Ultros dev interview: Karmic cycles in a demonic space labyrinth, out tomorrow

Indie games are known for their daring and often groundbreaking approaches to visuals and storytelling. Ultros is a new indie title coming to PS4 and PS5 on February 13. The game is a twisted, time-looping sci-fi adventure. It’s packed with high-stakes action, clever twists on classic game design ideas, intriguing, and often unsettling environmental storytelling, and crazy-colorful pop-psychedelic visuals that makes you wonder if the game came with its own built-in blacklight. 

This eye- and mind-dazzling adventure comes to PlayStation courtesy of Sweden-based developer Hadoque. It tells the story of a spacefarer trapped in a nightmare time-cycle within a bizarre, seemingly demonic black-hole acting as a womb for an unspeakable cosmic horror–the titular Ultros. 

In the words of game director Mårten Brüggeman, “It’s a psychedelic sci-fi platforming adventure, a combat- and gardening-driven experience. It also asks a lot of existential questions if you dive into it, as you explore the  sarcophagus spaceship and try to understand what it is a metaphor for and what is dwelling inside.” 

Fight or foster

Ultros is fundamentally a search-action game where you explore an ever-expanding map that opens up further and further as you acquire more abilities for navigation and combat. It’s a popular indie game genre, and Ultros expands on it with some unique gameplay twists centered around the ideas of karmic cycles: creation and destruction, nurture and killing. 

“It’s a game about choices,” explains Brüggeman, “where you can choose to play in a destructive or constructive way, and  the choices you make change your interpretation of your in-game actions.”

The environment oozes with otherworldly threats, requiring skillful combat to neutralize the assorted hostile lifeforms. Variety is a big emphasis here. Ultros encourages you to use a diverse arsenal of moves in fun and creative ways to dispatch foes: dodge-and-strike attacks, jumping strikes, and even launching foes into the air to turn them into a living projectile weapon. 

“We want to combat to feel intimate and visceral to emphasize destruction, ruining the balance of disruption and construction within the current cycle. We focused on movements, forcing you to be near them to fight them are integral to what we wanted to do, the intensity and intimacy of one-on-one combat.”

As your foes fall before you, they drop all manner of edible offal–which varies in quality depending on how skillful your killing blow was. Eating these remains isn’t just a health restore: it provides you with valuable nutrients, which allow you to access skill tree upgrades at save pods, which enhance your movement, fighting, and navigational abilities. 

But if eating mystery meat makes you feel a bit queasy, there’s another way to obtain sustenance: raising the seeds you find scattered around in gardens, then partaking of that plant’s fruit. Aiding you in your horticultural pursuits is your Extractor, a special device that gains numerous abilities throughout the game. 

The plants that grow over time will leave behind assorted benefits, like creating platforms to alternate routes and making planning and tending to your gardens an essential part of gameplay. Brüggeman elaborates: “The seeds all have different abilities and rules of how they grow. Part of beginning your garden is getting to know how these different plants work and how they affect each other and the world around them.”

Brüggeman continues. “With these in-game resources, you can eat everything you find, and it builds up your nutrition, like an experience point system. But it’s also the economy of how the game ecosystem works. When you take something from a plant, you’re sort of stealing from it. But you can give back by planting seeds. When you kill creatures like a typical game hero, you steal both their life and from the ecosystem. We wanted to give a choice in our game not to be that kind of hero.”

Oh, yes, there’s one more critical element to gardens: they stick around even when a time loop wipes everything and sends you back to square one.

Let’s do the time warp again

Yes, Ultros is a game built around a time loop, and there’s only so much you can do before you’re forced to begin anew. You may have been fortunate to keep a few skills from the previous loop. But more importantly, you’ve got the knowledge you gained from your last attempt. And hey, those plants you took care of? You might be surprised to see what’s become of them.

“One of the core concepts we’ve built the game around is the philosophy of a karmic cycle: What you do in one life makes up what your next life will become. In this game, we have a time loop mechanic that is the rebirth of our character and world. So, one of the major choices you can make in the game is whether or not you nurture the world you’re in. If you build it up, the garden becomes a part of the world you’re inhabiting, and tending to these plants is the way you can make the game world evolve.”

The presence of player choice among these time cycles hints at multiple conclusions to Ultros’s story. When I asked Brüggeman about it, he said, “There are multiple endings, I can say that much. The time loop is more story-driven than mechanics-driven, so you can explore a ‘what if I do this instead’ scenario, also tying into the philosophy of a karmic cycle. We want players to re-experience events and scenarios but get to see them from different perspectives. You’re given the chance to make the choice again, but from another perspective.”

