Bomb Rush Cyberfunk Is Coming to Xbox and PlayStation in September

Bomb Rush Cyberfunk, Team Reptile’s upcoming action-adventure game heavily inspired by Jet Set Radio, is coming to Xbox and PlayStation on September 1 – two weeks after the game releases on PC and Nintendo Switch.

Bomb Rush Cyberfunk was announced back in 2020 by Team Reptile with confirmation that the game would release on Steam and the Nintendo Switch. The game will have players traverse around the in-game world, spraying graffiti and using boostpacks to reach new heights.

More interestingly, when the game was first revealed over three years ago, the developer also confirmed that Hideki Naganuma, the composer for Jet Set Radio and Jet Set Radio Future, would compose the music for the game.

The game was originally supposed to launch last year, but in August, Team Reptile confirmed that it would delay the release to summer 2023 while also confirming that Bomb Rush Cyberfunk would come to other consoles shortly after its initial release on PC and Switch. In April, the developer revealed that the game’s new release date for Steam and PC would be August 18.

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

New Game From Patapon Creators Funds Its Kickstarter in Under an Hour

We already knew that Hiroyuki Kotani, the creator of Patapon, was working on a spiritual successor to his 2D indie darling and that a Kickstarter page for the project would go live this week. And today, we discovered that the game has already hit its funding goal in under one hour.

The Kickstarter went live today with a funding goal of $141,098, which the project successfully reached in just 47 minutes. At the time of reporting, the project has surpassed over $200,000. While the project has hit its funding goal, the campaign is running until September 1, so there’s still ample time to back the project.

Ratatan is an upcoming rhythm and strategy game announced earlier this month at BitSummet. In addition to Kotani working on the project, Kemmiei Adachi, the musician for the original Patapon, is also tied to the project.

Patapon was originally released back in 2007 on the PSP and spawned two sequels, with the most recent release being Patapon 3 in 2011. While PlayStation remastered the first two installments in 2017 and 2020, respectively for the PS4, the series has remained dormant since.

No word on which platforms Ratatan will release on, but the Kickstarter page notes that those who back the project can expect rewards to be delivered on April 2025.

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

Bandai Namco Warns Tekken 8 Fans Against Playing Cracked Closed Beta Build

Bandai Namco has issued a stark warning to Tekken 8 players, insisting they do not continue to play the recently-released closed network test.

The latest Tekken 8 closed network test ran on PlayStation 5, Xbox Series X and S, and PC over the weekend, and let players get hands-on with the upcoming fighting game ahead of launch.

Predictably, this closed network test was cracked, and it didn’t take long for users to continue to play the build beyond the closed network test period.

In a tweet, Bandai Namco said doing so breaches its terms of service, as well as the Tekken World Tour code of conduct. The unauthorized download or distribution of the game is “illegal”, Bandai Namco insisted, before threatening to ban anyone caught playing the CNT from its tournaments.

“Your cooperation in preserving the fairness and competitive integrity of our competition is highly valued,” Bandai Namco said.

Bandai Namco doesn’t want some players gaining an unfair advantage by playing Tekken 8’s training mode indefinitely when others can’t or choose not to. A similar situation occurred ahead of the launch of Street Fighter 6, which saw some players continue to play a cracked version of an early beta after it officially ended.

While Tekken 8’s closed network tests have proven popular with fans, they’ve caused Bandai Namco some headaches. Players used Cheat Engine to access the PS5-only test build that was live two weekends’ ago, and revealed mention of a number of unannounced characters.

Check out IGN’s Tekken 8 closed network test preview to find out what we think of the game. At San Diego Comic-Con 2023, we had the chance to interview Tekken 8 director Katsuhiro Harada and producer Michael Murray, who revealed feedback is making them a bit nervous as it’s been “overwhelmingly positive”. Tekken 8 does not have a release date yet.

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.

Face-Off: Which ’90s Video Game Is the Best?

