Path of Exile 2 Dev Admits the Game Doesn’t Feel Rewarding Enough, Outlines Plans to Increase Loot Drops

Changes are coming to action role-playing game Path of Exile 2 thick and fast following its huge Early Access launch, with a new hotfix out now.

In a post on the Path of Exile forum, developer Grinding Gear Games published a list of issues it felt needed to be “urgently addressed,” with other less urgent issues to be tackled later on. Chief among them is the feeling that Path of Exile 2 isn’t rewarding enough, something GGG acknowledged is a problem.

“One of the major problems that players have been experiencing is feeling that the game is not rewarding enough,” it said. “This is an area that we have to be very careful when adjusting because it’s very hard to reduce drops if we increase them by too much.”

Specifically, GGG felt that rare monsters were not rewarding enough, especially in the endgame where unique monsters are less common. GGG also saw that the reward players received for the increased difficulty of rares wasn’t lining up.

So, it’s doubling the rarity bonus per rare mod, increasing the quantity bonus per rare mod by 10%, and increasing the chance of rare monsters inherently having more modifiers as players progress through endgame.

“These changes will cause rare monster rewards to naturally scale up as you get to higher levels because the number of mods a monster can have increases throughout the campaign and into endgame,” GGG explained.

“In addition, many other forms of map juicing will indirectly cause rare monsters to have more mods as well, increasing the rewards of these other mechanics too.”

Meanwhile, GGG is changing the game to make sure each map has a minimum number of rares, which will also increase the average number of rare mods and thus increase drops further.

Another major issue GGG has identified is outlier “unlucky” drops. “A single unique boss dropping badly, especially early on can significantly affect your character,” GGG admitted. Changes here include no more than 50% of a unique monster’s drops can be gold, and act bosses and map bosses will now always drop at least one rare.

Elsewhere, GGG is making dodge roll changes after players complained about being trapped in by monsters. “While it is intended that monsters are able to trap and kill you, we felt that the frequency of this was a little too high,” GGG explained.

GGG has posted the first set of patch notes for these changes, with more to come as they’re rolled out. Check out the patch notes for 0.1.0c below (you will need to restart your client to receive the client changes in this patch).

GGG is already nerfing a number of Path of Exile 2 skills it’s deemed to have “unacceptable balance.” And in a fresh tweet, the developer said it plans to nerf Raging Spirits so it can only summon five Raging Spirits per cast at all levels. They will also no longer be able to be spawned from triggered Fire Skills. Players are already calling on GGG to give all a full character respec opportunity as a result.

Here’s which class to pick in PoE 2 Early Access, plus an early Mercenary build guide and Sorceress build guide to help you get started. Beyond that, if you’re wondering how to get more Spirit, how to trade, and how to ascend, we’ve got you covered.

Path of Exile 2 update 0.1.0c Patch Notes

  • Campaign bosses killed after the first kill will now drop less currency items, replacing them with other items.
  • Increased the drop rate of Regal Orbs.
  • Significantly increased the drop rate of Gemcutter’s Prisms.
  • A single Gemcutter’s Prism also improves the Quality of a Skill Gem by +5% (previously +1%).
  • Lowered the drop rate of Chaos Orbs and distributed it amongst the other more valued Currency Items (Like Regal Orbs, Exalted Orbs).
  • Lowered the drop rate of Artificer’s Orbs and distributed it to Lesser Jeweller’s Orbs.
  • Disenchanting Rare Items with 6 Modifiers now provides 2 Regal Shards (previously 1). The value displayed will still show as 1 until a later patch.
  • Increased the values of all Prefix Modifiers that can roll on Waystones. We’ve also adjusted the chances of getting the more commonly powerful Modifiers such as increases to Rarity and Pack Size.
  • Monster Modifiers now grant higher amounts of Item Rarity and Item Quantity. This is most common on Magic and Rare enemies, but also affects Unique Enemies if applied through various Endgame Mechanics like the Deadly Evolution Keystone.
  • Increased the chance for Rare Monsters in Maps to have 3 or 4 modifiers.
  • Rare Monsters in Map areas are now revealed on the minimap when there are 200 Monsters remaining (previously 50).
  • Fixed a bug where some Persistent Buff Skills, such as Raging Spirits and Mana Remnants, were not working for the Infernalist when in Demon Form.
  • Fixed a bug where you could sometimes be unable to interact with the Map Device in The Ziggurat Refuge.
  • Fixed a bug where Monsters Shattered in a Blood Circle Ultimatum Encounter were not contributing blood.
  • Fixed a bug that could cause the instance to permanently stop time (freeze) when trying to revive a Chronomancer.
  • Fixed a bug where Rare Monsters could not be found within the Chimeral Wetlands.
  • Fixed a bug where “Move only” was name-locking.
  • Fixed three instance crashes.
  • Fixed a client crash.

