During today’s Pokémon Presents, The Pokémon Company announced a brand new Pokémon spin-off game. It’s called Pokémon Friends, and it’s a daily brain teaser game featuring lots of Pokémon-themed puzzles.
In the trailer, we got a look at a number of examples of the sorts of puzzles we’ll encounter in Pokémon Friends. The first one showed a design of tiles with light bulbs on them, asking players to draw a line from one tile that touched every single other tile only once. Another had a player sliding lined tiles around to connect a path so that water could flow from one side to the other. Still others involved connecting train tracks, predicting which balloons wouldn’t be popped by a flying arrow, sliding around an ice maze, and more.
All the games are themed around Pokémon such as Pikachu, Piplup, Mudkip, Sableye, and more. Completing puzzles gets the player in-game Pokemon plush items that they can use to decorate a virtual room.
Pokémon Friends is out right now on iOS, Android, and Nintendo Switch. It costs $9.99 on Nintendo Switch, and is “free to start” on mobile but eventually will block the player from progressing without paying. The game purports to feature over 1,200 different puzzles.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
The Stop Destroying Videogames citizens’ initiative, the EU petition that’s part of the Stop Killing Games campaign, has had an anonymous transparency complaint filed against it.
That’s according to Ross Scott, the YouTuber who’s become the figurehead of Stop Killing Games, which in case you’re out of the loop aims to stop publishers rendering online games unplayable when official support ends. Instead, the movement wants companies to be required to put concrete end-of-life plans in place if they elect to do things like turn servers off.
There’s a new version of Resident Evil 2 made specifically for arcades, and an early version of it is already playable at Namco Funscape in the UK.
Resident Evil 2: Dead Shot, as this on-rails lightgun iteration is known, is the product of a collaboration between Bandai Namco and Capcom to create a fresh arcade iteration of the latter’s survival horror classic.
IGN has visited Namco Funscape in Romford, north-east London, and gone hands-on with Resident Evil 2: Dead Shot ourselves — as you can see in our first footage above.
In it, we can see that Dead Shot has split Resident Evil 2’s narrative into five episodes, with the first two already unlocked. It’s believed that this arcade cabinet has been installed within Namco Funscape for testing, with early bugs ironed out after public play.
Dead Shot’s first episode is its prologue, with a second episode titled “Hunted”. Loading up the prologue, the game then introduces Resident Evil 2’s setting to players: “Leon and Claire find one another on the streets of Raccoon City. Chased by zombies, they evacuate to the police department only to discover further horrors within.”
As you select your episode, a zombified hand shatters through the screen, pulling you (and your co-op partner) in.
The opening section sees Leon and Claire fighting their way into the Raccoon City Police Department, past zombie cops and zombie dogs. The game’s visuals appear to be based on Capcom’s 2019 Resident Evil 2 Remake.
Once inside the building, the pair introduce themselves to each other before more zombie cops interrupt the party. Still, there’s time for a little bit of exposition from just-about-still-alive cop Marvin Branagh, before the action continues.
As with other arcade lightgun games, you’ll need to point the gun away from the screen and pull the trigger to reload. You’ll automatically reload when you run out of bullets, but manual reloading is faster.
It’s unclear how long Resident Evil 2: Dead Shot will remain playable at Namco Funscape, but if you’re headed down in the near future look out for the neon red-lit cabinet with images of Leon, Claire and Ada Wong.
It’s intriguing to see the Resident Evil series featuring Raccoon City here once again, ahead of the franchise’s 30th anniversary next year, and the launch of Resident Evil: Requiem.
Valve recently changed Steam’s rules and regulations to give banks, payment processors, and internet service providers some control over the definition of acceptable “adult content” on Steam, in line with their own respective policies. As Valve suggested to RPS in a statement, it was either that or risk a credit card firm or bank blocking Steam purchases at large. Alongside all this, Valve also delisted a bunch of sexually explicit games, including a number of games that depict incest.
Valve have yet to specify which games they’ve delisted as a direct result of the policy change, or which particular institutions prompted them to make this rather momentous shift. But it looks increasingly like the result of an anti-violent pornography game campaign directed at Valve, Mastercard, Paypal, Visa, Paysafe Limited, Discover and the Japan Credit Bureau in early July, carried out by Australian pressure group Collective Shout. This is the conclusion offered by Collective Shout themselves, anyway – they’ve described the Steam delistings as a “victory for child safety campaigners”, while commenting that they are now being sent misogynistic abuse and threats by players in retaliation.
