Some Helldivers 2 Players Find Mechs Early as Liberation of Tien Kwan Inches Closer

It looks like some Helldivers 2 players are accessing the hotly anticipated mechs early — and this time it may well be official.

This week, Helldivers 2 developer Arrowhead seemingly locked the release of mechs behind the liberation of a planet, sending hundreds of thousands of players off to fight back against the Automatons on Tien Kwan.

While the battle to liberate Tien Kwan rages on, some players have provided footage on the Helldivers subreddit and Discord showing what looks like mechs on the planet. They’re able to then jump in and play around with Helldivers 2’s new exosuits, although based on the reports from players who claim to have found the mechs, they are extremely rare.

It’s hard to discern what’s legit and what’s cheating in Helldivers 2, after a glut of gameplay leaks revealed officially unavailable stratagems, including of the upcoming mechs. The community had a number of explanations for this, including that cheaters were accessing datamined stratagems and bypassing Helldivers 2’s anti-cheat to call them in on live lobbies.

But the latest reports are in keeping with Helldivers 2’s lore. A fresh in-game message had said the Automatons (Helldivers 2’s evil alien robots) had captured Tien Kwan, the planet solely responsible for the manufacture of the mechs. So it makes sense that a few would be laying around.

The question now is whether Arrowhead will unlock mechs for general use when Tien Kwan is liberated — and it very much looks like a question of when, not if, with the planet over 90% liberated at the time of this article’s publication.

If not, perhaps mechs will go live on March 14, when Helldivers 2’s new premium Warbond, dubbed Cutting Edge, comes out. It includes new armor sets, new guns, new capes, and new emotes, all with high-voltage vibes.

It’s been a tumultuous week in the world of Helldivers 2, which saw the game’s first balance patch nerf its best loadout, an associated backlash, and a subsequent response from Arrowhead. Helldivers 2 has become one of the surprise hits of 2024 since launching in February, topping the charts on Steam and reportedly selling around three million copies. According to at least one analyst, it’s still growing. Check out IGN’s Helldivers 2 review to find out why it’s going down so well, as well as the best loadouts.

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.

Dragon’s Dogma 2 cooking features “real meat” – does that mean vegans shouldn’t play it?

Dragon’s Dogma series director Hideaki Itsuno has announced that the meat you can cook over campfires in Dragon’s Dogma 2 is, in fact, “real meat”. There’s been a certain amount of PlayStation-instigated speculation about whether the meat is CGI-generated, following the last round of Dragon’s Dogma 2 previews. Speaking to Japanese site 4Gamer, as translated by Automaton, Itsuno revealed that the game’s scenes of sizzling flesh are derived from live action film of steaks being grilled – partly for the sake of authenticity, and partly to save money versus creating computer models of meat products. You can cook several types of meat in Dragon’s Dogma, each of which has its own cutscene, and a number of Dragon’s Dogmatists are already performatively salivating at the prospect on social media.

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Spider-Man 2 Update Appears to Have Accidentally Revealed an Upcoming DLC

The following article contains spoilers for Marvel’s Spider-Man 2.

The recently released Marvel’s Spider-Man 2 update appears to have accidentally revealed an upcoming expansion.

After the release of Spider-Man 2 patch 1.002.000, which added New Game+, new suits, and more, players discovered they were able to access a development game menu that unlocks settings for items, enemies, and health. Developer Insomniac subsequently issued a warning to players, saying those who use the menu could face corrupted save data and trophy progress.

But players have also discovered what looks like the entire arc of an upcoming downloadable content, called the ‘Beetle Villain Arc.’ Here, there are nine options to choose from, although none work. The ‘Beetle Janice Intro’, however, reveals just who this Beetle is.

Janice Lincoln is the daughter of the super-powered mobster Tombstone, who appears as a reformed villain in Spider-Man 2. In the comics, Janice eventually becomes Beetle, a supervillain who wears a suit of armor to fight the likes of Captain America and Black Widow. Beetle does not appear in the base Spider-Man 2 game, but the Beetle Villain Arc tallies with the leak of data stolen from Insomniac earlier this year. Spider-Man 2 itself teases Carnage DLC.