It’s ‘90s week here at IGN and we are celebrating all the wonderful things that made this special decade one to remember. Movies and TV obviously had their standouts, but the ‘90s also saw the release of some of the most important video games and consoles of all time. With key moments, like the epic battle between Nintendo and Sega to the arrival of 3D games like Super Mario 64 and Final Fantasy VII that changed how we played forever, it’s hard to overstate the importance of those 10 years. However, which game was the best of the best? We can’t possibly hope to answer this question alone without your help.

Do you think Super Mario World deserves the top spot? How about The Legend of Zelda: Ocarina of Time or Metal Gear Solid? We’ve selected 163 of the best ‘90s games to “Face-Off” against each other two at a time, and you’ll have to make the difficult choice between them to help us crown the ultimate ‘90s game. Will you choose Half-Life over Unreal Tournament? Resident Evil over Pokemon Red? The choice is yours…

(And don’t forget, you can pass on a Face-Off round if you don’t know a character by just hitting “skip” at the bottom of the page.)

Click here to start voting in Best ‘90s Video Game Face-Off!

What Is a Face-Off?

Like the name suggests, a Face-Off pits two games against one another and you decide which one is the superior of the two. In this case, you are voting to determine what the best ‘90s video game is. It’s possible to see certain games multiple times, so you can keep voting for your favorites to ensure they get ranked higher than the rest. IGN’s resident team of ‘90s experts pre-selected 163 games for you to choose from. These get randomly paired up and each time you pick a winner, it’s tracked.

How Is the Winner Determined?

When voting ends on August 3, we’ll tally up the total number of “wins” and “losses” each ‘90s video game has and create a ranked list based on your choices that will go live on August 4. The game that won the most match-ups will be crowned the “winner,” and in the event of a tied number of “wins,” the game with the least “losses” will take the top spot. If you continue to keep voting for your favorite game, they’ll have a better chance of ranking high on the list. You can vote as many times as you want until the Face-Off closes.

How Do I Know When I’ve Clicked Through Everything?

It’s difficult to know when you’ve seen every ‘90s video game included because they are matched randomly, and there are many possible match-ups. Playing until you vote for all your favorites or ensuring that certain games don’t get in the winner’s circle are different options you can take with a Face-Off. By deciding the winner throughout all these match-ups, you’re ensuring that your picks for the best ‘90s video game will have a fighting chance to reach the top of the list.

Which ‘90s Games Have You Included?

This list of ‘90s video games has been created without considering limits of console, region, or otherwise. The only criteria was that it had to be released somewhere in the 1990s and it had to be a game we feel deserves the chance to fight for the crown. Are we missing one of your favorite games? Be sure to let us know in the comments below!

Click here to start voting in Best ‘90s Video Game Face-Off!

For more, check out our welcome to 90s week @ IGN letter and our look at how Dreamcast killed Sega’s hardware reign.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

With Nintendo’s Next-Gen Console Reportedly Targeting 2024, the Switch’s Late Lifecycle Lineup Comes Into Focus

Nintendo’s next-gen console is reportedly due out during the second half of 2024. Assuming that’s true, we’re finally entering the late lifecycle of the all-conquering Nintendo Switch, which means now is a good time to check in on announced games coming to the console – and some that may skip it entirely.

Nintendo’s recent Direct showcase gave fans a decent idea of what to expect for Nintendo Switch for the remainder of 2023. First up we have Detective Pikachu Returns, which launches October 6.

This new game promises to dive deep into the origins of Detective Pikachu and let players solve a tonne of mysteries across Ryme City alongside Tim Goodman and other Pokemon.

Next we have the wonderful-looking Super Mario Bros. Wonder:

Super Mario Bros. Wonder is a brand new 2D, co-op platformer that features playable characters such as Princess Peach, Princess Daisy, and Yoshi, as well as the likes of Mario, Luigi, and Toad. It has a brand new power-up that transforms Mario into an elephant. Expect Super Mario Bros. Wonder to hit Nintendo Switch on October 20, 2023.

Next, Nintendo Switch gets WarioWare: Move It! on November 3.

