Fans of damp tunnels and chatty skeletons may have enjoyed Lunacid, a first-person dungeon crawler which left early access in October 2023. Sin called it “lo-fi first-person dungeon skulking done right” and suggested that it “could well earn a place in some best of the year lists”. (It didn’t appear on ours, but in fairness, that was the year Baldur’s Gate 3 devoured everybody’s brain.)
Lunacid takes copious inspiration from Dark Souls developer FromSoftware’s old Shadow Tower and King’s Field games for PS1. Now, creators KIRA LLC are going even further with Lunacid: Tears Of The Moon – a new RPG made using FromSoftware’s ancient Sword Of Moonlight: King’s Field game creation tools from 2000, which came with hundreds of map parts, objects and characters plus scripting features and the ability to insert AVI movies and even a credits reel.
The classic Commandos series was all about cleverly commanding a squad to pull off some daring operations aimed at crippling the Nazi war machine and putting a real stick in the eye of the empire. But it’s also a series that’s been in relative dormancy for some time, leaving other games like Shadow Tactics and Desperados to pick up the torch and offer a similar blend of real-time strategy and stealth gameplay that’s all about pulling off some slick, decisive strategies.
With the upcoming Commandos: Origins from developer Claymore Game Studios, the series finally gets its long overdue successor following the 2006 FPS spin-off, marking a return to the original’s old-school perspective and brutal difficulty. I recently got to play the opening missions of Commandos: Origins and came away appreciating this revival of an open-ended tactical stealth-action game – even if it took me some time to come to grips with it.
As a return to the classic gameplay and storytelling of the early PC games in the series, Commandos: Origins appropriately focuses on the founding of the elite squad. As green beret Jack O’Hara, he’s recruited by commando Sergeant Hancock with a mission to strike back against the growing Nazi empire. Following a daring escape through a North African allied base overrun by the Axis army, the duo soon expands their crew to engage in a larger campaign to destroy key targets across Europe and even the Arctic regions.
Origins taps into the style of pulpy, ensemble action films in the vein of The Guns of Navarone or The Dirty Dozen for its campaign.
Commandos: Origins works has both a modern update to the classic formula of the series, but also as a jumping on point for those who’ve never played the originals. Much like the previous games, Origins taps into the style of pulpy, ensemble action films in the vein of The Guns of Navarone or The Dirty Dozen for its campaign. The core gameplay is a blend of real-time strategy and a carefully paced tactics game, where you command a small squad to sneak through bases, take out targets, and make it out alive. Instead of moving turns like other tactics games, your squad and all enemies on the field will move and react in real-time, which pushes you to make your moves count – or else face the onslaught of enemies on the field.
Speaking to art director Thilo Gebhardt from Claymore Game Studios, he explained how the developer was specifically founded to help revive the Commandos series and how they approached modernizing it for Origins.
“The original owner of Kalypso Media, Simon Hellwig, who passed away, had the idea to bring back Commandos – he was a big fan of the original games,” Gebhardt said. “He had the opportunity to acquire it, and once he decided to make the next game an in-house production, he founded Claymore Studios specifically to revisit the brand. […] With other competitors in the genre recently they’ve shown that this type of game can still be updated to a more modern standard because it can be a hardcore experience. But we’ve also found ways to improve the interface and the pacing, and we hope to have made that experience more modern and less frustrating for new players.”
With each mission giving you a list of objectives and a large map to explore, you’re tasked with completing them efficiently and carefully. By taking advantage of blindspots in enemy line of sight and patrol patterns and using gadgets from the key members of each squad, you’re given plenty of opportunities and a wide berth in how you clear a mission. In some ways, it felt like each stage was a puzzle box to solve – by way of a stealth-action tactics game, and I soon had to get comfortable with hiding guards after I had taken them out of commission.
The opening mission in North Africa served as a solid tutorial in showcasing just how versatile but still specialized the squad members were. For instance, Sergeant Hancock takes on the role of the combat sapper, a combat engineer who can cut through wire barricades and plant powerful explosives to blow up targets. I found a lot to appreciate with how each squad member can coordinate, particularly with pulling off O’Hara’s advanced traversal skills and quick stealth attacks to help clear the way for his allies to break the objectives.
The stealth mechanics are impressive and really show a level of depth with the enemy AI and level design – particularly with how guards will remember which allies are in the area and how snowprints are visible in places that shouldn’t be. While I mostly crawled through the stages to be on the safe side, I still appreciated the moments when I could get a solid jump on the enemy. One useful option is the command mode, which lets you plan out specific moves for multiple squad members to execute all at once. Following the opening mission, Commandos immediately put me to the test in the following mission, which chucked me into the deep end.