A whirling universe of color

The game’s trademark art style comes from art designer El Huervo, who is well-known for his work on the classic indie series Hotline Miami. The visuals are packed with contrasts, both in color and in theming: in one area, you’ll be surrounded by an environment teeming with goopy, pulsating viscera-like growths, yet only a ways away, you’ll discover a place that looks not unlike an elegant European cathedral. 

“I would describe Ultros’s art style as a Renaissance painting meets comics meets Jackson Pollock,” says Brüggeman. “El Huervo’s style has developed over the years. He’s very inspired by French artist Moebius, but also German zoology scholar and artist Ernst Haeckel.”

The visuals also play a big part in the story and atmosphere. “As you explore during the game, you learn what the sarcophagus was used for and what happened to it. You’ll try to understand who its original inhabitants were and how that relates to the dark being held in there.” 

Suppose you’re ready for a visually stunning adventure with intense combat, loads of exploration, environmental world-building, and a time loop that challenges how you approach action-adventure games. In that case, you’ll want to venture into the Sarcophagus. Ultros makes its debut on February 13.

Banishers: Ghosts of New Eden Review

In a sea of sequels, Banishers: Ghosts of New Eden has a wonderfully fresh story to tell. I didn’t know I wanted to play as a ghost-hunting detective in a supernatural, alternate reality version of 1600s America, but developer Don’t Nod provides such a compelling mix of death, drama, and romance it made me wonder why no one had tried this sooner. It mostly sticks the landing with the things it tries beyond that story as well, from the excellent concept of swapping between your living and spectral protagonists, to its absolutely stellar investigation mechanics. That said, other parts of Banishers aren’t as original, borrowing the bulk of its structure from plenty of action-adventure games before it, but with stiff and repetitive combat that can’t stand up to those inspirations. Even still, for those in favor of weird games brimming with heartbreak and ectoplasm alike, there’s a lot to enjoy here.

Banishers: Ghosts of New Eden is the latest entry in a genre I’ve inadvisably taken to calling “crevice crawlers.” Y’know, those third-person games with a serious story and slow pacing, where two people walk around and talk to one another in hushed tones in between combat encounters, and for some reason you spend a lot of time squeezing through crevices to get from place-to-place? I’m talking God of War, A Plague Tale, The Last of Us – classic crevice crawlers. Anyway, while I quite enjoy the occasional sad whispering duo sidling through rubble, at this point the formula is also pretty played out. In the case of Banishers, it made the adventure feel more familiar than I cared for (despite a refreshingly original setting), owing to its steadfast adherence to that trendy template.

Though it certainly doesn’t win points for innovation, Banishers executes on this blueprint quite well, with strong writing, likable characters, and a few good twists and turns in the story to make for an enjoyable cross country odyssey. Playing as Red, the overly-emotional Scotsman with hair that’s way too cool for the time period, and Antea, the ill-tempered master ghost hunter who is a ghost herself, you’ll travel around talking to all kinds of pilgrims in order to solve their hauntings. As occult experts called Banishers in a mystical 17th century alternate reality, it’s your job to seek out ghosts, help them resolve their unfinished business, then send them to the afterlife, and that ends up being exactly as fun as it sounds. Seriously, who doesn’t want to be a dope slayer of specters and run around banishing spirits like an “Oops, All Ghosts” Geralt of Rivia?

As with a lot of games like it, Banishers does suffer from some pacing issues. There’s lots of repeated story beats where our heroes retread the same ground as they process their grief and discuss their dilemma, and you’ll be asked to crawl through dark places, climb mountain sides, and wait in extremely slow elevators while your characters talk about how much of a bummer death is. Thankfully, most of the time the writing is good enough to justify that pace, but I’ll admit I started to zone out by the eleventh or twelfth time I had to hear them chat about spectral webs. There are also lots of little unnecessary pauses that become tiresome, like how after every time you rest at a campfire to level up or use a fast travel point, your characters stare at one another lovingly for a few seconds before finally rising to their feet. There were several occasions where I’d sit through that only to realize I’d fast traveled to the wrong campfire and have to go back and watch it again.

Pacing problems aside, the story has strong writing and likable characters.

