When the tragically half-empty hooch barrel of potential that was Capone ’em up strategyEmpire Of Sin launched back in late 2020, it also sold a pass pledging two story expansions down the line. The first of these arrived in 2021. Time and more time passed, prompting a union of shaking fists to wave grubby promissory notes scrawled on diner hamburger wrappers and brace themselves for a trampling by the proverbial Pinkerton agents on horseback of continued disappointment. Despite this, that second DLC never materialised.
Do not fear the sound you hear. The Pinkerton’s have not found you – it is simply the heavy clopping of legal obligations being grudgingly fulfilled. Hunt For Aurora is now available, assuming there’s anyone left with the energy to avail it.
It’s that time of year where all sorts of showcases are popping up and following Nintendo’s fantasticDonkey Kong Bananza Direct yesterday, Capcom has now announced it will be hosting another spotlight showcase.
It previously aired one earlier this year and the next broadcast promises to include the latest news about “highly anticipated upcoming Capcom titles” as well as developer interviews. On the Nintendo front, it looks like we’ll be getting more news about the next batch of Street Fighter 6 DLC.
Good news villagers, Nintendo has rolled out a new update for Animal Crossing: New Horizons addressing some issues on the Switch 2 and Switch.
This includes a specific bug fix encountered on the Switch, as well as some other fixes and adjustments to improve the overall gameplay experience. Here are the patch notes via Nintendo’s official support page:
It’s all well and good grabbing ridiculously expensive Pokémon TCG cards regardless of the climate, and I’m absolutely writhing in jealousy at those who can.
But imagine going back in time and pulling one of those epic chase cards straight off the shelf? Of course, you could today if you hate your bank account that much, but what about the most expensive Pokémon cards in packs right now?
I’m talking about Pokémon TCG bangers that you can pull in a booster pack today, and there are loads. We’re focusing on Destined Rivals, Prismatic Evolutions, Twilight Masquerade, and Surging Sparks for today, so let’s have a deeper look at the mad bangers you could pull from an in-print Pokémon TCG booster pack.
Just to note, the chances of pulling these cards are extremely slim, so if you plan on spending massive amounts of money on Booster Bundles, Booster Boxes, and ETBs, bear in mind that the actual value of the card itself is usually cheaper than ripping packs. Unless you’re mega lucky, of course.
10: Lillie’s Clefairy ex – 184/159
Whilst Lillie’s Clefairy ex SIR is considered the main chase card of Journey Together, it’s quite affordable now. Due to the overhype surrounding this set and scalpers not being able to get the same astronomical amounts for it, this card soon crashed to around the $150 mark. It’s a gorgeous card and a no brainer decision for your binder.
9: Team Rocket’s Moltres ex – 229/182
How can anyone not love this card? It’s got action, stunning detail and eye popping color that represents the Team Rocket vibe of Destined Rivals perfectly. It’s a beast in battle too, with Flame Screen doing 110 damage whilst reducing damage from the opposing Pokémon by 50.
Evil Incineration allows trainers to discard a Team Rocket’s Energy in order to immidiately discard an opposing active Pokémon and all attached card. Play this right and it could turn battles on their heads, especially because its a basic Pokémon, so it can be built up straight away on a trainers bench without evolution mechanics getting in the way.
8: Latias ex – 239/191
Sharing a dual artwork with Latios Illustration Rare, Latais ex is holding it’s value of nearly $200 and is an absolute stunner playing on a sunset background with Latios.
It’s ability allows you to switch out basic Pokémon to hit swiftly with Eon blade, which does 200 damage and stops it from attacking next turn. All trainers need to do is survive the next turn and switch out with another Pokémon for free. Rinse and repeat, love to see it.
7: Roaring Moon ex – 162/131
Roaring Moon ex SIR has held it’s value out of the gate since Prismatic Evolutions dropped, which is frankly amazing. The linework in this card is ridiculously intricate, giving it that cave painting vibe that goes well with ancient Pokémon found deep in Area Zero, Paldea.