WarioWare: Move It! has over 200 micro-games to play, many of which are designed to get players up and moving with their Joy-Cons. Using two Joy-Con controllers, players move their entire body to strike different poses as they take on the various micro-games. You can play in local co-op, with up to four players in party mode.

Soon after, Nintendo Switch gets a Super Mario RPG remake.

This remake of the 1996 SNES classic is due out on Nintendo Switch on November 17, 2023, and sees the return of original composer Yoko Shimomura. This adventure, which stars Mario, Bowser, Princess Peach, Mallow, Geno, and more, sees our heroes attempting to take down the Smithy Gang while collecting seven stars to repair the Star Road.

Down for fall 2023 and winter 2023 is the two-part The Hidden Treasure of Area Zero DLC for Pokémon Scarlet and Pokémon Violet.

In this story, you’ll leave the Paldea region and dive deeper into the world of the Pokémon Scarlet and Pokémon Violet games. Part 1: The Teal Mask has a planned release date of fall 2023 and Part 2: The Indigo Disk has a planned release date of winter 2023.

Other Nintendo Switch highlights include the release of Tears of the Kingdom’s Zelda and Ganondorf amiibo during Holiday 2023. Will DLC for the open-world masterpiece also come out then?

Looking to 2024, a visually enhanced version of Luigi’s Mansion: Dark Moon, originally released on Nintendo 3DS, is in development for Nintendo Switch. And Princess Peach will star as the main character in her own new game, which Nintendo has said will be available in 2024.

Conspicuous by its absence from June’s Nintendo Direct was the long-delayed Metroid Prime 4, which has suffered a dramatic development and is still without a release window six years after it was announced. Could that game be Nintendo Switch’s last hurrah in the summer of 2024? Or will Nintendo bump it to its next-gen console as a launch title?

One question mark hanging over Nintendo’s next-gen console is whether or not it will support backwards compatibility with Switch games. If it does, perhaps some of these Nintendo Switch games listed above will be playable on the next-gen console. If it doesn’t, that leaves the door open to Nintendo and third-parties to charge Nintendo fans for them again.

How do you feel about the end of Nintendo Switch’s life, and the upcoming launch of Nintendo’s next-gen console? Let us know in the comments!

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.

How Dreamcast Killed Sega’s Hardware Reign

It was September 10, 1999 – the day after the Sega Dreamcast’s US launch.

West Coast rapper Del the Funky Homosapien had just finished a gaming-tinged set at a San Francisco club (“Marvel Vs Capcom, beyond fathom // Tell the truth, Playstation ain’t ready to have ‘em”) and now Peter Moore, Sega of America’s senior vice president of marketing, stood on stage, ready to reveal the console’s day-one sales figures to the world.

He lifted paper flaps covering each digit, one by one. The crowd got louder as the millions stacked up. It roared as he flicked the last flap aside to show a total of nearly $98 million in sales. He declared it the “biggest launch in entertainment history” – and, crucially, bigger than the US launches of the PlayStation and the Nintendo 64.

It was, he tells IGN, a moment of “euphoria”.

Less than 18 months later, Moore, by that point Sega of America’s president, told an industry conference call that Sega was leaving the console business altogether. “It was tragic,” he says.

An 18-year era of Sega hardware, which included four of the best gaming consoles of all time, was over.

It’s tempting to blame the swift demise of the much-loved Dreamcast on something easy and obvious, perhaps that EA refused to put its games on the console, or that the impending PlayStation 2 spooked prospective buyers. But from speaking to Moore and Simon Cox, the former editor-in-chief of Official Dreamcast Magazine, it’s clear the Dreamcast’s death was complicated, messy, and – arguably – inevitable, even as Moore stepped onto that San Francisco stage.

Moore joined Sega from Reebok, having never worked in games. His prevailing attitude to the industry was, he says, “slightly pissed off”, because he’d bought his son a Sega Saturn only for the console to be effectively abandoned by the company (he was one of many feeling burned).