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.

Path Of Exile 2 patch makes looting significantly more rewarding, with further updates planned for dodge rolls

Goblin-hitting bonanza Path Of Exile 2 launched into early access last weekend and the devs Grinding Gear Games have dropped some big patch notes that outline some things they’ve updated already, or things they plan on updating in a future patch. Things like dodge-rolling, checkpoints, items, currencies, and other stuff I can’t list here because the intro to this article would expand and pop into a flurry of common rarity boots and bones, maybe with the odd purple rarity sword mixed in.

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Rumour: ‘Switch 2’ May Support Samsung’s Upcoming MicroSD Cards For Higher Transfer Speeds

We feel the need.

In 2024, the Switch’s transfer speeds leave a lot to be desired, but that might be one of the wrinkles Nintendo is hoping to iron out with ‘Switch 2’, if the speculation surrounding a new job listing is to be believed (thanks, Gameranx).

Yep, the latest chatter from the ‘Switch 2’ rumour mill is all about microSD cards, specifically, Samsung’s upcoming ‘SD Express’ cards, which the company revealed earlier this year. Samsung claims that these microSDs can reach transfer speeds of up to 800 MB/S — a noticeable bump on the current Switch’s 60 MB/S on the branded SanDisk cards and 150 MB/S max on the SanDisk SDXC card — and it looks like Nintendo is hoping to support it in the future.

Read the full article on nintendolife.com

Warhammer 40,000: Space Marine 2 Patch 5 Makes Big Balance Changes, Completely Reworks Blocking Weapons

Warhammer 40,000: Space Marine 2 Patch 5 is out now across PC, PlayStation 5, and Xbox Series X and S, and it makes a number of significant balance changes.

There’s a lot to pick through, but the highlight here is a complete rework of Blocking weapons, which were deemed useless by players ever since Space Marine 2’s record-breaking September launch.

Now, by blocking enemy attacks, the player accumulates up to three stacks of melee damage buffs. Attacking while having those stacks of buffs will spend them and will result in massive AoE Damage discharge. Check out the patch notes, below, for more detail.

In a post on publisher Focus Entertainment’s website, game director Dmitriy Grigorenko explained that Fencing weapons will remain good versus limited numbers of enemies, Balanced weapons will be good versus big crowds, and Blocking weapons are now “damage dealer” type weapons.

Accompanying this change is a buff to all melee weapons, with normal melee damage increased across the board. Developer Saber Interactive hopes this change will give combat less reliance on the Parry -> Gun Strike flow.

Here’s a big one: Space Marine 2’s Operations mode now has an Extermination Bonus, which increases the amount of XP players get in PvE missions “if they are zealously exterminating enemy waves.”

The idea here, according to Grigorenko, is to incentivise players to not skip encounters (Space Marine 2 Operations players have a habit of skipping entire chunks of the PvE missions to finish as fast as possible and get on with the grind), without punishing those who want to skip, and make the game less grindy in preparation for new features coming down the line, such as Prestige Ranks.

And I’d like to pick out this one change I am particularly happy about: Shielded Zoanthrope will now attack much less frequently. Praise the Emperor!

Meanwhile, Saber has said it’s happy with firearm balance, but promised minor tweaks in Patch 6. Importantly, a big rework of weapon perks is coming with Patch 7. “Weapons perks are underwhelming compared to class Perks right now, and the issues with some weapons are actually a result of them having a bad Perk tree rather than their basic stats,” Grigorenko explained.

Grigorenko admitted a lot of the Class perks are not as good as we wanted them to be, and some Perk tree choices are really more efficient than others.” Patch 6 will “massively rework” a bunch of lacking Perks to make more builds viable.

There’s also a big problem with the Grenade Launcher that makes it overpowered, so Saber will look to make changes there in a future patch.

It’s a big day for Warhammer 40,000 fans, with Henry Cavill’s Amazon film and TV series based on Games Workshop’s grim dark universe finally proceeding to production, and the release of the Space Marine 2 animation as part of Amazon’s Secret Level anthology series. Check out IGN’s Secret Level review for more.