It’s a cool moment too, seeing Roaring Moon seemingly escaping some sort of cosmic calamity. The more you look at it the better it gets.
6: Cynthia’s Garchomp ex – 232/182
I’m calling Destined Rivals as the best Scarlet and Violet set for it sheer amount of detailed and expresive artwork, and Cynthia’s Garchomp ex SIR is a fantastic example of this.
With calls to the Pokémon League in the early anime (See the fire lamps at the top of the stadium) and big screen behind trainers on platforms, Garchomp can be seen lunging forward and breaking ground as it goes. Amazing card and well worth the money.
5: Pikachu ex – 238/191
Pikachu ex SIR is partially to blame for the Pokémon TCG boom that kicked off at the end of October 2024 and is still going today. After peaking at $485 at the end of 2024, it’s finally stabalized at a much for reasonable $295 at the time of writing.
It’s a good time to snap it up, if you’ve got the cash, but the amount of nostalgia and detailed yet soft artwork on this card will make it climb back up as we move away from the Scarlet and Violet era over the years to come.
4: Ethan’s Ho-Oh ex – 230/182
This was one of my main chase cards from Destined Rivals, just look at it. Not only have we got mental amounts of nostalgia for Pokémon Gold and Silver OGs, but it reminds me so much of the first ever episode of Pokémon when Ho-Oh was revealed for the first time (which was before Pokémon Gold and Silver released). It’s a stunning illustration that means so much to plenty of trainers, and I half expected the $300 market value before release.
3: Greninja ex – 214/167
Greninja ex SIR is my favorite in this article as I have it graded in a 10 and I’m being completely bias. Joking aside (I’m not) but this is one of the best artworks outside of Prismatic Evolutions in the Scarlet and Violet era.
Twilight Masquerade was a slept on set in my opinion, but the chances of pulling this are stacked. If you have the money upfront, i’d put it into this card instead of trying to rip packs. But I also obviously hate having fun, so the choice is yours.
2: Team Rocket’s Mewtwo ex – 231/182
What a beast of a card! Mewtwo ex SIR captured that Mewtwo’s Revenge energy so hard, immense amounts of nostalgia in this card for me. It looks like everyone agrees considering it’s currently over $450. Destined Rivals cards are up and down day after day, so no doubt we’ll see this settle at a cheaper pricepoint before it crossed the vintage checkpoint in years to come.
1: Umbreon ex – 161/131
We always knew it was going to be insanely priced, and we needed a cheaper Umbreon chase card after Umbreon VMAX (Moonbreon).
Granted, it’s still a mental market price, and over $1,000. But it won’t get cheaper solely because it’s Umbreon and almost anything linked to this dark type Eeveelution holds it’s value, trust me on this.
If you’re brave enough to drop $1,000 on Prismatic Eeveelutions boosters, or even this card standalone, I salute your efforts, and your bank account.
Honorable Mentions: Even More Eeveelutions
The money in Prismatic Evolution chase cards is insane, and it always will be, which is why the rest of the Eeveelutions need a dedicated section to themselves! These could’ve dominated the whole article, otherwise.
For starters, Glaceon ex SIR is a stunner, but I always prefer seeing Pokémon cards with a bit of movement and action in them. I have to say though, the ornate ice patterns and overall terastalisation of Glaceon is dipicted so well. It’s also one of the less eye-wateringly expensive Eeveelution cards from Prismatic Evolutions at the minute.
Keeping up the trend is one of my favorites, Jolteon ex SIR from Prismatic Evolutions. There’s been some banger Jolteon Cards in the past, for me that would be Jolteon from the Brilliant Stars Trainer Gallery and the Jolteon V Sword and Shield Promo Card, but this one has unlimited energy. Just look at how expressive this card is, perfectly showcasing Jolteons speed and agility with one of the coolest backgrounds i’ve seen in a Pokémon card.