But when he heard the Dreamcast’s promise of online gaming – it was the first console with a built-in modem – he was sold. Connecting people around the world to compete or collaborate in shooters, RPGs, sports games and brawlers would be a “rocket boost” for console gaming, he thought, and Sega had the chance to get there first.

It led Moore to coin the phrase: “We’re taking gamers where gaming is going.”

The console had stalled in Japan since its 1998 launch, but Moore and others generated excitement for the Dreamcast in the massive US market with flashy ads, celeb appearances and, more fundamentally, a rock-solid launch lineup that included Soulcalibur, the first 3D Sonic, and NFL 2K (Sega launched the 2K games after EA’s snub).

Within two weeks of launch Sega had sold 500,000 machines in the US – that’s the same number Sony would make available for the PS2’s monumental US release a year later.

Moore’s esoteric TV marketing – including the AI-themed “It’s thinking” slogan – had piqued the public’s curiosity, and retailers were willing to stock their shelves with Sega’s powerful, stylish machine, apparently forgiving the failure of the Saturn after many conversations with Moore and other execs.

Cox, who launched Official Dreamcast Magazine in the summer of 1999, recalls the feeling of the moment. “After the complete lack of energy with the failure of the Saturn – which died a slow, horrible, fairly boring death a year or two before – the ambition was there for the Dreamcast. We had this magazine coming out and they seemed to put a lot behind that… I think they did a good job generating some extra excitement,” he says.

The enthusiasm was reflected in magazine sales: Before long, Official Dreamcast Magazine had a circulation of more than 250,000, which put it not far below the widely read Electronic Gaming Monthly.

But even then, during what might be considered Dreamcast’s best days, seeds of doubt were sprouting, poking up through the roses.

Moore “wasn’t fooled” by the joy of launch day. “It was very clear to me this was just a somewhat of a euphoric moment in time for us, but I knew that the real litmus test was going to be the following Christmas holidays [2000],” he says.

His biggest concern was bolstering a strong set of first-party games, developed by a group of talented in-house studios, with third-party titles.

Shenmue and Phantasy Star Online, the first proper console MMO, were coming soon – but Moore knew that wasn’t enough. Anyone considering buying a Dreamcast needed to know big publishers were on board, ready to pump games into the console for many years to come.

The PS2 loomed over Moore’s conversations, creating fear, uncertainty and doubt in everyone’s minds.

As Moore flew around meeting the biggest publishers of the time – Activision, Acclaim Entertainment, Codemasters – he spoke to execs who were hesitant. “They were kind of sitting on their hands as regards to, ‘When are you going to commit for your next game? What does the pipeline of Dreamcast games look like for the next three years?’ And there wasn’t one.”

Sony had announced the PS2 at the Tokyo Games Show earlier in 1999, to be released the following year. After the success of the PlayStation, a successor loomed over Moore’s conversations, creating fear, uncertainty and doubt (which Moore shortens to FUD) in everyone’s minds.

Sony’s marketers did everything they could to “FUD” the Dreamcast, Moore says, painting it as a “transitional platform”. Gamers and retailers were left in no doubt that while the Dreamcast was a good console, “the behemoth is coming – and that’s where you’re all going to flock to”.

He suspects Sony could also afford to pay developers to make their best games for PS2 but not for Dreamcast, he says.

And Microsoft were, by this point, already having conversations about long-term deals ahead of the launch of the original Xbox, which would arrive in 2001.

Moore was therefore stuck between the track record of Sony and the American juggernaut Microsoft, “with a chequebook that you can’t even lift off the ground”.

“Where does that leave Sega?” he asked himself.

Cox says that if Sony could turn gamers’ heads towards the upcoming PS2, then Sega had itself to blame, at least in part.

People felt betrayed by the Saturn, an expensive console that – as Moore found out with his son – did not get proper long term support (this was in contrast to the earlier Sega Genesis, known as the Mega Drive outside the US, which had a long, generous tail).

“People had spent a lot of money to buy a Saturn, and then the games either weren’t great or there weren’t enough of them,” Cox says.

