Nintendo’s amiibo line is still going strong with new additions regularly. This week though marks the end of the Super Smash Bros. Ultimate line with the release of the final amiibo. Yes, we’re now really at the end of this amazing line after all this time.
This last character, as you might recall, is Sora from the Kingdom Hearts series. He was added as the final DLC fighter back in 2021. Ahead of this amiibo’s arrival on 16th February 2024, we’ve been wondering if our community here will be adding Sora to the collection. So vote in our poll and leave a comment below.
Nintendo is attributing the financial success of Super Mario Bros. Wonder to its multiplayer mode, as Mario’s latest outing becomes the latest Nintendo game to offer another way for one to make memories with their friends and loved ones.
In a Q&A with investors following its recent earnings report, Nintendo president Shuntaro Furukawa explained some of the likely contributing factors to Super Mario Bros. Wonder’s success. Furukawa explained how the multiplayer feature in Wonder was vital in that it “suited the need for a game many people can enjoy with family and friends” as the game was released ahead of the holiday season and was likely a gift for many during that period.
Super Mario Bros. Wonder offers local and online multiplayer. The latter allows four players to play on one Nintendo Switch and run through the game’s levels; in contrast, the latter allows up to 12 players to gather in a private lobby before breaking off into groups of four to run through the levels. According to Furukawa, “around half” of Mario Wonder’s users played in multiplayer.
More interestingly, Furukawa noted that The Super Mario Bros. Movie, released in theatres and is available to stream on Peacock and Netflix, was also an influential factor in Super Mario Bros. Wonder’s sales.
“So even though the theatrical release is over, the number of people who have seen the movie for the first time continues to increase, and we believe this has also helped drive the good sales of Super Mario Bros. Wonder,” Furukawa explained.
Nintendo has previously been vocal about Super Mario Bros. Wonder’s success. In early November, the company revealed that it was the fastest-selling Mario game to date, selling 4,3 million units within the first two weeks of its release with the company anticipating the number would continue to grow.
In our review of Super Mario Bros. Wonder, IGN said: “Super Mario Bros. Wonder looks and plays like the true next step for 2D Mario platformers. Wonder effects change each stage in both surprising and delightful ways, the Flower Kingdom makes for a vibrant and refreshing change of pace, and Elephant Mario steals the show.”
Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.
Like spotting the first sign of shore after years adrift, Skull and Bones has finally, actually found its way to launch. Six separate delays and several different concepts that were forced to walk the plank might’ve made you understandably apprehensive about Ubisoft’s long-brewing pirate game, but I’ve already found a yo-ho-whole lot to be excited about after spending nearly 30 hours with its surprisingly unconstrained open beta this past weekend. The 17th-century Indian Ocean works well as avast open world to be explored and plundered, the RPG mechanics are (briny) deep with opportunities for buildcrafting alongside your fellow scurvy dogs, and the naval combat you’ll spend bucca-nearly all your time on the high seas engaging with is tactical and consistently entertaining. Aside from the expected instability one usually encounters with a beta for an online game, the only red flags so far are the lackluster story and a list of endgame activities that feel like they could become repetitive in short oar-der. I won’t be able to complete my voyage until the full version sets sail later this week, but I’m already excited to sea more.
Skull and Bones is fairly unique in the grand scheme of open-world RPGs in that it gives you direct control of a ship and lets you sail the ocean as you pillage ports and send enemy ships to Davy Jones’ locker in search of loot and infamy during the Golden Age of Piracy. Alone or alongside the ships of up to two friends as a fleet, you’ll gather resources and complete action-packed heists to feed your greed and climb Jacob’s progression ladder as you power up your vessel, which is usually a blast. Though it might be tempting to compare this live-service, pirate-filled RPG to Sea of Thieves, they really couldn’t be more different – Skull and Bones focuses entirely on wonderfully intricate maritime gameplay and commodities/economy simulation, not running around on foot as you get into sword fights and eat unpeeled bananas stem-first.
The focus on navals fights works a lot better than I thought it would.
While it’s a bit odd at first that you only ever get to explore the world by controlling your ship (aside from brief intermissions at the social hub), it took just a few hours for me to not feel like I was missing out on much. That’s primarily thanks to how good the ship-to-ship combat quickly becomes. After a fairly underwhelming opening meant to help you get your sea legs with the glorified hunk of driftwood as a starting ship, things really open up. Once you start to upgrade and customize your vessel to fit your playstyle, then tackle some of the more challenging areas and activities that require you to seriously up your game, Ubisoft’s strict focus on navals fights works a lot better than I thought it would.
