Until Then unpacks the trauma of loss in this narrative adventure

Until Then is an indie game with unexpectedly profound things to say and a breathtaking art style set among Philippine-inspired landscapes. Don’t mistake its simplistic controls for a lack of substance—from its addictively mundane minigames to its meaningful look at healing from trauma. This game has the potential to stand among the classics in the narrative adventure genre.

Until Then unravels a bittersweet story of mystery and tragedy, unpacking the trauma of loss through the eyes of the main character, high school student Mark Borja. In a world still recovering from catastrophe, Mark and his friends navigate the joys and woes of another year of high school—piano practice, homework deadlines, and school drama— as you reminisce about the daily insecurities of high school life.

That is, until a fateful meeting sets off a chain reaction, upending Mark’s life. People

disappear, and memories prove unreliable. You’ll work to uncover a hidden truth with Mark and his friends in this narrative adventure as you race to unravel the mystery before it’s too late.


Until Then unpacks the trauma of loss in this narrative adventure

An emotional rollercoaster blending tearful moments with delightful fun

Throughout Until Then, you’ll meet a diverse and achingly familiar cast of characters to converse with in person, over text, and through email. Watch how their personal stories unfold alongside yours as you get to know them, build relationships, and possibly flunk group projects.

Weave through familiar, busy corridors in your school uniform, wake to the roosters’ crows, and calls for Tahooooo! (a popular local sweet snack) and, of course, don’t miss the train for your morning commute. Immerse yourself in the sights and songs of the daily lives of Filipino students, barreling their way through high school in a rich and intricate city inspired by Metro Manila and the developers’ alma maters.

Attribution: Rizal Provincial Government 

The game confronts you with philosophical issues as you walk alongside Mark as he makes mistakes and struggles to heal his wounds and let go of the past. Decide how Mark grows and strives to improve throughout the story.

Moments of relief from tear-jerking topics come in the form of comical and engaging minigames that you won’t want to put down. Insert a flash drive—oh wait, wrong way—nope, it was right the first time. Help Mark practice for his piano recital. Enjoy minigames inspired by Filipino life as well: Fight your friend for more fishballs at the food stand outside. Get in the groove to pay for the jeepney, a unique local mode of transport. Until Then lets you lose yourself in little games you play in everyday life.

Uncomplicated side-scrolling mechanics

You are seamlessly guided through the world of Until Then as you walk your character through the environment and interact with items and people. The dialogue—chatting with friends or texting with your in-game smartphone—often drives the story forward with new information and context for the strange occurrences Mark starts to experience. You can also explore the depths of social media, where your likes and comments may pose consequences. Scrolling through social posts, emails, and webpages might reveal further hints and clues about the people and world around you, so keep your eyes peeled.

Investigating the mystery will take you to all sorts of places, from a warm evening playing games at the local fair to the ruins of a coastal town marred by catastrophe. Take your time to walk around, see the sights, and interact with the environment to discover more about this bright and vivid world.

Concept Art provided by Polychroma Games

A love letter from the developers

Polychroma Games is a team of talented developers based in the Philippines, entwining the interactivity of play and the power of stories. Until Then was born from our desire to create stories that only games can tell.

The game itself is a love letter to youth in the Philippines. From small details in the background to major motifs in the setting of the fictional cities of Liamson and Bonifacio, we wanted to show a world that would celebrate the rich and diverse culture that shaped our own lives.

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Attribution: Google Maps

We also wanted emotions that would resonate—a story familiar to everyone, which would resound in anyone’s heart even after playing. We wanted to tell a story of growing up, navigating relationships as time changes us, and coming to terms with loss.

Creating this game and its story wasn’t easy. It involved quite a few leaps of faith, and trusting that people would see and feel the heart we put into it, that people would want to see a story about some random kids in a Philippines touched by tragedy. Prepare to be swept off your feet into immersive storytelling, stunning pixelated visuals, intricate plots, and unforgettable characters when you come face-to-face with the mysterious world of Until Then. Wishlist Until Then now on PS5.

Final Fantasy 14 Requires Game Pass Subscription to Play on Xbox

The Xbox version of Final Fantasy 14 requires a Game Pass subscription on top of the massively multiplayer role-playing game’s own monthly cost.