The cell shading mixed with comic book artstyle of Vaporeon ex SIR from Prismatic Evolutions is a stunner. Just look at how light is captured in every drop of water and crystal. Plus I think this is one of the cutest depictions of this water-type Eeveelution we’ve had for some time. Absolute banger of a card and would do a flip terribly if I pulled this beast.
Another beautiful pastel artwork with Espeon ex SIR. On top of Espeon being a fan favorite, it’s easy to see why this card is now over $300. I’ve never seen that many shades of purple in such a small space before, such a stunning piece of art, imagine pulling this, getting a 10 then getting it in your slabbed collection? Stuff of dreams.
I love me a good woodblock print, and Leafeon ex SIR gives me massive tradition Japanese art vibes. The bold colours, thick lines and the overall beauty of this makes it worth the price tag.Verdant storm for a grass and colourless energy can be devestating too, 60 x damage for every energy attached to all of your opponents Pokémon. Lethal!
It’s such a shame Fairy typing didn’t come back for Sylveon ex SIR, because I can’t think of a more Fairy type Pokémon card ever. It’s another stunner with a cute stance and a pastel color pallete that just makes it. There’s that much pink it just works, a fantastic card and its easy to see why it’s over $400, especially as it’s one of the most popular Eeveelutions.
Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of “Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior”. Find Christian on X @ChrisReggieWait.
The 2021 relaunch of Splitgate solidified that Valve-style portals and old-school arena shooters are two great tastes that taste great together. Splitgate 2 carries that same great melding of run-and-gun action and tactical trickery that helped the original plant its flag in the genre, so it’s starting from a good place. Only problem is, it never makes much net progress from there. Even though the addition of character classes and a wider range of power weapons help bring Splitgate 2 through a new threshold of promise, some of the other shots it takes through the looking glass loop around to bite it from behind and have made me a bit less enthusiastic about the time I’ve spent with this free-to-play followup.
Visually, quite a bit has changed relative to the original. Gone is the muted, more industrial look of the battle venues, replaced by lots of vibrant colors and brighter lighting. That all makes it look less distinctive and more like the many games trying to catch the eye of Fortnite players. In the trade up from the grubby metal walls to the cleaner, sleeker surfaces, Splitgate 2 is also absent of the more interesting features that made the original’s maps interesting and memorable. Features like deserts and trees that would be smack-dab in the middle of a map (like in one of my favorites, Oasis) are now relegated to background decorations, and every surface you’ll actually run and gun across feels samey across the 15 map options.
Technically you can fix that problem yourself using the returning map creator mode, now called The Lab, which is powerful enough that it’s already filled with dozens and dozens of fan-made recreations of famous PvP maps from bigger games. To be fair there are some more interesting and original user creations that serve as great side shows to the main action. But most of these that I tried felt too gimmicky to be considered good replacements for the developer-made maps as far as having consistent and competitive rounds of the standard modes (to the extent that’s possible considering there’s no ranked mode currently available). It’s also spreading the community a bit thin. I had a pretty hard time getting strangers to queue for some of the wackier-looking options, often sitting in lobbies alone for long periods of time in hopes some other curious Splitgaters would stumble in. I was often disappointed.
Splitgate 2’s biggest win, though, is in gameplay tweaks that have a huge impact on pacing from match to match. The signature portals are still the X-factor, allowing you to create paths between two points on the map on the fly. Once you wrap your head around how they work they are fantastic tools for setting up ambushes, tricky getaways, and even manipulating physics to slingshot you across the map. I mostly use them here like I did in 2021, pulling off one-man flanks on jerks attempting to take my team’s objectives. This time, though, it only takes one button to create both ends of your personal wormhole when shot in succession, making them much more convenient to use. It comes at a slight cost, in that opening one of your portals on top of an enemy’s is the only way to close theirs, and that can force you to close off your own routes. But after logging over a dozen hours, I much prefer this minor drawback over the anti-portal grenades of yesteryear.
The standard arsenal isn’t very imaginative, but the power weapons are awesome.
