Monster Hunter Wilds Director Confirms Balance Adjustments, More Challenging Monsters, UI/UX Improvements, and Plenty More Are on the Way

Monster Hunter Wilds is laying out its future roadmap. Alongside its planned Title Updates, director Yuya Tokuda has confirmed a few additional goals the team has, as post-launch support for the latest entry in the Monter Hunter franchise carries on.

In a letter from the director, Tokuda started by laying out the roadmap seen in the recent Monster Hunter Wilds Showcase for Title Update 1 and beyond. The first big Title Update drops on April 4, this Friday. Then, the seasonal event Festival of Accord: Blossomdance runs from April 23 through May 7. Additionally, April 30 through May 21 will see the Arch-tempered Rey Dau storm into Monster Hunter Wilds.

At the end of May, Update Ver. 1.011 will bring an unannounced Capcom collaboration and some “other additional features.” Title Update 2 is then planned for this summer, with a new additional monster and seosonal event. Tokuda confirms more free updates are arriving beyond that.

A greater challenge awaits

Part of the Mosnter Hunter Wilds’ director’s letter dug into the question of challenging monster content. Already, fights like Tempered Arkveld, the aforementioned Arch-tempered Rey Dau, and a refight with Zoh Shia are confirmed. Tokuda also confirmed Mizutsune, arriving with Title Update 1, will have an 8-star Tempered Mizutsune fight, available at HR 41 or higher.

The end-of-May update will add even more 8-star Tempered monsters to the Wilds. Tempered versions of Gore Magala, Rey Dau, Uth Duna, Nu Udra, and Jin Dahaad will make their way to the game in this update.

“Each of these monsters have had various behind-the-scenes adjustments to make them more resilient, such as increased health, resistance to wounding, and tweaks to multiplayer scaling,” Tokuda said. “Challenging monsters will also appear in future updates, so keep an eye out for further information about them.”

Balancing it all out

Specifically addressing feedback from launch, Tokuda said that Capcom is planning to make “various adjustments,” including weapon balance changes.

“These will be implemented gradually with each upcoming title update in order to make the game more enjoyable for everyone for a longer period of time,” Tokuda said. “Depending on the content, these changes may take some time to prepare.”

The director noted the Hammer as one weapon being considered for “upward adjustments,” which sounds like good news for Hammer mains. Some “unintentionally overpowered” things will be adjusted down — the Corrupted Mantle is one example — but Capcom said it plans on adjusting other parts upward, making for a “generally balanced” update. The team is currently aiming to implement the overall weapon balance adjustments in either the end-of-May update or in Title Update 2 this summer.

Performance adjustments

Additionally, Capcom is targeting stability and performance for Monster Hunter Wilds, specifically noting the PC version. Title Update 1 is planned to bring a reduction in VRAM usage and an upgrade to the DirectStorage version of the Steam version, which should result in an “overall improvement” of stability for PC players.

More improvements are planned, to bolster the overall technical experience for players on all platforms. Additionally, the in-game economy, balance, and other areas are planned for improvement too.

Quality-of-life is also a major target for the Monster Hunter Wilds team moving forward. The Grand Hub, arriving in Title Update 1, is part of this, condensing various functions into one end-game area. The team has also reduced waiting times for facility functions at each location.

The team is continuing to work on UI/UX improvements and other quality-of-life updates too. A few items on the docket include restocking items, checking skill information, engaging in multiplayer quests, using the Seikret, and camera behavior during hunts.

The rollout stars with Title Update 1 this Friday, April 4, and on into the summer as we approach Title Update 2. Though it’s still fresh, Monster Hunter Wilds is already one of the year’s most popular games, and it doesn’t look like Capcom is planning to slow down its roadmap for it anytime soon.

Eric is a freelance writer for IGN.

Nintendo Shares New Image Of Switch 2 Ahead Of The Big Day

Two days remain.

We are rapidly approaching the big Switch 2 Direct on 2nd April, and Nintendo is ensuring the hype train is fully stocked and ready to leave the station as it has just shared a new image of the console via the Nintendo Today app.