It is unclear at this point if Insomniac still plans to release this Beetle DLC. Neither Sony nor the developer have issued a comment, although Insomniac has said a fix for the developer menu is on the way.

Spider-Man 2 launched in October last year and has sold 10 million copies so far. Thoughts have already turned to what’s next from Insomniac, which recently suffered layoffs as part of mass cuts at Sony Interactive Entertainment.

While Insomniac has a Wolverine game in the works, it seems likely it will also release a Marvel’s Spider-Man spinoff similar in scope to the hugely successful Miles Morales standalone, with Venom the potential focus. To find out how Insomniac has set up its next sequel, check out IGN’s Spider-Man 2 ending explained.

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.

If Helldivers 2 players want mechs, they need to liberate a planet riddled with Automatons first

Developers Arrowhead said that Helldivers 2‘s mechs were “ready for deployment” a couple of days ago, but what they didn’t tell us was how to unlock them. And in what I think is a rather refreshing live service twist, it’s up to us honourable Helldivers to liberate the planet of Tien Kwan if we want those sweet, sweet mechs. Get me in there, chief.

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Helldivers 2 Dev Reveals Plans to Make Heavy Enemies Easier to Deal With After Patch Backlash

It’s been a tumultuous week in the world of Helldivers 2, which saw the game’s first balance patch nerf its best loadout, an associated backlash, and, most recently, a call-to-arms to unlock mechs. Now, developer Arrowhead has addressed the backlash in particular, and signaled plans to change the game as a result.

First, some background. This week’s patch 01.000.100 nerfed the Breaker, Railgun, and Shield Generator Backpack, three items considered essential to higher difficulty play and Helldivers 2’s best loadouts. But it also buffed weaker weapons and stratagems, including the Flamethrower, Laser Cannon, Punisher, and the 380mm and 120mm Orbital Barrages.

It was the nerfs to the Breaker, Railgun, and Shield Generator Backpack that sparked the most vociferous discussion within the Helldivers 2 community, given their popularity. On higher difficulties, Helldivers 2 throws an often overwhelming number of powerful enemies at you, many of which require hard-hitting weapons and stratagems to deal with. The Railgun in particular was a popular option for taking on Helldivers 2’s toughest enemies, such as the heavily armored Bile Titan and Charger.

Since the release of the patch, players have complained about struggling to deal with these heavy enemies and their apparent increased spawn rate on harder difficulties (it’s worth noting some of Helldivers 2’s most valuable resources are locked behind the harder difficulties). Social media and the Helldivers subreddit and Discord have seen a number of screenshots and videos showing a quite ridiculous number of Titans and Chargers on-screen at once, with players expressing their disbelief.

In response, Arrowhead issued a post on the Helldivers Discord to say it plans to make heavy enemies easier to deal with, both in terms of their spawn rate and health, in a hotfix. The hope is players will be able to kill these enemies “with a single well-placed shot”, Arrowhead said.

Here’s the statement in full, from Arrowhead community manager Spitz.

“Hell-o, Divers! I wanted to take a moment this afternoon to let you all know that we’ve heard your concerns over the last few days regarding enemy spawns, enemy armor, and the ability to kill these enemies. As we’ve said before, our teams are always taking in player feedback and looking at how we can tweak the game to ensure that it is fair, enjoyable and provides the best experience for everyone.

“I can confirm that we’re currently looking at changes to the spawn rates and health pools of heavy enemies, and will be attempting to spread them out more to prevent large spikes of tougher mobs appearing at the same time, as well as making them a bit easier to bring down. This change should go out in a future hotfix – no date as of yet.”

Arrowhead added that it forgot to mention a buff to the EAT-17 and Recoilless Rifle Stratagems in the update 01.000.100 patch notes.

“In addition, we forgot to mention (oops) that the EAT-17 and Recoilless Rifle no longer suffer from a 50% damage decrease when hitting an armored enemy at a ‘glance angle’ that deflects the shot,” Spitz continued.

“Combined with the upcoming adjustment to health and spawn rates, this should make the larger enemies a bit less common, instead spawning more ‘chaff’ enemies to support them, and should allow players to bring these enemies down with a single well-placed shot. Hopefully this leads to less instances of endless kiting and players being left without any effective weaponry to kill harder enemies.

“Thanks as always for your patience!”