Tucked into a blog post revealing the Xbox version’s open beta begins on February 21 at 12 midnight Pacific / 3am Eastern / 8am UK, Square Enix revealed that, unlike PlayStation, Xbox players will have to pay for two subscriptions to play Final Fantasy 14.

“The Free Trial version, including the open beta test, will not require an Xbox Game Pass (Core or Ultimate) plan to play,” Square Enix said. “However, the full Xbox Series X and S version will require an Xbox Game Pass (Core or Ultimate) plan to play.”

A 30 day subscription to the game costs $14.99, 90 days costs $41.97, and 180 days costs $77.94. Xbox Game Pass Core, which is the cheapest tier, costs $9.99, $24.99 for three months, or $59.99 for a year. The cheapest Xbox players could play Final Fantasy 14 for per month is therefore $17.98 if they commit to the longest possible subscription of each. Xbox players will otherwise pay $24.98 if they choose to pay for both on a monthly basis.

PlayStation players are not required to own a PlayStation Plus subscription to play Final Fantasy 14, leaving many fans confused over why the Xbox equivalent is required. PC players don’t require any additional subscriptions either.

“Mind boggling decision,” said Super on ResetEra. “Xbox will be the only platform where you need paid online and the game subscription to play.” Yam’s chimed in too: “Greedy move. Not like you have time to benefit from a Game Pass subscription while playing an MMO.”

The blog post also confirmed the game will fully release on Xbox immediately upon the open beta’s conclusion, though it didn’t offer any idea as to when this may be.

In our 9/10 review of the game’s latest expansion, IGN said: “Final Fantasy 14’s Endwalker expansion brings its longest story arc to a satisfying close and cements its place as one of the best Final Fantasy stories ever told.”

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

Naughty Dog have a Last Of Us Part 3 “concept” and it’s not the previously revealed “small story” about Tommy

Naughty Dog’s grand panjandrum (co-president) Neil Druckmann has a concept in mind for The Last Of Us: Part 3, following on from the original PlayStation 3 action-adventure’s tale of parental love and the PS4 game’s theme of “justice at any cost”. This isn’t confirmation that a third single player Last Of Us game is in development, with Druckmann reiterating comments from this time last year that Naughty Dog feel no obligation to continue the tale. Nonetheless, “it does feel like there’s probably one more chapter to this story.” Will we ever really see the last of The Last Of Us?

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Screenshot Saturday Mondays: Flushing the urinal and kiting the rat ball

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. We’re a bit short this week because of the rolling technical disaster that is modern Twitter, but I’ve still enjoyed ogling everything from a must-have immersive sim feature and a very unpleasant nighttime drive to lovely simulated water and strange spaceship shenanigans. Check out all these attractive and interesting indie games!

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Random: This Zelda: TOTK Rupee Glitch Might Be The Easiest We’ve Seen

Early game dolla.

Remember back in the early days of The Legend of Zelda: Tears of the Kingdom when money-making glitches ran rampant across Hyrule? Ah, simpler times. Of course, a lot of these were patched shortly after they were discovered, but it was only going to be a matter of time before a new one ascended into view.

Well, surprise! There is a new one out there and it looks to be pretty darn simple (as long as you are in the early game, that is).

Read the full article on nintendolife.com

Avatar: Frontiers of Pandora Drops to $39.99 at Best Buy Two Months After Release

Avatar: Frontiers of Pandora has dropped a significant $30 from its MSRP in a brand new sale at Best Buy. It’s down to just $39.99 for PS5 and Xbox, marking a serious saving on a game that came out just less than two months ago on December 7, 2023.

From what we can tell, this is the best price on the game at the moment, compared to the $50 pricepoint that is being offered at Amazon and Target. As they say, it can pay to be a patient gamer. If the $70 pricepoint was too steep for you, this new sale might just hit the sweet spot for many of us to pull the trigger on the latest entry into the famous franchise.

IGN reviewer Tristan Ogilvie gave the game a 7/10 in his review, stating: “Avatar: Frontiers of Pandora features a stunning alien world to explore with a refreshingly uncluttered approach to navigation, countless enemy bases to destroy and Na’vi clan sidequests to complete, and no shortage of exotic flora and fauna to harvest and hunt.