Now, the vast majority of us will likely see this image tomorrow when the regional clocks tick over to the ‘One Day To Go’ message that the app has been counting towards in recent days, but thanks to the magic of timezones, those in Japan have already caught a glimpse of the fresh snap.

Read the full article on nintendolife.com

RuneScape: Dragonwilds Announced as Jagex’s New Take on the Open World Survival Genre

Today, Jagex has announced that it’s bringing the world of RuneScape into a new genre: survival. The developer revealed RuneScape: Dragonwilds, a cooperative open world survival game coming to early access this spring.

Dragonwilds takes place in Ashenfall, a new continent within the RuneScape universe, where one to four players can work together to learn new skills, build camps, grow stronger, and survive against powerful enemies, including lots and lots of dragons. Ashenfall has two regions, with five unique biomes, and the potential for more to be added later post-launch. Though Ashenfall is not the same continent most of RuneScape proper takes place on, RuneScape fans will find a lot of familiarity in the world, including some locations that may resemble familiar places from RuneScape itself, like a wizard’s tower, or a certain castle…

Monsters may also look familiar, but come with a twist. While you’ll still see rats, dragons, trolls, cows, and other creatures you’ll recall from RuneScape, Ashenfall’s wild magic has warped these creatures into strange, nature-fied versions of themselves with new appearances and fusions with plants, thorns, and other wild bits.

Core to survival in Dragonwilds is development of skills, and yes, they include classic RuneScape activities like cooking and woodcutting. These skills allow you to interact with the world in various ways – when I saw a few clips of the game at the Game Developers’ Conference earlier this month, I was shown clips of a player using wind runes to gain the ability to glide through the air across distances. Even more nostalgic was a woodcutting skill that allows players to line up a row of trees and throw a spectral axe to chop them all down at once. It’s a move I was told was referred to as “ax-tral projection.”

RuneScape: Dragonwilds is entering early access on PC sometime this spring, with hopes for a wider launch (including console) sometime in 2026. Jagex will host a deep-dive reveal of the game on Twitch on April 15 at 9:00 AM PT.

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.

RuneScape returns as an open world survival RPG in which you hunt a Dragon Queen

Jagex have announced RuneScape: Dragonwilds, a new open world co-operative survival game set in the same fantasy world as their ancient MMO. It runs on Unreal Engine 5, looks a bit like Valheim and Enshrouded, and will launch into early access this spring. Dragonwilds is set on the continent of Ashenfall, a wild place featuring dragons, and your overall goal is to “slay the Dragon Queen”.

I’m going to make the obvious prediction here: you will spend much more time in Ashenfall chopping down trees and composing their delicious, grainy innards into barn doors than chopping down any dragons, regal or otherwise. It’s a survival game, after all. The ratio of dragons to logging and carpentry in the first screenshots is a nail-biting 1:1 – if it weren’t for that subtitle, I might have assumed this to be a game about woodlands management with optional Smaug-bashing QTEs. Rather than dragon-felling cantrips, the announcement release gives prominent mention to a spell for summoning spectral axes to chop trees down for you, which feels a bit like a car salesman leading with the option to just buy a train ticket instead. Here’s the announcement trailer.

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Helldivers 2 Players Are Heading Back To Defend Malevelon Creek

Well, never say Helldivers 2 developer Arrowhead Studios doesn’t have a dark sense of nostalgia. One year removed from the infamous in-game liberation of Malevelon Creek, Helldivers 2 is sending its players back to the planet to hold it against surging Automaton forces.

After a recent Major Order failure, players were worried about a return to the Creek, as reports indicated the Automatons — pushing forward with their fiery new Incineration Corps — were targeting the Severin Sector. The sector, and Malevelon Creek in particular, was the center of one of Helldivers 2’s earliest and most notable collective moments in the game. Helldivers converged on the planet to try and keep the Creek under Super Earth control.

