, is an impressive example of what the console can do. But after a few months with the PS5's available, it's the DualSense's haptics and 3D audio that allow for yet another level of immersion that couldn't be achieved before. And given Ratchet and Clank's penchant for wacky weapons, fascinating alien planets, and vibrant environments, Rift Apart is looking to certainly take advantage of those elements. "We've put a lot of effort into our haptics implementation, and the result is you get this very complex tapestry of haptics responses. It feels like audio in the sense that the world is filled out with a lot of small details that have these little haptics responses," game director Mike Daly said in an interview with IGN. [widget path="global/article/imagegallery" parameters="albumSlug=ratchet-and-clank-rift-apart-preview-screenshots&captions=true"] "One thing we found was that if we use the full range of volumes available in haptics, and we basically constrained the duration enough, that already opened the door to having a lot more frequent responses that lived in the background, like the ambient sound on a level doesn't distract you from the music or the dialogue," he continued in response to my question about tuning the haptics to be immersive but not too distracting. "We realized that we could dial things up, and we could also dial things back dynamically, which means when big things happen like weapons or explosions, it's like listening to the sound of the game where things naturally go down to let you hear the dialogue come through. We have the same system applied to haptics, so that you're always feeling the most important things, but it never gets muddy or confusing," he continued. And if it sounds like, well, sound has a lot in common with haptics rather than traditional rumble, you're right. Both Daly and creative director Marcus Smith, spoke about how the team has had to adjust its thinking about haptics not just in what players will perceive, but how it's developed. [ignvideo url="https://www.ign.com/videos/2021/05/12/ratchet-and-clank-rift-apart-ps5-preview-massive-heart-epic-scale"] "Rumble used to be something that we had designers or production support do because it was much more scripting, but now it's waveform editing. It's an audio tool more than anything else," Smith said. Ingenuity, when it came to sound, wasn't something that just applied to haptics, either. Due to the built-in ability to offer 3D audio in games, Insomniac sought to bring the worlds of Ratchet and Clank to life like never before. "One of the nice things about it is that the sound designers more or less get to say whether a given thing needs to have 3D spectral audio, or traditional, depending on your sound output device. We did learn some lessons about what makes for good complimentary 3D spatial audio, where were the most effective places where we want players to pick up on a thing coming from a particular location," Daly explained. While we didn't get to experience the haptics or proper 3D audio for ourselves, IGN did see more than 30 minutes of Rift Apart in a hands-off preview. And more on Rift Apart, be sure to hear more about how Rivet has always been core to the PS5 game's pitch, and how the developers have applied what they learned from Spider-Man to make this ambitious new Ratchet and Clank. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

Ratchet and Clank: Rift Apart Shows Plenty of Heart, and PS5 Spectacle

Posted: 12 May 2021 07:00 AM PDT

Ratchet and Clank's first PS5 adventure is shaping up to be something special. And as a longtime player of the franchise, seeing over 30 more minutes of Rift Apart gameplay in a hands-off demo solidified for me that this proper, full-length, brand new Ratchet and Clank could be both a perfect starting point for newcomers and one that, so far, looks to be the best showcase for how developers can push games on the PS5. My demo consisted of two major sections: what appears to be either the very start of Rift Apart, or something very close to it, as Ratchet and Clank receive a parade honoring their years of heroic service, as well as a section sometime later, following Clank being thrown into another dimension and teaming up with the new lombax Rivet. [widget path="global/article/imagegallery" parameters="albumSlug=ratchet-and-clank-rift-apart-preview-screenshots&captions=true"] The scale and spectacle is clearly, um, ratcheted up right from the first dimensional jump in what seems like clear lessons learned from Insomniac's work on Marvel's Spider-Man. And, most importantly as someone who's been playing this series since 2002, Rift Apart looks to be the most nuanced on an emotional level, with Ratchet and Clank's friendship and their own personal histories coming into play alongside the fascinating depiction of Rivet, who, somewhat unsurprisingly thanks to the studio's track record, is an endearing, funny, and welcome addition to the core cast.