The Saturn competed with the original PlayStation and many who felt spurned bought Sony’s console. It was a lost generation, and as soon as those people knew a PS2 was coming – complete with a DVD player, which at the time was a sought-after $300 gadget – they weren’t going to come back to Sega, Cox says.

Sega was therefore building the Dreamcast on unstable ground. It was trying to repair its reputation with retailers and gamers while also launching the type of console players hadn’t seen before, and perhaps couldn’t grasp the importance of.

In other words, Moore and colleagues “had to bail out at the same time as moving this ship forward”, Cox says.

Sega successfully patched relations with retailers and generated excitement from the launch, but people who were reluctant to buy early began to ask: “What next?” And Cox himself believes Dreamcast’s “It’s thinking” slogan didn’t help. It created curiosity, yes – but it wasn’t a concrete message, and wasn’t enough to convince people who remembered the Saturn, he says.

Into that void of doubt rushed Sony, perennial entertainment winners, promising an “emotion engine” processor that would properly move you.

“They were the big guys, they had the money, they had the clout, they had the advertising agencies, they had the emotion engine… they were constantly getting out there, and gamers were getting super excited. I think that’s probably what cost Sega,” Cox says.

In many ways, the sales of Cox’s magazine mirrored that of the console – it flew at the start, then stabilized. “It found its natural limit.”

The lack of long-term third-party support, which Moore was working so hard to secure, showed in the magazine – Cox didn’t have to worry about juggling dozens of games.

“It wasn’t a hard thing to stay on top of,” he says. “We weren’t scrambling around… it was much more, ‘Oh, are these games left?’ Let’s cover those.”

Sega’s studio heads were, Moore says, “close-minded, closeted, demigods”.

Perhaps one of the reasons Moore was so keen to secure third-party games was his concern that first-party Sega studios were slow to respond to broader industry changes.

He sensed a shift towards “Western-style games” – this was a year before Grand Theft Auto 3 would become the best-selling game of 2001. Cox says he felt it too.

“Something was changing… the center of gravity is moving towards the West from Japan,” Cox says. “I don’t believe Japan suddenly ceased to exist and then it was all Doom and Tomb Raider and Grand Theft Auto – but certainly, that center of gravity had moved between the two a bit more evenly. And I think Sega were caught in that.“

Moore began sounding “alarm bells”. On trips to Sega’s Japanese HQ he’d fight – metaphorically – with developers about the future of the marketplace. But the studio heads were, Moore says, “close-minded, closeted, demigods”. Undoubtedly brilliant, but also unwilling to conduct the kind of market research that would soon become second-nature in the industry; unwilling to adapt to a globalizing audience.

“They would never fly to the US to… listen to gamers,” he says. “There was a pretentiousness there because these guys were freaking rock stars in Tokyo. Everything they had previously touched, for the most part, had turned to gold.”

Moore told (Sonic creator Yuji) Naka to “f**k off”, a sentiment a horrified Japanese translator refused to convey. “But I also knew Naka had spent a lot of time in America. He knew exactly what I was talking about.”

Moore says in an ideal world, Sega would’ve instructed its creative directors, and heads of studios, to do three months of market research, of listening to gamers around the world, before they even pitched a project. Moore hoped the likes of Toshihiro Nagoshi, Yuji Naka and Yu Suzuki would’ve embraced the idea – but it never materialized.

“There was, I don’t want to call it arrogance, but there was the belief that they knew what was going to be a good game, gamers didn’t know,” he says. “These were brilliant developers, really brilliant developers, but the close-minded view was our downfall in the end.”

(As an aside, these frustrations would later lead to a famous conversation that convinced Moore to leave Sega in which he was accused by Sonic co-creator Naka of doctoring market-research footage. Moore told Naka to “f–ck off”, a sentiment that a horrified Japanese translator refused to convey. “But I also knew that Naka had spent a lot of time in America,” Moore says – “he knew exactly what I was talking about.” Read more here.)

Whether a shift in Sega’s development attitudes could’ve saved the Dreamcast, we’ll never know.

