Memorial Day weekend is here and the sales seem to be spilling out even for PC gamers. To be fair, these sales are typically a great time to find a reasonable discount on the latest gaming PCs, laptops, and everything else. While it’s not as dramatic as, say, Black Friday or Prime Day, there are still some proper savings to be had if you know where to look.
When the original Parks released in 2019, it quickly became a modern classic, thanks in large part to its gorgeous artwork celebrating the U.S. National Parks. See our review for details on that first edition. But Keymaster Games didn’t just slap a fresh coat of paint on the 2nd Edition and call it a day. Instead, it thoughtfully combined the base game with its expansions, streamlining the gameplay, updating the visuals, and introducing new features, all while preserving that cozy game feel.
The result is something that feels like both a sequel and a revision. Either way, the 2nd Edition of Parks is a great excuse to hit the trails, snap some photos, and fill your canteen all over again.
What’s in the Box
Like the original version, the second edition of Parks comes in a beautifully designed box packed with components that live up to its iconic design. Right on top, you’ll find a textured, high-quality rulebook that’s easy to follow and includes a QR code that links to a helpful video if you prefer to learn by watching.
While Parks is relatively straightforward to play, it includes a wide variety of components. Two log-shaped containers hold the game’s colorful wooden tokens, representing the resources you’ll collect while hiking the trail. Beneath those is a tri-fold game board with clearly marked spaces to guide you easily through setup. The game board has been completely redesigned and expanded, with an all-new permanent trail area, canteen tile drafting section, and more.
The real standout is the built-in storage tray at the bottom of the box, which is the best I’ve seen across the 60-plus board games I own. Everything has its place, from tokens and tiles to dice and cards, all packed efficiently to keep the game’s footprint compact, while making cleanup a breeze. The tray holds decks for the Parks, Gear, Passion, Ranger Teddy, and Volunteer Projects cards, along with solo reference cards, Season and Campsite tiles, Photo and Hiker tokens, Trail Site tiles, and more.
Each player gets a board featuring an empty backpack and water bottle, with clearly marked sections around the edges for organizing visited and reserved parks, purchased gear, and more. The Backpack holds up to 12 resources, while the water bottle has six spaces for Canteen tiles you can fill as you play.
One of the biggest updates in the 2nd Edition is the expanded card set, which now includes all 63 U.S. National Parks, up from 48 in the original. The cards feature all-new artwork and clean iconography that better matches the game’s updated, more colorful design. While some fans may miss the original illustrations from the Fifty-Nine Parks print series, the new art feels more cohesive and fits well with the rest of the game’s style. Each card includes the park’s name, founding date, and a short blurb about what makes it unique.
Rules and How It Plays
Gameplay in the second edition of Parks is a streamlined take on the original, incorporating elements from both expansions. The goal is simple: score the most points by hiking the trail, visiting parks, snapping photos, and completing optional objectives.
To set up, each player takes a pair of hikers and the matching player board. They also receive a random Canteen token, placed on their board, and a Campfire token flipped to its lit side if playing with more than three players. Each player is then dealt two Passion cards and chooses one to keep, discarding the other. Lastly, the First Hiker token is given to the designated starting player.
Gameplay in the second edition of Parks is a streamlined take on the original, incorporating elements from both expansions.
Passion cards provide small thematic goals to chase during the game, such as visiting parks with specific icons, using Wildlife tokens to take photos, or buying Gear from the item shop. Once completed, you can flip the card to choose one of two rewards: an ongoing effect that lasts the rest of the game, or an endgame bonus that adds extra points to your final score. Some Passions are easier to complete than others, and I usually leaned toward the endgame bonuses as those extra points were often the difference between winning and losing.
Each round in Parks takes place during one of three seasons: spring, summer, or fall. All three seasons are drawn randomly at the start of the game and each offers a unique bonus, such as rewarding players for collecting the most of a specific resource or visiting parks with certain icons. While spring and summer don’t grant any extra points, the fall season awards three bonus points to the winner, making it especially appealing. Players can choose to ignore these objectives, but they offer useful incentives if they align with your goals.
On their turn, players move one of their two hikers forward along the trail, collecting resources or performing the action on the Trail Site tile above the space they land on. Since you can only move forward toward Trail’s End, careful planning is key. Trail Site tiles can offer specific resources like sun, water, forest, and mountain; let you buy Gear from the item shop; allow you either to take a photo by exchanging any resource or add a token to your Canteen; roll the Trail Die for a random bonus; or trade any resource for a Wildlife token (which, fittingly, acts as a wild resource token). Every tile is shuffled each season to keep things fresh and unpredictable, except the Parks space, which is permanently located in the middle of the trail.