A Web of Influence

Something really striking about both sections of gameplay I saw came from the sheer scale of what Insomniac is pulling off. The expanse of what Ratchet can do on PS5 became clear in the State of Play, from the bustling density of Nefarious City to the meticulous detail of Ratchet's fur. And while the franchise has been part of Insomniac's DNA for much longer, it's hard not to feel some of the impact of a couple Spider-Man games under their belt influencing the more cinematic take on the action I witnessed here. My Rift Apart demonstration didn't really include quicktime events, but did offer familiar moments where gameplay would seamlessly transition into a brief cinematic and back into gameplay, all without loading, and all while keeping the tension and pace up. These brief, show-stopping moments, like when Ratchet is tumbling through the air from one parade float to the next, offer chances for not only the gorgeous animation work to shine through, but for more personality to be displayed alongside behind-the-back shooting and platfoming sections. They feel inspired by superheroic quicktime events in Spidey's outings, and they elevate the thrill of what could be a typical combat section. It's that sense of driving everything to be more impactful that lends the increased scope a sense of not making everything bigger just for the sake of it. Take a lengthy rail-grinding section in RIvet's chapter I saw. Insomniac showcased a brief glimpse of it in the State of Play, but it's part of a much larger story beat. Rivet and Clank are attempting to find someone known as The Fixer, who turns out to be this giant mech surrounded by scaffolding. After turning The Fixer back on, Rivet and Clank discover that it has been enduring a bit of an existential crisis. If The Fixer can be broken and not repaired, can anything really ever be fixed? Perhaps all beings are better off left in their eventual, inevitable state, destroyed. And so the kaiju-sized robot begins wreaking havoc, unshaken from this new, pessimistic viewpoint. Rivet and Clank really need the bot's help, though, so as the two begin grinding through an extensive area, narrowly missing falling scaffolding and deathblows caused by The Fixer's destruction, they need to come up with a solution. [ignvideo url="https://www.ign.com/videos/ratchet-and-clank-rift-apart-gameplay-looks-stunning-performance-preview"] Now, Ratchet is a series full of wild weapon combat, delightful wrench smacks against foes, and more, but, as The Fixer continues lamenting, Clank has a realization. The fix The Fixer needs is an internal one - a realignment of its viewpoint, not necessarily a mechanical, external one. In a desperate attempt, Clank calls out to the robot to tell him not to worry, because even though Clank has suffered a mechanical injury, he's not broken. He's still Clank, and The Fixer can be The Fixer. It's a change of heart (or circuitry) that takes hold. In fact, Clank's improvised epiphany is built out of something Rivet says to him earlier in the scene. The Fixer calls Clank broken, too, but Rivet asserts that if he's broken, well then so is she, and she thinks they're both pretty awesome. So "broken" must be the wrong way of looking at it. In just a few short moments the sequence deftly balances extreme rail grinding with an attempt to get to the core of an emotional and mental health issue. It's equal parts touching and thrilling, and immediately endeared me to Rivet, thanks in part to the animation, writing, and Jennifer Hale's performance. Insomniac developers described Rivet as an intriguing parallel to Ratchet - whereas he's always had Clank alongside him during these adventures, Rivet has been a rebel fighting for good but fighting alone. She has a tough exterior, but is also deeply empathetic and caring. She can be vulnerable and knows it. That dichotomy really lends itself to a new bond with Clank, who she affectionately calls "Bolts," but also offers another emotional buy-in to the central story. The Dimensionator is meant to let Ratchet hop to the dimension where the rest of his species is, but the parade scene clearly shows he has some reservations. Clank explains some of this to Rivet, who doesn't do the best job of hiding how desperately she would love the opportunity to find other lombaxes. As I said, there's likely still so much more to see of where the story goes from here, but if my time with Rift Apart proved anything, it's that the humor and spirit of Ratchet and Clank has absolutely made its way to Rift Apart, and it may have more heart than ever before.

The Suit Maketh the Lombax

While the twists and turns of Rift Apart's story are largely still a mystery, the showcase of action in both Rivet and Ratchet's parts made it clear that traversal and combat also stick to the core of what's made the franchise work so well in the past, but with refinements and additions that offer some sorely needed updates. Ratchet's DNA of third-person shooting and platform collectathon gameplay is certainly intact - the worlds are littered with crates to smash, pocket dimensions or gold bolts to collect, and waves of baddies to systematically demolish with Insomniac's trademark knack for wacky weapons. Rather than mess with what's still quite fun to play, especially having just revisited 2016's Ratchet and Clank thanks to its PS5 performance patch, Insomniac has instead added and iterated on what's there. It's worth noting that, rather than make the two heroes massively different, switching from Ratchet to Rivet sections won't be a jarring experience - their core moves are the same, and their arsenal and health progress is shared across the two. (This seems to, amusingly, be explained away when weapons dealer Ms. Zurkon explains how Rivet's fellow spy friend - Ratchet - has also been contributing to their rebellion.) [widget path="global/article/imagegallery" parameters="albumSlug=ratchet-clank-rift-apart-state-of-play-screenshots&captions=true"] Regardless, the two lombaxes are more agile than ever before, with a dash move that the developers explained can let the heroes phase through enemy attacks, and is something that's unaffected when gravity comes into play. Among the many other changes, strafing has been improved, enemies show some signs of damage with armor pieces flying off, depth of field comes into play to allow the player a better focus on enemies, and ammo for your currently equipped weapon is shown beneath the reticule so you can keep a better eye on it. And speaking of weapons, those will likely be some of the most anticipated elements for players. I still haven't gone hands-on with the game, so descriptions of how DualSense haptics or the adaptive triggers are used to enhance the immersion are, for now, just that - descriptions. They're certainly one of the aspects I'm most curious about, and if any developer can make great use of those features, I'd bet my money on Insomniac and Ratchet's arsenal. So far, the weapons on display seem like a great mix of enhancements to previously existing weapons like the Buzz Blades, but I'm already in love with some of the new additions. The Topiary Sprinkler literally roots enemies in place by covering them in flora, which is great for circling around enemies with big shields, while Mr. Fungi is a Mr. Zurkon-like sentient weapon, who gleefully shoots spores at enemies to harm them. Add in weapons like the Ricochet, which takes its pinball inspirations and turns them into a projectile that players can not only bounce multiple times on enemies at will, but even has a little timing minigame baked in where sending it back at a foe at the right moment will deal extra damage, and the ingenuity is clearly back in full force. I can't speak to the full suite just yet, but it's clear Insomniac is trying to up Ratchet's arsenal. [ignvideo url="https://www.ign.com/videos/ratchet-clank-rift-apart-gameplay-overview"] The visual flair that comes with all of these weapons, the character animations, and the incredible level detail across planets is certainly stunning, but that too, like using the DualSense, is something I didn't get a full flavor for in this demonstration. Given the recent State of Play and the gameplay you can see right now, I've no doubt Ratchet and Clank has the capability to look as good, if not better, than the Pixar movies it's always compared to, but a streaming video demonstration just doesn't offer the full effect. That's not to speak anything ill of the game or the animation work, but if anything it only makes me more excited to get to play Rift Apart as it's intended – on a large, 4K HDTV. There's so much more I could go into from my time just watching Rift Apart gameplay, and a small slice of it at that. From the dimensional twists on established characters, to Captain Qwark's hilarious writing and performance at the parade, to the enemy variety and more - Rift Apart is quickly assuaging any fears that it might be a light package coming at the start of the PS5 generation. It looks dense, both in its graphical detail and in its gameplay offerings, and the character moments I saw made me love this cast all over again, and fall in love with what the team is doing with Rivet. Ratchet and Clank may have been out of the game for a bit, but with Rivet by their side, Rift Apart may just thrust them back into the spotlight in fantastic fashion. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