Beyond taking on haunting cases and working to save the town of New Eden from its nightmarish fate, you’ll also be free to roam the map in search of optional combat encounters, puzzles to be solved, and side quests to tackle, all of which are fairly solid. Special combat scenarios offer an extra level of challenge for those who would seek it by throwing in modifiers that require you to change up your playstyle, like one where only certain types of attacks do any real damage, and puzzles offer some extra loot to help you upgrade your equipment by solving fairly straightforward environmental logic problems (simple “move this minecart here” or “shoot this magical target” type stuff). Side quests allow you to dive a little deeper into characters you meet throughout the main quest, with some really quality writing and smaller stories to engage with, though you aren’t given a ton of incentive to tackle these aside from learning a bit more about the world.

The supernatural reimagining of colonial America is a fantastic backdrop for the tale of love and loss at the center of things, with death and the afterlife constantly looming over our paranormal heroes. When Antea is killed in the story’s opening moments and becomes a ghost, Red finds himself working in tandem with the very thing he’s supposed to combat, which creates a really cool dilemma where you’ll need to decide to stay the course and work toward your partner’s ultimate banishment or forsake your duties in an attempt to bring her back to life. Wandering around the countryside to help others resolve their own losses in your role as a Banisher and uncovering the sordid history of New Eden gives you plenty of opportunities to decide what kind of ghost hunter you want to be, with lots of morally gray situations you’ll be asked to weigh in on.

However, it is a little disappointing that, with all the interesting supernatural mysteries they set up, you only get three nuance-free options to choose from at the end of each case. You can either give the ghost its ascent, which is a friendly way of sending it to the afterlife, banish the ghost, which is basically just an aggressive way of doing the same thing, or you can blame the living, killing them and absorbing their essence in your quest for power. The only way to bring your love back from the dead is by sacrificing as many people as possible, so blaming the living is mostly presented as the “evil” choice, even when some of these humans totally deserve to get got. Meanwhile, banishing or ascending the dead are usually framed as two flavors of the right thing to do, even in cases where a living person is clearly in the wrong.

In many scenarios, having to choose just one of those conclusions feels like you’re being unnecessarily forced to pick a side – or worse yet, you’re just choosing the option that’s going to get you to whichever ending you’re shooting for. For example, in one case I encountered two equally guilty twins, one who had been killed and while the other was still alive, and had to choose to get rid of the ghost or kill the living twin. It would have been nice to have the option to banish the ghost and turn the human into the authorities, or engage with that situation in any number of more nuanced ways.

I was eager to tackle every new haunting that popped up on my map.

That doesn’t stop it from being extremely cool to step into the boots of two ghost investigators though, as you swap between your living and dead characters to make use of their unique abilities as you hunt for clues, track your quarry through the woods, and interview suspects. As Red, you’re able to perform dope rituals to do things like see visions from the past via psychometry or compel spirits to show themselves to you, while as Antea you can see invisible objects hidden in the world and use your awesome and kinda terrifying spectral powers to manipulate the environment, like letting out a banshee shriek to destroy barriers. Swapping between the two perspectives to uncover clues, overcome simple logic puzzles, and solve mysteries is without question the best part of Banishers, and made me eager to tackle every new haunting case that popped up on my map.

The instant character swapping carries over into combat too, where you’ll either be fighting with sword and rifle as Red or throwing phantom haymakers and using ghost powers as Antea, and the concept mostly succeeds there as well. What starts out as a fairly barebones system of dodge rolling, parrying, and light or heavy attacks gradually evolves into something much more compelling as you unlock abilities throughout the adventure. For example, I absolutely love the unlockable perks that let you time your swapping between characters in the middle of a hit combo in order to trigger a special attack, which also provides a window of invulnerability as one character is replaced with the other. By the end, I was able to swap back and forth between the two without a break in my assault, triggering special maneuvers along the way, like Antea’s ability to leap across the map to smack someone in the face.

Similarly, there are lots of interesting opportunities to customize your equipment loadout and skill tree perks to fit your playstyle, like how I would take all the powers that granted me buffs at the cost of longer ability cooldowns, but then complimented them with equipment that made me stronger for each power that was currently waiting on a cooldown. And since you’re given the ability to switch out all your abilities and equipment every time you rest at a campfire, there’s plenty of freedom to completely change up your playstyle as you go without getting locked into a specific build or having to pay some obscene skill tree reset fee.