In September, Saber Chief Creative Officer Tim Willits told IGN how the breakout success of Space Marine 2 had “changed everything” for the company. Eagle-eyed fans have spotted the Space Marine chapter now all-but confirmed to get a cosmetic pack after the Dark Angels, too.

Warhammer 40,000: Space Marine 2 Update 5.0 patch notes:

NEW FEATURES

  • New Operation: Obelisk

In this new Operation, you’ll be sent to Demerium and your mission is to rotate a replica of the obelisk to disrupt the flow of energy protecting the Aurora device. This operation takes place in parallel to the final events of the campaign.

To reach the console control of the obelisk, you’ll have to make it through a tomb plunged into darkness.

  • New Enemy: Tzaangor Enlightened

A new Majoris enemy can spawn in all Operations featuring the Thousand Sons.

Note from our Game Director: “The Tzaangor Enlightened is a disk-flying, melee/ranged-hybrid unit. They are fearsome opponents, especially when met in greater numbers. However, catching them after parry or during a long animation makes them an easy target.

We strongly advise you to use Target Lock to face this enemy!”

  • New Season Pass Content: Dark Angels Chapter Pack

Added: Dark Angels Successor Chapters cosmetics

Added: Dark Angels Champion skin (Bulwark)

Added: Dark Angels–themed weapon skins for:

  • Auto Bolt Rifle
  • Plasma Pistol
  • Power Sword
  • Bulwark’s Storm Shield

GAMEPLAY & BALANCING TWEAKS

Melee

Note from our Game Director: “The melee system has been our main focus recently. The issue that we saw is that, on higher difficulties, the melee combat relied too heavily on the “Parry -> Gun Strike” flow. This also made Fencing Melee Weapons a universal choice for almost all situations, and we want to give players more options. To try and achieve that, we’ve made the following changes.

First, normal Melee Damage has increased across the board, so there will be more options instead of just Parry -> Gun Strike.

Second, we are drastically changing how Blocking Weapons work. In short, by blocking enemy attacks, the player will accumulate up to 3 stacks of Melee Damage buffs. Attacking while having those stacks of buffs will spend them and will result in massive AoE Damage discharge.

With these changes, Fencing Weapons will still be great versus limited numbers of enemies, Balanced Weapons will be good versus big crowds, and Blocking Weapons will become ‘damage dealer’ type weapons.”

Perfect Block

All Block Weapons have been reworked with a new mechanic: Perfect Block and Adrenaline Surge.

Perfectly timed blocks grant up to 3 Adrenaline Surge stacks. Adrenaline Surge stacks greatly increase Melee Damage and are consumed after the next melee attack.

Attacking with 3 stacks of Adrenaline Surge deals massive AoE Damage, staggers enemies, and restores 1 Armour Segment.

Note that the right wrist glows in yellow after the Parry, which signifies that the Adrenaline Surge is ready to use. When used, a red explosion detonates on the enemy hit, deals AoE Damage, and regenerates an Armour Segment.

Fencing Weapons:

  • Perfect Parry AoE stagger radius slightly reduced.

Balanced Weapons:

  • Perfect Parry AoE stagger radius greatly increased.
  • Master-crafted versions: Damage increased by 10%.
  • Artificer versions: Damage increased by 10%.
  • Relic versions: Damage increased by 10%.

Blocking Weapons:

  • Master-crafted versions: Damage increased by 20%.
  • Artificer versions: Damage increased by 20%.
  • Relic versions: Damage increased by 20%.

Unarmed/Firearm Melee:

  • Stomps can now be chained indefinitely.

Firearms

Note from our Game Director: “We are quite happy with recent updates to firearms. Pretty much all firearms are viable on the hardest difficulties now, and our win rate/pick rate data shows drastic improvements.

Still, there are a few weapons that are better than the others, and minor tweaks will be coming with Patch 6.

Further into the future, with Patch 7, we are planning to focus on reworking Weapons Perks. Weapons Perks are underwhelming compared to Class Perks right now, and the issues with some weapons are actually a result of them having a bad Perk tree rather than their basic stats.

The other big outstanding problem that we have is the Grenade Launcher. There are quite a few bugs/misconfigurations that make it the way it is.