Scarlet Nexus: The Final Preview

Posted: 12 May 2021 07:00 AM PDT

I've played a lot of character-action games and action-RPGs in my years of gaming, which was why when I went into my hands-on session with Scarlet Nexus, I figured that I pretty much knew what to expect. But Scarlet Nexus surprised me with a style of combat that was both fast-paced and deliberate, while also still managing to combine that with an endearing cast of characters that already had me invested in their relationships and struggles even in just the four hours that I got to play. Add on top of that a unique "Brainpunk" aesthetic and the core mechanic of being able to throw cars at your enemies, and Scarlet Nexus is standing out in all of the right ways.

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Scarlet Nexus's world is one that runs largely due to the powers of the brain, hence the "Brainpunk" label. People communicate telepathically, there are augmented reality pop ups and advertisements all over the city, and most importantly, many of its inhabitants are gifted with special mental abilities. The two playable protagonists, Yuito and Kasane, are equipped with Psychokinesis, which gives them the ability to move objects with their minds. But through the usage of what's known as the SAS (Struggle Arms System), they're also able to temporarily borrow the powers of those close to them.

This forms the main framework of Scarlet Nexus's combat. Both Yuito and Kasane are able to fight with traditional attacks using their preferred weapon of choice – for Yuito that's a sword and for Kasane it's a handful of knives that she sends out and calls back telekinetically – but in addition to that they're also able to seamlessly toss anything that's not bolted down at their target for big damage. The catch is that using your psychokinesis takes a great deal of mental power, and the only way to restore that quickly is by getting back in the thick of it and landing regular attacks.

[ignvideo url="https://www.ign.com/videos/2021/03/18/scarlet-nexus-kasane-trailer"]

So you're encouraged to mix in regular and psychokinetic attacks regularly, and thankfully, there's a really great flow to the combat where you're able to toss an object and then immediately press the attack button to dash in towards your target, land some hits to fill up your meter, and then when you try to throw an object again, you'll automatically jump back out of the fray. The mobility aspect of it is important, because unlike many other action games, you have to fully commit to either attack or defense, as you can not cancel your attacking animation to roll away. So mixing in your psychokinetic attacks with your regular attacks is actually an important way to be defensive while also still being on the attack.

The final wrinkle in the combat system is the addition of your party members, each of whom have their own special mental power, and can be called upon to temporarily give you their ability. Yuito's childhood friend Hanabi, for instance, has pyrokinesis and is able to imbue each of your attacks with flames. This is especially important because most enemies have elemental strengths and weaknesses that you'll need to exploit in order to deal with them effectively. Beyond that, you can also utilize elements of the environment to put on some extra hurt, like using your psychokinesis to grab an oil barrel to douse an enemy in gasoline, and then borrow Hanabi's pyrokinesis to ignite them for pyrotechnic damage.

[ignvideo url="https://www.ign.com/videos/2020/08/27/scarlet-nexus-gameplay-trailer"]

What was most impressive about my three hours of playtime, which started at the very beginning of the game, is how quickly I was exposed to a huge variety of both characters and powers, and the ways in which they synergize with your psychokinesis. One of my favorite examples involved a time I was partnered with a character that could use invisibility while we traversed a subway. When we came up on a group of unsuspecting enemies, I was able to turn invisible, run right past them, and then telekinetically pull a train along the tracks to wipe them all out in one satisfying go.

Other powers were more meant to deal with very specific enemy types, like the ability to slow down time, which was used to counter fast enemies that would just move out of the way of traditional attacks; or the ability to use clairvoyance and spot invisible enemies; or the ability to harden your body and protect yourself against otherwise unavoidable attacks from an especially strong foe.