Combat definitely has some hiccups, though, as controlling your characters often feels pretty clunky. Movement can be sluggish or downright unresponsive as you get caught on the smallest things when you roll around. Sometimes the camera can also move in erratic ways, especially when it’s trying to focus on something with Banishers’ hit-or-miss lock-on system. I was playing on the hardest difficulty, and died on more than one occasion when the lock-on system wouldn’t do its thing or would bizarrely point the camera in the opposite direction of the enemy. It’s still enjoyable to take on armies of apparitions, but combat is definitely missing a certain level of polish that can be pretty frustrating.

Enemy variety also became painfully scarce less than halfway through the roughly 30 hours it took me to complete the story, as there’s only a handful of enemy types that are added far too slowly to keep combat fresh. Wolves, which are introduced right at the beginning, became especially tiresome when I was still seeing them 20 hours later, and I cannot even begin to describe to you how many of those poor, furry beasts I sent whimpering into the afterlife. That said, most of the monsters in the mix are at least interesting to fight, from specters that dive into the corpses of other enemies to reanimate them, to skeletal marksmen who keep their distance and try to take you out with a rifle. I just wish I didn’t have to see the same undead faces so often, because by the end even my favorites had become irritations.

Palworld devs’ next game is a base-building Dead Cells and Hollow Knight mash-up

When I first saw Never Grave: The Witch And The Curse rising up the Steam Next Fest charts at the end of last week, I thought, “Oh! That’s a neat Hollow Knight-looking Metroivanida roguelike, I’ll definitely give that a go.” And having played its demo over the weekend, I can confirm: it’s certainly an intriguing little thing that I’ll be keen to keep an eye on when it launches into early access, possibly sometime next month.

The biggest surprise was that, despite its very Hollow Knight-looking visuals, it actually plays more like Dead Cells in practice. Instead of being a sentient lump of flesh able to inhabit infinite bodies, you’re a magical witch’s hat that can possess, discard and rematerialise your chosen sack of limbs at the touch of a button. The second thing that surprised me was that it also has quite a substantial base/village building aspect to it on the side, and the third – well, perhaps this isn’t so much of a surprise given everything I’ve just said, because it also turns out this is the next game from Palworld developers Pocketpair. Yep, it all makes a bit more sense now.

Read more

The Best PS5 SSD Deals (February 2024)

2023 and 2024 have shown that 2TB PS5 SSD upgrades are actually worth the price. In 2022, prices for 1TB PS5 SSDs averaged around $150, whereas 2TB SSDs hovered closer to $300. Now, we’re seeing 1TB SSDs trickle below the $70 price point and 2TB SSDs can drop to around $100 or sometimes even lower if there’s a good sale. It’s worth noting, though, that you can’t use any old SSD and expect it to perform well on the PS5 console. You’ll want to pick up a PCIe Gen4 x4 M.2 solid-state drive with at least a 5,500MB/s read speed to match the PS5’s internal drive.

TL;DR – The Best PS5 SSD Deals Right Now

Note that Sony recommends a heatsink attached to your SSD and not all SSDs listed here have pre-installed heatsinks. For the ones that do, we’ll be sure to mention it. For the ones that don’t, all you have to do is purchase your own heatsink (like this one for $9) and install it yourself. For our top recommended picks for 2024, check out our full breakdown for the Best PS5 SSDs.

XPG 2TB GAMMIX S70 Blade PCIe Gen4 M.2 2280 SSD for $149.99

For those looking to jump from a 1TB SSD, you can’t go wrong with this excellent deal on a 2TB SSD from XPG. Its price has dropped 28%, from $209.99 to $149.99, but you’ll have to grab a heatsink to go with it (which you can do here for $9). This SSD also has read and write speeds of 7400/6800MB/s.

Adata Legend Max 2TB PS5 SSD with Heatsink for $149.99

Much like the SSD listed above, this is one of the faster SSDs on the market with read speeds of up to 7400MBps and write speeds of up to 6800MBps. Alongside 2TB of storage, it also has a very slim preinstalled heatsink that can slot perfectly into your PS5. Right now, it’s discounted 25% to $149.99.

Samsung 980 Pro 2TB M.2 SSD for $163.11

Samsung SSDs need no introduction. They’ve made some of the most popular and reliable PS5 SSDs on the market. The 980 Pro has been out for a long time, way back in January of 2020. A testament to its reliability is the fact that Samsung didn’t feel any need to release any newer flagship model until 2022. In terms of performance, it’s no longer the fastest SSD on the market (the 990 Pro is), but it’s still a very fast drive. It certainly more than meets the minimum 5600MB/s speed requirement to be used as a PS5 storage upgrade, with speeds of up to 7,100MB/s.

