Super Smash Bros. 64 Expert Pulls Off Incredible Combo With the Help of Their Feet

A Super Smash Bros player recently pulled off a combo that absolutely has to be seen to be believed, and it was all with a little help from their feet.

It all went down at Super Smash Con 2023, which took place earlier this weekend. Huntsman, who is one of Smash Bros 64’s top Fox players, managed to earn a perfect score during the Smash Bros 64 combo contest using Yoshi, Samus, and his toes.

Here’s a description of how it all went down, with an assist from our resident fighting game expert Mitchell Saltzman.

1. The first thing he does is plant three proximity mines on the right side of the stage — two on the green structure, one on the bottom left of the platform.

2. Next, Huntsman spawns a fan. The juggle combo he uses looks like a forward + air, an up tilt, two up airs with fast falls, a back air, and a neutral air. After that, he throws the fan at the target.

3. Huntsman then catches them in the air with a forward + air spike, which sends them down on the first proximity mine and launches them into the second proximity mine. While all of this is happening, he lands on a platform and perfectly times a throw to catch them as they bounce off the green structure.

4. As soon as the throw lands, he uses his foot to cause Samus to double-jump and fire her charged shot

5. Finally, he perfectly times the release of the throw and quickly slows down the time in training mode to 1/4, and heads over to the commentary table to watch as the charge shot seems to miss, but actually hits as they start to fall back down

It’s an astounding combo; one that takes place in the oldest and most venerable entry in the Super Smash Bros series. It’s been almost 25 years since the original game was first released, but Smash Bros 64 definitely still has some life in it.

That wasn’t the only combo, either. In another video, Huntsman is shown pulling off a similar feat with Ness, then celebrating semi-barefoot.

Huntsman tweeted a photo of himself raising a trophy after the event, writing, “I freaking did it. I won the Combo Contest. Gosh dang it I love this game!!!!!”

Congrats to Huntsman on their amazing achievement in Super Smash Bros. For more accomplishments like it, check out our profile of the Elden Ring player who simultaneously beat two Malenia’s using a DDR pad (seriously!) and more.

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.

Baldur’s Gate 3 PC Settings: Best Settings for Your Gaming Experience

Baldur’s Gate 3 has been everywhere lately, and it’s pretty safe to say it’s one of the best PC games of all time. And while we’ve already explored the best Steam Deck settings for the massive RPG, what about the rest of us playing the game on a more traditional gaming PC?

While Baldur’s Gate 3 might look like an easy game to run – most CRPGs like it are fairly soft on your hardware after all – Baldur’s Gate 3 is an especially heavy game, especially in later parts of the game. Having the best processor or graphics card possible will go a long way to making the game more enjoyable during the more… busy parts of the late game.

But even if you don’t have a top-end gaming PC, you can still get the game to run relatively well. Larian Studios has included an incredibly robust suite of graphics settings so you can tune your Baldur’s Gate 3 game to run like a dream.

Native resolution or not?

If you’re playing on with a high-resolution display like one of the best gaming monitors, turning down the resolution might be the first step to a higher frame rate. Luckily, there are two super handy tools to make stepping down to a lower resolution a breeze: FSR, or FidelityFX Super Resolution, and DLSS, or Deep Learning Super Sampling. These technologies come from AMD and Nvidia, respectively, and essentially render the game at a lower resolution, then upscale the image back to your native resolution.

The AMD FSR solution in Baldur’s Gate 3 leaves a lot to be desired, mostly because it’s still using version 1.0, and not the much better FSR 2.0. However, even if it does result in a bit of a softer image, enabling it can really help boost performance, especially at higher resolutions.

The DLSS implementation is much better, which shouldn’t be surprising given the Nvidia logo that splashes across the screen when you start the game up. What seperates DLSS from FSR is that it uses hardware-enabled AI to upscale the image, making for a much more accurate image.

Both of these settings are absolutely worth turning on for the essentially free performance uplift, even if it does impact image quality a bit.

Baldur’s Gate 3 Recommended Settings

There are about a billion different combinations you can set your settings to, but I’m going to recommend the best setting for the average player and briefly why I recommend each setting.