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The most promising aspect of this whole system is the fact that your party members' abilities can be strengthened via a persona-esque bond system that has you deepening your relationships with each individual character, which in turns adds new properties to their abilities. What's even more impressive about this system is that there are two playable characters, and their playthroughs are almost entirely different.

And that's probably the aspect of Scarlet Nexus that excites me the most. I spent the majority of my playtime playing as Yuito, but I also had time to run through the first hour or so as Kasane and was shocked at how different things felt. This is absolutely not a case where there's a male and a female option of the same character; Kasane and Yuito are entirely different characters with distinct personalities, different motivations, different relationships, and different combat abilities.

[ignvideo url="https://www.ign.com/videos/2021/05/06/scarlet-nexus-game-opening-animation"]

Yuito's combat style, for example, is focused on short range sword attacks that excel at dealing a lot of damage to a single enemy. Kasane's on the other hand is more of a mid-range style that is a bit slower, but has the advantage of adding a bit more AOE to her attacks. Their skill trees develop their abilities very differently as well. Yuito gets the ability to quickly recover when he gets knocked down very early, allowing to quickly get back into close range; while Kasane's earliest power-ups enhance her ability to do air combos. She gets an early double jump and air dash that she can use to extend her air combos in ways that Yuito can't until much deeper into his skill tree.

The differences in their campaigns are even more profound. While their paths do cross occasionally, leading to similarly structured missions that both characters share, the two are on completely different platoons of the OSF (Others Suppression Force), which means you'll be consistently interacting with a different set of party members depending on whether you're playing with Yuito or Kasane.

[ignvideo url="https://www.ign.com/videos/2020/06/15/scarlet-nexus-exclusive-animation-and-combat-trailer"]

As impressive as this all was, there were still a few disappointing bits. Even though Yuito and Kasane go on different missions with different characters, they generally traverse the same locations, which does make a lot of the missions feel very same-y, even though the context and dialogue of the missions are very different. It's an issue that's made worse by the fact that the levels themselves are very bland to look at. I saw lots of empty streets, parking lots, and construction yards with very little personality.

Of course, these are all just impressions after just about four hours into a game that seems like it has quite a lot of meat on its bones. Nevertheless, I left my preview very eager to dive right back into Scarlet Nexus and learn more about its characters, worlds, and see how deeply I can sink my teeth into its fast and frantic telekinetic combat.

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Mitchell Saltzman is an editorial producer at IGN. You can follow him on twitter @JurassicRabbit

Multiple New SteamWorld Games are in Development

Posted: 12 May 2021 06:27 AM PDT

'Several' games in the SteamWorld series are currently in development at the developer now previously known as Image & Form. Announced on the Image & Form Twitter account, the developer announced that not just one, but multiple new SteamWorld games are in the works. Image & Form also announced that it was formally rebranding as Thunderful Games, bringing it closer in line to it s parent company: In 2018, Thunderful Games was founded to bring together indie studios Image & Form and Zoink Games under one umbrella. Then, in 2020, Thunderful Games also acquired Coatsink, creators of Jurassic World Aftermath and Esper. Now Image & Form itself has become Thunderful Games, with the company assuring fans that it's the "Same folks, new name!" The next game to come out from Image & Form / Thunderful Games will be The Gunk, exclusively for Xbox Series consoles, scheduled for later this year. Image & Form built its reputation working on games for Nintendo platforms, with SteamWorld Tower Defense launching on DSiWare in 2010. But the series has since grown to become a popular and recognised franchise, spawning SteamWorld Dig, Dig 2, Heist, and Quest – and has shipped games on pretty much all major platforms. While the games themselves differ wildly, all of them are adventures led by charming, steam-powered robots, with the latest game, SteamWorld Quest: Hand of Gilgamech, launching in 2019. [ignvideo url="https://www.ign.com/videos/2019/04/23/steamworld-quest-review"] Whilst we don't yet know what the new SteamWorld games will be, Image & Form has tried its hand at everything from tower defense, to platformers, and even card games. Whatever direction the team heads in next, fans can remain satisfied that the SteamWorld franchise is set to continue. [poilib element="accentDivider"] Liam Wiseman is a Freelance News Writer at IGN. You can follow him on Twitter @liamthewiseman