The combination of jungle terrain and extremely dangerous foes led to Malevelon Creek being dubbed things like “Robot Vietnam.” After the fight concluded and the Creek was securely under Helldiver control, Arrowhead released a special cape to commemorate the fight.

Well, over the weekend, a new Major Order confirmed Helldivers will be heading back to Malevelon Creek. The offensive, led by the Incineration Corps, is on its way, with Malevelon Creek as the target. Already, invasions and skirmishes are underway across the sector, with lines pushing towards the Creek.

Through the in-game briefing, Super Earth is urging its Helldivers to protect the resting place of many “Creekers” who fell in the push to free the planet. This is all to prevent the “greatest net desecration” of the upcoming Malevelon Creek Memorial Day.

Helldivers 2 players are, predictably, amped for this Major Order. Memes invoking everything from Starship Troopers to the Doom Slayer and, somehow, Delicious in Dungeon flooded the Helldivers subreddit. Those who experienced the Creek back then, with its swarms of bots and lasers filling the air, are geared up for round two.

New players who joined after the original fight for the Creek also seem eager to jump in and experience this particularly memorable locale. There’s a lot to be said for these communal efforts, where Helldivers start logging on and building towards big moments together. When it ties into the long-running story and a feeling of a shared experience in a universe, it can be really incredible.

Of course, concerns are already rising that Arrowhead hasn’t fully tipped its hand yet. One post notes that while the defensive efforts are going well and Malevelon Creek is currently safe, there are still five days left on the Major Order. Teams are working to target specific goals as the sector remains a hotbed for Automaton incursions. It’s fascinating to see it unfold in real-time, and will no doubt make this week an exciting one for Helldivers players as the war for the Creek picks up.

Eric is a freelance writer for IGN.

The best gaming headset deals in Amazon’s Spring Sale

I used to think any old headset would do. Plug it in, hear the game, done. Then I bought a half-decent one and immediately heard footsteps I’d been ignoring for years. Now I can’t go back. If you’re still gaming with tinny audio and a mic that makes you sound like a drive-thru cashier in a hurricane, Amazon’s Spring Sale is your best chance to escape the audio troubles, and it’s also the last day of the sale as well, so don’t delay on these top discounts.

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When Will GTA 6 Trailer 2 Come Out? Take-Two Boss Says It’s Better to Provide Marketing Materials Relatively Close to the Release Window

It might be a while yet before we get Grand Theft Auto 6 Trailer 2, after comments from the boss of Rockstar’s parent company revealed his preference for releasing marketing materials relatively close to a release window.

Rockstar released GTA 6 Trailer 1 to record-breaking viewership in December 2023, but it hasn’t released a single asset since. The 15-month wait for more information has fueled increasingly bizarre conspiracy theories about when Rockstar will release GTA 6 Trailer 2.

These have included counting the holes in Lucia’s cell door net, the bullet holes in the car from Trailer 1, and even registration plates. But chief among the conspiracy theories is GTA 6’s ongoing moon watch, which was, remarkably, proven to have accurately predicted the date Rockstar announced when it would release GTA 6 Trailer 1, but debunked as a hint at the release date for Trailer 2.

So the big question right now is, when will GTA 6 Trailer 2 be released? We’re no closer to finding out, but based on comments from Take-Two boss Strauss Zelnick, fans may have to wait until much closer to GTA 6’s actual release date for their next look at the most anticipated video game in the world.

In a new interview with Bloomberg, Zelnick was asked straight up: why is GTA 6’s release date such a carefully held secret?

“The anticipation for that title may be the greatest anticipation I’ve ever seen for an entertainment property,” Zelnick replied. “And I’ve been around the block a few times and I’ve been in every entertainment business there is.

“We want to maintain the anticipation and the excitement. And we do have competitors who will describe their release schedule for years in advance. And we found that the better thing to do is to provide marketing materials relatively close to the release window in order to create that excitement on the one hand and balance the excitement with unmet anticipation. We don’t always get it exactly right, but that’s what we are trying to do.”