  • Ambient Occlusion: Turn on if you have an RTX 2080 or better, turn off if you’re running into frame rate issues.
  • Animation level of detail: Medium is going to be the happy midway point for most people, turn it up if you have excess performance or your graphics card isn’t using 100% of its resources.
  • Anti-Aliasing: Turn this off first if you’re running into performance problems, but you should be able to enable TAA without much of a performance impact. Turn DLAA on if you’re running an absolute beast of a gaming PC.
  • Cloud Quality: They’re clouds. You can turn them down and get a major performance bump. You’re going to be looking at the ground most of the time anyway.
  • Detail Distance: This is something you’ll want to turn down if you’re running into CPU issues. Keeping Detail Distance at around medium is probably the way to go, but you’ll notice more pop-in.
  • Display Mode: Full Screen for the best performance, Full-Screen Borderless if you’re playing Baldur’s Gate 3 when you’re supposed to be working and you need to be able to alt-tab quickly.
  • Dynamic Crowds: Turn this off if you don’t have a high-end CPU. Especially if you’re about to head to act 3. Trust me.
  • FidelityFX Super Resolution: Turn this on if you have an AMD graphics card. It’s free performance, unless the slightly fuzzy filter effect bothers you a lot.
  • Fog Quality: This is just another flavor effect. This should be one of the first things you turn down.
  • God Rays: Turn off if you need extra GPU performance or if you think God Rays are annoying.
  • Instance Distance: This is another CPU-heavy effect. Turn this down if you’re constantly dropping frames.
  • Model Quality: In my experience, this doesn’t change performance much, but if you’re running on a low-end GPU, lowering this can really help boost performance.
  • Resolution: My advice is just leaving this set to your native resolution, then using DLSS or FSR to render at a lower resolution and upscale if you need the performance boost.
  • Shadow Quality: Shadows in this game look incredible so if you have the bandwidth for it, turn them all the way up. If not, this is another setting that will save you some GPU performance.
  • Subsurface Scattering: This makes the surfaces in the game more complex, and makes the world feel more lived in with dirt and grime. Turn off if you’re struggling with GPU performance, but it shouldn’t make that big of a difference either way.
  • Texture filtering: Turn it up to Anisotropic x16 and forget about it. Turning it down will make the game look way worse and will only gain you maybe 0.5% performance. Just leave it alone.
  • Texture Quality: This recommendation is tuned to how much VRAM you have. If you have 8GB of RAM, turn this down to medium or low. If you have a 12GB+ graphics card, turn this up to Ultra and forget about it.
  • DLSS: Turn on if you have an Nvidia graphics card.

The best part of tuning Baldur’s Gate 3 is that the game explains what every single setting will change the graphics, there are definitely a lot of PC games that are worse at this. The game is fairly optimized too, for the most part, though when you start getting later in the game and enter into really crowded areas, you’re going to want to start fiddling with the settings more.

Baldur’s Gate 3 Review in Progress: Update #3

Update #3: August 15, 2023

I’ve now clocked around 115 hours in Baldur’s Gate 3 and am sunk deep into its third act. No spoilers here, but I can say that this is where Larian’s writing has really come to shine in terms of weighty roleplaying choices. In fact, the big decision you have to make before committing to a final plan of action to stop the bad guys is devilishly ingenious. The jaws of the trap already closed long before we arrived here, but there is still room for me to make bold decisions that will affect the outcome.

And, as I watched the chess game between devils and tyrants play out in my head, I felt heartbroken and liberated at the same time to realize what the only winning move might be. This is not a tale that takes for granted that you are a hero; it’s one that truly stares you down and demands that you prove it, if that’s really what you’re made of. I’m backed into a corner with a dozen ways out, but each one would require me to compromise on what I believe in in one way or another. This elevates the tension and the storytelling to new heights.

This is not a tale that takes for granted that you are a hero; it demands you prove it.