Magician Penn Jillette Has a Small Role in the Borderlands Movie

Posted: 12 May 2021 05:03 AM PDT

Magician Penn Jillette is no stranger to the Borderlands universe, having voiced one of the magical duo Pain and Terror in Borderlands 3 – but he's also going to pop up in Eli Roth's Borderlands movie too. Revealed in Jillette's Sunday School Podcast, Jillette announced that he would be taking to the big screen for a small role in the live action movie adaptation of the Borderlands universe. Whilst his previous work for the games was based on characters inspired by his magic act, Penn and Teller, the role in the movie looks to be more unique. Jillette will be filming in Budapest, and plays a preacher overseeing a wedding. During the wedding, a fight breaks out (very Borderlands) and he ends up in a "space paddywagon". Jillette makes clear that most of his scenes are with Kevin Hart, and the part isn't much more than a cameo: "I have a very, very, very small part – I'm in like four scenes and I have like four lines." [caption id="attachment_2512541" align="alignnone" width="1280"]Penn Jillette, of Penn and Teller. (Image Credit: Ethan Miller/Getty Images) Penn Jillette, of Penn and Teller. (Image Credit: Ethan Miller/Getty Images)[/caption] Borderlands has already received spin-off games and novels set in the Borderlands universe, such as Tales from the Borderlands, but this will be the first movie version that the franchise has seen. Borderlands 3 was the most recent instalment in the franchise, releasing in 2019. The plot of the live action movie follows Cate Blanchett's Lilith as she returns to Pandora to find the missing daughter of business tycoon Atlas. Teaming up with an assortment of Vault Hunters and miscreants, she will journey across Pandora to protect the girl from the planet's various monsters and mysteries. The live action Borderlands movie has gradually announced an all-star cast, including Kevin Hart as Roland, Jamie Lee Curtis as Dr. Tannis, Cate Blanchett as Lilith, Gina Gershon as Moxxi, Janina Gavankar as Commander Knox, and Jack Black as Claptrap. The movie, loosely based on the games, is being directed by Eli Roth and scripted by Craig Maizin, and is due to be released in 2022. [ignvideo url="https://www.ign.com/videos/2021/04/05/borderlands-the-movie-gets-an-official-synopsis"] [poilib element="accentDivider"] Liam Wiseman is a Freelance News Writer for IGN. You can follow him on Twitter @liamthewiseman

Gabe Newell Hints at Steam Games Coming to Consoles

Posted: 12 May 2021 04:40 AM PDT

Valve president Gabe Newell has hinted at the idea of PC-only Steam games coming to consoles, and said we should know more "by the end of this year." In a talk at Sancta Maria College in Auckland, New Zealand this week, Newell was asked by a student if Steam would be porting games to consoles, to which the legendary developer hesistated, before saying, "You will have a better idea of that by the end of this year." The exact meaning of that is a matter of speculation right now. Some have taken Newell's comment to mean we could see Steam itself, as a storefront, brought to consoles. Others have taken it to mean that Valve's own games, currently available only on Steam, will be ported to consoles. With each console currently only featuring its own closed store, the former seems unlikely – but we've seen Xbox in particular striving to see its services on other consoles, so it's not outside the realms of possibility. [ignvideo url="https://www.ign.com/videos/2020/03/23/half-life-alyx-review"] Valve has of course launched its own games on console before, most notably with the likes of Portal and The Orange Box. With Valve now actively working on its own games in a way it hasn't for some years, it may be that we'll see the company return to the console space. As you might expect, Newell's comments have led to many hoping that VR exclusive Half-Life: Alyx will be released for PSVR, or its upcoming next-gen follow-up. As for why Newell was giving a group of New Zealand schoolchildren this news, the Valve co-founder has been living in the country since March 2020, and has clearly been enjoying himself so much that he's done everything from give unexpected interviews to putting on a free festival to say thank you to the country. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Resident Evil Village: All Combinable Treasure Locations

Posted: 11 May 2021 08:42 PM PDT

Gears and Fable’s Next-Gen Tech Revealed

Posted: 11 May 2021 05:30 PM PDT

As Fable and Gears of War's next-gen tech is revealed, we discuss what their new engines mean for the future of those franchises - and the franchises around them. Plus: our impressions of Resident Evil Village, 12 Minutes, what we want from the new list of publishers who've confirmed they'll attend E3 2021, and more! Subscribe on any of your favorite podcast feeds, to our new YouTube channel, or grab an MP3 download of this week's episode. For more awesome content, check out the latest episode of IGN Unfiltered, featuring an interview with noted game industry investigative reporter Jason Schreier about the unfortunate nomadic lifestyle that many developers must live, crunch culture, unionization, and much more: [ignvideo url="https://www.ign.com/videos/2021/05/11/jason-schreier-discusses-why-he-thinks-the-video-game-industry-needs-to-press-reset-ign-unfiltered-58"] Oh, and feel free to leave us a video Loot Box question on Twitter by tagging Ryan at the handle below! For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review. [poilib element="accentDivider"] Ryan McCaffrey is IGN's Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

Original Xbox Dashboard Now Available on Xbox Series X|S

Posted: 11 May 2021 05:07 PM PDT

Microsoft is rolling out the May update for the Xbox Series X|S and users can now select the original Xbox dashboard animation as a dynamic background. As reported by Tom Warren of The Verge, Microsoft rolled out new dynamic backgrounds today for the Xbox Series X and Series S. One of them is called "The Original" and it is the glowy green orb made famous by the original Xbox back in 2001. You can check out Warren's preview of the dynamic background below. There has been growing nostalgia for Microsoft's first game console since it was first released in 2001. The original "Duke" controller, for example, was comically large when it first came out but now is a cherished bit of gaming memorabilia. Hyperkin recently re-released the Duke controller and IGN spoke with Seamus Blackley, who was one of the original members of the Xbox team, to talk about it. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] Something else about the original Xbox that you might not know is that the boot screen, the one where a neon green blob is generated by some machines, has been lost forever. But that's because there is no original "video," the boot screen and logo are all generated algorithmically in real-time. Other improvements to the Xbox Series X|S coming in May's update include even faster Quick Resume times, passthrough audio options, and even stronger family controls for gamers with kids. [poilib element="accentDivider"] Matt T.M. Kim is IGN's News Editor. Blogroll image: Xbox.