There are a few things worth digging into here. The first is Zelnick’s comments about keeping GTA 6’s release date such a carefully held secret “to maintain the anticipation and the excitement.” That’s something fans and the media alike have assumed to be true, and indeed former Rockstar developers have tried to explain is true.

Mike York, who worked as an animator at Rockstar New England for six years helping to build Grand Theft Auto 5 and Red Dead Redemption 2 before leaving the company in 2017, said on his YouTube channel that Rockstar is playing up to the conspiracy theories, deliberately avoiding saying anything about the game or when Trailer 2 will be released in order to fuel even more speculation within the community.

“They’re reaching and pulling and trying to come up with these really cool theories to decipher when the next trailer will be,” he said of fans.

“Specifically Rockstar, they’re very secretive about what they do, and this is a really cool tactic because it creates allure and it creates mystery and it creates people talking about it without them having to do anything. The more they’re silent the better it is, because the more people will be antsy and want to talk about it and have this feeling of not knowing what’s going to happen.”

York went on to say that Rockstar is likely resisting pressure from its army of fans to announce the GTA 6 Trailer 2 release date for this exact reason.

“They could easily release the trailer date and be like, ‘Hey this is when the trailer’s coming out,’ but they don’t do it. And they don’t do it on purpose because it’s a really, really good marketing tactic. If you think about it, it creates these really cool theories.

“This brings the fans together. This is a really cool way to get fans to talk about your game when you’re not releasing anything yet, in-between the times.

“All these theories are great. They only create hype, they create talk, they create mystery behind the games.”

The second thing worth pulling out of Zelnick’s quote is the suggestion that GTA 6 Trailer 2 won’t be released until we’re closer to the game’s actual release date in fall 2025 (assuming it’s not delayed). If that’s true, it may be half a year before we get another look at GTA 6.

While you wait for GTA 6 to come out, check out IGN’s coverage of an ex-Rockstar dev who says the studio probably won’t be able to decide whether GTA 6 is delayed until May 2025, Take-Two boss Strauss Zelnick’s response to concern about the fate of GTA Online once GTA 6 comes out, and the expert opinion on whether the PS5 Pro will run GTA 6 at 60 frames per second.

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.

I threw hands with Doom: The Dark Ages and its rock ’em sock ’em robot

Doom is going medieval. Id Software’s next brutish shooter, Doom: The Dark Ages, was revealed with a shield-flinging trailer last summer, and we’ve since learned more about how it’ll actually play. Nic already summed up the new features but I gots something that Nic boy don’t: three hours of hands-on time with the Doomlad, including some dragonback dog-fighting, and a fifty-storey fistfight in a gargantuan mech. Let me tell you what it’s like.

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Feature: “It’s Nothing Like A Port” – Story Of Seasons Head Talks Remaking A Lesser-Known Favourite

Totally Bazaar.

Marvelous announced the next title in the beloved Story of Seasons series during last week’s Nintendo Direct, and we’re sticking with the remakes! But this time, we’re diverging from the undisputed classics and going a bit off-piste.

Story of Seasons: Grand Bazaar launches on Switch on 27th August 2025, and it’s a remake of Harvest Moon DS: Grand Bazaar, which came to the DS in 2008 in Japan, and 2010/11 for North America and Europe. It’s not one of the most well-known entries, and it’s not even the next game after the previous remake, A Wonderful Life, but it’s getting a brand new art style and plenty of new features all the same.

Read the full article on nintendolife.com

DOOM: The Dark Ages – Going Hands-on with Story, Sandboxes, Mechs, and Dragons

DOOM: The Dark Ages – Going Hands-on with Story, Sandboxes, Mechs, and Dragons

Doom: The Dark Ages Hero Image

As the third part of what you might call a trilogy, I went into my first hands-on for DOOM: The Dark Ages with some expectations. While they have their differences, DOOM (2016) and DOOM: Eternal had lain the groundwork – I felt like I knew what id Software had in store for me, even if this prequel story and its new medieval sci-fi aesthetic might put it in a different context.