Simply put, the difficulty here is super challenging. If just one commando dies, it’s a loss. I ended up failing – a lot – and that meant reloading saves to try again. Much like early entries, Commandos: Origins sticks with a retro style of progression in each mission – and that means you’ll need to embrace the retro concept of manually saving often – as auto-saves are not present in missions. In one instance during the second operation, I reached an important section of the stage but was quickly gunned down by patrolling troops. Because I was so focused on maneuvering my crew, I had forgotten to save and lost close to 10 minutes of progress.
According to the developers, the classic approach to manual saving was intentional, as it sticks close to the experience of the original games and doesn’t seek to give players too many safety nets.
“We thought a lot about the fans of the original games, and for them, the aspect of how saving works was something you simply shouldn’t change, it really comes down to taking away the liberty to decide on your own how you want to save your progress and what risk you want to take,” the art director Gebhardt said. “Personally, I will save a lot, and there are some more daring and more experienced players who deliberately do not save. And they approach it like a little bit of a puzzle with a more creative way. So really for Commandos, it’s about creative freedom of selecting your own safe points for.”
These repeated mission attempts, in some cases, turned out to be a blessing…
My losses regularly felt crushing, especially considering just how lengthy missions can be. I often felt the need to take a break, but I still rallied and came through. These repeats, in some cases, turned out to be a blessing, as they allowed me to go through the trial-and-error process and pick up new strategies, sometimes allowing me to satisfyingly make the best of a clumsy situation.
In one mission, I had to destroy a guarded comms tower. I originally took out all guards in the area and then destroyed the tower, but upon a redo of the area, I simply destroyed the tower and watched it crash down on two guards, with me walking away feeling like I was Agent 47 in Hitman. In one satisfying instance, I used my sniper commando to pull off a Saving Private Ryan-style series of quick sniper shots on alerted guards, giving my team some breathing room to rally.
The raw satisfaction that comes from tactics games is seeing a plan come together after taking a risk, and Commandos: Origins certainly offered up plenty of those moments – even after my crushing defeats. So far, Claymore Game Studios’ revival of Commandos is offering a compelling case for its comeback, which can potentially put the series back on the map as an exciting and satisfying tactics game.
Konami have given us our first proper look at Silent Hill f, a new incarnation of the survival horror series from Hong Kong-based Neobards Entertainment, which takes place in 1960s Japan. You are Shimizu Hinako, a schoolgirl equipped with the trademark Silent Hill combo of a broken-off pipe and a cartload of psychological baggage, whose hometown Ebisugaoka is engulfed by a monstrous fog.
The choice of a non-US setting has ruffled the plumage of players who cherish Silent Hill’s association with Twin Peaks and New England. Personally, I welcome the departure after the heady retro fidelity of the Silent Hill 2 Remake, and besides, the overall ambience doesn’t seem that far removed from the elder Hills. Look, they’ve even got Akira Yamaoka contributing to the soundtrack.
Here’s one for the sci-fi slurping doomers among us. Hello Sunshine is a “survival mystery RPG” from the makers of Draugen, in which you must navigate a blistering desert by sheltering in the constantly moving shadow of a friendly robot. A collapsed corporation called Sunshine has turned the planet into a scorched wasteland leaving behind only warring mechs and dusty vending machines. “You play the final employee,” say developers Red Thread Games. “Walk in the shadow of a giant robot during the sweltering days; stay close to keep warm during the cold nights.” I wonder if any of this is a metaphor. Ah, who cares, it’s got a cool trailer.
All eyes are on Nintendo’s 2nd April Direct for more official news of Switch 2, but until then, the rumour mill is working overtime to gather as much information as it can about the upcoming console launch.
The latest chatter comes from Famiiboards member LiC (also shared to the GamingLeaksAndRumoursReddit), and it’s all to do with a series of North American shipments believed to be carrying a boatload of Switch 2 units. Get your pinches of salt at the ready, folks (thanks for the heads up, wccftech).
At first glance, you might mistake Atomfall for a Fallout-style game. Perhaps, even, an actual Fallout game set in a post-apocalyptic England rather than a post-apocalyptic America. Atomfall is first-person, it’s post-nuclear (it’s called Atomfall for a reason), and it has an alt-history design, as Fallout famously does.
Ryan Greene, art director at developer Rebellion, totally understands where the Fallout comparisons are coming from. Not only that, but the development team knew Atomfall would be compared to Fallout as soon as it was revealed.
“Once you play the game, you realize it’s not Fallout, but yes, we knew,” Greene told IGN.
“And one of our owners, Jason Kingsley, he’s a big Fallout fan, so inevitably there was going to be some parallels in that any kind of survival in the apocalypse, immediately Fallout’s going to come up as a thing. And those guys are great at what they do. And that’s cool.”
