I enjoyed the Lenovo Legion Go, right up to the moment I broke it

When the Lenovo Legion Go revealed itself, I was unconvinced by its portability credentials but enticed by the wireless mouse transmogrification of its detachable, Nintendo Switch-like controllers. A sparkling sliver of Swiss Army handheld design, providing a familiar taste of desktop play that the Steam Deck or Asus ROG Ally could never achieve without a USB dock.

Turns out, now that I’ve tried the Legion Go for myself, I was worried about the wrong thing. It’s nowhere near as heavy or cumbersome as it looks, and while the breakaway controls remain an exciting prospect, they also risk introducing an acute pain point. At the very least, the model I tested proved highly vulnerable to lead-handed RPS hardware editors, because I left the building very much with the impression that I’d broken it.

Read more

Review: Mugen Souls Z – Way Too Wordy, With Long Gaps Between The Fun Bits

We hope you like walls of endless text.

Gaming often takes itself entirely too seriously. There aren’t enough games that embrace ridiculous, silly ideas and run with them without coming across as shallow and one-note. Mugen Souls Z half succeeds at this; its opening scene includes a spaceship transforming into a giant robot for an epic space battle and it only gets weirder from there. It just gets in its own way far too often for anyone to enjoy the silliness.

A sequel to 2012’s Mugen Souls, Mugen Souls Z first made its way to consoles a year later. Now fans can dive into this endearingly strange world as Chou-Chou, the so-called undisputed goddess who captured seven worlds in the first game, sets her adorable sights on a new set of worlds to conquer. This time, though, she’s been stripped of her powers so a new goddess named Syrma has to throw other deities into a mysterious coffin to drain away their powers.

Read the full article on nintendolife.com

Unannounced Horizon Forbidden West Complete Edition Reportedly Also Coming to PC

Horizon Forbidden West Complete Edition is coming to PC as well as PlayStation, according to the reliable reporter behind PlayStation Plus leaks.

Dealabs’ billbil-kun reports Horizon Forbidden West Complete Edition should release on Steam and the Epic Games Store within the next month.

Sony hasn’t even announced Horizon Forbidden West Complete Edition, but it popped up on Singapore rating’s board, the IMDA, in a now-pulled listing. The edition reportedly bundles the main game and its Burning Shores expansion. While Forbidden West launched on PS5 and PlayStation 4, Burning Shores launched on PS5 only.

Guerrilla’s Horizon Forbidden West launched in February 2022, and was awarded a 9/10 in IGN’s review. “A triumphant combination of enthralling combat, top-tier creature and character design, and a captivating open world, Horizon Forbidden West is an absolute blast and fantastic showcase for the power of the PS5,” we said.

The Burning Shores expansion launched in April 2023, and met with an 8/10 from IGN’s review. “A couple of poor boss battles aside, Burning Shores is a great new chapter with enough creative new bells and whistles to keep Horizon fans more than happy,” we said.

In May, PlayStation CEO Jim Ryan insisted Sony was sticking to its guns with its current strategy of not launching PC versions of its games on day-one, dismissing the idea of releasing PC versions of PS5-exclusive games, such as God of War: Ragnarok, on the same day they launch on PS5 proper. Porting them over to PC two to three years after the fact has been working out well for Sony, Ryan added.

Sony ported Horizon Zero Dawn over to PC in 2020, three years after it released on the PS4, making it the first major first-party PS4 exclusive to cross over to the platform. The company was previously against PC releases, preferring to stick to consoles.

In 2021, Ryan said Sony planned to port more of its games to PC, starting with Days Gone, because its “ease of making [them] available to non-console owners has grown”.

Sony has yet to comment on the Complete Edition, but an announcement seems imminent. Sony has announced a new State of Play broadcast set for 2pm PT today, September 14, which will focus on indie games and third-party titles. But perhaps we’ll see Horizon Forbidden West Complete Edition pop up during the show.

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.

Unity’s per-install fee will be based on “estimates” and Unity may not spot “fraudulent” installs in advance

After a couple of days of furious game developer reactions, game engine company Unity have backtracked a teensy bit on their plan to charge developers who meet certain revenue and copies-sold thresholds a “runtime fee” for every installation of their game.

The company will only make developers pay extra for the first installation of a game on a new device – so no fees for reinstallations, in theory, and no prospect of spiteful players “install bombing” games to drive up costs for their creators. However, the company haven’t stated how or indeed, if they can distinguish legitimate from illegitimate installations in advance, seemingly because their method for tracking installations is based on “estimates” using a proprietary data-gathering system, which they aren’t able to discuss in depth.

Read more

Baldur’s Gate 3 Patch 3 Release Date Confirmed Alongside Full Support on Mac

Baldur’s Gate 3’s third major patch launches September 21, developer Larian has announced. Patch 3 launches alongside full support for Baldur’s Gate 3 on Mac.

The hope with Patch 3 is Larian is able to address ongoing performance issues, particularly with Act 3, across PC and console now the sprawling Dungeons and Dragons-themed role-playing game is out on PlayStation 5.

As IGN reported, Baldur’s Gate 3’s split-screen mostly works fine, but performance tanks when two characters explore different parts of a city, with the frames per second fluctuating especially in the densely populated Act 3.