Skull and Bones appears to have only the faintest whiff of a story, which has so far amounted to a handful of conversations with pirate legend John Scurlock (who keeps insisting I should kill the French). That’s not to say there aren’t a few likable rogues and skallywags to meet along the way – like Yanita, who introduces you to the world of black market trading with all the enthusiasm and pomp of a circus ringmaster – but NPCs are little more than vendors and quest dispensers with no substantial story connecting them. It’s especially weird that meatier pieces of the story seem to have been lopped off since I saw them in the closed beta last year, like an early part where you meet a dying pirate named Abel Rassler, who you now just find dead instead. My guess is these changes were made to keep you out on the ocean waves as long as possible rather than lingering in the social spaces, and I certainly found myself spending a lot more time doing just that – which isn’t such a bad thing. Still, I expect my pirate games to have a bit of drama, infighting, and betrayal, and it doesn’t look like Skull and Bones will deliver on that front based on this initial taste I’ve gotten. There’s still a chance more of that could get turned on when the final version is out, but I wouldn’t bet on it.
Skull and Bones appears to have only the faintest whiff of a story so far.
Instead, your attention is directed toward the compelling treadmill of blasting through increasingly lethal enemy ships and then using your loot to craft better instruments of piracy. Ship-to-ship PvE combat is the star of the show, and it requires strategy, cooperation with other player-controlled vessels, and good aim to pull off at higher levels. For example, when taking on powerful fleets found in later areas, you might want to reconfigure your ship to a tank build optimized for withstanding cannonfire and dealing close-range damage, while your friends focus on DPS or even support options capable of healing allies by peppering them with nonsensically medicinal cannonballs. (How would that even work?) It’s also awesome how great naval combat and sailing the open ocean look, as a lot of effort clearly went into giving elements like waves and cannonfire an extra layer of visual polish – although, on the flip side, NPCs often look animatronic, with dead eyes and robotic mouths.
Crafting new ships and trying out different builds is extremely compelling. Just when I thought I’d built my ideal vessel, I’d see a special cannon or a unique piece of ship armor I just couldn’t live without, then gleefully jump through surprisingly rewarding hoops by attacking certain factions and seeking out rare resources to buy a schematic and craft it. Taking those new toys out to lay the beatdown on any blaggards foolish enough to oppose me is especially thrilling. For example, I spent hours and tons of resources to craft my first mortar, which unlocked the ability to rain fire from the sky on my enemies like I was calling in an airstrike. Sure, doing so forced me to spend every last scrap of my ill-gotten riches, but can you really put a price on turning your foes into pulled pork?
Crafting new ships and trying out builds is extremely compelling.
Once you’ve established yourself on the high seas a bit, you’ll also begin to understand both trade routes and the supply and demand they influence in different parts of the world. You’ll even gain access to the black market via The Helm, a mechanic that allows you to build and manage underworld businesses by creating and delivering embargoed goods, like opium. This opens up a whole new way to line your pockets on your quest, as you can ferry legitimate and illegitimate goods to and fro, buying low in one place and selling high in another. Later on you can even conquer areas and turn them into automated revenue generators to help you obtain the most powerful equipment, and I’m excited to push the limits of this economy system in the final version.
Though I went pretty hard during this latest beta and even got a sneak peek of the endgame activities last month, I still have plenty of questions about what else Skull and Bones has in store beyond what I played this past weekend. I still don’t know if there are any dedicated PvP options or other activities beyond the single Legendary Heist public event in the beta, which sends you to take down an NPC ship, then fight over the loot with anyone else in the area. And I still have no idea how the planned microtransactions and season model fit into things, since they’ve not been present in any version of Skull and Bones I’ve seen so far. But I have really enjoyed what I’ve played, and since progress in the beta carries over to launch, I’m looking forward to setting sail right where I left off and becoming a proper pirate legend later this week.
SSD prices have been on the uptick recently, following a record-breaking 2023 where oversupply caused the best deals on high-capacity SSDs we’ve ever seen. That means that current prices aren’t going to beat out last year’s Black Friday deals, but there are still some decent options that carve out a better value proposition than their peers. One example is the Kingston NV2, a 1TB PCIe 4.0 SSD going for just £50 on Amazon UK at the moment – some £14 below its UK RRP.