  1. Due to a bug, a certain Perk restores its full Ammo when it shouldn’t.
  2. Due to a misconfiguration on our side, its Artificer and Relic versions deal 4x more damage than the Master-crafted version, which was not intended.
  3. Due to a bug, Perks that increase Auspex Scan damage stack buffs inconsistently. Normally all damage stacks buffs additively, thus providing consistent and predictable results. This bug results in crazy damage numbers with Auspex Scan Perks depending on the order they were activated. This is why bosses get erased by Grenade Launchers with certain builds.

If we approach this directly and fix all 3 bugs, it will make the Grenade Launcher useless and will hurt the entire Tactical class. We will be very careful with how we address this issue. We do want to keep the fun element of destroying entire waves of enemies with the Grenade Launcher. At the same time, no other weapon can match a Grenade Launcher with potentially unlimited Ammo.

Because of these complications, we want to take the time to carefully analyse and make the best decision possible about the Grenade Launcher, so we’re not modifying it in this patch.”

Neo-Volkite Pistol

Note from our Game Director: “We unified enemy sensitivity to Volkite Damage with Bolter Damage. This means a massive damage buff to certain Majoris and Extremis enemies that were more resistant to Volkite Damage than others.”

Volkite Damage sensitivity has been increased from 1 to 1.5 for these enemies:

  • Devourer Tyranid Warrior
  • Barbed Strangler Tyranid Warrior
  • Venom Cannon Tyranid Warrior
  • Rubric Marine
  • Flamer Rubric Marine
  • Zoanthrope

Bolt Carbine:

  • Max Ammo of all SMG-type Bolt Carbines increased by 1 magazine.

Extermination Bonus

Note from our Game Director: “This change simply increases the amount of XP players are getting in Operations mode if they are zealously exterminating enemy waves.

This aims to:

1. incentivise players to not skip encounters, without punishing those who want to skip, and

2. makes the game less grindy in preparation for new features coming down the line (e.g., Prestige Ranks).”

Added a new feature that increases the amount of XP players gain based on % of enemies killed during an Operation:

  • Rank A: killing more than 85% spawned enemies grants +120% XP pre-patch value.
  • Rank B: killing more than 60% spawned enemies grants +110% XP pre-patch value.
  • Rank C: killing less than 60% spawned enemies grants +100% XP pre-patch value.

*The rank is common to the party, everyone gets the same.

GAMEPLAY QOL

  • Dodge invulnerability logic is now client sided, meaning that Dodges will be responsive and more accurate with higher ping.
  • Players are now invulnerable to new instances of damage while in Knockback animation.
  • Added 10 frames of invulnerability at the start of Jump Pack launch animation (Campaign and Operations only).
  • Dodge and Parry sound notification clarity has been greatly improved.
  • Heavy’s Barrier can be activated in more player states (e.g., during stagger animation).
  • Player controls are slightly more responsive after using Vanguard’s Grapnel Launcher.
  • Added spawn protection in PvP.
  • Added Neo-Volkite Pistol in PvP.

AI

  • Zoanthrope:
    • Shielded Zoanthrope will now attack much less frequently.
  • Enemy Spawn Director:
    • You will no longer fight Extremis-level enemies on your first encounter right after the start of a Mission.
    • Lots of minor animation fixes for various enemies.

CUSTOMISATION

  • Added: Lenses colour customisation.
  • Fixed shading of Balthasar Gold and Ushabti Bone colours.
  • Fixed a number of small bugs with certain armour pieces not applying colours correctly.

OPERATIONS

Fall of Atreus:

  • Made adjustments to scripting to make this level shorter and more in line with the duration of other levels:
    • The second sequence with the Dreadnought (Repel the Assault) is randomised now and may not happen.
    • The fusion battery needs to be charged only once in the final sequence.
  • Large amounts of small fixes in level geometry collision and Terminus enemies getting stuck in some areas.

PERKS

Note from our Game Director: “In this patch, we are only fixing bugs with existing Perks, but trust me, we are seeing the issues with them. A lot of the Class Perks are not as good as we wanted them to be, and some Perk tree choices are really more efficient than others. With Patch 6, we are planning to massively rework a bunch of lacking Perks to make more builds viable.”