Indeed, Greene warned that the Fallout comparison is “misleading.”
“Once you play it for a bit, you’re like, oh, this is its own thing for sure,” Greene said. And, Greene pointed out, Rebellion isn’t Microsoft-owned Bethesda. The independently owned British studio behind the Sniper Elite franchise has created an ambitious game, relative to its other games, but we’re not talking about an Elder Scrolls or Fallout-sized experience here.
“The reality is, here’s this very successful franchise and we’re version 1.0,” Greene continued. “To be compared to those guys… thank you very much… Yes, we appreciate it because that’s a skillful team that’s making that stuff.”
An average Atomfall playthrough, Greene said, is “probably 25-ish hours.” However, completionists can stretch that “a long way.”
To find out how the game plays, be sure to check out IGN’s most recent Atomfall hands-on preview, in which our Simon Cardy went off the deep end and killed everyone during his playthrough.
It turns out, you can go through the entire game killing everyone and it will cope with that. “You can kill anyone or everyone if you choose,” Greene confirmed. “That’s fine. We have multiple finishes to the game, so some of those would shut down if you were supposed to work with them throughout, but you’ll find multiple other routes to finish the game and achieve a result.”
Atomfall doesn’t have a main quest or a side quest in the traditional RPG sense. Rather, “it’s a spider web of connected story,” Greene explained.
“So even if you sever one thread, you can usually find another thread that leads you back to the overall mystery.”
Conversely, you can play through Atomfall without killing anyone. At least, Greene is “fairly certain” you can. “I’ve made it about nine hours in, probably close to halfway running at a pretty fast dev play speed and killed no one,” he said. “I’m fairly certain you can do it and there’s no gating of having to kill anyone ever.”
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.
Kingdom Come: Deliverance 2 hath been Patched, Adorning the Right Goode RPG with the Wondrous Art of Barbering and the Dark Science of Steamworks Modding, together with Sundry Fixes for Quests, Crashing and Performance Problems, Skills and NPC Behavioure. Yes, I’m aware the previous sentence can’t work out which century it’s in. In a perfect world I’d have had the time to dig out a medieval dictionary and translate this introduction into proper 14th century English. As it is, you’ll have to make do with the one middle English word I can reliably remember from university: ywys! It means “indeed”. This latest Deliverance 2 update? A mighty addition, ywys.
Earlier this year, Pokémon Trading Card Game Pocket rolled out its trading feature and certain aspects didn’t exactly go down well with the playerbase.
This feedback was taken on board, and the development team has now returned with information on how exactly this experience will be changed. Most notably, is the removal of trade tokens – with this update scheduled to be implemented by the “end of autumn 2025”.
Nintendo has announced it will be rolling out Splatoon 3‘s first update of the year this week – bumping the game up to Version 9.3.0.
This update will include adjustments to weapons, Splatfest changes, and all sorts of bug fixes. You can see the official patch notes courtesy of Nintendo’s support page below.
Earlier this month Roblox announced that its The Hunt: Mega Edition Event would come with a $1 million grand prize for one super skilled gamer, and today the event officially started, revealing the 25 different Roblox experiences players will need to compete in to walk away a millionaire.
Roblox’s last event, The Hunt: First Edition, attracted 34 million users without promising enough money to buy 1,428 PlayStation 5 Pros and still have money left over for a decent library of games, so expect The Hunt: Mega Edition to be the focus of the Roblox community until the event hits its live-streamed final in April. For that final the top ten The Hunt: Mega Edition competitors will be invited to Roblox HQ for their shot at the jackpot.
The full list of 25 different Roblox experiences that make up The Hunt: Mega Edition Event are:
A Dusty Trip
Arsenal
Basketball Legends
Bayside High School
Blade League
Clip It
Car Crushers 2
Chained [2 Player Obby]
Drive World
Eat the World
Fisch
Hell’s Kitchen
Infection Gunfight
It Girl
Metro Life
Natural Disaster Survival
Pet Simulator 99
PRESSURE
Regretevator
RIVALS
SpongeBob Tower Defense
Tower Defense Simulator
Untitled Boxing Game
Untitled Tag Game
World Zero
That’s quite the variety, meaning to get to the big prize players will need to show their skills in games like life sim Bayside High School, cook up a storm as Gordon Ramsay’s next executive chef in Hell’s Kitchen and survive zombie FPS Infection Gunfight.
The only catch is to win the money you need to be 13 years-old or over, but even if you out of the running for the cash there are still special ultra-rare digital items created exclusively for The Hunt: Mega Edition to win. For all the terms and conditions head on over to the official The Hunt: Mega Edition site.