Bénard, who left as an associate with Motion Twin to form Deepnight Games in 2020, shared a post on his official website, clarifying his thoughts on the game. This follows an admittedly “impulsive” response the developer gave on the official Dead Cells Discord server, where he stated “…I’d just say did the worst imaginable a**hole move against Dead Cells and ” (via PCGamesN & PCGamer).
Hey Xbox Insiders! We have a new Xbox Update Preview releasing to the Alpha ring today.
It’s important we note that some updates made to these preview OS builds include background improvements that ensure a quality and stable build for Xbox consoles. We will continue to post these release notes, even when the noticeable changes to the UI are minimal or behind the scenes, so you’re aware when updates are coming to your device.
Details can be found below!
System Update Details
OS Version: XB_FLT_2403ZN25398.3778.240208-2200
Available: 2 p.m. PT – February 12, 2024
Mandatory: 3 a.m. PT – February 13, 2024
New Features and Experiences
We have exciting news! Alpha users can expect something new coming to their Xbox Update Preview.
Installation (Xbox Series X|S)
We have made additional network optimizations to improve content downloads while games are running.
Fixes Included
Thanks to all the great feedback Xbox Insiders provide and the hard work of Xbox engineers, we are happy to announce the following fixes have been implemented with this build:
System
Various updates to properly reflect local languages across the console.
While known issues may have been listed in previous Xbox Insider Release Notes, they are not being ignored! However, it may take Xbox engineers more time to find a solution. If you experience any of these issues, we ask that you please follow any guidance provided and file feedback with Report a Problem.
Audio
We have received reports of users experiencing intermittent issues with audio across the dashboard, games, and apps. If you have experienced issues, be sure you have the latest firmware updates for your TV and other equipment. If you’re unsure, you may need to contact the manufacturer for assistance.
Note: If you continue to experience issues after applying the latest firmware updates, please submit feedback via Report a Problem immediately with the “Reproduce with advanced diagnostics” option, then select the category “Console experiences” and “Console Audio Output Issues”. Be sure to include as much information as possible:
When did the issue start?
Did you lose audio just in the game/app or system audio as well?
Does changing the audio format resolve the issue? If yes, what was the format before and after?
Does rebooting resolve the issue?
What does your setup include? Equipment, layout, etc.
And any additional information you can provide to reproduce the problem.
Networking
We are investigating reports of an issue where the console may not connect to their network as expected on boot. If you experience this, be sure to report the issue via Report a Problem as soon as you’re able.
Workaround: Wait a minute for the connection to establish. If your console still hasn’t connected, restart your Xbox from the Power Center or the guide. Learn more here: How to restart or power cycle your Xbox console.
As always, be sure to use Report a problem to keep us informed of any issues you encounter. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.
If you’re an Xbox Insider looking for support, please visit the community subreddit. Official Xbox staff, moderators, and fellow Xbox Insiders are there to help with your concerns.
When posting to the subreddit, please look through the most recent posts to see if your issue has already been posted or addressed. We always recommend adding to existing threads with the same issue before posting a new one. This helps us support you the best we can! Also, don’t forget to use “Report a Problem” before posting – the information shared in both places helps us understand your issue better.
Thank you to every Xbox Insider in the subreddit today and welcome to the community if you’re just joining us! We love that it has become such a friendly and community-driven hub of conversation and support.
For more information regarding the Xbox Insider Program follow us on Twitter. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox Update Preview ring!
If there’s any Marvel hero who can challenge Deadpool or Spider-Man in the popularity department these days, it’s Wolverine. That’s why it’s fitting that the ol’ Canucklehead is joining Spidey in getting a big-budget action game from the folks at Insomniac.
That’s right — things are looking up for Wolverine in games and movies again. Aside from the Insomniac Wolvie game that’s in the works, Hugh Jackman is also returning to the character, joining Ryan Reynolds for Deadpool & Wolverine, which will finally properly unite the two heroes. In the MCU to boot! We just got our first official trailer for Deadpool 3 during the Super Bowl, and man, are we excited.
Wolverine has a fascinating history in the video game realm. It took years for developers to figure out how to translate both his distinctive look and his unique powers from page to screen. Let’s take a look back at Wolverine’s clawful evolution in video games.