GENERAL FIXES

  • Getting kicked out of a session will still grant kicked player XP rewards based on checkpoint completion.
  • Exiting the Turret Charging Wheel in the “Termination” Operation is now quicker.
  • Improved a few enemies counting for Purge Them All Achievement.
  • Fixed a bug where Combat Knife charged attacks would occasionally Heavy Hit every time without charging.
  • Fixed a bug where Heavy’s Primary Weapon was not shooting after joining in progress.
  • Fixed a bug where party leader could get stuck on a loading screen in rare cases.
  • Fixed Hierophant’s damage sensitivity to certain weapons (it can still be damaged by normal weapons, but the damage is reduced).
  • Fixed a bug where Heldrake was not taking any damage from shots in rare cases.
  • Fixed a bug where Heldrake could be knocked off its pedestal by shots from an under-barrel Grenade Launcher.
  • Fixed a bug where Imurah would not take any damage from shots in the final mission in rare cases.
  • Fixed a rare bug where players were shown a long black screen instead of death screen in PvP.
  • Fixed a bug where players could not see each other’s customisation in rare cases.
  • Fixed a bug where the Neo-Volkite Pistol would deal damage further than its actual visual FX.
  • Fixed a bug where enemies were able to pierce Block stance with double attack.
  • Fixed a bug with Bulwark’s Armour of Contempt Perk not triggering correctly and dealing friendly fire.
  • Fixed an issue where the Neo-Volkite Pistol would sometimes trigger a chain of explosions and cause performance issues.
  • Fixed a rare bug with Vanguard’s Zone of Impact Perk not triggering correctly.
  • Fixed Perks that grant player immunity to Heavy Hits and Knockback during charging melee attacks not working with charged attacks unlocked via Weapons Perks.
  • Combat Knife charged attack buffs from other Perks (e.g., Sniper’s Shadow Stab) are now correctly applied on both damage instances.
  • Large number of minor fixes in Perks, how they stack, and how they trigger in rare cases.
  • Minor UI fixes and improvements.
  • Localisation fixes.

TECH

Added: PS5 PRO Enhancements:

Quality mode

Standard PlayStation 5

PS5 PRO

Resolution

1080p – 1440p with upscale FSR to 4K

1080p – 2160p with PSSR

Frame Rate

30 FPS

30 FPS

Performance Mode

Standard PlayStation 5

PS5 PRO

Resolution

720p – 1080p with upscale FSR to 4K

1080p – 1440p with upscale PSSR to 4K

Frame Rate

60 FPS

60 FPS

Added: FSR 3 / DLSS 3: Support of “Frame Generation” component for DLSS and FSR. For more details about FSR and DLSS, check our FAQ.

  • Crash fixes and general stability improvements.
  • General connectivity improvements.
  • Slightly improved performance.
  • Slightly improved texture streaming speed.
  • Improved Anti-Cheat.

MOD SUPPORT Please note that starting from 5.0 update, mods will no longer be supported in public lobbies.

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.

Doug Cockle ‘Got Slapped’ by CD Projekt for Saying Geralt Is in The Witcher 4 but Not as the Main Character

Geralt voice actor Doug Cockle has revealed he “got slapped” by CD Projekt for saying the character is set to appear in The Witcher 4 but not as the main character.

In an interview with Geektown at MCM Comic Con Birmingham, Cockle walked back comments he made in August in a Fall Damage video. Here’s what he said at the time:

“Witcher 4 has been announced. I can’t say anything about it. What we know is that Geralt will be part of the game, we just don’t know how much, and the game won’t focus on Geralt. So it’s not about him this time. We don’t know who it’s about. I’m excited to find out. I want to know! I have not seen any script yet — I mean, I couldn’t tell you if I did. This is the thing, so I could be lying through my teeth. But I’m not. Or am I?”

CD Projekt had long made clear that Geralt’s saga had come to an end, meaning a new protagonist was fully expected for Polaris, but this was the first confirmation he’d be in the next game at all — and fueled some rampant fan theories.

Only a single teaser image, below, has otherwise been revealed for The Witcher 4, but it was enough to suggest Ciri will be the protagonist this time around. What’s considered the “true” ending of The Witcher 3: Wild Hunt, thanks to its story being continued in canon comics, sees her become a witcher herself.

But now, Cockle has revealed those comments raised a few eyebrows at The Witcher developer CD Projekt, and he now insists he has no idea if Geralt is in The Witcher 4, or who the main character is — although he admits that a non-disclosure agreement would force him to lie about it if he did.

“I did go online and I said something about this and then I got slapped by CD Projekt,” Cockle said. “I don’t know how true it is. I went off a rumor. I thought I’d seen somebody from CD Projekt say that Geralt will be in Witcher 4 but he won’t be the main character. And I don’t actually know if that’s true now because they came back and they went, ‘We haven’t put anything out there, don’t say anything.’