Samsung 990 Pro 2TB PCIe Gen4 x4 M.2 SSD for $169.99

The Samsung 990 Pro is an excellent SSD for your PS5. From a purely performance perspective, it’s overkill; the stock SSD in your PS5 will be the limiting factor. You’ll want to pick up a PCIe Gen4 x4 M.2 solid state drive with a rated 5,500MB/s read speed to match the PS5’s internal drive and the 990 Pro is much faster. This one does not come with a heatsink, though, so you’ll need to invest in one.

Silicon Power XS70 4TB SSD with Built-in PS5 Heatsink for $223.96

Looking for even more storage to have in your PS5? Look no further than this incredible deal on a 4TB SSD from Silicon Power. It’s currently discounted 25% to $223.96, so well worth taking advantage of before it goes back up to its $299.99 MSRP. It also comes with a built-in heatsink, so it’ll be ready to go right away, and has excellent read and write speeds of 7,200MB/s and 6,800MB/s, respectively.

What if the SSD Doesn’t Include a Heatsink?

Sony recommends you install an SSD that has an attached heatsink. If the SSD you purchase doesn’t include one, it’s simple enough to buy one for $9 on Amazon and add it yourself. Most of these heatsinks are just attached using an adhesive like thermal tape.

Budget to Best: PS5 SSDs

There may be other SSD deals out there, but these are the PS5 SSDs we’ve tried ourselves and highly recommend. They also double up as outstanding boot drives for your gaming PC, in case you don’t need additional storage for your PS5 console.

How To Install a New PS5 SSD

It’s extremely easy! Removing the case cover is completely toolless. In fact, the only screw you have to remove is the one that keeps the cover for the SSD bay in place. You don’t even put it back when you’re done. Sony has a quick and easy YouTube video guide.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

After a few hours, Nightingale feels like one of the weirder Elder Scrolls RPGs

The major thing Inflexion’s fantasy survival sim Nightingale gets right is that it makes procedural generation feel like sorcery. “Procgen” has become a ubiquitous concept in game design and especially survival game design, and I fear we’ve all lost sight of how magical it is to summon a landscape full of idiosyncratic flourishes from a hidden dataset. It’s partly, in fairness, that many semi-randomised settings feel indistinct, smooshed together with little of the character you’d get from a “hand-made” environment and setting. Nightingale slices through the ennui in a couple of ways.

One is that this is a relatively storied and text-driven survival experience, with a self-summoning fairy narrator, Puck, who immediately buries you in Shakespearean turns of phrase as he weaves the history of a multiple-dimensional universe of “Fae” realms, roamed by creatures of Irish, English and Scottish myth and legend. I’m not sure Puck will be everybody’s cup of tea as principle quest-giver and narrator – according to Inflexion boss Aaryn Flynn, some early players have struggled to make head or tail of his dialogue. But he helps conjure up an eldritch mood that sets Nightingale apart from most genre fantasies, including the Dragon Age titles Flynn once worked on at BioWare.

Read more

Earth Defense Force 6 Western Launch Delayed to the Summer

Earth Defense Force 6 now launches in the West this summer, D3Publisher has announced.

The third-person action shooter, already out in Japan, was set for launch in the West this spring but will now release this summer. That’s for PlayStation 4, PlayStation 5, and PC via Steam. There is no launch planned for Xbox or Nintendo Switch.

“Developer Sandlot and publisher D3Publisher have decided to extend the launch window to add finishing touches and finalize preparations for its Western launch,” reads a joint statement.

Here’s the official blurb:

“In the year 2025, humanity won the war against the unknown invaders known as Primers, and peace returned to the planet. As a result of the conflict, 90% of Earth’s population was destroyed, and civilization was on the brink of collapse. Earth Defense Force 6 picks up three years after the events of Earth Defense Force 5 in the year 2027. The survivors continue their efforts to rebuild but threats to the world’s safety remain persistent. The Primers left behind many alien colonists and the two species have become increasingly hostile toward one another. The number of invasive organisms nesting in the depths of the earth and its ruins continues to increase. The Earth Defense Force (EDF) is once again called upon to protect the planet from the aggressive extraterrestrial invaders and determine the true purpose of the giant ring-shaped object that has recently appeared in the sky. Will the EDF be able to pull humanity from the edge of defeat, or will this be the species’ last stand?”

IGN’s Earth Defense Force 5 review returned an 8.3. We said: “Even with dated graphics, EDF 5 is an energetic essay on action game design that is way too much fun to miss – especially with friends.”