Three hours later, my expectations had been blasted to pieces like so much Arachnotron meat.

DOOM: The Dark Ages retains the core hallmarks of id’s recent games – pulse-pounding combat, gloriously Grand Guignol aesthetics, and music as ear-rattling as its guns – but it pushes the structure of DOOM far beyond what we’ve known before.

I was able to play slices of four distinct sections of The Dark Ages, each designed to show me a different facet of the game, and each revealing quite how wild this will get. Let me walk you through each one.

Story Mission

“Before he became a hero, he was the super weapon of gods and kings.”

So reads the text slate that opens DOOM: The Dark Ages. It’s an absurdly badass mission statement for the game that follows. But, playing just the opening stretch of the game, it pays off multiple times.

This section showed off the most familiar form of DOOM. A cutscene (yes, there are cutscenes for the story now, not just codex entries) introduces the demon-beleaguered planet of Argent D’Nur, the questionably benevolent god-race known as the Makyrs, and our familiar lead character kept captive to be unleashed on hellish threats. And from there, I’m handed a shotgun and a shield, and told to do what a DOOM Slayer does best.

You’ll feel right at home with this, until you don’t. Levels remain tightly knotted, oscillating from cramped corridors to wide-open arenas built for athletic combat. Your guns sre, of course, hideously powerful and there’s still a focus on attack being the best form of defence, with specific moves rewarding health and ammo, forcing you to fight to survive.

But begin digging deeper, and you’ll see how things have changed. That shield is the most evident example – enemy projectiles are now plentiful, forcing you to block as much as dodge. But don’t think this is a more static game as a result – blocking also opens up the ability to shield charge enemies, closing gaps and dealing huge area-of-effect damage.

Parrying is even better – certain enemy attacks are marked with green effects, and blocking within a parry window can stun enemies, shatter their defences, and earn more charges for your devastating melee attacks. Some fights effectively rely on a rhythm of parries and attacks, turning a fight with a Cyberdemon into a close-range slugfest – it feels magnificent.

Soon, I’m given even more utility in the form of the Shield Saw – my shield can now be thrown like I’m some horrifically violent Captain America, bisecting weak enemies and stunning larger ones. It can also be used to solve puzzles, opening up DOOM’s classic secret areas.

And if all of this didn’t feel fresh enough, I’m then introduced to a full upgrade system. This is less about old-school RPG stat-buffing, and more about giving you extra options to take on the forces of hell. For example, I add the ability for my Shredder (a fully automatic gun that fires rail spikes) to embed its ammo in enemies, and then detonate them when I throw my Shield Saw into the target, building new abilities not just into my gun, but across my moveset. Every single weapon, both ranged and melee, has an upgrade tree – I want to see how gross these can get.

Taken all together, you can see how The Dark Ages lives up to the idea that you’re playing as a super weapon. This is pure power fantasy, placing you in the big, green boots of a one-man army who’s going to war with everything. And that’s before your super weapon gets into, well, an even bigger super weapon.

Mech Mission

If you’ve watched the trailers for The Dark Ages, then you know you’ll be getting a mech along the way. The Atlan, as it’s known, allows you to take an earthquaking step into the battlefield to take on Hell’s biggest threats – and in practice, it’s a way of transforming the on-foot experience into something new.

As you might expect, this is a slower, but stronger approach to DOOM combat. Your Atlan trades mostly in melee – basic attacks involve throwing punches at titanic demons, building up a combo meter that can be traded in for one of two special moves, a stunning stomp, or a knockout blow.

You’ll need to balance those combos with dodges – taking one hit from an enemy sets your combo meter back to zero so, with a rhythm familiar from the parry system, you’ll need to avoid what you can to keep the punishment coming.

And, just as I was getting used to all this, an orbital drop delivered me a set of Empire State Building-sized miniguns, to add some truly berserk flair to the end of the level. It’s ludicrous, in the best possible way. Think of the mech as a side dish to The Dark Ages’ main meal – it’s a complement to the regular on-foot combat, mixing things up while feeling similar enough not to feel out of place.