While the community waits for this hotfix, some players have found the recently buffed Flamethrower an effective weapon against the pesky Chargers in particular, although the super tough Terminid remains a brutal opponent on harder difficulties. Face off against multiple Chargers and, well, you’d better hope the group has a 500KG bomb or three handy.

Meanwhile, Arrowhead just unveiled Helldivers 2’s upcoming premium Warbond, dubbed Cutting Edge. It includes new weapons, new armor sets, new capes, and new emotes.

Helldivers 2 has become one of the surprise hits of 2024 since launching in February, topping the charts on Steam and reportedly selling around three million copies. According to at least one analyst, it’s still growing. Check out IGN’s Helldivers 2 review to find out why it’s going down so well, as well as the best loadouts.

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.

Akira Toriyama, Creator of Dragon Ball and Manga Pioneer, Dies at 68

Akira Toriyama, the creator of Dragon Ball and the artist behind Dragon Quest, Chrono Trigger, and numerous other works, has died. He was 68.

News of Toriyama’s passing was made public by the official Dragon Ball Z X (formerly Twitter) account on March 7. According to the statement, Toriyama died due to an acute subdural hematoma.

“It’s our deep regret that he still had several works in the middle of creation with great enthusiasm. Also, he would have many more things to achieve.” Bird Studio and Capsule Corporation Tokyo wrote in the tweet.

“However, he has left many manga titles and works of art to this world. Thanks to the support of so many people round the world, he has been able to continue his creative activities over 45 years. We hope that Akira Toriyama’s unique world of creation continue to be loved by everyone for a long time to come.”

An anime and gaming legend

Toriyama first broke into the manga industry at the age of 23 when he entered an amateur manga creator contest in Kodansha’s Weekly Shōnen Magazine. From there, Toriyama made a name for himself with the serialization of the beloved gag manga Dr. Slump in 1980.

In 1984, Toriyama published the seminal fantasy action comedy shonen battle series Dragon Ball, which would later spawn the immensely popular Dragon Ball Z and Dragon Ball Super series. Dragon Ball’s influence later inspired other like Eiichiro Oda, Tite Kubo, and Masashi Kishimoto to create One Piece, Bleach, Naruto, and classics.

Toriyama also played an influential role in gaming history, his art serving as the basis for Dragon Quest — one of the very first console RPGs in Japan. In the mid-90s, Toriyama famously teamed with Dragon Quest creator Yuji Horii and Final Fantasy creator Hironobu Sakaguchi to make Chrono Trigger, which is still considered one of the finest games ever made.

The last project Toriyama was reportedly working on was the original character designs for the upcoming Dragon Ball Z spin-off series, Dragon Ball Daima. Its story follows the adventures of a chibi-stylized Goku and Vegeta’s adventures in Dragon Ball’s whimsical world. Sand Land, a game based on another one of Toriyama’s works, is due to release in April.

During an panel at New York Comic Con 2023, Daima executive producer Akio Iyoku told the crowd that Toriyama was “deeply involved beyond his usual capacity” overseeing Daima’s story, character design, and more.

“Additionally, [Toriyama] has planned entirely new episodes for the storyline so please look forward to the start of the series,” Iyoku said.

Dragon Ball Daima is slated to release in the fall of 2024.

Blogroll photo credit: IMDB

Isaiah Colbert is a freelance writer at IGN.

Video: Star Wars: Battlefront Classic Collection Gets Switch Launch Trailer

Pre-orders are now live.

The Star Wars: Battlefront Classic Collection lands on the Switch next week and to build up some excitement, Nintendo has shared a new launch trailer.

It shows off plenty of famous faces from the Star Wars galaxy including several heroes and villains. You can also see plenty of firefights as well as some lightsaber battles, and it’s all looking quite promising at the moment.

Read the full article on nintendolife.com

Nightingale Early Access Review

Nightingale is a game of fascinating contradictions. This Early Access co-op survival crafting game jumps wildly between intriguing and confusing, aesthetically pleasing and outright ugly, intuitive and obtuse. It does a lot right, and it is a joy to build a life from the ground up across its varied and mysterious realms – but it also does a lot wrong, often stalling your progress with an infuriating economy. Nightingale’s creative systems can certainly make it a fun time, but be prepared for frustration to rear its ugly head time and time again.