Movement always felt smooth, quick, and controlled in Splitgate thanks to its fast (but not too fast) sprinting and limited jetpacks. In Splitgate 2, both of these things combine with a new slide mechanic to make getting around the maps feel like I remember being able to move in my best rounds of Titanfall. The jetpack seems more powerful, with more lift before cooldown than the original’s version. Being able to stay aloft for longer means firefights more often begin or end in the air, adding a level of dynamism that makes every skirmish a challenge at every angle.
The standard arsenal isn’t much different than the original, though, which is a shame because it’s not very imaginative. Most weapons have slick futuristic curves and color schemes but function exactly like the assault rifles, SMGs, and carbines you’ve wielded in too many other games to count, and I wasn’t motivated to do much exploration of the options or customization of loadout presets because of that constant sense of deja vu. They really just make me want to sprint to grab power weapons, which spawn with some fanfare on neutral points during matches, as soon as possible. These returning super guns have gotten a couple of notable additions to their lineup, including my favorite: a pair of machine pistols that can be combined to form a longer machine gun when aiming down the sights. These are all awesome, game-changing weapons that are worth the effort to secure every time they’re available.
Mechanically, the biggest change to the way Splitgate 2 plays is the addition of three character classes, which are presented as avatars of competing corporate entities who settle their differences in this futuristic sport of gun-toting portal slipping. Sabrask, Meridian, and Aeros all have their own unique active abilities, like Meridian’s Hypersight, which reveals enemies around you for a short period, or Aeros’ Rush that gives everyones movement, reload, and regen a speed boost. My favorite is Sabrask’s Smart Wall, which plops a one-way bullet shield that protects anyone standing behind it while keeping them free to shoot through it at the enemy (much like a deployable version of Reinhardt’s shield in Overwatch). They each also have passive effects that they can grant their whole team simply by being present, incentivizing teams to have at least one of each in play. That means actives are more obviously impactful than the passives, largely because I’ve yet to play a game where every team involved wasn’t receiving boosted health regen from Meridian and faster ability and equipment recharges from Aeros and Sabrask, respectively. Is it really a “boost” if it’s basically the standard?
I think there’s an argument to be made that the choice to forgo class-based, hero shooter-y design was a keystone of the monument to the past’s simpler shooters that the original Splitgate was building. It meant all of us started from the same base capabilities and had to earn every advantage during a match, and there’s validity to that. I am sympathetic to this old-school Halo-style mentality, but I’ve come to prefer the diversity of these three new classes, which add just enough tactical expression to give old people like me a chance against fast-twitch no-scoping youth so long as I can out-think them.
Regardless of mode, matches are almost always more fun on smaller maps.
Part of that is because Splitgate 2 matches, regardless of the mode you’re playing, are almost always more fun on smaller maps. They may not be as interesting as the maps in Splitgate, but at least they are built to take the most advantage of portaling in a way that ensures you’re never too far from the action. Larger maps, like the ones found in the three-team, 24-player Onslaught game types, can feel almost lonely because you have to run a fair distance to find some other players exchanging fire before plotting your portal game.
Across the board, though, it strikes me as odd that maps seem to deemphasize the advantage that using portals in combat would have. So many objectives sit in places completely hidden from a portal wall, and it felt much more difficult to use portals for aggressive pushes. Fortunately for me, someone who mostly uses portals to set traps and for escapes, and I felt like Splitgate 2’s layouts firmly establish that my more passive approach is the right way to play. Firstly, thank you so much for the 1047 Games. But secondly, this means that offensive strikes on objectives – especially the ones you have to hunker down on like in Firecracker or Domination – happen with the kinds of jetpack assaults and high-energy flanks that you could do anywhere else, from Tribes on down. Even modes that require lots of movement or rotating objectives, like Splitball and Hotzone, don’t afford many more opportunities to use the feature in a way that couldn’t be done without it. The most damning realization of this came when I was playing one of the limited-time No Portals playlist maps and realizing my games didn’t feel all that different without that supposedly defining ability.