Landing on the Parks space lets you either reserve a park or visit one by paying its resource cost. If you have enough resources, you can even visit multiple parks on the same turn, making this space crucial for scoring points. Because of that, it’s often the most hotly-contested spot on the board. Thankfully, there’s no limit to how many parks you can reserve, and no penalty for not visiting them before the game ends. However, since you can’t reserve and visit in the same action, each choice on this space carries real weight.
Parks is ultimately a game about opportunity cost. Every move asks the question: What am I giving up by going here? Many Trail Sites offer one-time bonus resources, so players are racing to grab what they can before others beat them to it. Since each Trail Site is unique each season, and you can’t share a space with another player (including yourself) unless you use a lit campfire, every decision matters. You might skip ahead to grab a key resource or reach a specific site, but doing so means sacrificing everything you passed along the way, with no chance to go back until the following season.
Like many worker placement games, the real strategy in Parks comes from using both of your hikers in tandem to block opponents from collecting key resources or taking valuable actions. In higher player count games, the trail can get crowded fast, so refreshing your campfire to share spaces becomes essential. In lower player count games, there’s more room to breathe, allowing you to slow down and hit more spots along the trail. When a player reaches the Trail’s End, they choose one of three actions: take the Parks action, pay any resource to take a photo, or buy Gear. The first hiker to arrive at each space also gets a one-time bonus, adding an incentive to rush the trail. This constant push and pull between slowing down to gather resources and racing ahead for rewards is the real special sauce that makes Parks shine.
Parks is ultimately a game about opportunity cost. Every move asks the question: What am I giving up by going here?
Because your Backpack can only hold 12 resources, you need to manage your inventory carefully by spending resources when possible, or you risk having to discard valuable ones at the end of your turn. The Canteen, by contrast, offers flexible bonuses whenever you collect water. Instead of placing the water in your Backpack, you can slot it into a Canteen to gain a resource or perform an action, depending on what you’ve collected. Some tiles even grant powerful effects, like taking the important Parks action. Once used, Canteen bonuses remain unavailable until the next season, so timing matters. Overall, they’re a clever way to give players alternative paths to key actions and resources without relying solely on open trail spaces.
Another way to earn points on the trail is by taking photos. This is most commonly done by visiting a Trail Site or the Trail’s End space with a photo icon, where you can exchange any single resource to take a photo worth one point. The player with the most photos at the end of the game also earns bonus points, giving you a good reason to snap a few along the way. If you land on a space with the Shutterbug badge, you’ll claim the Shutterbug token, which lets you take a second photo each time you use the photo action, as long as you can pay for it. However, the token can be taken by other players, so make the most of it while it’s yours.
During your expedition, you’ll have chances to visit the Gear shop and purchase items to help you along the trail. Gear costs between one and three sun resources, depending on the effect. While Gear doesn’t directly earn you points, it offers light engine-building opportunities like gaining bonus resources at specific Trail Sites, filling your Canteen after certain actions, or refreshing your Campfire more often. That said, I found the Gear shop to be hit or miss, unless it directly benefits your overall gameplan. You’re usually better off saving your resources for visiting parks, since that’s where the real points are.
While Parks supports solo play and up to five players, I found it shines best with two or three players. However, the strategy feels much more cutthroat at two players (a cooperative board game, this is not). Regardless of player count, when only one player has hikers left on the trail, they must move both hikers to Trail’s End on their next turn. This rule keeps players from being too greedy with trying to hit every space along the way, as they risk being rushed and missing out on more valuable opportunities. In a two-player game, this is even more noticeable, since one player can jump to the end early and force the other to skip potential turns needed to catch up.
Once you have a few hikes under your belt, you can add optional modules to Parks to increase variety or raise the difficulty. The Camping mode introduces three tents to the trail, allowing you to choose from a pool of powerful bonuses. However, using a tent means you cannot collect resources or use the action at that Trail Site. Volunteer Projects add more challenge by introducing restrictions that players must follow, such as spending extra resources when visiting parks, limiting the number of Wildlife tokens you can hold, or only being allowed to visit parks you’ve already reserved.