Nightingale takes place in a gaslamp fantasy world, a Victorian almost-steampunk-but-with-magic setting that feels fresh and unique in this genre – sure, games like Dishonored or The Order 1886 had similar styles, but it’s still a seldom used framework that really stood out to me here. Earth as we know it is being swallowed up by a strange fog, which has scattered humanity across the realms of the Fae, mythical beings pulled from European Folklore. As a Realmwalker, you have the ability to travel from one realm to another, which puts you on the search to find the magical city of Nightingale, the last human refuge.

The mysterious Fae Puck acts as your guide on that quest, first helping you to activate a portal and escape to a far off forest realm. Puck stands out as a fascinating character, and his flowery olde tyme language is an early highlight, particularly thanks to how well it is performed. His ability to appear out of nowhere and lead you along does a solid job moving the story forward, and lends itself to funny surprises, like when he popped in just to make fun of me for cooking and eating the exact same meal every day.

Unfortunately, the rest of the characters you meet are currently voiceless at Nightingale’s Early Access launch, and any story elements that don’t come from Puck are purely text-based exposition dumps. There are no cutscenes or big interactive story moments to speak of, just menus telling you why you need to go to a certain spot, kill a specific thing, and then turn in whatever it drops. That’s a shame, and feels like it wastes the cool setting and structure Puck’s introduction sets up.

Quality is inconsistent across Nightingale.

That disparity is a good example of the inconsistent quality prevalent across Nightingale. The character creator, for example, has surprising depth, allowing for impressive customization of minute details like tooth decay, with extensive family trees whose genetic lineage can be applied to your appearance… but the end results of those interesting options always seem to look like they are models formed from clay, rather than believable faces.

Hey, I’m Realmwalking Here!

The realms you travel to offer more than just a new sandbox to explore. The flora and fauna vary wildly, and each presents unique hazards that are good at recontextualizing the survival aspects of Nightingale. Sure, the scorching heat of the desert is a pain if you aren’t in the shade, but at least you aren’t being beaten to death by the hail that falls in the forest. The way each forces you to adapt to survive really drives home that these are untamed worlds you are simply lost within.

Each realm has unique enemies; you might find yourself fighting off overgrown spiders in the swamp one moment, running from a pack of wolves in the forest another, and then having a duel with a giant in the desert the next. The designs of all of them look really cool, and the materials you gather from fallen foes become resources used for crafting or cooking. That last bit matters quite a bit as this is a survival game in the truest sense of the word, and sometimes the only thing between you and starvation is a fresh giant bug for you to roast. Bon appetit!

You have control over what realms you visit thanks to Realm Cards. Major Realm cards can be played at portals, which then determines the biome and setting that portal will lead to. For example, you can create a mostly peaceful forest, perfect for building your base of operations, by pairing a Forest card with an Abeyance card. Alternatively, you could combine a Desert card with an industry-themed Provisioner card to create a sparse and arid factory complex. It’s a simple but powerful system, and one of the best parts of Nightingale.

Once you pick your cards and step through the portal, the realm itself is procedurally generated, which allows for potentially limitless exploration, but also makes things feel disconnected much of the time. Happening across a ruined building is less exciting without the surprises that a curated level-designer may include, especially once you start to see the exact same structures repeated in different places. The lack of planned geography can be an actual issue at times, too – I once had a quest to speak with a person who was placed at the top of a high cliff, but there was no path up to reach them. Clambering up the side of the hill and hoping to get lucky with the layout of rocks is not a fun way to move about.

How realm-hopping ties into crafting and dungeons is really clever.

Minor cards can be played while within Realms to modify them further, like the duelist card, which makes everything (you included) take more damage. Others improve the yield of harvesting materials, affect how you swim, or myriad other things. It’s a good way to let you tailor the realm towards what you are trying to work on at a given time.

The way that realm-hopping ties into crafting and dungeon crawling is really clever, too. Blueprints to create new Realm Cards come from Sites of Power, Nightingale’s version of dungeons. Entry to these places is gated by your Gear Score, which is determined by the quality of equipment you possess – and better Blueprints and materials to upgrade your gear lie in higher level realms. It’s a well tuned loop that layers these systems together seamlessly, which makes investing time into any given task meaningful.