Finally, the big new marquee feature of Splitgate 2 is the battle royale mode, and it operates mostly as expected: many teams of four drop into a semi-random zone on the map and fight each other to be the last squad standing. The wrinkle it adds to the genre (besides portals) is that the greater map is made up of four smaller maps connected to one another by jump paths and tunnels. These maps are styled as different environments – there’s a snowy zone and a lava zone, for instance – so it’s easy to communicate which one you’re talking about when planning with your team. Splitgate 2’s version of the storm closing in around you is shutting down one of these regions, forcing all surviving squads toward each other in a shrinking set of rooms; the effect is mostly the same.
What’s disappointing is that the different locations aren’t all that mechanically unique, so fights play out the same way no matter where you are. You certainly don’t want to have shoot outs while knee deep in magma, but when determining which zone to move to next, the potential hazards of the environment was never a top factor. And here, like in the other modes, Portals only come into play a bit, usually to move across long distances quickly, but not very much in the heat of battle. All in all, I didn’t find much going on in this battle royale worth steering your drop bus away from your current favorite for.
I’m not going to lie to you, folks. When I hear the word “soulslike,” my eyes start to glaze over, and I imagine the sweet release of death. It’s the same way I feel when someone says “metroidvania,” or “roguelike.” There’s nothing inherently wrong with soulslikes, metroidvanias, or roguelikes, for the record. There’s just an awful lot of them. I love a good steak, but you can’t eat fillet mignon every day. Sometimes you need some sushi, a taco plate, hell, even just a burger. A little variety goes a long way. So when I got asked whether I wanted a one or two-hour appointment with Wuchang, I only signed up for an hour. But I was allowed to play for two, and I’m really, really glad I did. Wuchang may be a soulslike, but it’s got unique ideas, and by the time I put down my controller, I knew I wanted to see more of what it has to offer.
Wuchang: Fallen Feathers sets itself apart from the jump with its unique art and setting. It takes place in the land of Shu during the latter part of the Ming Dynasty. That single choice sets what I played of Wuchang apart from just about every other soulslike. Most games in this genre aren’t shy about their dark fantasy aspirations. In theory, that should mean everything looks a little different. In reality, that means most games look like Dark Souls, which means that most games really look like Berserk. I like Berserk, but it’s not great when everything looks like it stepped out of one of Kentaro Miura’s panels. Wuchang’s dark fantasy, make no mistake, but its setting means a lot of what I saw looks and feels unique (and colorful).
The story’s got an interesting setup, too. You play as Wuchang, a pirate with a nasty bout of amnesia. In my demo, she woke up without knowing who she was or what was going on. Unfortunately for her, amnesia might be the least of her problems. You see, Wuchang has contracted a disease known as the Feathering. It starts small; feathers form on your limbs. But as the disease progresses, you lose your memories, go mad, and undergo a “monstrous transformation.”
Unlike most other Souls games, you don’t have to equip or spec into magic for it to be useful. It just is.
There’s no known cure, but that doesn’t mean our girl is just going to lie down. She’s healthier than most, so she’s going to look for a cure. The problem is, once most people realize you’ve contracted the Feathering, they’ll attack you on sight. It’s a neat reason for why just about everyone in Wuchang (though not all; there are plenty of people willing to help you) will attack you as soon as they see you. And the Feathering isn’t entirely a curse; it also gives Wuchang access to very powerful magic. Unlike most other Souls games, you don’t have to equip or spec into magic for it to be useful. It just is. That’s pretty slick.
The other big thing Wuchang does is make each of its weapons unique. Each one is different in very subtle ways. The greataxe in my demo could block, but parrying was a technique that was essentially reserved for a longsword. Other weapons didn’t have either ability, opting instead for attack skills to lay on the hurt. And you can’t just fire off these skills anytime, either. Using them (aside from block and parry, which you always have provided you’ve equipped a weapon with them) take charges, which you build by pulling off perfect dodges or parries. Nailing perfect dodges and parries also charges your magic.