Clair Obscur: Expedition 33 is one of those games that, even though it isn’t available on any Nintendo consoles – well, not yet anyway – we’ve all likely heard plenty about it thanks to just how widely-acclaimed it’s been since launch earlier in the year. And rightly so!
Indeed, this very writer gave the dazzling RPG a rather nice 10/10 over on our sister site Pure Xbox, so yeah, it’s a proper all-timer. And therefore, it may come as something of a surprise to learn that Charlie Cox, who plays Gustave in Sandfall Interactive’s epic, reckons he hasn’t played a video game since Super Mario 64…which is ages ago.
Greedfall 2 developers Spiders are going ahead with a layoff plan that’ll see “most” of their animating and rigging team affected, according to a post from a lead animator at the Nacon-owned studio.
This LinkedIn post by Erwan Perrin, whose profile cites him as having been a permanent Spiders staffer since 2021, has been reposted by at least four other workers at the the studio.
Nintendo Music has mostly been drip-feeding Switch Online subscribers one game album per week, but this week it’s going all out with 26 game albums from the NES and Famicom era.
This includes songs from classics like Donkey Kong and Duck Hunt, and even games like Devil World have been featured in this latest update. Here’s the full rundown of soundtracks added in this week’s update:
Hot on the heels of Free Title Update 2 comes the next seasonal event in Monster Hunter Wilds: the Festival of Accord: Flamefete, running from July 23 to August 6. In this summer-themed event, the Grand Hub will be decorated to match the season. Hunters can collect tickets to obtain special equipment, take on special Event Quests, and enjoy some fun in the sun in the Grand Hub.
The Grand Hub heats up for Summer
Download the image
Download the image
Visit the Grand Hub – your space to hang out and gather with fellow hunters – decorated to celebrate summer. Listen to a new song performed by the Diva, chow down on a special meal, and make some fun summer memories.
Forge Special Armors
Special armor sets only obtainable during the Festival of Accord: Flamefete can be forged with tickets earned through Event Quests and just for logging in.
Here’s a breakdown of what you can earn during the event:
Special Login Bonuses During the seasonal event, you’ll receive daily rewards such as tickets just for logging in. Use these to forge special equipment and use meal vouchers to eat the special summer-themed meal in the Grand Hub.
Enhanced Regular Login Bonuses Throughout the event period, the usual login bonuses will be boosted:
Lucky Vouchers will be doubled to 2 per day
Barrel Bowling Vouchers will be increased to 3 per day
Daily Limited Bounties Special tickets and items can be earned through daily bounties. Additionally, the Provisions Stockpile will be running an extended sale for the duration of the event.
Special Barrel Bombs, perfect for the beach
Get the Beach Barrel Bomb as a login bonus.
Forge the Afi Armor Set
Collect the special tickets to forge the Afi α series for your Hunter and Felyne Afi α series for your Palico. Having the Afi α series equipped will reward you extra seasonal event slots for certain quests. Make sure to have the armor equipped so you can stock up on tickets and Beach Barrel Bombs.
Additional Limited Contents
Those who claim login bonuses during the event will also receive limited contents. Here’s a look at some exclusive items you can obtain.
Blaze through the Forbidden Lands with the Firebird Caparison Seikret decoration.
You can also get special Titles, as well as a Nameplate, Background, and Pose to use in your Hunter Profile.
Show off your summer spirit by customizing your pop-up camp with special items.
Cool off from the hot weather with a new additional Water Gun gesture to cool down Hunters from all over the world.
By selecting the Water Gun gesture, your Hunter will equip and raise their water gun, ready to cool off anyone in the line of fire. You can rapidly shoot, as well as run around and dodge. How about having a water gun fight with your fellow hunters in between quests?
Enjoy the new Flamefete Felyne Teddy pendant and additional music (BGM).
During the event, you will also be able to have Fabius join the hunt.
New and returning Event Quests
Here’s a look at the new Event Quests debuting alongside the Festival of Accord: Flamefete.
Event Quest: “Pick Your Poison”
Collect special materials to obtain the Diver α series and Felyne Aloha Set α for your Palico.
Event Quest: “Putting Up a Stink”
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Download the image
Every summer BBQ is better with corn. If you agree, you’ll want to take on this Event Quest to obtain the corn-styled gunlance: Cornpopper. The Half Rim Glasses and Lovely Shades headgear for your hunter and Alma are also available to forge by completing this quest.
The Handlers and the Smithy get a new look for the Seasonal Event
During the seasonal event, Alma, Erik, and Gemma are getting in the summer mood with special new outfits.