QuakeCon 2021 Returns As a Digital-Only Event This Summer

Posted: 11 May 2021 04:02 PM PDT

QuakeCon will once again be a digital-only event in 2021. This is the second year in a row QuakeCon will be digital after Bethesda canceled the live convention in 2020 due to the ongoing COVID-19 pandemic. QuakeCon 2021 will take from August 19 to August 21 online. In a statement published on the official QuakeCon site Bethesda writes, "We can't wait to get back to Dallas with our QuakeCon family, but for the continued safety of our staff, the volunteers, and the community, this year's QuakeCon will once again be a digital-only event." "We'll have all the Peace, Love, and Rockets -- remotely -- August 19-21." Bethesda's decision to keep QuakeCon digital this year out of safety concerns is admirable. Especially since Texas currently has fairly lax COVID-19 restrictions on businesses and loosened mask mandates (wearing a mask in gatherings is still strongly encouraged). Full details, streaming lineups, charity opportunities, and more will be announced at a later date, according to Bethesda. In 2020, QuakeCon was one of the many convention casualties of the pandemic. After announcing there would be no physical event in Texas that year, Bethesda pivoted to a digital-only event where the company announced updates for Doom Eternal, Elder Scrolls Online, and Fallout 76. Who knows what's in store for this year's digital event, especially after Microsoft acquired Bethesda and parent company ZeniMax for $7.5 billion. Since then Microsoft and ZeniMax's many studios, which include id Software, have kept quiet on their next plans. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] All we know is that Bethesda is still hard at work on Starfield, while Arkane and Tango Gameworks are working on Deathloop and Ghostwire: Tokyo, respectively. Other digital-only conferences this year include PAX, Comic-Con, E3, and more. [poilib element="accentDivider"] Matt T.M. Kim is IGN's News Editor.

Sega Is Mostly Okay With Sonic Fan Games

Posted: 11 May 2021 03:42 PM PDT

Fan remakes and other community passion projects can be a wonderful expression of communal fandom. Unfortunately, they tend to be shut down with depressing regularity. So it's refreshing to see Sega go to bat for fan games, even if that support comes with some caveats. In response to questions regarding fan games from the community, Sega social media manager Kate Chrzanowski wrote that "there is usually* no issue" with fan games as long as profit isn't involved. Chrzanowski added the asterisk with the caveat that for legal reasons she couldn't promise that all content was okay. "We can handle outliers case-by-case as we notice them, but our goal isn't to stifle everything," Chrzanowski wrote. Asked if it was okay to accept fan donations, she admitted that it was a tricky grey areas, and suggested that it was "normally best to avoid if possible." Fan response was very positive overall, with many of them praising Sega for its stance. Sega has benefitted from working with fan artists in the past. Christian Whitehead, an artist and programmer who played a large part in the development of Sonic Mania, produced a proof-of-concept port of Sonic CD for iPhone. Sega responded by partnering with Whitehead to create an official version that was eventually released on iPhone, Android, and Xbox 360. Its stance comes in marked contrast to other companies. Nintendo is well-known for issuing cease-and-desist orders to popular fan projects. Other companies will also commonly shut down major projects, usually ports or fan tributes. They include Chrono Trigger: Crimson Echoes, a nifty piece of interactive fan-fiction that was shutdown just weeks before release. [widget path="global/article/imagegallery" parameters="albumSlug=sonic-the-hedgehog-a-visual-history-of-segas-mascot&captions=true"] It's nice that Sega is taking a soft stance toward fan games, since there haven't been many new Sonic games to fill the gap recently. More Sonic games are expected this year, with a Sonic Colors Remaster being leaked last month, but otherwise most of the Sonic news has surrounded the upcoming movie sequel. It is Sonic the Hedgehog's 30th anniversary, though, so expect more news soon.

Subnautica: Below Zero Review

Posted: 11 May 2021 02:56 PM PDT

The original Subnautica is one of those games I wish I could wipe from my memory so that I could plunge in and comb its depths for the first time all over again. No one's worked out how to do that without some pretty severe side effects, but Subnautica: Below Zero is the next best thing: even though it's a bit smaller, it gives us a whole new watery sector to explore, survive, craft, and build awesome bases in, and it's just as exhilarating.