Wuchang isn’t quite as fast as Bloodborne, but it’s faster than most souslikes and encourages you to be aggressive to build those charges. The dance is still here against bosses, and you shouldn’t charge in blindly, but Wuchang is less about waiting for enemies to whiff an attack and punishing them and more about forcing them to swing at you, building those charges, and then cashing in for big damage, either through weapon abilities, magic, or attacks that deal damage while switching to your other equipped weapons. It’s a nice change of pace from traditional soulslike, and forces you to take risks to get access to your best stuff.
Even leveling up is its own thing. Instead of dumping points into your core stats, you fill out a skill tree for everything from your weapons to upgrading your flasks. If you want specific stats, you’ll get them through the armor you equip. There’s no shortage of outfits in Wuchang, from the traditional to the risqué (and there is no shortage of fanservice in Wuchang), but you’re not just playing Fashion Souls or looking at core stats here. You always want to be sure you’re picking the right resistances. If you’re losing to enemies with swords, you might want some slashing resistance. Getting smashed by a big hammer? Bludgeoning resistance is the way to go. Magic got you down? Get some magic resistance in you. These choices matter, and I appreciate that your gear matters, even if I could have done without some of the fan service.
There’s no shortage of outfits in Wuchang, from the traditional to the risqué.
There are still bonfires (here, they’re shrines) and resting at them, which in Wuchang is known as “entering the Dream,” still respawns any enemies you’ve defeated. Even that, though, isn’t necessarily safe. The first time I entered the dream in my demo, I was attacked by a large, bird-like boss. I lost the fight that followed, but when I went back to the dream, the boss wasn’t there. I couldn’t tell you what the deal with that was, but it was interesting, and I kept wondering when (or if) I would get another shot at him. I didn’t, but I am interested in getting another crack at him and figuring out what all that stuff is about.
Speaking of bosses, I did get to square off with three of them during my time with Wuchang, and none of them corresponded to the “Big Dude in Armor” stereotype. From Software got that right with Artorias the Abysswalker, and they (and many others) have leaned on similar versions of that fight since. Often imitated, never duplicated, as the saying goes. Wuchang isn’t interested in sitting down at that table, though.
Instead, every one felt very different. The first was a masked man with a halberd. He definitely had a range advantage on my longsword and greataxe combo, but that was fine with me. I wanted him to swing at me so I could build charges and then use my greataxe to lay down the law. This boss took me quite a few attempts, mostly because I’d think I had an opening when I really didn’t, and get cooked for trying to attack when it wasn’t actually my turn. Once I got his patterns down, though, I was building charges and spending them efficiently, dodging through his attacks and landing big swings of my own. And when I needed to back off? I could cover myself with magic.
The second fight was against someone who seemed to have been transformed by the feathering. This was more acrobatic. The boss would leap into the air and attack from range, forcing me to time my dodges to avoid projectiles and keep from committing until I absolutely had to. I didn’t find it nearly as hard as the first (it took me just s couple tries), but I did appreciate the change of pace.
The last fight… whew, that last fight. Only one person at the entire event beat the final fight in the Wuchang demo, and I’m sad to say it wasn’t me. While the other two fights were all about dodging, this one (against a woman wielding a sword), forced me to parry. Even with the right weapon and good timing, she was a hard fight: incredibly fast, aggressive, and damaging. Every time I tried to back off to heal, she was in my face. Even when I parried her successfully, I had to be careful; I often only had time for a single counterattack before she’d hit me again. It was a brutal fight, and I didn’t win, but I appreciated how hard it was, and how I’d had to change my strategy for each boss. I can’t wait for another crack at her from the comfort of my couch.
And that sums up my feelings with Wuchang as a whole, really. I got a ton of time with it, far more than anything else I played at Summer Game Fest, and I left satisfied with what I’d seen. But I was also excited to see more. Not bad for a souslike, right?
An arcade light gun classic is coming out on 7th August 2025 as Forever Entertainment’s The House of the Dead 2: Remake brings zombies, bullets, and gore to Switch. The game was originally aiming for Spring, but we’re a little past that at this point!