Some Assembly Required

Crafting is largely very good. Gathering materials to begin the typical climb from a destitute castaway to a thriving survivor is compelling, and if you’ve played pretty much any games like this before, it is very intuitive. Blueprints are given out as quest rewards or bought from vendors, and the suite of options does a great job of naturally handing you new tasks in that layered “if you give a mouse a cookie” sort of way.

For instance, at one point I was asked to create an Infusion, a mod that can be socketed into equipment to do things like increase durability or reduce stamina consumption. To create it, I would need to build an Enchanter’s Focus – this required Lumber, which comes from a saw mill, which is built using Animal Fibre, which is made at a Tanning Station. By the time I was actually ready to put the mod to use, I had progressed from being more or less feral in the woods to owning a construction facility that would be the envy of any high school shop teacher. It accomplished exactly what a good crafting system should do by rewarding me with tools and knowledge alongside the thing I actually set out to make.

This setup is fun and engaging… until it all comes to a screeching halt. As of Nightingale’s Early Access launch, there are substantial gaps where higher level materials can’t be crafted yet, and you instead need to find a realm with a vendor who sells them. Crafting the cards to access these realms can compound the issue by also requiring high level materials, creating a painful loop of stopping and starting my progress with roadblock after roadblock as I bought material after material.

A resource called Essence forms the economic backbone of this adventure, and while it does a good job in the early going of simplifying a lot of things, it’s also one of the main culprits behind this loss of momentum. It’s used in crafting, to purchase goods from vendors, and to repair your equipment. Essence is awarded for completing puzzles or finishing Sites of Power, and can even be extracted from any material or piece of equipment – you have to destroy that item to get it, but it’s worth it if you can then afford a new blueprint or make something that will help keep you in the fight.

Higher tier Essences can be tedious to gather.

The problem is that higher tier Essences are needed for more powerful crafting and equipment, and those can be tedious to gather. They can only be found in specific realms, most commonly by clearing Dungeons and solving simple “find the hidden button” puzzles scattered around. It was always really disappointing to be on the verge of crafting the last gear upgrade I needed to advance in a quest only to find out I’m a few Tier 1 Essences short, sending me on a long march back to a portal and into a different realm is search of something that might drop what I was missing.

Time sinks like this happen all the time in Nightingale. At one point I needed to gather a bunch of materials from The Bound, goblin like enemies with a penchant for appearing from thin air, in order to progress the main quest. The things I needed were random chance drops from quite a few different enemy types, and you had to be in the right type of realm for them to appear. That meant finding the realm, making the cards, gearing up for said realm, and hunting until I gathered enough. The amount of time it took was painful, and this was all to complete one part of an even larger mission with more steps like this.

Build, Survive, and Thrive Together

Thankfully you don’t need to walk the realms alone, and playing with friends is a great way to take some of the sting out of the slower parts of this adventure. A few simple clicks is all it takes to add a friend, party up, and invite them to your realm. You can share equipment freely, which is excellent if one player is further along and wants to gear up their buddy so they can join in some harder dungeon diving.

It’s particularly impressive that co-op is completely untethered, which means your friends are free to come and go through various realms, joining or separating as they see fit. Everyone can have one NPC following to help in combat or carry things, similar to how companions worked in Skyrim, so getting a group of people together quickly forms a small army, which is good fun.

It’s also really nice to build together. Structures can be fully planned out before you spend any materials, allowing you to design the fortress of your dreams. Then, anyone can interact with that in-progress creation to contribute materials toward its construction. It feels really good to collaborate on a large building, planning and constructing it with friends. Anyone from your group can then build an Estate Cairn, making it their home base, allowing them to load in and fast travel there anytime.

I won’t spoil the specifics, but late in the game you also get access to a public area. Seeing other Realmwalkers run around in their finery is pretty cool, and this opens up some new raid-like missions with random strangers, allowing you to work towards the highest level loot. There’s not much to the end game beyond just grinding these encounters out at the moment, but it’s nice to have something to aim for after wrapping up the approximately 40-hour campaign. Just know that while the main quest itself has an end already, the actual story around it isn’t finished yet, presumably coming in some future Early Access update.