“However, its combat is pretty one-dimensional, its mission design is a bit on the repetitive side, and its environment is generally lacking in any major surprises beyond visual splendor, meaning that Avatar: Frontiers of Pandora is a solid shooting adventure that’s more inside the box than truly out of this world.

A Ubisoft exec has recently stated that gamers will need to get “comfortable” not owning their games for subscription models to take off. This comes after the launch of Ubisofts revamped subscription model titled Ubisoft+ Premium — which now costs $17.99/month and conceded with the recent launch of Prince of Persia: The Lost Crown.

Other gaming and tech deals to consider right now include Super Mario Bros. Wonder dropping down to just $49.99, alongside the 2023 Alienware Aurora RTX 4090 gaming PC for $3299.99 ($400 instant discount), and $100 off an Apple Watch Series 9 in the latest sales.

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

The Maw – 5th-10th February 2024

The clouds over London have settled into the shapes of loading icons. The birds are singing old Celtic ditties. There are extinct species of fern growing through the vents of my i7 12700F. All these troubling signs point to but one, dire outcome: it’s time for another week of new videogame releases, and another week of feeding videogame gossip and reportage to the Maw, our weekly news liveblog.

Here are a few games we’re aiming the ol’ scrying crystals at this week: alchemy-themed puzzle adventure CLeM (6th Feb); 1980s-styled “Tetris + flying car” puzzler Space Garbage (6th Feb); Coven-building “4X card game” WitchHand (7th Feb); spoofy sci-fascist shooter Helldivers 2 (8th Feb); alt-theological dark fantasy The Inquisitor (8th Feb). Mind you, this week it’s all about the demos. That’s right, it’s time for another Steam Next Fest – have you had a chance to play any demos so far? Participating developers have taken to stuffing them up a few days in advance to beat the rush.

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Final Fantasy VII Rebirth Preorders Are Down to Just £56 in the UK

Who’s excited to dive back into the world of Gaia with Final Fantasy VII Rebirth on PS5? We are as well, and what’s more, you can snag this rebooted adventure for a steal at Currys. By using code ‘REBIRTH20’, you can preorder the game for just £55.99—that’s 20% off and £14 off the RRP. That’s right, a saving that feels almost as good as summoning Bahamut in a boss fight.

This deal from Currys is giving us an offer that’s hard to resist. This is the best Final Fantasy VII Rebirth preorder deal in the UK right now, making it the perfect time to secure your copy and ensure you’re among the first to explore the expanded universe. Don’t miss out on this opportunity to save big and embark on an unforgettable adventure, as the game is set to release on February 29.

Final Fantasy VII Rebirth promises to bring back the nostalgia, while adding layers of depth to the story and gameplay that we’ve been dreaming of since the original. The game is the highly anticipated second installment in the Final Fantasy VII Remake trilogy, taking the iconic story into its next chapter.

The anticipation surrounding the release of the game is palpable, with fans eagerly discussing how good they expect the game to be. Whether you’re a die-hard fan or a curious newcomer, Final Fantasy VII Rebirth is shaping up to be an unforgettable journey through one of gaming’s most cherished universes.

We’ll be able to get a much closer look at the game next week, because it looks like a demo is on the way, giving fans a chance to try out the game and hopefully get their nostalgic juices flowing.

In our first hands-on preview of Final Fantasy 7 Rebirth, we said: “Story-wise, Rebirth again feels very familiar, and yet also different. This is due in part to the tremendous difference in scale and presentation. Here, like with Remake, areas that were previously sparse or bare are expanded out into lush zones to explore. But there are also little changes that are mostly inconsequential, but they still play out in different ways than fans of the original FF7 are used to.”

Joe O’Neill-Parker is a freelance writer and audio producer. He is the owner of O’Neill Multimedia. He writes commerce, sports, and audio-related tech articles for IGN.

Exclusive: Absurd Couch Co-Op ‘Servonauts’ Is Docking On Switch Later This Year

Overcooked in Space?

Absurd couch co-op party game Servonauts is heading to Steam later this year, but we can exclusively reveal that the MAXART Games’ title will also be heading to the Nintendo Switch as a console exclusive.