The Early X-Men Games
The X-Men may have been around since 1963, but it would be decades before they grew to become Marvel’s dominant franchise (thanks in no small part to Wolverine himself). The franchise didn’t appear in video game form until 1989’s Uncanny X-Men on the NES. We suspect many fans wish they hadn’t, as this is generally regarded to be one of the worst superhero games ever made.
Wolverine himself was spun out into his own NES game in 1991. This overhead action game earned equally scathing reviews, and it embodies many of the problems developers faced in trying to accurately depict the hero. The iconic Marc Silvestri cover art is a far cry from the generic, pixelated blob gamers actually control. The game’s biggest sin is tying Wolverine’s trademark claws to his health meter, forcing gamers to hunt down hamburgers and soda to replenish his steadily depleting energy. That would become an unfortunate trope in many early X-Men games.
In this early period, it would fall on Konami to give gamers a taste of what a good X-Men game looks like. Konami’s X-Men arcade game follows the same beat-em-up formula as classics like The Simpsons and TMNT. It’s based on the animated pilot Pryde of the X-Men, so it features Wolverine in the classic brown costume he wore throughout the 1980’s. It was visually a huge leap from its X-Men predecessors, with colorful, large sprites that channeled the energy of the early ‘90s comics. Sadly, it still made the mistake of limiting how often players could tap into each character’s mutant power. That would continue to be a trend for a while to come.
The 16-Bit Era
The early to mid ‘90s marked a golden age of X-Men games, though perhaps more in quantity than quality. 1992’s multiplatform title Spider-Man and the X-Men in Arcade’s Revenge set the tone for this era, offering fans a side-scrolling action gameplay that looked and sounded better than it actually played.
1993’s X-Men on the Sega Genesis might be the most popular game from this era. The game’s sharp, colorful look and killer soundtrack appealed to fans, even if the generic and often frustrating gameplay didn’t. The Genesis game is also notable for being the first to feature Wolverine’s classic yellow and black costume, which was back in vogue at the time thanks to both Jim Lee’s X-Men comics and X-Men: The Animated Series.
Sadly, the Genesis game was also guilty of that fundamental Wolverine faux pas – limiting how much players could unleash his adamantium claws.
The Super Nintendo, meanwhile, got its own mutant adventure in 1994’s X-Men: Mutant Apocalypse. This game also took its visual cues straight from the contemporary X-Men comics, including a roster of playable characters pulled from the monthly X-Men series. It was an early taste of things to come from developer Capcom.
Wolverine finally got a chance to fly solo again in 1994’s Wolverine: Adamantium Rage. Our hero’s yellow costume was again on display, with the SNES version doing an especially good job of adapting the dynamic, colorful look of the comics. While it debuted to mixed reviews, Adamantium Rage did a better job than most of tapping into Wolverine’s mutant abilities. It even included his healing factor in the form of a regenerating health meter. The catch, however, is that stopping and waiting too long would result in the android Elsie Dee showing up and killing Wolverine herself.
Capcom’s Berserker Barrage
If Konami’s X-Men arcade game gave fans a glimpse of what the franchise could look like with powerful hardware behind it, Capcom blew the doors down with 1994’s X-Men: Children of the Atom. While basically a Street Fighter clone with a playable cast of mutant heroes and villains, the game immediately won a fan following thanks to its dynamic visuals and over-the-top special moves.
The large, detailed sprites in Children of the Atom became the new gold standard for X-Men games, merging the style of the early ‘90s X-Men comics with a more stylized, manga-esque approach. In that sense, the game’s graphics mirrored the trend of the comics themselves, with up-and-coming artists like Joe Madureira bringing a heavy manga influence to the American comics scene.
Children of the Atom also featured many voice actors from X-Men: The Animated Series, including Cal Dodd as Wolverine. The result was a best of all worlds approach, where Wolverine finally looked as good as he sounded.
Children of the Atom and various follow-ups like X-Men vs. Street Fighter and Marvel vs. Capcom also showed fans a Wolverine completely unleashed, with no limitations on his deadly fighting abilities. If anything, Wolverine was so badly overpowered in X-Men vs. Street Fighter that he had to be nerfed for Marvel vs. Capcom 2.
While you couldn’t play as Wolverine in every level, at least you weren’t limited in how often you could unsheathe his claws.