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.

Screenshot Saturday Mondays: A dashing wizard and a grasping church

Every weekend, indie devs show off current work on Twitter’s #screenshotsaturday tag. And every Monday, I bring you a selection of these snaps and clips. This week, my eye has been caught by high-speed platforming, a creative use of your own corpse, a contribution to the yellow paint discourse, and more. Check out these attractive and interesting indie games!

Read more

Random: Make Valentine’s Day Extra Sweet With A Downloadable Princess Peach: Showtime! Card

PDF Peach.

Valentine’s Day is right around the corner. All of you romantic lot already knew that, of course, but if (and we’re being strictly hypothetical here) the big day has somehow slipped your mind, you might be on the lookout for the perfect last-minute card.

Well, look no further! As is becoming something of a yearly tradition, Nintendo is spreading the love with a range of downloadable cards this time centred around the upcoming Princess Peach: Showtime! — who knew marketing could be so romantic?

Read the full article on nintendolife.com

Suicide Squad: Kill the Justice League Dev Rocksteady Creating Entirely New Leaderboard Due to Burn Bug

Suicide Squad: Kill the Justice League dev Rocksteady has announced plans to create an entirely new leaderboard due to a Burn bug.

In a post on the game’s Discord, Rocksteady discussed the looter shooter’s upcoming patch, and in doing so said that it had noticed “some of our more dedicated players started reaching Mastery Levels beyond our wildest expectations.”

The root cause of this is a bug with the Burn status effect. This was supposed to scale across the Mastery Levels so it remains viable for damage dealing, but a “major” unintended bug made it scale incorrectly. “As Mastery levels increased, Burn’s damage also increased, which basically meant that if you used a Burn build, every Mastery Level had the same difficulty,” Rocksteady explained.

The developer said the bug “left us with somewhat of a conundrum.” “Our most dedicated players had now reached a Mastery Level far beyond what the game was balanced for at launch due to this bug, and weren’t getting the challenge or variety we wanted our End Game to provide. We had to ask ourselves, what can we do to fix this, and more importantly, should we fix it at all?”

In the end, Rocksteady decided the Burn bug had to go. Explaining its decision, the studio said: “While there is no doubt that the Burn build is a really powerful and fun build – it should be! – we didn’t intend for it to be the only viable End Game build for launch and beyond.”

So, the bug will be fixed so that it scales correctly with damage taken effects on enemies, as originally intended. But Burn’s ability to scale infinitely is not long for this world.

Unfortunately, the knock-on effect of this bug is that Rocksteady has been forced to reset the game’s leaderboards. “Since this change will be pretty fundamental to the leaderboards and your continued progression on them, we are committed to creating a new leaderboard for you all, so you can continue to explore the different builds in the game.

“All the entries on the current leaderboard will exist in perpetuity and will be a permanent record of all your achievements. We want to applaud you all for both your dedication on getting this high in the Mastery Levels (and also breaking the game). Kudos!”

Elsewhere, Rocksteady plans to stop combat Mastery levels 50 and beyond increasing enemy health too much, too quickly. “We’ve seen some comments suggesting that enemy health at later Mastery Levels was too high, which makes the climb too steep past Mastery Level 50,” Rocksteady explained. “For that reason, we’re adjusting our approach to Mastery Level balancing. Enemy health will now increase in a much less aggressive way, with the intent that more builds will crop up as viable options.”

The Heat Wave’s Molten Skin and The Turtle’s Shell will also be adjusted, so that they reduce damage taken by 90% rather than give immunity. Rocksteady, again: “At the moment, these items were too easy to trigger and it is simply a bit too easy to keep the buff up, especially at higher Mastery Levels, and we wanted skilled players to need to use their mastery of their characters’ traversal and the mastery of combat mechanics and mastery of build construction to survive.”

Looking further ahead, Rocksteady said it will provide players with a look into Season 1 in the coming weeks, and longer-term changes it’s thinking about.

There’s much we don’t know about Rocksteady’s long-term plan for Suicide Squad: Kill the Justice League, although we do know Joker is set to appear as a playable character. Last week, we reported on how a Suicide Squad: Kill the Justice League player had unearthed a hidden message that looked like a strong hint at the return of Batman. Datamining has shown strong hints that Flash and Green Lantern are set to return in some form. Other playable characters suspected to be on their way include Mrs Freeze (Nora Fries), Lawless, and Deathstroke.

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.