There’s no firm release date in place at the moment, but the game is basically ‘Overcooked in Space’, and quite frankly that’s more than enough to get us on board. The general premise is that you must work together with your teammates to deliver fuel to your customers, playing around with wacky physics to pump the fuel through moveable pipes.

Read the full article on nintendolife.com

The Inquisitor Review

Video games can be great vehicles for mysteries. The idea of gathering clues, questioning witnesses, and giving dramatic speeches where you stun an array of suspects with your intellect makes for an exciting fantasy. But lots of games stumble trying to fit the inherently open-ended, red-string-connecting fantasy of the detective into traditionally linear story structures. The Inquisitor is a game like that — it starts with the compelling concept of playing as a medieval church cop hunting a vampire, but it always puts the strings on the board for you, and thus never really lives up to the potential of its premise.

It is quite a premise, though. As inquisitor Mordimer Madderdin, you’ve been dispatched to investigate the citizens of a European town called Koenigstein. What’s more, the story is based on the dark fantasy novels of Polish writer Jacek Piekara, imagining an alternate religious history of Christianity in which Jesus Christ wasn’t a martyr, but instead broke free of his crucifixion and led a vengeful army to conquer the Roman Empire.

It feels a bit like you’ve stepped into Star Trek’s Mirror Universe as you begin The Inquisitor, with characters describing how mercilessness, retribution, and the ends justifying the means are virtues of their religion. For a story-driven game that promises tough decisions to make in conversations and interrogations, it’s an excellent setup. Lots of games will put “moral” questions to you, but I’ve never seen another use its worldbuilding to change the rules underlying that morality. What you consider moral in our reality may not be what characters consider moral in this one, and you might need to worry about how others will interpret your actions in ways you don’t expect.

At least, that’s the underlying idea of The Inquisitor, but it doesn’t ever really land that feeling. The consequences of your actions shake out pretty much the way you’d expect them to whether you’re nice to people or mean to them — or at least, that’s how it seemed to me over two complete playthroughs, the first of which took me around eight hours. How and when your choices affect the story isn’t particularly clear in most cases in The Inquisitor, and its mostly linear, straightforward structure makes it really difficult to tell if and when you’re able to move things in different directions.

Having exactly what you’re looking for lit up is helpful, but removes any critical thinking.

That said, the story The Inquisitor tells is a fairly compelling one, at least for most of its runtime. The writing is largely solid, with interesting characters that are mostly portrayed pretty well by the large voice cast, although a few look at you with animatronic-like eyes that seem like they’re trying to escape their heads. But Koenigstein’s art direction successfully gives it a dirty, lived-in atmosphere. It’s generally bigger than it needs to be in a way that makes it feel like a town, not a gameplay space that only exists to hold your objectives. The drawback is that the town is so big that most of your time is spent sprinting from one end to the other as you chase the next plot point.

As an investigator, you’ll eavesdrop on conversations, examine murder victims, and scope out crime scenes from time to time, and these moments generally tell you exactly how many clues to gather before you can move on. Most of your clue-collecting ability comes from The Inquisitor’s version of Detective Vision; when Mordimer prays, the landscape goes gray and important elements like your destination, collectible notes, clues, or scent trails you can follow are all highlighted. Vision modes like The Inquisitor’s always seem like a necessary evil, since it can be tough to spot small details in a busy world, but that didn’t stop praying from feeling like a crutch whenever I used it. It’s difficult to tell what’s interactive and what isn’t or to see details like a blood trail leading to a suspect without highlighting them, but having exactly what you’re looking for lit up orange all the time removes any requirement for critical thinking.

You have more agency through your conversation choices, particularly in interviews and interrogations. People are often lying to you, so whether you’re nice or brusque can determine how forthcoming they’ll be. At the same time, it’s tough to see where the failure points are or if you’ve messed up. In one interrogation, in which Mordimer has a guy strapped to a torture chair, you can take the suspect at his word or increase the pain. I played this scene twice, varying my approach the second time knowing I’d gotten false information before. This time, I got some additional answers I could also vet with my knowledge of later scenes — but Mordimer gave up the interrogation basically right afterward, indicating I’d learned all I could, and he still treated information I knew was false as if it was a good lead. So the extra info didn’t actually lead to anything new, and I was still left chasing a lie.