Likewise, the sprawling city of Baldur’s Gate that took so long to reach is a hub full of life and adventure, where almost every citizen has something to say about the unfolding events and my nosey exploration is consistently rewarded with new lore, new loot, and new quests. It’s downright astounding how much voice acting Larian has crammed into these streets, and how good nearly all of it is. (When was the last time you played an RPG where at least one character’s performance didn’t stand out as phoned in?) There are dozens of random gossipers on street corners who sound just as enthusiastically and professionally portrayed as the main cast, and rarely sound too similar to each other. I assume many of the actors involved must be responsible for more than one of these bit parts, but I can’t tell just by listening like I can in some areas of Skyrim.

That being said, I did have to lower my graphics settings a bit from the maxed-out levels I’d been playing at up to this point. Even on my RTX 3080, the city is not all that friendly to my framerate.

With so many questions finally answered and a clear idea of what I need to do to finish this fight, I’m cutting a determined path through the underworld and facing both new and old enemies. In a lot of ways, I don’t want Baldur’s Gate 3 to end – and that’s really saying something given how much time I’ve already put into it. But all good things must, so you can expect my final thoughts later this week.

Update #2: August 11, 2023

I’ve sunk another 20-some hours into Baldur’s Gate 3 since we last chatted, and I’m nearing the end of the gloomy and spooky Act 2. It’s getting harder to go into specifics without spoiling major elements of the plot, but the shift in tone and visual style has been welcome and refreshing. The shadow-shrouded lands I am now adventuring through have a completely different vibe and set of challenges from even Act 1’s Underdark.

What has really stuck out to me the most at this point in the adventure is the care and thoughtfulness with which the encounter designers are torturing me. I mentioned in the last update that no two combat encounters felt the same, but it’s more than that. It’s like each one is carefully designed to make me want to scream and throw my monitor out the window in a way I’ve never seen before. And I mean that in the best possible way.

If this were a tabletop D&D game, I would have to conclude that the dungeon master is a right bastard. But I still gotta hand it to him for the creativity and craftsmanship with which his sadistic bullshit is shaped. One fight will involve teleporting imp creatures who garrote my party members before carting them off to separate locations, preventing spellcasting and forcing everyone to fend for themselves. The next might be against some terrifying insectoids who leave everyone literally petrified with fear, so I have to find a way to win without being able to move. At no point have I been able to fall back on a repetitive, grinding routine. And I love that.

If this were tabletop D&D, I would have to conclude that the DM is a right bastard.

It also continues to amaze me how almost nothing in this enormous game feels like filler. Every random house I wander into or side quest I pick up rewards me with a memorable, unique, handcrafted experience. In a recent encounter, I was able to skip an entire boss fight by having our barbarian win a drinking contest against a powerful being. It’s not just the amount of stuff there is to do in Baldur’s Gate 3 that is exceptional, it’s the amount of stuff that is actually worth doing. That’s set it apart from the likes of Assassin’s Creed Valhalla and, dare I say, even Tears of the Kingdom. This type of love and care really is what I want to see big-budget CRPGs focus on in the future, even if they have to sacrifice quantity to make it happen.

Ascending to level 8 and picking up the druid Halsin (yes, the guy from the famous bear sex trailer) as a permanent companion have given me even more combat options, though I’m not thrilled with how druids work overall. For all the, er, hype over Halsin’s bear form, it seems like it kind of sucks in combat. When he transforms he has only 10 AC and about half as many hit points as in his humanoid form. Some of the higher-level transformations, like saber-toothed tiger and owlbear, may be a lot more useful, and I might just not have gotten the hang of him yet, since he joined my party when I had already gotten used to the other characters for about 70 hours. But I was looking forward to having my bear boyfriend be my new tank, and it seems like he’s just not that good at it.

I’m at an odd point in the story, still, where I’ve definitely had more new questions arise than I’ve had answered. But looming just ahead is Moonrise Towers, where I’ve been promised by various characters that I might finally come to a better understanding of what’s going on. And judging by the ominous drums in the distance, that’s coming not a moment too soon.

Update #1: August 8, 2023

I’m now about 55 hours into Baldur’s Gate 3, with the first 50 of those having taken place almost entirely within the first act – which has been considerably expanded and cleaned up from what was available in Early Access. My party is now level 7, and much like in tabletop 5th Edition D&D, hitting level 5 was a huge moment at which the combat really started to feel satisfying. Getting extra attacks for my martial characters and big area-of-effect spells like Fireball for my casters has greatly expanded the destructive tactical combos I can string together, allowing me to best even some truly terrifying boss monsters with my wits and careful planning. The first few levels were a bit of a slog, but the payoff has been worth it.