Taking on the role as either James Taylor or Gary Stewart, you’ll be blasting your way through a city that’s been overrun by, well, the dead, for lack of a better word.
If you scan the shelves of your local board game store, any number of well-known video game adaptations will likely leap out at you. There’s Mass Effect: Priority Hagalaz for example, or Slay the Spire: The Board Game, alongside many other board games based on video games. But one very well-known name you won’t see is that of Lara Croft, or her beloved Tomb Raider franchise. For the series’ legions of fans, that is all about to change, but not necessarily in the way that they might think.
“We wanted to create a solo board game where Lara Croft is on a new adventure,” Luke Meila, designer of the upcoming Tomb Raider: The Crypt of Chronos, explained to IGN at his stand at the UK Games Expo, boldly supported by a hirsute gentleman cosplaying as Lara Croft. “We’ve seen Lara in video games, movies, comics and her adventures are always tailored to whatever the medium is, so that’s what we did with this: make a board game as if Lara has always been in a board game.”
That’s the core conceit driving the unusual solo nature of the game, which Melia feels is a pretty bold decision. “There are lots of franchises that create one-player modes in their board game adaptations, but we’ve never seen one build a complete solo game,” he continued. “While there are some great solo games like Under Fallen Skies and Final Girl, there’s nothing with a license this big. I was worried someone would get cold feet and pressure us into turning this into a more traditional multiplayer game.”
Luckily, that didn’t happen, and Melia has been free to realize his vision in the form of a game with two different ways to play. “There’s the adventure book, which is fifteen structured missions,” he said. “It’s designed to tell the story of how Lara got to the island of Kairos and what she’s looking for there. It kind of teaches you how to play, using a minimal set of components.”
Once you’re familiar with that, you can move onto campaign play. “This is much more of an open world, much more expansive” said Melia. This involves moving Lara across a map of the whole island, with different terrain hexes divided into jungles, deserts, mountains and tombs. “Each of the tombs has a token on it, and one of those tokens hides a map, while another hides a key,” he added. “When you get both, you’ll gain access to your big final mission.”
Each hex on the map has you drawing a card which shows you how to set up a level to play through, built from modular tiles supplied in the box. Traversing this has its own set of challenges depending on the terrain. “Jungles are quite balanced,” Melia said. “Deserts are hot and dangerous, wide open spaces that require a lot of traversal and enemies can see you from far away. Tombs are more puzzle-based with fewer enemies.”
Putting puzzles in board games has always been a double-edged sword. Puzzling and strategy feel like very close bedfellows, but once you’ve solved a puzzle, there’s little point in doing it again, making your game obsolete. Melia has found an ingenious way to get around this problem by making parts of each puzzle highly dynamic.
“So in this tomb we have to collect an artifact, which is locked behind a door,” he demonstrated. “We’ve got a boulder that you have to push around and you’ve got to try and work out how to get to the artifacts. So you need to work out where to put the boulder to get access to the unlocked corridors, and work out the correct order to throw the switches. There are twelve different tombs in the game, with different maps, different objectives and different switches. That would be a lot to try and memorize.”
And even if you do, Melia has designed things so that the game will keep on throwing you curveballs. “How each tomb plays out is going to be different on each replay,” he continued. “The events are going to be different, the enemies are going to be different. You’ll create a plan at the beginning of each tomb, but you have to continually adjust that plan according to what’s going on around you. You might learn where to push a boulder but that will be complicated if an enemy wanders into the area.”
He’s spent a surprising amount of time ensuring that his invention continues to puzzle even experienced players. “I experimented with all kinds of different puzzle options because having stale solutions was exactly my worry,” he confessed. “I wanted this to be endlessly replayable. But we’ve done a lot of playtesting and so far we’ve not had an issue where someone has done the same tomb twice and it’s not felt different each time. There’s enough variation in there to throw you off, whatever your plan is.”