Perhaps it wouldn’t have mattered. You get the sense from speaking to both Moore and Cox that there was an inevitability about the Dreamcast’s impending doom: Bad timing combined with irresistible competition from companies with far more money.

The bet on online gaming was admirable, and showed foresight. But Phantasy Star Online, the Dreamcast’s big MMO, was four full years before World of Warcraft would explode the genre. As Cox recalls, people in his office were excited about it, “but it didn’t seem to quite reach that level of being the cultural phenomenon that you’d expect it to be. I think all that stuff was slightly ahead of its time.”

Dreamcast was also the first console to try DLC, which over the next few decades, to some controversy, would fuel many parts of the industry. Games like Shenmue, a semi-open world adventure, previewed popular genres before they got big, Cox says. The Dreamcast even had its own internet subscription service, Seganet, a short-lived which launched alongside NFL 2K1 for $21.95 a month.

In the context of Moore’s phrase – “Taking gamers where gaming is going” – it turned out Sega arrived before the gamers did.

“One of the problems being ahead of your time,” Cox says, “is you’re also ahead of your audience, ahead of your market, ahead of where your profits are going to come from.” He compares the Dreamcast to somebody arriving too early to a party – “and eventually when the party got going, Sony showed up like Tony Stark, with fireworks”.

Moore says he can’t think of anything that he personally could’ve done differently to save the Dreamcast, or produce a better outcome for Sega. And if it had arrived later, it would’ve already been in the jaws of the PS2, he says.

It was felled by the “double edged sword of the growth of the industry”, he says. In the online gaming boom, somebody was going to miss out, and inevitably that was going to be the smaller player, not Sony or Microsoft.

“If the industry is going to grow to the level that it is now, that takes mega corporations to be able to fund that,” he says.

“I believed in online, I believed it was the future. We were taking gamers where gaming was going, we had amazing content, both first party and third party at launch. We had an unbelievably powerful and robust piece of hardware.

“But with the PS2 launch and then Microsoft coming into the market with billions upon billions of dollars ready to spend… It just wasn’t going to work out.”

It’s a shame that the Dreamcast, with all its enigmatic ambition, had to end with Excel spreadsheets and conference calls.

It wasn’t until Christmas 2000, more than a year after Moore climbed onto stage at that San Francisco club, that the console’s fate was officially sealed.

Up to then, Sega of America was hitting its targets and retailers still believed in the Dreamcast. Moore awaited the “hockey stick”-style leap in the sales graph, which dutifully arrived, but the numbers didn’t jump high enough.

“In those days, retailers would report via telephone to you what their sell-through numbers are, and then you would build an Excel spreadsheet,” he explains. When Sega punched in the Boxing Day numbers, “the writing was on the wall”.

Sega was already making a loss on each console, relying on game sales to pick up the slack. By mid-2000, years of declining profits had turned red, and it was losing roughly $400 million a year.

“I can go and beg all I like in Tokyo but I know ultimately they’re going to pull the plug,” Moore says. “They cannot afford to keep haemorrhaging cash. They cannot afford to keep making these things at a loss – and they’re not even selling.”

In the new year he flew to Tokyo for a postmortem, and was told Sega was getting out of the hardware business. “And oh, by the way, on January 31, you need to chair a telephone conference call and you need to tell the world.”

He says it was “more than deflating, it was tragic”, not least because of the mass layoffs that would inevitably follow.

Cox also uses the word “tragic” – because of “all the effort that went into the Dreamcast, and the beauty of the thing and the design and the games and what it meant to those who it meant something to”

It’s a shame that the Dreamcast, with all its enigmatic ambition, had to end with Excel spreadsheets and conference calls. This wasn’t just the death of a console – it was the end of an era. The world of gaming was losing SEGA’s unique hardware sensibilities.

“I do believe Sega had an aesthetic and a way of looking at things that was, I think, quite innovative and a little bit different,” says Cox. “There was something a little bit off-the-beaten-path about Sega. They had the ability to surprise… they were a bit strange and idiosyncratic.