Parks includes a full solo mode that pits you against Ranger Teddy, an automa made up of two sets of hikers that take actions by flipping cards to determine their movement. Your goal is to achieve the highest score possible, which adds plenty of replayability. While Ranger Teddy’s hikers don’t collect resources, purchase Gear, or visit parks directly, they discard those elements when landing on the corresponding spaces, effectively simulating the pressure of competing players. Because their movement is often unpredictable, you’ll need to stay on your toes in order to succeed. You can also add Ranger Teddy to multiplayer games to simulate more players on the trail and add some variety.
Even though S.T.A.L.K.E.R.: Legends of the Zone Trilogy – Enhanced Edition released on May 20 offering free “fully remastered and optimized” upgrades for all owners of the original trilogy, developer GSC Game World has been under siege by a review bomb campaign after players discovered the Russian voice acting and “Soviet-era” landmarks had been quietly removed.
S.T.A.L.K.E.R.: Legends of the Zone Trilogy – Enhanced Edition includes remastered versions of Shadow of Chornobyl (2007), Clear Sky (2008), and Call of Prypiat (2009) with upgraded visuals, next-gen console optimizations, and expanded mod support. However, shortly after release, all games plummeted to a “mostly negative” rating on Steam as players flooded the review section to complain about blurry visuals and register their dismay that the games were now “blurry, censored, and revised, [with] added advertisements.”
“So I own the originals and played them to death. If I get an enhanced edition I want to be excited when I boot it up, to see something different that makes we want to re-engage with the game. This isn’t it,” explained one player. “The graphics aren’t upgraded enough to get excited about, I have mixed feelings about stripping out the Russian references – honestly I see the original games as products of their history and although I understand the sensitivities of the developers I’m not sure whats to be gained by retconning them.
“So it’s free so I’ve nothing to complain about, but it’s not a huge step up from the original and to be honest, if you want an enhanced edition you can just mod the thing to your hearts content or play anomaly. GSC needed to do much more here and some cosmetic tweaking doesn’t really cut it.”
While not formally acknowledging the negative reviews, GSC has today posted an update and a patch that it says will fix crashes on unsupported PC hardware and some consoles, address save issues, and repair “missing geometry on several levels.”
“Stalkers, we care about your feedback and are working on fixing the most critical issues,” the team said. “We really want to make your comeback to the Zone special.” It then said it would “continue to work on improving the trilogy.”
The “missing geometry,” players believe, refers to the missing Soviet relics found across all three games. It’s not clear if GSC chose or was compelled to revise Soviet iconography, but PC Gamer was able to confirm that the monument/sign outside Chornobyl itself, which reads “ChAES in the name of VI Lenin,” had at least been deleted. All that was left was “the two concrete blocks it used to stand on.”
The update made no explicit mention of the missing audio or the blurry textures.
“THEY LISTENED! THEY LISTENED! THEY LISTENED!” cried one delighted player on Reddit. “EE still has some issues but goddamn it, so glad they actually work on fixing the game and do not ignore the feedback.”
One player said: “That’s a million time[s] better solution than just removing it without a trace. That’s both applauding the current decommunization efforts while not censoring anything that existed before it.”
“This is a good first step. Hopefully we see some other fixes to notable things like the popular blur issue and items not appearing in marked stashes,” added another.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Summerfall Studios co-founder and former Dragon Age writer David Gaider has been reflecting, not for the first time, on his career at BioWare under EA. In a brisk recap of a decade-and-change of sequels, changes of direction, and mid-project reboots, he sums up EA’s difficulty with Dragon Age as basically one of having no real faith in the wide appeal of role-playing games.
Xenoblade Chronicles 3 developer Monolith Soft has revealed that it used significant procedural generation to cope with the vast increase in assets required to build the world of the critically-acclaimed Switch RPG.
As detailed by CG World (thanks, VGC), Monolith Soft’s map model designer Yoichi Akizuki, support engineer Mitsuhiro Hirose, and programmer Takashi Shibahara all discussed how the studio started incorporating software such as Houdini to aid in procedural generation.
Last week, we asked you to share pictures that represented the afterlife using #PSshare #PSBlog. Here are this week’s highlights:
secondcaptureshares Wander overlooking his lost love from Shadow of the Colossus
RhodWulfLeonshares Atreus standing in Helheim in God of War Ragnarök
gra_o_padashares V standing in front of the Afterlife in Cyberpunk 2077
BBSnakeCornshares Snake facing off with The End in Metal Gear Solid 3: Snake Eater
JarrinWasHereshares a paranormal photo from Ghostwire: Tokyo
deogovakinshares a soldier saluting the fallen in Tom Clancy’s The Division 2
Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?
