The Last of Us Part 2 Remastered: No Return is Fun, But It’s No God of War Valhalla

Two of PlayStation’s big hitters have recently dipped their toes into the roguelike waters, albeit with different philosophies driving them. The Last of Us Part 2 Remastered’s No Return plants its feet firmly in the camp of “gameplay is king”, offering a showcase for its tense stealth combat with no narrative dressing. God of War Ragnarok: Valhalla, on the other hand, is a much more story-focused experience, and one that I gained a lot more satisfaction from as a result. That’s not to say Naughty Dog’s attempts are by any means bad – I’ve enjoyed a good few hours playing No Return – but for me, there’s only one clear winner here, and he has a big beard and a massive axe.

Both modes are love letters to the characters and worlds established by their parent games with clear fan service paid throughout, whether that be the sights and sounds of Kratos’ Spartan roots resurfacing or the chance to finally play as some fan favourites from The Last of Us Part 2. But only Sony Santa Monica pushes the boat out on what to expect from a roguelike spin-off mode.

Fundamentally, God of War’s gameplay is just much better suited to the roguelike genre, thanks to its many different runic abilities, accompanying skill trees, and a greater variety of enemy types. That much larger set of varying factors can only benefit a mode where randomisation plays such a huge part, especially in comparison to The Last of Us’ limited arsenal and handful of enemies. Each run of Valhalla feels distinctly more fresh than anything No Return can muster, and it regularly treats us to new arenas to fight in, as opposed to No Return’s recycled venues from Part 2’s story. While mods to these levels can genuinely affect the way you need to approach an encounter, whether that be heavy fog shrouding Scars and Clickers or enemies dropping explosives upon death, No Return simply doesn’t have the underlying design structure that can make the most of the roguelike ethos.

For Naughty Dog to strip its best-known quality out of the mode completely is a bold move, and one that I don’t think pays off.

In terms of pure combat, both systems are well-tuned to being a roguelike. There’s something deeply satisfying about the systemic puzzle box nature of The Last of Us’ stealth action as you skulk through long grass picking off your prey. The lack of variety restricts the randomness, and on the upside, this makes for a more methodical experience that allows you to set your strategies in concrete. But for me, the song of ice and fire that Kratos’ axe and blades create makes my heart sing. It’s a brutal rhythm that lets you slice through enemies and the pot-luck approach to new upgrades and runic abilities makes each run of Valhalla feel genuinely different to play as you choose which weapon to specialise in and which destructive rage mode to unleash.

But while Valhalla makes excellent use of God of War’s gameplay fundamentals, it’s not the thing that makes it special. That’s found in its use of the modern PlayStation’s mantra, which has moulded itself into a seamless hybrid of cinematic spectacle and layered storytelling. Narrative is what drives both The Last of Us and God of War series and every run of Valhalla adds new, intimate layers to Kratos’ story. But in No Return there is no such dedication to story. For Naughty Dog to strip its best-known quality out of the mode completely is a bold move, and one that I don’t think pays off.

Although glimpses of extra story can be seen in The Last of Us Part 2 Remastered’s Lost Levels – a collection of cut sequences that offer insight into a previous draft of Part 2 – I couldn’t help but feel I’d rather be playing through a new chapter of Abby or Ellie’s story, akin to something like the original’s fantastic Left Behind DLC. But No Return has no such ambitions. It’s perhaps a little unfair to expect such a thing when Naughty Dog’s version of a roguelike is so clearly based around the thrill of combat as opposed to the thrills the studio regularly treats us to. But still, the mode can’t help but create a philosophical dissonance between the core themes and message of The Last of Us Part 2 and its meditations on the cyclical impact of violence. Even if the mode is undeniably fun, its existence feels at odds with its story.

No Return asks you to detach from the story, whereas Valhalla invites you to dive deeper in. No Return reduces its nuanced characters to killing machines, whereas God Of War asks further questions as to why violence follows Kratos at every step.

No Return asks you to detach from the story, whereas Valhalla invites you to dive deeper in.

This is the key factor as to why Valhalla is the much more successful experiment – it never once feels at odds with what has come before it, instead serving as an epilogue to Ragnarok and an essential chapter of Kratos’ evolution. And that’s even before treating old-school fans to some truly spine-tingling moments that feature familiar faces and places from earlier in Kratos’ journey. It smartly uses the live-die-repeat nature of a roguelike to steadily tell its story in a way that perfectly reflects the pages of Norse mythology.

Even upon death, you’re rewarded with new dialogue and details from the likes of Freya and Mimir as you move further on your quest of uncovering the secrets of Valhalla, all while reframing Kratos’ past and hinting at his future. Of course, God of War isn’t the first game to do this and the mode appears to be heavily influenced by the Gods of a shared pantheon in Supergiant’s phenomenal Hades, which previously mastered marrying storytelling with roguelike mechanics. The genre lends itself to these fantasy or sci-fi settings, such as those seen in Returnal or Deathloop, in which it’s easier for us to suspend belief and allow for linear narratives to progress despite time seemingly repeating itself.