“So the truth is, the answer to your question is, I don’t know what it’s going to be. I have ideas. I thought I had an idea what it was. And then I was kind of basically told, ‘We haven’t told anybody what it is, so where you got that information we don’t know.’

“I think it might be from a really really old statement that somebody who no longer works for CD Projekt actually put out about three years ago. So Witcher 4 is a complete mystery to me. I actually don’t know.”

Later in the interview, Cockle said Ciri as protagonist in The Witcher 4 would make sense, pointing to her ability to travel between worlds. He also reveals that years ago he spoke with someone at CD Projekt about what a future Witcher video game might look like, and discussed a Witcher origin story, among other ideas.

Ultimately, though, Cockle is keeping his cards close to his chest here. “The truth is I can’t answer the question because I’ve signed an NDA,” he said. “So even if I did know, I’d have to lie to you.”

Last month, CD Projekt confirmed The Witcher 4 had entered full-scale production. As part of its latest financial results, the Polish company said that Project Polaris — the first instalment in the new Witcher trilogy — had progressed from preproduction to full-scale production.

“I’m proud to confirm that several weeks ago the Polaris team wrapped up preproduction and moved on to full-scale production — the most intensive phase of development,” commented joint CEO Michał Nowakowski. “We are very pleased with our progress on this project, and I wish to thank the team for its dedication.”

“I’m thrilled to announce that Project Polaris has entered the full-scale production phase,” game director Sebastian Kalemba tweeted. “With new challenges just around the corner, it’s the talented and hard-working people who make me believe we can together make the upcoming Witcher Saga a remarkable experience. No stopping now! Stay tuned for what’s on the other side of the coin!”

CD Projekt currently has 400 developers working on Polaris, the majority of its 650-person total development staff. That’s down from the 410 reported at the end of July. 64 are working on Orion, the sequel to Cyberpunk 2077, 42 on Sirius, The Witcher game developed by The Molasses Flood, and 18 on Hadar, CD Projekt’s brand new IP.

The developer had indicated it had left Cyberpunk 2077 development behind, but the studio plans to reveal Update 2.2 later today, December 10, in a surprise patch release.

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.

Jean-Claude Van Damme is coming to Hitman this week as a double-crossing ICA agent, and it’s free to play for a month

I’ve got a strange relationship with the stealth sandbox murderbox that is Hitman: World of Assassination. If you were to ask me to list my favourite games, the latest Hitman trilogy would be in the top five, no question. And yet, I must have gotten intimidated at some point with the amount of new updates and all the spiffy unlockable suits I was missing out on, and just haven’t touched it in a couple of years now. Is the appearance of Jean-Claude Van Damme as the game’s newest elusive target enough to reel me back in? I’m not sure, but I will say that I doubt Sean Bean can stretch his legs like that, even with the legendary flexibility offered by O2’s famously variable plans. Here’s a trailer.

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Shiren the Wanderer: The Mystery Dungeon Of Serpentcoil Island Review: a traditional roguelite heavy on charm but light on agency

I’m quite smitten by the Nintendo DS stylings and traditional roguelike charms of Shiren the Wanderer: The Mystery Dungeon Of Serpentcoil Island, but I’m having real trouble summoning up the motivation to repeatedly grind through its opening levels to get to the interesting stuff. Early stages soon lose any real sense of surprise, and later ones can feel low on real agency. I want a new roguelike run to feel vital and verdant; heady with grand plans and plan-shattering twists. But by having randomness influence each run so significantly, Mystery Dungeon feels fickle instead of emergent – less than the sum of some incredibly novel and creative parts.

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‘Nintendo Music’ Adds Another N64 Soundtrack, Here’s Every Song Included

Wave Race 64 returns!

In this week’s update for Nintendo Music, Nintendo has added the soundtrack from the 1996 N64 title Wave Race 64.

This soundtrack includes 32 tracks all up and has a runtime of 36 minutes. You’ll be able to listen to tracks from the title screen, the watercraft select screen, Sunny Beach, and the fancy Twilight City. There are also select versions of songs from 1996 and 1997.