Outside of tombs, you’re faced with more traditional challenges such as jumping, sneaking, and fighting, which are handled with a palette of six different actions and a pool of six dice that you can spend to boost your action. “ You can use as many dice as you want on an action and the more you use, the more powerful it is,” said Melia. “However, once you’ve used all six, your turn is done. If I want to run across the board, I could roll four dice for movement, but then if I find myself in a combat situation, it only leaves me with two.”
Once you’re out of dice, the enemies get to react. “They move on patrol routes,” Melia said. “Unless you’ve created noise in which case they’ll go and investigate and if they see you, they’ll attack. Then there’s an event phase where you’ll draw a card. There are lots of different kinds, like a dart trap you’ll have to try and dodge, or enemies spawning onto the board, or bonus resources. As you uncover resources, you can use them to craft new weapons and new outfits, and new actions as well.”
In the campaign game, enemies don’t just spawn and move in the level you’re playing but on the island map as well. “On the island enemies are NATLA, one of the famous villains from the Tomb Raider games,” Melia revealed. “Their invasion is spreading across the island, and every time you run out of event cards, more and more will appear. So if you draw helpful events like bonuses, they’re out of the deck and the game gets harder because enemies appear more frequently.”
Individual missions take about 20 to 60 minutes, so it can take a while to play through the 15 scenarios in the adventure mode. But, happily, the campaign missions are a bit shorter, allowing you to fit the whole thing into an evening’s play, which takes about three hours. However, the game has still been designed so you can “save” it in the midst of a campaign if you so wish. “We’ve included a save box,” says Melia. “You put in what you’ve crafted and it tells you how to save the decks.”
Video game adaptations to tabletop always face a barrier of how far to replicate the twitch action of the screen to the more sedate pace of the table. That’s why Melia tried to focus on the puzzling aspects of the franchise, but he made sure to try and make taking actions in the game feel like those of the original as much as possible. “You climb up to different levels of terrain in the game,” he explained. “Originally, I made moving and climbing two separate actions, with a roll to climb, because that’s how it works in the video game. You stop in front of the wall, jump and then climb up. But it just wasn’t fun on the tabletop, it got in the way of itself. We made them into one fluid action and it costs movement points to climb up and down.”
There are lots of other subtle nods to the original experience, too. “There’s a cooperative mode called pass the controller,” Melia said. “You take the dice, take a turn and then pass it to the other player. My wife and I play together quite a lot and we make joint decisions on what Lara is doing. It’s great until Lara gets surrounded by enemies and we disagree on how to get her out!”
And after months of design work and internal testing, Melia, who admits to being a devotee of the series from the very first game, finally got to try it out with some fellow fans. “They said it felt like an authentic Tomb Raider experience,” he beamed. “During one puzzle, one of them said that it couldn’t be done. That it was impossible. And I didn’t say anything, I just watched him reverse engineer it until finally I saw it click, and he smiled and solved it. And that was excellent.”
There can’t be many finer moments for a game designer, nor a player who loves the series, and it won’t be long before you get the chance to experience it on your own tabletop, too.
Matt Thrower is a contributing freelance writer for IGN, specializing in tabletop games. You can reach him on BlueSky at @mattthr.bsky.social.
Well, you can’t say Remedy don’t have range. After the screeching survival horror of Alan Wake 2 comes FBC: Firebreak, a three-person multiplayer FPS spun off from Wakeverse stablemate (and excellent action game in its own right) Control. Perspective isn’t the only thing that shifts, either, as Firebreak reframes Control’s eerie, New Weird-influenced setting as a backdrop for comedy co-op shenanigans. There will be gnomes creating lightning storms.
Back in the Oldest House, the illogically vast and currently invaded headquarters of the Federal Bureau of Control, Firebreakers – volunteer office drones turned underqualified field agents – gear up to do battle with whatever outdated guns and jerry-rigged tools they can find. The Firebreak initiative is as haphazard and cobbled-together a task force as you’re likely to see, and ultimately, a reflection of the game it stars in: one that’s plucky and capable of impressing, yet never quite comes together as a cohesive prospect.