The firmly grounded nature of The Last of Us inherently doesn’t lend itself to such storytelling techniques and so Naughty Dog smartly doesn’t attempt such a thing. But that lack of a story sets it apart from God of War’s take, and is where it unfortunately pales in comparison. The Last of Us Part 2’s stealth combat is fantastic and is up there as some of the best since sneaking around as Snake in The Phantom Pain, but it was never what carried me through its story.

Ellie’s journey and what thrilling moment lies around the next corner is what makes that game so special, and without it, No Return is “just” a very good action-orientated mode that rewards your efforts with new character and weapon skin unlocks. Valhalla, on the other hand, is the complete package, and could reasonably be considered its own game – which makes it even more impressive considering we got it for free.

Evidently, God of War had more story to tell when The Last of Us isn’t quite yet ready to move onto its next chapter.

Valhalla dropped out of nowhere and the true extent of its ambition was pretty much undersold as it arrived to a relatively quiet fanfare. No Return on the other hand has gone through the traditional hype cycle of multiple trailers and hands-on preview beats, leading it to be much more anticipated than its effectively shadow-dropped cousin. In some ways, then, it’s unfortunate that Valhalla launched before Naughty Dog had the chance to release No Return, as Santa Monica’s stab at the roguelike genre is an altogether different beast and one that may have set unreasonable expectations for its Sony stablemate.

Evidently, God of War had more story to tell when The Last of Us isn’t quite yet ready to move onto its next chapter. It’s understandable that Naughty Dog wouldn’t force an epilogue of sorts in for the sake of it, and a roguelike mode wouldn’t necessarily be the best lens to see a new Abby or Ellie chapter through. But that lack of storytelling means that when placing these two experiences side-by-side No Return ends up feeling slim and safe next to the comparatively complete Valhalla. Both are great fun in their own right, but in this round of the battle of PlayStation heavyweights, Kratos comes out on top.

Simon Cardy thinks Ellie wouldn’t last two minutes in Valhalla. Follow him on Twitter at @CardySimon.

Upcoming visual novel Vampire Therapist mixes vampires and dark humour with CBT

As we all know, I like vampire stories, and I like different takes on vampire stories. Yesterday Edwin dangled an upcoming visual novel called Vampire Therapist in front of my nose. I am intrigued, also because I appreciate a Ronseal approach to titles. In Vampire Therapist, out on Steam this June 17th, you play Sam, a vampire who becomes a therapist to other vampires. So the title works twice!

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Microsoft Can Now Be a ‘Good Publisher on Sony and Nintendo and PCs and Xbox’, CEO Says

With the acquisition of Call of Duty maker Activision Blizzard, Microsoft can now be a “good publisher” across all platforms, including rival consoles, the boss of the company has said.

Speaking to Bloomberg, Microsoft CEO Satya Nadella said: “We love gaming. In fact, Flight Simulator was created before even Windows. But, we were number three, number four. And now with Activision, I think we have a chance of being a good publisher — quite frankly — on Sony and Nintendo and PCs and Xbox. We’re excited about that acquisition closing and I’m glad we’ve got it through.”

Nadella’s comments echo those he made last month, when he similarly said Microsoft plans to release games across all platforms: “We think that now we have the ability to do what we always set out to do, which is build great games and deliver them to folks across all platforms, which is Xbox and consoles, the PCs, and now even including mobile gaming and cloud gaming,” he said at the time.

This comes amid reports Microsoft plans to release some of its exclusives on the Switch and PlayStation 5. Both Tango Gameworks’ Hi-Fi Rush and Rare’s Sea of Thieves are said to be considered for launch on Nintendo and Sony consoles after a period of exclusivity across Xbox consoles and PC. Microsoft has yet to comment on the reports.

Last year, Xbox chief financial officer Tim Stuart set the cat among the pigeons by suggesting Microsoft planned to launch its Game Pass subscription service on rival consoles, but Xbox boss Phil Spencer denied that was the case.

Stuart did, however, strongly indicate Microsoft’s cross-platform publishing plans: “It’s a bit of a change of strategy,” he said. “Not announcing anything broadly here, but our mission is to bring our first-party experiences [and] our subscription services to every screen that can play games. That means smart TVs, that means mobile devices, that means what we would have thought of as competitors in the past like PlayStation and Nintendo.”

And with now Activision, I think we have a chance of being a good publisher – quite frankly – on Sony and Nintendo and PCs and Xbox.

It’s worth noting Microsoft has committed to releasing Call of Duty on PlayStation consoles as part of a decade-long deal, as well as promised to bring the shooter to Nintendo consoles. Question marks remain over other Activision Blizzard games, however.

This week, IGN sought to answer the question of whether Microsoft was leaving Xbox exclusives behind in the report, How Xbox is changing the nature of exclusivity.

Meanwhile, Microsoft will host Xbox Developer_Direct January 2024 today, January 18. Expect a first look at MachineGames’ Indiana Jones game as well as Obsidian’s Avowed, among other reveals. The recently announced Marvel’s Blade is in development at the Microsoft and Bethesda-owned Arkane Lyon, but platforms are yet to be confirmed.

Image credit: Bloomberg Live

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.