I’ve gotten to know my companions better as well, and yet they remain full of surprises. I’m also dating most of them at this point, and I haven’t been punished for my anime protagonist harem antics yet. Also full of surprises is Baldur’s Gate 3’s map of the Sword Coast, which is so packed with varied and memorable side quests that I’ve been searching every corner of every shack and meadow. Usually, I’m at least rewarded with some loot. In some cases, I’m treated to an entire storyline that I might have missed entirely otherwise.

Dealing with a mischievous hag or making a very unlikely ally out of the last creature you would expect to be sympathetic to my plight have been among the main highlights. But there hasn’t been a single one that left me bored or underwhelmed, as though it was there simply to pad out the campaign. The creativity and care with which every little side adventure is constructed is delightful. And Larian has made excellent use of the vast D&D bestiary to ensure that no two combat encounters ever feel the same.

The vast D&D bestiary ensures no two combat encounters feel the same.

I’m also still encountering some bugs, but the first post-launch patch seemed to fix some of the more persistent ones, like the weird lighting glitches in dialogue scenes. Some have stuck around, though: My journal’s recounting of one side quest that I resolved by knocking a person unconscious claims that I both killed and spared them, leaving them in a state of narrative superposition that you’d need to read Schrödinger to make any sense of. I also had a save become corrupted to the point that I’d crash to the desktop every time I loaded it, which lost me about 45 minutes of progress. Luckily, this has only happened once so far.

As I march on into Act 2, I’ve really hit a stride with Baldur’s Gate 3’s mechanics, but I also feel a bit dejected and aimless as all of the promising leads I was following to get this tadpole out of my head have dried up. I can only hope that new possibilities await me in the city of Baldur’s Gate itself. And maybe some nicer clothes, considering I’m sitting on a huge pile of gold and our only options for apparel in Act 1 were the druid commissary, GoblinMart, Mushroom Town, and a smuggler cave. When I finally stroll those glittering streets, I’ll be back with another update.

First Impressions: August 3, 2023

Baldur’s Gate is estimated to clock in at around 100 hours on a first playthrough. Review copies were distributed this past Sunday morning; this first draft you’re reading was due the following Wednesday. I am, sadly, not a Time Wizard (yet), so I’m going to do my best to help you make a day one buying decision based on what I’ve played so far and update this article as I go along with new thoughts and insights until we can roll credits. At around 22 hours deep – still within the first act that was available to Early Access players – I can say that I more or less love Larian’s latest high-fantasy behemoth.

One issue video games often run into when trying to adapt the experience of playing Dungeons & Dragons on the tabletop is the freedom and imagination you get to express in overcoming problems using real-world logic. And while no game will probably ever match that level of freedom, Baldur’s Gate 3 is a big step forward from the likes of Skyrim or Dragon Age. And that goes such a long way toward making the world feel more real and making me feel really smart for coming up with unconventional solutions.

If something looks flammable, you can probably light it on fire with a fire spell. If an enemy is standing in water and you zap the water, it does about what you would expect. You can get to a lot of secret areas by climbing and jumping. Just about anything that looks like you should be able to pick it up, including most furniture, can be picked up and even thrown if you have enough strength. This level of care extends to the people who inhabit the world, as well. Everyone has a name and is fully voice-acted – including, astoundingly, all the animals. Playing through as a ranger with the Speak to Animals spell, I have yet to find a single bird, ox, or wolf who didn’t have something to say. I was even able to talk a ferocious owlbear out of eating me.

Baldur’s Gate 3 starts with an appropriately epic intro.

The writing is strong so far, as well. (My biggest criticism of Larian’s Divinity: Original Sin games was that they didn’t really succeed in making me care about the plot.) Baldur’s Gate 3 starts with an appropriately epic intro featuring a squid-like spaceship being chased through magic portals by dragons, and the player characters becoming infected by mind parasites that will slowly turn them all into brain-eating cthulhu monsters called mind flayers if they can’t find a cure. The voice acting across the board has been excellent, too. And while I don’t exactly like all of my traveling companions, they’re all very interesting with lots of secrets and rich backgrounds I’ve only begun to unfurl.