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THEME: Expressive SUBMIT BY: 11:59 PM PT on May 28, 2025
Next week, we’re exploring Expressive photos. Share expressive portraits where emotions are all over a character’s face using #PSshare #PSBlog for a chance to be featured.
Fantasy Life i: The Girl Who Steals Time is out, and it’s already quite popular. In light of this, Level-5 has announced some free DLC is on the way, in recognition of the new Fantasy Life’s positive reception.
Announced on the Level-5 site, the developer has confirmed free DLC is coming to Fantasy Life i. While no release date is set yet, the team is teasing some new recipes, as well as new content to “update the world” (via Gematsu). It will also apparently allow players to utilize high-rarity weapons obtained from Treasure Groves and other sources.
Level-5’s latest sits at a ‘Very Positive’ user review rating on Steam at the moment with over 3,000 reviews, and given the early confirmation of free DLC, it seems like the new game has certainly taken off.
It feels like a solid win for Level-5, even after the departure of Keiji Inafune last year to “reassess and restructure” the project. Business operations of Level-5 Comcept were transferred to the parent company after Inafune left. In a post from March 2025, Level-5 boss Akihiro Hino described Inafune’s departure as an “unexpected challenge.”
Fantasy Life i has taken off though, which hopefully bodes well for the rest of Level-5’s roster of upcoming games. The studio announced a slew of games in a February 2023 Nintendo Direct, and while some have released, others are still in development. The yet-to-be-released games include some heavy hitters, like futuristic detective RPG DecaPolice and the next installment in the Professor Layton series, Professor Layton and the New World of Steam.
While we wait to see when and how those games land, at least Fantasy Life i: The Girl Who Steals Time players have some more chill life updates to look forward to. If you’re currently playing Fantasy Life i, make sure to head over to our Fantasy Life i Gift Codes hub, where we’re cataloguing all the Gift Codes and how to redeem them for some in-game goodies.
Stop Killing Games are a self-described consumer movement who are aggrieved about all the games with online requirements that become partly or completely unplayable, once publishers end official server support. They’re trying to persuade larger advocacy organisations like The European Consumer Organisation to propose new laws that put a stop to such shenanigans.
To support their campaign, they’ve carried out a survey of games with online requirements to work out how many are “dead”, dying or enduring thanks to developer or fan-implemented “end of life” plans, such as patched-in offline functionality. The resulting Google spreadsheet has 738 entries, of which a whopping 70% are apparently no longer playable or destined to become that way.
Elden Ring Nightreign will soon let players drop into the shifting lands of Limveld, exploring and fighting for survival either solo or in groups of three. For the duos out there though, it sounds like you’ll need to be open to a third.
In IGN’s interview with Elden Ring Nightreign director Junya Ishizaki, the Nightreign lead discussed the choice to lean on solos and trios as the core experience options. When asked why there’s no option for a pair of players to drop in together without a matchmade third player, Ishizaki said it was overlooked.
“The simple answer is that this is simply something that was overlooked during development as just a two-player option, so we’re very sorry about that,” said Ishizaki. “As we said before, we set out to make this a multiplayer co-op game for three players, balanced for three players, so that was the main focus and it’s at the core of Nightreign.
“Of course, I myself as a player understand that and often want times where I’m just playing myself, so this is something that we considered from the start,” Ishizaki continued. “And so we did put a lot of effort into creating this experience that was playable for solo players in as much as the rules and new systems allowed. So in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well.”
If you’re playing solo, it does sound like Elden Ring Nightreign takes that into account. Ishizaki said the parameters of Elden Ring Nightreign “adjust dynamically depending on the number of players in that session,” so lone wolves shouldn’t be too overwhelmed in single-player.
You’ll have to find and locate some self-revive options, which are incorporated for those opting for single-player. And if you’re playing trios, well, that’s apparently what Elden Ring Nightreign is built around. Whether duos support shows up or not, having an extra hand around can’t hurt against some of the fearsome bosses waiting in Nightreign.
Elden Ring Nightreign is out on May 30, 2025 for PC, PlayStation 4 and 5, and Xbox One and Series X and S.