Read the full article on nintendolife.com

Marvel Rivals Review

I’m not new to the hero shooter genre, having pumped well over 1,000 hours into Overwatch since its 2016 release. And it’s hard not to feel like 2016 is exactly when Marvel Rivals was meant to be a thing. I should’ve been eagerly awaiting its launch while mourning the loss of Harambe, witnessing a low point in English football at the hands of Iceland, and, crucially, riding the high of watching Captain America: Civil War. That said, what we’re getting in 2024 is a very fun hero shooter that I’ve had a great time with thanks to a chunky roster of varied heroes, as well as some solid maps and modes. What remains to be seen, however, is whether Rivals will find a fervent fanbase like both Blizzard and Marvel did all those years ago – a task most hero shooters have struggled with recently. But with a high level of care in each of its comic book characters, exciting combat for all skill levels, and a relatively generous free-to-play model, Rivals is doing all it can to buck that trend.

Imitation is the most sincere form of flattery – just ask Taskmaster – and it’s not out of line to say the footprints of Overwatch really can be seen everywhere you step in Marvel Rivals. Its 6v6 ensembles of tank, damage, and support equivalent classes (here called Vanguard, Duelist, and Strategist, respectively) battle it out in the familiar escort and point capture modes that have become hero shooter staples. You’ll either be pushing Marvel-themed payloads through familiar locales like Wakanda, preventing them from reaching their destination, or battling for possession of a contested zone in the centre of the map. There’s no reinvention of the wheel going on here, but these are battle-tested tug-of-war modes that act as an effective vehicle for Rivals’ superpowered action.

Look, I know I’m banging on a lot about Overwatch here in a Marvel Rivals review, but it doesn’t take more than a match to see why for yourself. Even its menus and UI bear a resemblance to Blizzard’s hero shooter as uncanny as the X-Men. But while not being the most original, it’s hard to bemoan some of the hero designs, seeing as many are simply following fun archetypes with roots stretching all the way back to Team Fortress 2. It’s also really nice to see superhero character designs that understand and embrace their comic book origins, rather than the Suicide Squad approach of handing everyone assault rifles.

And what seems like simple imitation at first can sometimes reveal itself to be more inspired beneath the surface. Psylocke’s mutated mixture of up-close and ranged damage options are flashy and fun, as is healer/DPS hybrid Cloak & Dagger’s shapeshifting suite of tricks, and Loki’s complex decoy-centered systems are a challenge to manage on the battlefield. It’s pretty impressive to launch with a roster as large as 33 and for very few, if any, to feel completely redundant, with a good mix of faces seen from match to match. Yes, some feel a little too powerful – Venom, Moon Knight, Scarlet Witch, here’s looking at you, kids – but this is far from an unfixable situation and something I assume will become more balanced in time.

Rivals bears a resemblance to Overwatch as uncanny as the X-Men.

While none are completely redundant picks, melee fighters can get lost in the action a bit as it’s sometimes hard to see where damage is coming from, especially if an unrelenting Iron Fist is battering you from all angles. This doesn’t make for the most tactical of battles as noise and colour flood the screen while in the thick of it. In fact, I’ve not enjoyed many of the tanky Vanguard heroes I’ve tried out yet as they largely rely on getting stuck in. They each play more like DPS heroes with bigger health bars, rather than valuable anchors that help the team secure a point. It’s early days, but so far there appears to be a lack of emphasis placed on positioning and map awareness in general, instead putting the focus on taking enemies head first. On the whole, that means Vanguards are a collection of painfully slow-moving targets that can deal damage, but act just as effectively as giant damage sponge distractions.

Thankfully, the majority of the roster plays much better. I’ve been having a great time with Punisher’s chattering turret that rips through enemies, Winter Soldier’s hard-hitting hand cannon and close-quarters cybernetic arm which prove a deadly duo, and Hawkeye’s signature bow and arrow toolkit, complete with a highly satisfying headshot pinging sound effect. I’ve also been enjoying dashing around as Star-Lord, who is essentially a fusion of Overwatch’s Tracer and Soldier 76. He’s an exciting glass cannon thanks to his stripped-down moveset of dual SMGs and a speed boost coupled with a small health bar.

Developer NetEase has a few other nifty tricks up its sleeve to make Rivals play just a little differently to hero shooters that have come before. Chief among those are team-up abilities. For example, when Star-Lord is paired with Adam Warlock, he’s granted a self-revive on a long cooldown. These passive and active combos are a clever twist, and so far feel nicely balanced between being momentum shifters when used correctly without becoming complete game-changers that make you feel like a slave to them when choosing heroes (or villains) at the start of a match. Other examples include picking Rocket Racoon when your team has a Groot, which allows for the mouthy rodent to (literally) add bark to his bite as he hops on his tree friend’s back and rains fire down from there, granting him incoming damage reduction. It encourages smart team construction without leaving characters behind or feeling guilt-tripped by others for not matching their incessant requests to team up.