And while Faerûn may be a more grounded and serious world than Divinity’s Rivellon – and I definitely prefer it that way – there are still some quirky and off-the-wall side quests to vary the tone. At one point I accidentally walked in on a female ogre and a bugbear about a quarter of her size… um… spending some quality time together. It didn’t end well for anyone, but I got a good laugh out of it after I did my best to will that image out of my mind forever.

I have run into several bugs, but nothing game-breaking. In one area, a goblin I spoke to failed to play her dialogue lines, the camera hung on a shot of one of my party member’s faces for far too long, and then a different party member from the one who had initiated the conversation was forced into the negotiating role – something she was very poorly suited for. There are also some cases of clothing on models clipping into their bodies when they bend a certain way, lighting glitches in certain dialogue scenes, and other visual weirdness. It could all be filed under annoyances. We’ve also gotten two large bug fixing patches since the review build dropped, so I’ll go back and check if these issues are still present once the final launch version of the code is available.

There are simply too many spells.

Combat has been improved from the Early Access version I first played in 2020, and it feels much more fluid and flowing now. That being said, it does suffer somewhat from trying to be such a faithful adaptation of Dungeons & Dragons 5th Edition, a system that works better on the tabletop than it does in the digital realm. There are a lot of buttons to learn about and deal with even at first level, and every caster you add to the party makes this worse. Leveling up a spell-focused character is an exercise in decision fatigue. There are simply too many spells, many of which I feel like no one will ever use. And the amount of damage enemies do in comparison to your health pool at lower levels can make even small battles really stressful.

At the same time, death has been made somewhat meaningless – you meet a character fairly early on who can resurrect any party member for 200 gold, which honestly isn’t that much. I would have much preferred a Baldur’s Gate 3 balanced around a lower risk of death, but with higher consequences if you do kick the bucket.

Progression also feels a bit stingy. There are only 12 levels available out of the 20 in 5th Edition, meaning you will level up 11 times over 100-plus hours. Gaining a level does feel like a significant event, but the fact that my party is still only level 4 after over 20 hours of play feels kind of glacial. I have been rewarded with other power increases like magic items along the way, and those can make a big difference. But many times I’ve completed a big quest, seen how little it filled up my experience bar, and sighed in disappointment.

The art and music, though, I have almost no complaints about. Both bring the Forgotten Realms to life as a colorful but grounded high fantasy world with everything from humble halflings to terrifying red dragons rendered in a style that feels realistic without becoming uncanny or weird. It’s exactly how I would want an infinity-style CRPG in 2023 to look. The character creator is wonderful, too. I spent at least an hour or so messing around with the different playable races and all of the visual options available to them.

On the whole, I really am loving Baldur’s Gate 3.

On the whole, I really am loving Baldur’s Gate 3 so far. It definitely has some blemishes, from minor bugs to a combat system that I don’t exactly adore at lower levels. But I’ve been waiting 14 years for another alignment of the planets like Dragon Age: Origins, when an old-school CRPG got a big enough budget to look like a high quality animated movie – but the design hadn’t been completely steered in the wrong direction in a misguided attempt to reach a different market like the later two Dragon Ages. This is the closest anyone has ever come to recapturing that magic.

Check back in the coming days for more of my thoughts as the story progresses, and stick around for the final review in the coming weeks.

Batman: Arkham Trilogy Comes to Nintendo Switch in October

The Batman: Arkham Trilogy comes to Nintendo Switch on Friday, October 13, Rocksteady has announced.

A tweet from the developer (below) revealed the release date alongside new artwork of the three games: Arkham Asylum, Arkham City, and Arkham Knight. The trilogy will come bundled in one package alongside all released DLC.

The trilogy marks the first time Rocksteady’s Arkham games will arrive on Switch, though not the first time on a Nintendo console as a special edition of City appeared on Wii U.