“They had a sensibility that came from their arcades which was, ‘Let’s try this, this could be cool. Oh, it needs two chips to work? Okay. Put another chip in.’ There was a slightly skunkworks vibe… they weren’t as slick, somehow. I do miss that.”

Moore agrees that “the world, at that moment, was a worse place with no Sega hardware”.

“You had a generation that had grown up with those platforms and they were Sega fans. They’re still around today.”

The Dreamcast will be remembered forever by those fans, and by developers who were around to glimpse the early potential of online console gaming, Cox says.

“We can do MMO on console… Sega did it, there it is. Maybe that’s the epitaph on the tombstone,” he says. “Dreamcast: it showed what was possible.”

In the years to follow, online gaming, which was already booming on PC, would explode on consoles, from strategy games to shooters. The Dreamcast sadly wasn’t around to see it.

“It takes somebody to stick their neck up over the parapet and go, ‘Online – that’s where it’s at,’” says Moore.

“Well, you know what happens? When you stick your head up, sometimes, it gets shot off.”

Samuel Horti is a journalist with bylines at the BBC, IGN, Insider Business, and Edge.

Diablo 4 Horses to Get Crucial Improvements

Blizzard has revealed a number of improvements coming to Diablo 4’s heavily-criticised horses.

The action role-playing game’s mounts have come under fire for being too slow, getting caught on bits of the environment, and having too long a cooldown on their activation.

During a recent livestream, Blizzard said it was working on improving the collision in Diablo 4, which should in turn help prevent your horse from getting caught on an object that forces them to stop in their tracks.

Following the livestream, Diablo game director Joe Shely tweeted to confirm an additional improvement to let the mount charge break through barricades. This change should make mounts less frustrating to use, as you’ll be able to burst through barriers that pop up as you’re making your way through Sanctuary.

Then, in another tweet, Shely said “you got it” in response to a user’s request that climbing or descending a ladder resets the mount cooldown. “It makes sense for it to have one after fighting or using the dismount attack,” Twitter user @MysticalOS said, “but to dismount just to ascend a ladder, then have to stand at top of it for 10 seconds to remount is oof.”

Diablo 4 players do not unlock the ability to use a horse until the completion of a specific campaign quest (check out IGN’s guide to getting a mount in Diablo 4 or watch the video below for more). But it’s an indispensable travel method for players who are fussing over efficiently grinding through the endgame, moving from dungeon to dungeon and Helltide to Helltide in the pursuit of better loot.

During last week’s livestream, Blizzard announced a host of upcoming balance changes that focus on the two character classes that have received the most complaints online: the Barbarian and the Sorcerer. Patch 1.1.1 goes live August 8.

Despite various issues, Diablo 4 enjoyed an enormous launch that saw over 10 million people play in June. Diablo 4 is Blizzard’s fastest-selling game of all time, and has fuelled record revenue and profits for the company. If you’re still playing, check out our interactive Diablo 4 map to start tracking your progress as you play.

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.

Mortal Kombat 1 Reveals Geras, Awesome New Liu Kang Fatality, and Teases a Character Nobody Recognises

Mortal Kombat 1’s latest playable character reveal sees the time-controlling sand master Geras return after making his debut in Mortal Kombat 11.

In the trailer, below, we see Geras, Guardian of the Hourglass, chatting with Thunder Fire God, Liu Kang. There’s certainly some needle between the two old friends, with Geras questioning Liu Kang’s attitude after the Thunder Fire God restarted history. “Your vision of peace may already be compromised,” Geras tells Liu Kang.

The inclusion of Gears in Mortal Kombat 1, as well as his comments in the trailer, reinforce the idea of this game being a sequel to Mortal Kombat 11 as well as a soft reboot. Clearly, there is a continuity established here, with the events of Mortal Kombat 11 referenced directly.

Gameplay wise, we see Geras employ many of the hard-hitting, time-bending attacks he was famous for in Mortal Kombat 11. Geras can create objects out of sand and use them to smash his foes, as well as freeze them in time, opening them up to multiple attacks before time resets. Mortal Kombat: Deception fans will also notice the addition of Darrius as a Kameo character.