Turnip Boy Robs A Bank review: continuing Turnip Boy’s story in slightly chaotic roguelite style

Readers may remember how much I liked Turnip Boy Commits Tax Evasion, principally because of how funny it was. It was an intelligent and somewhat loving take on a Zelda-y RPG – a small town hero gets a sword and goes on a rampage fighting some bosses – except the main character is a turnip. And also he tears up any paperwork handed to him. Turnip Boy Robs A Bank follows directly on from his Tax Evasion, and it’s not quite as funny or as focused, but it’s also an entirely different genre of game, and I have a huge amount respect for that.

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Payday 3 Dev ‘Well Aware’ Fans ‘Aren’t Satisfied’, Creates a Team Dedicated to Turning Things Around

Payday 3 developer Starbreeze has said it’s “well aware” fans still “aren’t satisfied” with the heist shooter so have created an internal team dedicated to turning things around.

Revealed in a blog post, Starbreeze said this “strike team” is currently planning and deciding which changes are necessary to create the experience fans expected. This dedicated team arrives almost four months after Payday 3 launched with several issues.

“We’re well aware that many of you aren’t satisfied with the game the way it is in its current state,” Starbreeze said. “Since launch, we’ve been reading your valuable feedback in forums, social media, and in video comments in addition to the Feature Upvote page. This helps us massively and is crucial to the continued development of Payday 3.

“In order to turn your feedback into action, we’ve put together a strike team of veteran developers from the design, community, communication and production teams with the focus on bringing Payday 3 up to where it will meet your expectations.”

Starbreeze will reveal its plan in February, saying it wants “to be careful to not simply react, and deal with any possible improvements one by one with the care, thought and planning they deserve.”

Payday 3’s launch was plagued with server issues that forced Starbreeze CEO Tobias Sjögren to apologise. “We are so sorry that the infrastructure didn’t hold up as expected, and although it’s impossible to prepare for every scenario — we should be able to do better,” he said.

Almost a month after its launch and Starbreeze apologised again for its lack of communication, and then just a week later said sorry one more time for not delivering a promised patch and again going quiet.

Starbreeze boasted Payday 3 had 3.1 million players as of October 2, but this number has dwindled, at least on Steam, as more players are currently playing Payday 2 than its sequel. According to SteamDB, Payday 3 has a 24 hour peak of just 713 compared to Payday 2’s 33,550, despite the latter launching over a decade ago.

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

Review: Another Code: Recollection (Switch) – A Welcome Return For A Pair Of Cult Classics

Another chance.

Our first big Switch exclusive of 2024 arrives nice and early and, rather than assuming the form of one of Nintendo’s bigger franchises — we got Fire Emblem Engage this time last year — we are instead winding the clock back to 2005 and 2009 respectively, to dive into swish remakes of a pair of cult classic adventures from the DS and Wii.

Another Code: Two Memories (Trace Memory in the US — which you can find reviewed here) and its sequel, Another Code R: A Journey Into Lost Memories, may not have been the most obvious of ways to kickstart a new year, but they are a deep cult cut that have deservedly garnered a following over the years.

Read the full article on nintendolife.com

Puzzle game classic Threes gets surprise Steam PC release in February

Puzzle game classic Threes is getting a Steam PC launch to celebrate its 10th anniversary, developer Asher Vollmer has announced. The release date is 6th February, and here’s the Steam page. The new version adds controller and Steam cloud support together with achievements and leaderboards. Given its mobile origins, it should scrub up nicely on Steam Deck.

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Intel’s Core i3 12100F is a value champion CPU for gaming – and it’s down to £88

Intel’s Core i3 12100F is a surprisingly viable gaming CPU, with four Golden Cove P-cores and eight threads with DDR5 and PCIe 5.0 support, all for under £100. Don’t be put off by ‘Core i3’ either – this model is similar in speed to the last-gen Core i5 11600K and not too far behind the Core i7 10700K, such is the leap forward Intel made with its 12th-gen CPU architecture. Today this processor is even cheaper than normal too, with prices dropping to £88 at Ebuyer in the UK.

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Arc System Works Brings Library Battle Sim ‘Library Of Ruina’ To Switch This Spring

“It all starts with a book”.

The “library battle simulator” Library of Ruina, which was previously released on the Xbox and PC, will finally be getting a worldwide release on the Nintendo Switch and PlayStation 4 this Spring. Arc System Works will publish the ProjectMoon developed title and it will be available for $39.99 (or your regional equivalent).

In this title, you take control of a library director who welcomes guests, battles them and when they’re defeated are turned into books. According to the trailer description, there are over 100 hours of gameplay as well as music and art collections to enjoy.

Read the full article on nintendolife.com

Microsoft: ActiBlizz Acquisition Gives Xbox A Chance To Be A “Good Publisher” On All Platforms

“We’re excited about that acquisition closing”.

Following Microsoft’s acquisition of Activision Blizzard, there’s been a lot of debate about Xbox published titles on other platforms, so what’s the latest?

Microsoft’s CEO Satya Nadella has told Bloomberg this week how he feels Xbox has a better chance of being a “good publisher” for all platforms (including Nintendo), now that the deal with Activision and Blizzard has closed.

Read the full article on nintendolife.com