Add these synergistic systems to the much-appreciated lack of stun lock abilities, and Marvel Rivals really sings when the wheels are in motion. This is a hero shooter that wants you to liberally use the powers it grants, with barriers (both in a literal and metaphorical sense) coming at a premium. I was skeptical of the third-person gunplay at first, as traditionally I much prefer to be firing from a first-person perspective, but Rivals does a good job of keeping each weapon feeling distinct from one another and satisfying to wield. It may appear approachable, but the skill ceiling definitely seems high here, with a surprisingly steep learning curve for newcomers as you pick between characters with over half a dozen abilities to juggle.

Nifty tricks like team-up abilities make Rivals play a little differently.

There’s no place to hide, or help the team in a less combative sense either, with one-on-one skirmishes taking precedence over actual team play right now. Rarely has a win felt like a team effort – instead, more frequently the results are decided purely by who deals the most damage. So far it seems like every character is expected to get stuck into the killing too, including “healers.” This means there’s never a dull moment, but also that Rivals leaves a little to be desired tactically at this stage. But as the community gets to grips with its maps and characters, hopefully some real tactics and character combos start to emerge. A lack of role queue clearly contributes to this, with teams often comprised of four to six Duelists. While that lack of restriction freeing and allows for flexibility, the Wild West approach does mean you’re relying on teammates to be smart with their team composition, which can be asking a lot. Rarely are tense overtime battles between two balanced sides seen, with clear victories a likelier outcome.

Another step towards innovation can be seen in the destructible environments of the maps you’ll be battling on. Whether that’s the sci-fi walls of Tokyo 2099 caving in to unveil new sniping spots or the stone bridges of Yggsgard crumbling down to remove an enemy’s position of strength, it’s a smart approach to map design – one that allows for choke points to be circumnavigated in interesting ways, keeping each round feeling dynamic compared to the last. The destruction is really needed at times as well, because while I enjoy the initial pool of maps, I do wish they were a little more open in their layouts. Currently, some can feel a little claustrophobic due to an overabundance of interior corridors and choke points, especially in the payload variants.

With just eight maps at launch, the sense of dynamism level destruction adds is especially crucial to Rivals’ appeal at the moment. Further contributing to this are random map events. Examples include Wakandan Goddess Mujaji the Life Giver throwing walls of white mist up in certain lanes and doorways, in turn masking your vision and making you rethink your approach on the fly. This live augmentation of arenas is also a smart way to keep the limited pool of maps feeling fresh over extended play sessions. Each level is also visually distinct enough to deliver a genuine sense of variety, and it’s all unequivocally stylish to boot – comic book flourishes such as the frame burst animation of Star-Lords’s blaster barrage ability or Banner’s transformation into Hulk really stand out.

I also like the option to view each player’s individual highlights after the match has ended. Although some of the glory of forcing the whole lobby to view your “Play of the Game” A Clockwork Orange-style is lost, it does make sure everyone gets a share of the limelight (even if I do not-so-secretly want all of it myself after getting a quadruple kill). The whole package is impressively constructed, looks glossy, and feels good to play. It’s confident in its own identity enough to be able to shake off the rip-off label, even if it also never displays the sort of ambition that something like Valve’s Deadlock is bringing to the hero shooter-come-MOBA party in 2024. It does, though, have the money-spinning Marvel license and free-to-play model behind it to hopefully avoid a Concord-like disaster.

That model is supported by microtransactions that are entirely optional to fully enjoy Rivals’ action. I’ve already seen many different custom looks being shown off in matches, with some desirable ones based on fan-favorite comic books and movies coming up with regularity. I’m not saying the developers deliberately made the base Wolverine skin look like a hairy block of cheese to make you want to pay to have him look like Hugh Jackman, but that option is there. Cosmetics currency can be earned through completing in-game challenges and in turn exchanging it for another currency on the battle pass, but at a snail’s pace, meaning if you really want to switch up your look, you’re realistically going to have to pay for it.

Considering the rest of Rivals is completely free to play, I’ll hold off on the cynicism slightly when it comes to this. Sure, the skins are expensive – coming in at around $15/£15 a pop using a premium currency – but nothing out of the ordinary when compared to competitors like Overwatch and Call of Duty. And at least it’s all cosmetics, with every hero unlocked right from the start. This is a huge plus and let’s hope it stays that way as Rivals relies on the fun of its action to keep us interested on a seasonal basis.