It’s worth watching the trailer to see Liu Kang’s black hole Fatality, which fans are already calling the character’s best ever. We see Liu Kang snap his fingers to create a black hole and allow it to drag his hapless foe inside, bit by bit. Finally, Mortal Kombat has its take on spaghettification.

Meanwhile, Mortal Kombat development chief Ed Boon has been having his usual fun on Twitter, drawing attention to an unnamed new character in Mortal Kombat 1. Fans aren’t sure who this person is meant to be, with some suggesting he’s the result of a create-a-character feature.

Mortal Kombat 1 arrives on September 19 for PC, PS5, Xbox Series X and S, and Nintendo Switch. For more information on Mortal Kombat 1, check out our interview with series creator Ed Boon on why NetherRealm chose to develop Mortal Kombat 1 over Injustice 3.

PS5 Beta Finally Adds Support for Dolby Atmos HDMI Devices, Among Other Things

Sony is rolling out a new PlayStation 5 beta that adds a number of new features, including Dolby Atmos HDMI device support.

The new update, released today in beta form, adds audio options that allow 3D Audio powered by Tempest 3D AudioTech to be used with compatible Dolby Atmos-enabled HDMI devices such as sound bars, TVs, or home theater systems.

As detailed by the PlayStation Blog, here’s how to turn on Dolby Atmos:

To turn on Dolby Atmos, go to [Settings] > [Sound] > [Audio Output] > [Audio Format (Priority)], and then select [Dolby Atmos].

The beta also includes more options to quickly find games and console tips, new ways to connect with other players and customize your multiplayer sessions, and support for larger-capacity M.2 SSDs (up to 8TB).

New accessibility features mean you can now assign a second controller to one account as an assist controller, and use two controllers to operate a PS5 as if you were using a single controller. This means you can now play games collaboratively with others, or help a friend or child play a difficult section of a game.

Meanwhile, there is now an option to turn on haptic feedback effects while using your PS5 with your DualSense controller, the DualSense Edge controller, or PSVR2 Sense controller. This means system sound effects for certain events, such as checking a box or when you get a notification or boot up a game, are reflected physically through haptics.

Improvements to social features include a party UI update, which means you can now invite a player into a closed party without automatically adding the player into the group or creating a new group, and Share Screen Preview, which means when someone’s sharing their screen in a party you can join, you’ll now see a preview image of their Share Screen, even before you enter the party. Helpfully, you can now react to messages with emojis.

Other highlights include the ability to search for games in your library, an improvement to Game Help cards, and the ability to mute the PS5 beep sound.

Beta access to the update is limited to those invited in select countries (U.S., Canada, Japan, U.K., Germany and France). Sony plans to release the update globally later this year. If you’re selected, you’ll get an email invitation today when the update is available to download.

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.

DualSense Controllers Drop to Their Lowest Price So Far This Year in the UK

PlayStation’s Summer Sale is currently raging on, with up to £80 off a PS5 console, plenty of discounts on PS5 games, and up to £25 off DualSense controllers. You can currently secure the controller for just £39.99 at select retailers, with this exceptional price point reminiscent of the Black Friday offer from the last year.

You might be in for a lengthy wait until November before encountering such a fantastic discount again, so snap up this opportunity while you still can. Most of the colour renditions are currently on sale, granting you a wealth of options to pick from. Plus, to save you valuable time scouring various retailers for the perfect deal, we’ve conveniently provided direct links just above.

There are plenty of other deals to check out at the moment in the Summer Sale, such as the PS5 down to just £404.99 at Amazon, and £399.99 at retailers like Argos, Currys, and GAME.

Otherwise, preorders for the limited edition Spider-Man 2 console bundle, DualSense controller, and console covers also went live last week. Unfortunately, the console covers sold out exceptionally quickly at both GAME and PS Direct, but the DualSense (£69.99) and PS5 bundle (£569.99) are still available to preorder. Both are out on September 1.

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