They’ll wear these outfits during the seasonal event, and can be purchased as paid DLC to be worn after the event ends
Download the image
Download the image
Download the image
The Flamefete DLC Pack will become available when the event starts, including the festive special outfits, “Alma Outfit: Summer Poncho, Gemma Outfit: Summer Coveralls,” and Erik Outfit: Summer Hat. In addition, the pack will also include special pendants, gestures, sticker sets, and Seikret decoration. The contents included in the DLC pack can also be purchased individually.
Happy Hunting!
*Please note that it may take some time for the contents to be reflected in the store.
The Edge of Fate is a title that’s perhaps a bit too on the nose for a game balanced on a blade honed by years of iteration but also worn dull by time. In the storied and rich tradition of Destiny 2, this latest expansion once again takes a few major steps back after finally feeling like maybe it’d found its footing. The 14-mission campaign is monotonous and padded to the gills with busywork (despite having a sometimes-compelling story), the RPG and buildcrafting rework is locked behind one of the worst grinds Destiny has ever seen, and the new planetoid of Kepler isn’t up to Bungie’s usual standards. But even as it stumbles in its attempt to redefine itself after the excellent ending to its original story in The Final Shape last year, I do admire the risks The Edge of Fate takes, both in the bold new direction of its story and the unexpected mechanics it tries throughout its experimental campaign – though it doesn’t exactly nail either one. I still need to play through the raid before my final review, but the 20 hours I’ve spent with it so far feel like that messy spot the MCU was in after Endgame, fumbling for what comes next following a conclusion that felt pretty, well… conclusive.
I wish I could say The Edge of Fate picks up where The Final Shape left off, or that it can easily be enjoyed on its own, but both of those are extremely not true. If you haven’t been playing every little scrap of seasonal content in the past year, you’ll certainly be off to a rocky start – there’s a new antagonist wearing the face and voice of an old character, godlike beings formerly relegated to vendors and goofy gameshow hosts who have been repositioned as omniscient puppetmasters who we’re now supposed to take seriously, and about 30 minutes of nearly nonstop info dumping, which feels like something out of a pulp sci-fi novel as voices explain how “dark matter” is totally different from “the darkness” and other such gobbledygook. It’s such a terrible opening, I feared the worst for a series that’s missed the storytelling mark more often than it’s hit by a pretty wide margin. But a weak first couple of hours makes way for a tale that was actually much better than I was expecting thanks to a very strong new supporting character in Lodi, who is shrouded in a mystery involving time travel, and a completely unexpected backstory finally given to one of Destiny’s longstanding cast members that really blew me away.
There’s still plenty of wonky dialogue, less interesting characters like Orin who mostly just fill space, and an overreliance on established lore across over a decade of content that can leave even longtime fans scratching their heads – plus, in an effort to make the new baddie intimidating, they do one of my biggest story pet peeves and retcon it so that actually all of the stuff that’s ever happened was all part of their master plan (insert massive eyeroll here). But on the whole, this is one of the better stories Destiny has pulled off, and I’m especially impressed by how many massive swings are taken to make me care about the next saga in this weird universe. This is perhaps best showcased by Lodi, who manages to effortlessly feel like an invaluable part of the cast despite literally showing up out of nowhere.
The actual campaign, and especially the planet it takes place on, fare less well though. Kepler is Destiny’s first foray beyond the celestial bodies in our immediate solar system, so one might hope to marvel at places that feel new and alien, but instead we get an overly familiar setting that reuses assets we’ve seen a hundred times and slaps them onto loads of rocky cliffs and caves filled with big yellow warts. For an excursion that’s supposed to be a bold frontier that represents the future for the shooter, this is definitely one of the most lackluster settings they’ve added – to the point where I sometimes forgot The Edge of Fate was supposed to take place on a new planetoid. Seemingly in an effort to disguise how small the new area is, you aren’t allowed to summon your sparrow, which is instead replaced with a host of gimmicky abilities you have to use to access certain parts of the map, like one where you turn yourself into a tiny ball and squeeze through narrow passageways, Samus-style. This structure has the vaguest possible resemblance to a metroidvania, but usually only succeeds in making the trek back and forth to complete humdrum quests more irritating.
The new abilities can interrupt the flow of combat in an odd way.