Wolverine would make one final appearance on the SNES in 1995’s Marvel Super Heroes: War of the Gems. Here, Capcom repurposed the eye-popping sprites from the fighting games to create a more traditional side-scrolling action game. While you couldn’t play as Wolverine in every level, at least you weren’t limited in how often you could unsheathe his claws.
The X-Men Go 3D
With the X-Men arcade games nailing the look of the Marvel Universe in 2D form, the next challenge was translating that look to 3D. It wasn’t easy.
First up was X-Men: The Ravages of Apocalypse, which was essentially a mod of the original Quake released as a retail game. While the game boasted a wider color palette than Quake ever did, the crudely animated, blocky character models didn’t exactly scream “X-Men.” It didn’t help that the single player mode had gamers control a generic grunt mowing down endless waves of X-Men clones, rather than controlling Wolverine and friends directly.
Things went quiet on the Wolverine front for a few years, but the arrival of the first X-Men movie helped reinvigorate the franchise’s gaming prospects. 2000’s X-Men: Mutant Academy became the first 3D X-Men fighting game, and naturally, Wolverine was one of the playable fighters. Considering the limitations of the aging Playstation hardware, the game did a reasonable job of replicating the look and feel of the late-’90s X-Men comics. Dodd even returned to voice Wolverine again.
Mutant Academy spawned a direct sequel on the Playstation 1, as well as a more ambitious followup called X-Men: Next Dimension on the Playstation 2, Gamecube and Xbox. Next Dimension offered fans an unusual blend of comic and movie-inspired elements. Rather than feature the X-Men in their traditional spandex costumes, the game opted for the modern black leather uniforms introduced in the comic book series New X-Men. Patrick Stewart also narrated the game’s story mode, though the plot itself was set within Marvel’s comic book universe.
That same hybrid approach carried over to Wolverine’s next solo game in 2003. Titled X2: Wolverine’s Revenge, the game was clearly intended to lure in moviegoers fresh out of seeing X2: X-Men United. But despite Hugh Jackman’s face on the cover, the game was mostly comic-inspired (apart from again bringing in Patrick Stewart as Professor X). Wolverine once again wears his black leather New X-Men uniform, and Luke Skywalker himself, Mark Hamill, provided the hero’s voice.
Wolverine’s Revenge didn’t entirely succeed in putting gamers in Wolverine’s boots, sadly. The punishing difficulty, combined with a strange reliance on stealth mechanics over hacking and slashing, made them feel like anything but an immortal superhero. Wolverine’s hunched, animalistic animations may have looked great for the time, but the controls left much to be desired.
Wolverine’s Revenge didn’t entirely succeed in putting gamers in Wolverine’s boots, sadly.
The Rise of X-Men Legends
For many X-Men fans, the franchise hit its gaming peak with 2004’s X-Men Legends. This action RPG allowed players to control a team of four heroes, battling the Brotherhood and leveling up.
Visually, two elements set legends apart from the crowd. The game drew inspiration from Marvel’s Ultimate X-Men comic rather than the traditional X-books, meaning the X-Men were decked out in sleek, modern black and gold costumes. The characters were also cel-shaded, echoing the comic book-inspired approach of the Ultimate Spider-Man game. Wolverine himself was voiced by Steve Blum, who would go on to reprise the role in the animated series Wolverine and the X-Men.
Legends also did a better job than most of its predecessors when it came to making players actually feel like Wolverine. Gone were the simplistic platforming elements and special claw meters, replaced by a wide array of moves that could be upgraded over time.
Legends inspired a direct sequel in 2005’s X-Men Legends II: The Rise of Apocalypse. The franchise then expanded to encompass the wider Marvel Universe in 2006’s Marvel Ultimate Alliance. Ultimate Alliance abandoned the cel-shaded look in favor of a more realistic art style still heavily inspired by the Ultimate Universe comics. Its sequel veered in a different direction, with more traditional comic book designs.
Wolverine’s Movie Adventures
Surprisingly, it wasn’t until 2006 that gamers were treated to an X-Men game based specifically on the movie series. X-Men: The Official Game acted as a prequel to X-Men: The Last Stand, with the story mode introducing villains like Silver Samurai and the Sentinels and explaining why Nightcrawler suddenly vanished after X2.
Naturally, the game featured both the voice and likeness of Hugh Jackman, along with several other movie mainstays. The game also made some notable attempts at depicting Wolverine’s powers, including a regenerating health meter and a berserker rage mode that activates whenever Wolverine takes too much damage.