Dragon Mission

Here’s where things took an even less expected turn. My next mission involved me summoning a cybernetic dragon, hopping into a saddle equipped with heavy ordnance, and taking to the skies. In this section of the game, I’m defending a flying city under attack from a demon fleet, with the goal of taking down four separate Hell Carrier ships.

Your dragon is a free-flying beast, equipped with dodges and afterburners, able to maneuver through the skies however you see fit. Like, the mech, it’s strong enough to take on titans – but how you do it is quite different. After locking onto an enemy, you can strafe around them. Your basic attacks do a small amount of damage, but each successful dodge supercharges your guns, letting you stun your prey, before sending your dragon to perform a gruesome finisher.

Initially, it feels like this is another Atlan-like diversion, a way of providing a different kind of combat – but when it comes to the flagships themselves, it goes further.

Each ship needs to be taken down in a specific way – first you take out its various gun batteries, and subsequently its shield generator with your dragon’s moveset. This then opens up a landing spot. With a click of the right stick, your dragon lands, the Slayer hops off, and you realize that each ship is a miniature level to progress through on foot. You barrage through the innards of the ship, eliminating the demons inside, before reaching its engine. Shield charging the engine destroys the ship, and sees you skydiving through an explosion and back onto your dragon to repeat the feat.

This mix of flying and on-foot gameplay feels incredible – and each new ship changes the make-up enough that it doesn’t fall into a predictable pattern. I’d call this the most revolutionary change to DOOM’s make-up, if it wasn’t for the next section.

Sandbox Mission

This is where The Dark Ages truly breaks free from expectation. In my final (and longest) section of the demo, I’m placed into id’s take on a sandbox open zone and told to approach it however I’d like. My solitary goal is to close five demon-spewing portals, but how I do it, and what diversions I take, are entirely up to me. Over the course of an hour, I’m repeatedly reminded that I’ve never played a DOOM game like this before.

As you’d hope for, this sandbox sequence is stacked with optional goals – heavily protected artillery batteries to take out, caches of gold to spend on upgrades, and more. At one point, I’m simply running somewhere, when a cathedral-sized tentacle bursts out of the ground and begins to attack – this isn’t a scripted moment, or even an objective I’m given, it’s just another surprise hidden along the way.

But the core objectives themselves hold surprises, too. In that first story mission, closing portals was simply a case of clearing an arena, but it’s never quite the same in this case. Some portals transport me to a dungeon, requiring me to solve puzzles in order to find my way to the energy source powering them. Others introduce Leader enemies – overpowered beasts who are invulnerable to my attacks until I kill enough of their followers, and come with permanent upgrades after your victory. Along the way, I find new guns, augmenting my armory with new options. It’s restlessly, relentlessly inventive, as if id has been waiting for an opportunity to transplant new ideas into the DOOM format.

And that’s the key takeaway from my full session with DOOM: The Dark Ages – this feels like a developer brimming with enthusiasm, not just for DOOM itself, but for what DOOM could be. I was expecting a new story, new guns, and new demons – I wasn’t expecting new genres. I cannot wait to find out what else this team has in store.

DOOM: The Dark Ages launches for Xbox Series X|S, PC (via the Xbox app for Windows PC, Steam, and Battle.net), PlayStation 5, and cloud on May 15, 2025. It will be available day one with Game Pass.

DOOM: The Dark Ages Premium Edition

Bethesda Softworks


7

$99.99

Get a head start on slaying demons with the Premium Edition, including up to 2-Day Early Access* and the campaign DLC**. You’ll also receive the Digital Artbook and Soundtrack, and the Divinity Skin Pack, which includes matching skins for the DOOM Slayer, dragon and Atlan. Pre-order now to receive the Void DOOM Slayer Skin at launch.

INCLUDES:

– Base Game (digital code)
– Up to 2-Day Early Access
– Campaign DLC
– Digital Artbook and Soundtrack
– Divinity Skin Pack

*Actual play time depends on purchase date and applicable time zone differences, subject to possible outages.