Rocksteady announced the Arkham Trilogy’s port at the June Nintendo Direct, showcasing the collection with a montage of footage that showed the series’ best and baddest villains including the Joker, Two Face, and more.

All three games were received very well, with Arkham Asylum setting a new precedent for superhero games. “Batman: Arkham Asylum is the greatest comic book videogame of all time,” IGN said in our 9/10 review.

It’s sequel earned a 9/10 too, as IGN said: “Batman: Arkham City isn’t just better than Batman: Arkham Asylum, it’s better than most games on the market.” The final game received the same score: “Batman: Arkham Knight is an impressive game on almost every level, with non-stop variety and great action.”

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

Xbox’s New Enforcement System Aims to Curb Bad Behavior

Xbox has announced a new strike-based program to decrease bad behavior on the platform.

In a new Xbox Wire blog post, Xbox CVP of Player Services Dave McCarthy detailed the new program. Players found violating Xbox’s community standards will receive a strike, which will stay on your record for six months before it is removed.

The severity of the violation determines the number of strikes and the length of the punishment, as shown in the illustration below. If a player receives eight total strikes, their account will be suspended from using Xbox’s social features like party chat and online multiplayer for one year. However, single-player experiences will remain unaffected, and no purchased content will be stripped from suspended players.

In an effort to provide transparency and educate players on what behavior is deemed inappropriate, Microsoft will show players their enforcement history, which lets them see how many current strikes they have, in addition to any active, completed, or expired suspensions issued.

“We are constantly improving our safety measures and bringing more systems and tools in place that empower players to respectfully interact with one another – because everyone deserves a place to comfortably be themselves online, free from harassment and bullying,” McCarthy explained.

Xbox’s new Enforcement Strike System is Microsoft’s latest attempt to curb bad behavior on its platform. The company’s previous efforts include a safety feature released last month that lets players clip audio and report inappropriate voice chats easily.

All Xbox players start with a clean, strikeless slate. However, any previous enforcements or suspensions issued will not be absolved.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Diablo 4 Players Are Using a Dungeon Nicknamed ‘Dopamine Tunnels’ to Gain 40 Levels in 2 Hours

Diablo 4 players are running a dungeon so packed with monsters it lets players gain 40 levels in just two hours.

As reported by PC Gamer, Diablo 4 YouTuber Raxxanterax revealed changes made by the crowd-pleasing 1.1.1 patch have enabled superfast levelling in the Domhainne Tunnels dungeon.

This is a dungeon in Diablo 4 found in the region of Scosglen. It’s packed with Goatmen and Bats — even more than before after Blizzard increased monster density in Nightmare Dungeons and in Helltides to encourage players to use them to farm experience points and loot.

But perhaps the Domhainne Tunnels — aka the Dopamine Tunnels — are a little too packed with monsters. In a video, Raxxanterax demonstrated how it is possible to use the dungeons’ opening section to shoot from level one to 40 in just over two hours, whereas their previous best pre-patch time to level 40 was three-and-a-half hours.

By focusing on this early section of the dungeon, moving in a circle, then resetting the dungeon once all monsters are rinsed, players can level up much faster than, for example, playing through the campaign would enable.

Raxxanterax took two hours and seven minutes to hit level 40 in Hardcore playing as a Sorcerer, focusing on a Chain Lightning build, but it should be beneficial to all classes and builds that dish out area of effect damage. Domhainne Tunnels is so effective for levelling up that Diablo 4 speedrunners are using it to beat their record times to World Tier 3.

Will Blizzard step in here? The patch notes for update 1.1.2 make no mention of Domhainne Tunnels. It goes live today, so it will be worth keeping an eye out in case there’s an addition.

Blizzard released patch 1.1.1 on August 8 and it appears to have gone down well after the disastrous prior update caused a backlash. Diablo 4 Season 1, which launched last month, is expected to continue into late October 2023. Blizzard has already released a lengthy roadmap and promised to continue addressing community feedback through Season 3 and beyond.

Diablo 4 was the best-selling game in June, and has maintained momentum despite its various controversies. For more info, check out our in-depth Diablo 4 Season 1 guide as well as our interactive map.

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.