That game wound up serving as a rough prototype for Wolverine’s next – and easily best – solo game. 2009’s X-Men Origins: Wolverine served as an adaptation of the movie, albeit with a greatly expanded plot that added in major characters and subplots.
More importantly, X-Men Origins: Wolverine finally hit on the perfect formula for making players feel like Wolverine. The ferocious combat was heavily inspired by God of War, taking full advantage of Logan’s unbreakable claws and healing factor and ensuring players were never limited in how often they used them. Thanks to the processing power of the Xbox 360 and Playstation 3, players could even see Wolverine’s battered body deform and tear apart in real time.
While the main character model in X-Men Origins is based directly on Jackman, the game also included several alternate costumes drawn directly from the comics. If not for Deadpool & Wolverine, this might have been the clsoest we ever got to seeing Jackman don the classic comic book costume.
X-Men Origins: Wolverine finally hit on the perfect formula for making players feel like Wolverine.
The Modern Wolverine Games
Sadly, X-Men Origins: Wolverine sets up a sequel Activision never delivered, and things have been fairly quiet on the X-Men front in recent years. Unless you count Silicon Knights’ disastrous 2011 game X-Men: Destiny, and we’d rather not.
Wolverine has appeared in a number of Marvel games following his last solo outing, often voiced by Steve Blum. 2011’s Marvel vs Capcom 3 and 2019’s Marvel Ultimate Alliance 3 both stand out because of their attempts to pair detailed, modern graphics with a comic book aesthetic. While not strictly cel-shaded, the art styles in both games emphasize heavy black lines and shadows. The now-defunct online RPG Marvel Heroes also deserves a nod thanks to its sheer number of alternate costumes available for Wolverine and his fellow heroes.
But if things have gone quiet on the X-Men front of late, Wolverine himself is due for a big comeback. He’s set to return in Marvel’s Wolverine, a Playstation 5-exclusive action game developed by Insomniac. We don’t know much about the scope of the game just yet, but the teaser trailer showcases a gritty, blood-soaked version of Wolverine enjoying himself in a seedy Madripoor bar. If Marvel’s Spider-Man is any indication, we can probably expect a brand new interpretation of Wolverine’s classic costume alongside dozens of familiar suits.
Which of Wolverine’s many video game appearances is your favorite? What costumes do you want to see in Marvel’s Wolverine? Claw your way down to the comments and let us know, bub.
The Asus ROG Ally has dropped in price in response to the release of the Steam Deck OLED, and now a 10% off code at Very makes this handheld gaming PC even better value. You can now get the top-spec ROG Ally with the Z1 Extreme chipset and 512GB of PCIe 4.0 storage for just £539 with code VTQ8C, a brilliant price that puts it in direct competition with the 512GB Steam Deck OLED.
One Palworld player has fully cranked up their ingenuity by creating a massive city, and they didn’t even need to use a single mod to make a virtual urban base.
Reddit user Commercial_Neck8986 has posted a screenshot and a video of their Palworld base showcasing how they made an entire urban-esque base called Palcity. Commercial_Neck8986 notes that it took them two weeks to finish their base and that it used no mods to create Palcity.
IGN has reached out to the user for additional comment.
“No mods carried enough stone to not overweight,” the Redditor replied when a user accused them of using a mod to create Palcity. “Good thing trees are present everywhere, so I just chop off some wood for the roofing.” As you can see from the many videos posted by Commercial_Neck8986, Palcity is quite massive, from stone gates to multiple buildings and homes and an entire wall that borders all of Palcity into a self-contained haven.
In another reply, Commercial_Neck8986 mentioned that it made storage near a palbox easier to transport all the materials needed to make Palcity the giant fortress.
The lack of mods Commercial_Neck8986 used to create Palcity is incredible. In contrast, some modders have created save files for starter bases. But there is also a mod called Duck’s Progressive Bases, which allows players to easily have more Palworld bases.
In our PC early access review of Palworld, we said: “Palworld may crib quite a bit from Pokémon’s homework, but deep survival mechanics and a hilarious attitude make it hard to put down – even in Early Access.”
Palworld is out now on PC and Xbox. If you are playing this widely popular open-world survival game right now, consider checking out IGN’s interactive Palworld map to help you navigate this vast virtual world. Or check out our guide on base progression in case you need assistance building a solid base that could one-day rival Palcity.
Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.