Although these new abilities are generally irksome when they’re required to get around, they’re much more welcome in the context of solving puzzles during story missions. One such ability has you picking up a portal gun that lets you teleport to otherwise inaccessible areas, while another lets you shift the positioning of objects in the environment to create platforms or clear obstructions. So there are times where you find some loot just out of reach and have to use a combination of the Samus-ball and the other two to clear the way, which can be pretty neat. Unfortunately, these puzzles are so incredibly easy to solve they often feel more like busywork to artificially stretch out the adventure’s 8-hour runtime than anything of note, and since you can only use these abilities by finding specific nodes that grant you their power for a short time, I spent about 95% of my time running around searching for the tools needed to complete puzzles, and only the other 5% actually solving them.
And even though I admire that Bungie has tried to incorporate these same tools into combat, they usually only serve to interrupt the flow in an odd way. For example, it’s really weird that in order to kill certain enemies or progress a boss to its next DPS phase, you’ve gotta turn yourself into a little ball of light and roll around collecting items while enemies absolutely lather you in gunfire you’ve little hope of dodging. This awkwardness is magnified by the fact that they reuse these three tricks nonstop throughout the journey on Kepler, and it starts to feel needlessly repetitive in pretty short order. Still, I’ve been saying for some time now that Destiny’s been resting on the laurels of its awesome gunplay for far too long and needs a shot in the arm to keep my interest, and these puzzle-forward abilities are at the very least an interesting attempt at doing just that, even if the execution is not always successful. Here’s hoping this is the prototype for something more engaging and fleshed out in future expansions.
The wonky abilities and forgettable location aren’t the only reasons the 14 main missions in The Edge of Fate’s story are quite underwhelming though, as characters fill empty space with exposition as you fight bosses that are carbon copies of bad guys we’ve slain repeatedly throughout the years. To its credit, there are a few new enemies here and there, like flying aliens called corsairs and little robot bees that swarm you, but their impact on moment-to-moment gameplay is pretty minor when you spend 90% of the time shooting the exact same Fallen and Vex we’ve been murdering for over a decade. Even worse than the main missions though are the handful of side quests that have you literally retreading the same places you visited in story missions to scan objects and hear some more characters chatting over comms before learning you’ve completed the quest unceremoniously. Even for a game that has struggled to make interesting supplemental content, these are some of the most boring we’ve been subjected to, offering almost no benefit for completing them to boot.
The biggest changes to Destiny 2 since The Final Shape are the reworks to guns and armor, which have been overhauled yet again. I’m not one of those players who frets when updates and power creep invalidate my hard-earned loadout, so I don’t actually mind most of the changes here. A new tier system provides extremely clear labels to just how good your loot is, so you can spend less time sweating over stuff you just dismantle, and adding set bonuses to armor is a feature I’ve craved in Destiny for many years that finally gives me a real reason to hunt for different armor sets instead of finding one good set and never taking it off. The problem is that, at least right now, there isn’t enough loot to chase, with just a handful of armor sets and a little over 30 weapons added to the pool at this point, so I didn’t feel much of an incentive to rip and replace my current loadout just yet.
The real issue is that even if I did feel compelled to hunt down the new gear available, the insane, painful grind to do so is in no way worth the effort required. Once you’ve completed The Edge of Fate’s campaign, you’re directed towards various playlists containing old content that you’re asked to replay over and over again, slowly upping your power level until you can complete activities that grant higher tier loot. What’s more, even these high level activities are just pulling from the exact same legacy content that has already been one of the main ways you’re expected to engage with Destiny 2 for years now. I was truly shocked to find that after I’d rolled credits on the new story, I was almost immediately loaded into a story mission from 2021. The new loot system has basically turned the endgame of Destiny 2 into an almost endless hamster wheel where you’re force fed the old content made arbitrarily more difficult based on the world tier and modifiers in play, all so you can get slightly better versions of existing weapons that have little use beyond (you guessed it) grinding more difficult versions of those same activities. Destiny has suffered through some pretty egregious grinds over the years, but this might just be the most brutal and ill-conceived one yet, and it almost immediately made me accept the fact that I’ll likely never have any high tier items until they decide to respect my time.
The final activity on my checklist before slapping a final score on this review is to play the new raid, The Desert Perpetual, which at the time of this writing was only very recently beaten by the Destiny community’s brave day-one raiders. I’ll be hopping in shortly to see what pleasant surprises, if any, are to be found. For now, The Edge of Fate strikes me as incredibly just okay, with some new experiments that don’t always work, a neat story attached to a weak campaign, and some cool tweaks to the loot game that are hidden behind the most monstrous and boring grind Destiny has ever had.