Here’s What’s Coming to Xbox Game Pass Up to the Launch of Starfield

Microsoft has confirmed the Game Pass lineup from today, August 15 up to the launch of Starfield on September 6.

Available today is Everspace 2 on Xbox Series X and S and via cloud gaming. Everspace 2 is a fast-paced single-player space shooter from Rockfish Games, that returned a 7/10 in IGN’s review. “Everspace 2 is the looter-shooter for space jockeys and wannabe pilots, packed with cool ship classes and action-driven arcade dogfights to keep up the pace,” we said.

Next up is Firewatch, available on console, PC, and cloud from August 17. Firewatch is a much-loved single-player, first-person mystery from Campo Santo, which we gave a 9/10 in our review: “Firewatch is among the best of the ‘walking simulators’ thanks to stellar writing, art direction, and voice acting.”

The Texas Chain Saw Massacre hits Game Pass across console, PC, and cloud on August 18. This third-person asymmetrical horror based on the iconic 1974 film is a day-one Game Pass release from developer Sumo Digital and Friday the 13th: The Game publisher Gun Interactive. It got 6/10 in IGN’s review: “The Texas Chain Saw Massacre’s less asymmetrical take on the asymmetrical horror genre offers a few entertaining, technically challenged hours of fun.”

Also day-one on Game Pass is Sea of Stars, which launches on the subscription service across console, PC, and cloud on August 29. This turn-based role-playing game is from Sabotage Studio. The following week, Nomada Studio’s Gris launches on Game Pass on console, PC, and cloud on September 5. IGN’s Gris review returned a 6/10: “Gris’s beautiful exterior hides a simple, at times confusing, platformer.”

And then it’s the big one: Bethesda’s Starfield, which launches day-one on Game Pass on September 6. As already announced, early access from September 1 is available to those who fork out for the more expensive version. Game Pass subscribers can save up to 10% on the Starfield Premium Edition Upgrade and play five days early on Xbox Series X and S and PC.

Members who upgrade their Standard Edition to the Starfield Premium Edition also get the Shattered Space Story Expansion upon release, the Constellation skin pack and access to the Starfield digital artbook and original soundtrack.

Meanwhile, six games leave Game Pass on August 31. They are:

  • Black Desert (cloud and console)
  • Commandos 3 – HD Remaster (cloud, console, and PC)
  • Immortality (cloud, console, and PC)
  • Nuclear Throne (cloud, console, and PC)
  • Surgeon Simulator 2 (cloud, console, and PC)
  • Tinykin (cloud, console, and PC)

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.

Bethesda Shares Canonical History of Starfield’s Universe

Starfield is less than a month away but those looking to get a taste of its universe already can read up on its history.

Bethesda has shared a canonical timeline of events on Starfield’s website, revealing the most important moments from humanity first reaching Mars to the events of the game in 2330.

Starfield’s version of humanity first reached Mars in 2050 and were living in space 50 years later, though didn’t get busy again until 2156 when they arrived in Alpha Centauri, a system 4.37 light years away from Earth.

Some of the entries are fairly robust, offering valuable lore to those looking to really delve into Bethesda’s sci-fi adventure.

The 2194 entry, for example, reads: “The United Colonies positions the star station called the Clinic in orbit around Deepala in the Narion system. The unaffiliated peoples of the Narion system see this as a UC attempt to expand their borders and demand the UC remove the Clinic. When the UC refuses, the people of Narion vote to join the Freestar Collective, who mobilise to protect the system in 2195.”

Fans will have to wait until Starfield’s launch on September 6 to uncover the rest of the story, of course, though fans are already trying to piece together as much as they can about the game.

Starfield is perhaps the most anticipated video game release in recent memory and has therefore captured the attention of fans in some wild and wonderful ways. Virtual sandwiches got people talking about it being locked at 30 frames per second, for example, while an ESRB rating revealed drugs, in-game purchases, and jetpack sex.

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

Modern Warfare 3 Brings Back Call of Duty’s Classic Minimap

The crowd-pleasing changes for Modern Warfare 3 multiplayer continue. After confirming the return of slide-cancelling, Activision has now teased the return of the classic minimap.