Returning to the mostly submerged alien world of 4546B some time after the events of Subnautica, Below Zero tells a more personal and emotional story. You are Robin Ayou, a sharp, defiant xenobiologist searching for her sister after the Alterra corporation pronounced her dead in an accident. And what kind of rube trusts a faceless megacorporation to tell the truth, especially in the future? There are more strange, alien mysteries to discover, including a lot more about the enigmatic Architects. This is all accompanied by excellent voice acting that will lead you on a bread crumb trail toward the truth. [ignvideo url="https://www.ign.com/videos/subnautica-below-zeros-chilly-new-biomes-and-terrifying-sea-monsters"] As you track down abandoned Alterra facilities and use context clues and voice logs to piece together what happened, you'll get to unlock and play with new technology like the spy pengling, an adorable little robot that can access areas Robin can't. Combat is still pretty limited, especially in the water, but that's by design. It would take a lot of the sense of danger out of Subnautica if you could just bolt a machine gun onto your suit. It's much more fun to have to sneak by or outrun the giant ice worms and sea monsters that serve as guardians to some key story areas and valuable resources. [poilib element="quoteBox" parameters="excerpt=It's%20just%20a%20beautiful%2C%20beautiful%20game."]And of course, Unknown Worlds' art direction continues to be astounding. With several new land and underwater biomes to explore, I was filled with wonder as I navigated the tangled passages of the Twisty Bridges or swam alongside alien wales in the Fallen Lily Pads. The use of color and shape gives such a strong identity to each area and creature, with instantly recognizable and memorable silhouettes for important landmarks and species. It's just a beautiful, beautiful game. And the jarring texture pop-in from the original Subnautica seems to be all but extinct, though I did still run into it in a couple areas, like around the edges of icebergs. [poilib element="poll" parameters="id=f07444ea-5e22-4f24-aaf1-2667b4396b44"]

The sound design and music are also just as awesome as ever. The icy, oppressive, yet beckoning feeling of the Arctic sea really comes alive when you can hear the distant calls of massive oceanic life forms and the bubbling of your rebreather through the shimmering gloom. I got to the point that I could close my eyes and make a rough mental map of what kind of creatures were around, including their relative position and distance – which is not only useful but pretty damn impressive that it's possible at all in such a huge, 3D environment.

[poilib element="quoteBox" parameters="excerpt=You%20should%20see%20what%20the%20late%20game%20is%20hiding%20for%20yourself."]The map itself is significantly smaller than the original Subnautica's, though. I couldn't help but feel disappointed when I reached the map edge only about 10 hours in and said to myself, "Wait… this is it?" Even so, it doesn't feel small. If you played the original, you might have some idea why measuring by pure surface area can be misleading. And if you didn't, I'd prefer you get to see what the late game is hiding for yourself. But even Below Zero's deepest secrets don't measure up to the sheer scale of those in the main game. It makes this adventure come across more as a standalone expansion than a true sequel. The upside of this is that there's less empty space, and every area has been given a lot of love. Almost every corner of the glacier and the sea floor has something interesting going on, and there are some very elaborate hidden areas to explore. [widget path="global/article/imagegallery" parameters="albumSlug=subnautica-below-zero-screenshots&captions=true"]

Below Zero's gameplay feels instantly familiar, but has gotten some nice touch-ups across the board. Gone are the zippy Seamoth and the colossal Cyclops submersibles. Instead, you get the rugged Sea Truck, a modular vehicle that can be equipped with extra storage, a crafting station, and a docking bay for the trusty Prawn Suit. This lets you operate an entirely mobile base, while also giving you the option to detach the cabin and pilot it independently when you really need speed. There's a good helping of new stationary base modules, too, for building and decorating your own deep sea research station or party pad.

The other big addition is the glacier that takes up the Northwest corner of the map, where you'll have plenty of oxygen but constantly battle hypothermia and a variety of land predators. It's a nice change of pace, but it doesn't really match up to the underwater adventures that make Subnautica so cool. Even with the addition of the agile Snowfox hoverbike, it still felt like a side area. I would have probably preferred less of this to make room for more water areas.

All Genshin Impact Characters Ranked By Role

Posted: 11 May 2021 02:39 PM PDT

As of Patch 1.5, the latest added character in the tier list is Yanfei. So, you have a bunch of Genshin Impact characters but aren't sure how powerful they are. Luckily, we've put together a tier list that can help you gauge how your characters stack up to others in the roster. Keep in mind, not all tier lists are the same since it's largely based on the opinion of whoever ranked the characters. Nevertheless, it's an important part of the player experience, especially with Gacha games like Genshin Impact where you don't know which character you're going to get per roll. Before we begin, let's preface with how these characters are ranked. As stated above, a tier list is largely based on the opinion of the person who made it. In addition to our impressions of the characters and our experience playing with them, we've also considered their placements on existing tier lists. We also ranked them at C0. With all of that out of the way, it's time to rank these Genshin Impact characters! genshin-impact-characters-main-dps-tier-list-ranked

Genshin Impact Main DPS Character Tier List

The Main DPS character in Genshin Impact typically deals lots of damage and is the character that will primarily carry your team in the game. For these reasons, they are on the field most of the time.
  • Tier S: Ganyu, Diluc, Klee, Hu Tao, Xiao
  • Tier A: Fischl, Childe, Jean, Keqing, Yanfei
  • Tier B: Beidou, Ningguang, Rosaria, Razor
  • Tier C: Chongyun, Xinyan
genshin-impact-characters-sub-dps-tier-list-ranked