The reason Mordimer always follows the wrong tack is that it pushes you into one of The Inquisitor’s more action-focused levels in a place called the Unworld. Mordimer can project himself into a sort of astral plane populated by monsters, where it’s possible to piece together visions of past events and learn what actually happened, free of the lies and confusions of the people you’re interrogating. These sequences give Mordimer a supernatural cheat code, providing information he shouldn’t otherwise have, but they also make a lot of those clue hunts and interrogations feel unnecessary. Why bother asking people for answers and wonder if they’re lying if you’re just going to use magic anyway?

Once I realized I could sprint through the Unworld, it ceased to be stressful.

The Unworld puts you in a twisted, dark reflection of Koenigstein where you’re constantly avoiding the detection of a flying eyeball called the Murk while you search for five pieces of a vision to trigger a cutscene. To avoid the Murk’s searching gaze, you’ll need to dip under overhangs and pick the right paths through the Unworld. More interesting aspects are added over time, such as sword-wielding enemies and black mist that slows you down while alerting the Murk to your presence, and you’ll even unlock useful abilities like a blast of light to temporarily blind it. But while the first one or two of these levels are tense and spooky, it quickly becomes apparent that enemies are predictable enough that you can pretty much just sprint straight to each objective. Once I figured out there was nothing stopping me from running full-speed around the Unworld, these segments ceased to be stressful.

Lack of challenge thanks to general clunkiness is a problem throughout The Inquisitor, weakening its otherwise decent ideas. There are several times when you’ll engage in sword fights, a system that includes standard things like light and heavy attacks, a quick dodge, the ability to block, and a parry that opens enemies up to counter-attacks. Theoretically, duels should be tense dances where you identify your opponent’s moves and react with the appropriate counter. But I won just about every fight by executing one or two perfect parries and then overwhelming my opponent with a flurry of strikes. The Inquisitor has a couple of more difficult boss fights against more interesting enemies, but most of the battles are easily won because enemies just can’t keep up with you.

Action sequences aren’t the main thrust of The Inquisitor, though. Easy fights and simplistic quick-time events could be forgiven, as could blobby faces and minor gaffes like characters clipping into one another, if the investigation and story were strong enough. But those don’t give you enough agency to feel satisfying; Mordimer always tells you exactly where to go and what to do next. When I hit my first (bad) ending after eight hours, a character chided me for allowing events to transpire that led to a bad outcome. But after a second playthrough, I’m still not sure where I messed up, except for a particular conversation where I was supposed to stall for time but didn’t stall enough; I had no way of knowing which choices would have stalled more than others, either. (Autosaves stop you from save-scumming in The Inquisitor, and after two attempts at this sequence, I wasn’t willing to play through the whole game a third time for another shot at it.)

Even when I made specific choices with the benefit of hindsight — like choosing to avoid a fight I knew would get one character killed, resulting in another character later trying to kill Mordimer as revenge — that later scene still played out as if that person had been killed. There are a few distinct choices that lead to different situations like this one, but they didn’t seem to materially affect the story, and I never saw opportunities to search for different clues or follow alternate leads.

There are occasional technical issues that undercut the experience as well. The Inquisitor’s best sequence takes you into a maze-like dungeon, where you confront a murderous jester who’s constantly rhyming and playing a flute. This guy is creepy, and when you find him dismembering a victim, he disappears among the jail cells, forcing you to follow his taunts emanating from the shadows. You can light torches as you search, but the jester will attack you if you wait in the shadows too long. The presentation of the scene is excellent, making it legitimately frightful. The dinginess of the dungeon under torchlight, the cackling couplets from the darkness, and the escalation of the moment as another character shows up for the jester to target instead, all made for something that was really fun, tense, and spooky — until I got lost in the maze.

For some reason, the prayer ability didn’t work throughout this sequence, so in a later portion when there are no sounds to follow, I was stuck just running around the dungeon, trying to figure out what The Inquisitor wanted me to do. Prompts even appeared to tell me to use the prayer ability to see where I should be going, but it just didn’t work. Eventually, I stumbled on the solution when I happened to pass an item that gave me a contextual button prompt, but by then, all the tension and fright had been drained out.