Infinity Ward divided fans by ditching the long-running classic minimap for its 2019 Modern Warfare reboot, forcing players to rely on the compass at the top of the HUD (Heads Up Display) to determine where enemy fire is coming from. Infinity Ward stuck to its guns for last year’s Modern Warfare 2 – Modern Warfare 2’s minimap only shows enemy player dots when a UAV is active, which means it does not display red dots when enemy players sprint or fire their weapons.

Explaining the decision in a blog post published in 2022 ahead of the launch of Modern Warfare 2, Infinity Ward said “we do not want to punish players for firing their weapons”.

“We also want players to actively search out the origin of a gunshot versus just traveling directly to where the dot is on the mini-map,” the developer continued.

Part of the negativity around Modern Warfare 2’s minimap has to do with the feeling its design helps so-called ‘casual’ Call of Duty players have a better time in multiplayer. If players can’t zero in on a red dot on the minimap for a kill, casual players potentially have more breathing room as they move around firing. Of course, in previous Call of Duty games, players who wanted to avoid popping up as a red dot on the minimap could always use a suppressor.

In any case, it seems Infinity Ward and co-developer Sledgehammer have switched things up for Modern Warfare 3. Confirmation comes from the CharlieIntel Twitter account, which published a screenshot of a text conversation with the hidden number from the recently released Modern Warfare 3 trailer.

Modern Warfare 3’s in-game reveal event is set for this Thursday, August 17, and is sure to confirm many of the details Activision has teased so far. The game itself comes out November 10. While you wait, check out the No Russian fan theories sparked by the Modern Warfare 3 trailer.

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.

Blizzard Disables Diablo 4 Trading, Threatens to Bans Players Who Used Gold and Item Dupe Exploit

Blizzard has suspended player trading in Diablo 4 “until further notice” due to a gold and item duplication exploit, and threatened players who used it with a ban.

The exploit involved one player initiating a trade with a second player, dropping the items or gold in the trade slot, then forcing the Diablo 4 client to close. From there, the player would log back into the game, with the items or gold reappearing in the player’s inventory while also remaining in the other player’s inventory.

In a post on the Diablo 4 subreddit, a Blizzard representative said the developer was working on a fix for the issue and will update the community once it has reinstated the ability to trade.

“Once that is done, we will continue to monitor this activity to ensure a healthy playing experience for all,” Blizzard said. “As always, any account that engages in gold and item duplication exploits will be actioned in accordance with our End User License Agreement.

“We thank you for reporting this exploit to us and your patience.”

In a follow-up post, Blizzard moved to reassure concerned players that those who “accidentally” traded with a player found using the exploit “won’t be actioned against”.

While Diablo 4 technically supports trading (players can trade Common, Magic, and Gold items along with Gold, Gems and Elixirs), it does not include an in-game auction house (Blizzard famously removed Diablo 3’s real-money auction house back in 2014 following backlash). Instead, players have taken to using Discord to find buyers for their virtual goods.

But the economy underpinning this makeshift economy was left in disarray after some players used the exploit to flood the market with more gold than the game itself would normally provide. In one trade surfaced just before Blizzard’s clampdown, a crossbow was sold for an eye-watering 30 billion gold.

The Diablo series is no stranger to duplicaton exploits, and reaction to this latest removal of trading has been mixed, with some players calling on Blizzard to add proper trading support to the game so they don’t have to use Discord to find buyers.

The issue has also sparked renewed debate in Diablo’s nature as a single-player focused action role-playing game supported by ‘lite’ MMO elements such as partying up and trading, with some calling for expanded MMO features to add variety to gameplay, and others calling for a purely single-player only experience.

Blizzard released patch 1.1.1 on August 8 and it appears to have gone down well after the disastrous prior update caused a backlash. Diablo 4 Season 1, which launched last month, is expected to continue into late October 2023. Blizzard has already released a lengthy roadmap and promised to continue addressing community feedback through Season 3 and beyond.

Diablo 4 was the best-selling game in June, and has maintained momentum despite its various controversies. For more info, check out our in-depth Diablo 4 Season 1 guide as well as our interactive map.

Image credit: Jeppe-O / YouTube

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.