**DLC availability to be provided at a later date.

BECOME THE SLAYER IN A MEDIEVAL WAR AGAINST HELL
DOOM: The Dark Ages is the prequel to the critically acclaimed DOOM (2016) and DOOM Eternal that tells the epic cinematic origin story of the DOOM Slayer’s rage. In this third installment of the modern DOOM series, players will step into the blood-stained boots of the DOOM Slayer, in this never-before-seen dark and sinister medieval war against Hell.

A DOOM FOR ALL SLAYERS
A dark fantasy/sci-fi single-player experience that delivers the searing combat and over-the-top visuals of the incomparable DOOM franchise, powered by the latest idTech engine. With a customizable difficulty system, it’s the perfect entry point whether you’re new to the franchise or a long-time fan.

REIGN IN HELL
As the super weapon of gods and kings, shred enemies with devastating favorites like the Super Shotgun while also wielding a variety of new bone-chewing weapons, including the versatile Shield Saw. Players will stand and fight on the demon-infested battlefields in the vicious, grounded combat the original DOOM is famous for.

THE ORIGIN OF YOUR RAGE
Experience the origin story of the DOOM Slayer’s rage in this epic, cinematic and action-packed story. Bound to serve as the super weapon of gods and kings, the DOOM Slayer fends off demon hordes as their leader seeks to destroy the Slayer and become the only one that is feared. Witness the creation of a legend as the Slayer takes on all of Hell and turns the tide of the war.

DISCOVER UNKNOWN REALMS
In his quest to crush the legions of Hell, the Slayer must take the fight to never-before-seen realms. Mystery, challenges, and rewards lurk in every shadow of ruined castles, epic battlefields, dark forests, ancient hellscapes, and worlds beyond. Armed with the viciously powerful Shield Saw, cut through a dark world of menace and secrets in id’s largest and most expansive levels to date.

DOOM: The Dark Ages Standard Edition

Bethesda Softworks


85

$69.99

Pre-order now to receive the Void DOOM Slayer Skin at launch.

BECOME THE SLAYER IN A MEDIEVAL WAR AGAINST HELL
DOOM: The Dark Ages is the prequel to the critically acclaimed DOOM (2016) and DOOM Eternal that tells the epic cinematic origin story of the DOOM Slayer’s rage. In this third installment of the modern DOOM series, players will step into the blood-stained boots of the DOOM Slayer, in this never-before-seen dark and sinister medieval war against Hell.

A DOOM FOR ALL SLAYERS
A dark fantasy/sci-fi single-player experience that delivers the searing combat and over-the-top visuals of the incomparable DOOM franchise, powered by the latest idTech engine. With a customizable difficulty system, it’s the perfect entry point whether you’re new to the franchise or a long-time fan.

REIGN IN HELL
As the super weapon of gods and kings, shred enemies with devastating favorites like the Super Shotgun while also wielding a variety of new bone-chewing weapons, including the versatile Shield Saw. Players will stand and fight on the demon-infested battlefields in the vicious, grounded combat the original DOOM is famous for.

THE ORIGIN OF YOUR RAGE
Experience the origin story of the DOOM Slayer’s rage in this epic, cinematic and action-packed story. Bound to serve as the super weapon of gods and kings, the DOOM Slayer fends off demon hordes as their leader seeks to destroy the Slayer and become the only one that is feared. Witness the creation of a legend as the Slayer takes on all of Hell and turns the tide of the war.

DISCOVER UNKNOWN REALMS
In his quest to crush the legions of Hell, the Slayer must take the fight to never-before-seen realms. Mystery, challenges, and rewards lurk in every shadow of ruined castles, epic battlefields, dark forests, ancient hellscapes, and worlds beyond. Armed with the viciously powerful Shield Saw, cut through a dark world of menace and secrets in id’s largest and most expansive levels to date.

The post DOOM: The Dark Ages – Going Hands-on with Story, Sandboxes, Mechs, and Dragons appeared first on Xbox Wire.