Genshin Impact Sub DPS Character Tier List

Sub DPS characters fall somewhere between a Support and Main DPS character in Genshin Impact. They can deal a lot of damage, but they are sometimes replaced by another support character depending on the team composition. They should synergize well with your Main DPS character. genshin-impact-characters-support-tier-list-ranked

Genshin Impact Support Character Tier List

Support characters are the backbone of your team composition in Geshin Impact. They're the ones who are tasked with keeping your team alive or applying constant elemental reactions to the enemy. They provide valuable support for the Main DPS and the whole party doesn't have a hard time.
  • Tier S: Albedo, Jean, Mona, Qiqi, Venti, Zhongli
  • Tier A: Diona, Fischl, Kaeya, Lisa, Sucrose, Bennett, Xingqiu
  • Tier B: Barbara, Beidou, Rosaria, Xiangling
  • Tier C: Noelle, Traveler (Anemo, Geo)
We hope this tier list has given you an idea of where your characters stand within the roster. Keep in mind, however, that characters on the lower tiers aren't useless. What they need is the right team and the right role, and they can perform well! [poilib element="accentDivider"] Cedric Pabriga is a freelance writer for IGN. He spends most of his day listening to music or playing video games. He also writes short stories in his spare time. You can follow him on Twitter @IchikaRika.

Next Battlefield Planned for Release Between October and December 2021

Posted: 11 May 2021 01:31 PM PDT

Update: EA confirmed on its earnings call today that Battlefield was being developed by four studios EA DICE, Criterion, DICE LA, and EA Gothenburg are all contributing. EA has also confirmed that the game will be released for both previous-gen and current-gen consoles, as well as PC. Original story: It looks like the next Battlefield game is being planned for a holiday (or thereabouts) release this year, at least according to EA's financial plans. In a slide presentation accompanying its earnings results today, EA lays out its plans for releases for the rest of its fiscal year, placing Battlefield in Q3. This is a fiscal calendar, so for EA, that means Battlefield 6 (or whatever it ends up being called) is headed this way between October and December. [ignvideo url="https://www.ign.com/videos/2021/05/04/battlefield-6-setting-potentially-revealed-in-leaked-screenshots-ign-daily-fix"] The calendar also has the rest of EA's known releases slotted in, with FIFA 22, F1 2021, and Madden NFL 22 all coming in the July through September window, NHL 22 coming around the same quarter as Battlefield, and EA Sports PGA Tour finishing off the year in the January through March 2022 window. This calendar does not include any unannounced titles, though it does note the already-announced next-gen upgrade for Star Wars Jedi: Fallen Order. Battlefield 6 hasn't yet been formally revealed, and its formal announcement was only very recently teased by EA for a June first look. Notably, no Battlefield game was released in 2020, breaking what had previously been an annual cycle. However, when it ultimately launches, EA has said it will take "full" advantage of new console platforms. [poilib element="accentDivider"] Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine. A previous version of this article said that Industrial Toys was working on Battlefield 6. Industrial Toys is instead working on a Battlefield mobile game.

World's End Club: Here's What Comes in Each Edition

Posted: 11 May 2021 01:30 PM PDT

World's End Club is coming to Nintendo Switch on May 28. Two editions of the game are available for preorder right now from a handful of retailers (see it at Amazon). Read on to find out what the game's all about, as well as where you can snag a preorder and what comes in each edition.

World's End Club Deluxe Edition

worlds-end-club-deluxe-edition Despite being called a "deluxe edition," this is the entry-level version for those who prefer physical games. (It's not up for preorder in digital format yet). The deluxe edition comes with the game itself, plus the following extras:
  • "Go-Getters Club Yearbook" mini art book
  • "Anthem of Friendship" digital soundtrack sampler
  • Reversible cover

World's End Club Limited Edition

worlds-end-club-limited-edition The game is also available in a limited edition that's exclusive to the NIS America Store. It comes with the game itself, along with the following items:
  • "Anthem of Friendship" Complete Digital Soundtrack
  • "Go-Getters Club Yearbook" Hardcover Art Book
  • "Club Leader's Badge" Enamel Pin
  • "Endless Carousel" Acrylic Stand

Preorder the Digital Edition

If you don't need the physical copy, you can save $10 by picking up the digital version.

No Preorder Bonus

No preorder bonuses have been announced for World's End Club the time of this writing. If that changes at any point in the future, this is where we'll toss that information.

What Is World's End Club?

[ignvideo url="https://www.ign.com/videos/2021/02/22/worlds-end-club-nintendo-switch-announce-trailer"] A mix between a visual novel and a platformer, World's End Club comes from the creators of the cult classics Zero Escape and Danganronpa. It's about a group of oddball students from all over Japan who call themselves the "Go-Getters Club." They go on a field trip to an underwater theme park but, due to some unfortunate events, find themselves trapped there. Then a clown appears and informs them that they'll have to play a "Fate Game" to escape. Sounds dangerous. Once you do escape, you end up going on a cross-country adventure to solve yet another mystery. The first portion of World's End Club was originally released last year as an Apple Arcade title. That version of the game should be getting a content update with the ending around the time of the Switch version's release.

Other Preorder Guides

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