Split-screen has proven to be a pain point for Baldur’s Gate 3, particularly on Xbox. Larian compromised by removing split-screen from the Xbox Series S version, though it may get the feature at a later date.

Larian Studios is also working on cross-play support that will allow PS5 owners to hop on their PC and pick up where they left off and vice versa.

In IGN’s review of Baldur’s Gate 3, which returned a 10/10, we said: “With crunchy, tactical RPG combat, a memorable story with complex characters, highly polished cinematic presentation, and a world that always rewards exploration and creativity, Baldur’s Gate 3 is the new high-water mark for CRPGs.”

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.

Mojang trailers Minecraft Live 2023 with promise of Minecraft 1.21 update details

Minecraft Live 2023 will take place on 15th October, Mojang have announced, and it’ll bring both details on the game’s future – in particular, the forthcoming Minecraft 1.21 update – and yet another Mob Vote, aka pitched battle between various groups of players over which cute or alarming block monster gets added to the game next.

Minecraft! After a month reporting on the barren planets of Starfield and plundering the rather more involving dungeons of Baldur’s Gate 3, it’s almost steadying to remember that these supposed titans are but momentary flickers, transient particles in the sunken Creeper eyesocket of Mojang’s behemoth. And what a time to rediscover the game. Vanilla Minecraft has always felt like an autumnal creation to me, even before they added all the pumpkin heads – a game of long nights and campfires, with an ambience derived from Tove Jansson’s Moomin books. Anyway, here’s the teaser trailer for Minecraft Live.

Read more

Poll: Baten Kaitos I & II HD Remaster Is Out On Switch This Week, Will You Be Getting It?

“Two JRPG masterpieces return”.

This week marks the anticipated return of the Baten Kaitos series, with Baten Kaitos I & II HD Remaster arriving on the Nintendo Switch.

As the name suggests, this package contains “two JRPG masterpieces” by Monolith and tri-Crescendo dating back to the GameCube era. This includes Baten Kaitos: Eternal Wings and the Lost Ocean along with Baten Kaitos Origins.

Read the full article on nintendolife.com

Round Up: The Reviews Are In For Mortal Kombat 1

What did the critics think?

Mortal Kombat 1 has officially entered its early access phase and as part of this the first batch of reviews for the new entry have gone live.

While there’s not really any Nintendo Switch hands on doing the rounds just yet, there are a handful of reviews covering the game on other platforms. We’ve put together this round up to at least give you an idea of what the new game is like and at it seems the critics are quite taken with it so far.

Read the full article on nintendolife.com

Firewall Ultra Review

I was optimistic that Firewall Ultra could be the long-awaited MacGuffin in the fancy new PS VR2’s come-up story. The original, Firewall: Zero Hour, entered the scene with bombast in 2018, making the most of far less impressive tech, so it makes sense that eye-tracking, Sense controllers, and foveated rendering might add new layers of depth to multiplayer VR shooting. But while Firewall Ultra does make great use of a few of the PS VR2’s features – especially the OLED display and 3D audio spatialization – it’s not nearly as revolutionary as I’d hoped. Thanks to molasses-thick progression that is punishing far more often than rewarding, clunky controls that feel straight-up unnatural thanks to an overreliance on eye-tracking, and an overall lack of content – Firewall Ultra is ultimately only a competent sequel at best.

Despite it being a competitive multiplayer first-person shooter like Firewall: Zero Hour, the first enemy I grappled with after booting up Firewall Ultra was its nauseating menu. This menu interface is based entirely on eye-tracking, with seemingly no way to turn that feature off in favor of much simpler pointing and clicking. I have a relatively strong stomach for VR, but this was unusually uncomfortable for me to navigate for the first couple of hours. This sucks because it’s here where basically everything important but the shooting happens, from setting up your character to joining a match.

At least Ultra’s confusing menu is not the very first thing you see. Instead, you’re shuffled through a comprehensive and helpful tutorial zone. It’s full of shooting ranges and drills that do a decent job of getting you used to the controls, but don’t be fooled: no matter how many times you run drills against its peculiarly-crafted dummies, there’s no Captain Price to ferry you to the next mission. When you’re ready to leave, you’ll want to open up your menu, select an option, and – what the heck is going on?

There is some meat on Firewall Ultra’s multiplayer-centric bones.

Firewall Ultra doesn’t do a ton of onboarding. This is partially because there’s no dedicated campaign; just a bunch of menus and a hub area that it plops you into between rounds. It’s serviceable, but surprisingly barebones. At least the main hub room where you queue up lets you change your loadouts at the weapon bench, set up your squad, or even jump into a different match through Firewall’s clunky in-game menu. But it’s not that approachable, and thanks to specific options being locked behind computers scattered around the hub area – including the weapon vendors that let you eventually purchase new weapons and gear as you unlock them – it’s far more confusing to get your bearings than it should be.

Contract Revoked

That said, there is some meat on Firewall Ultra’s multiplayer-centric bones. The Contracts mode returns as Ultra’s bread-and-butter game mode, as well as its only PvP option. It sets two teams of four players against one another in a game of cat and mouse, where one team defends an access point while the other team tries to get through those defenses. The spoils go to whoever wins two out of three rounds, and each team gets at least one chance to play as the attacker and the defender.

The Contracts mode is well-crafted, with each teammate able to customize their loadout with different skills, characters, guns, equipment, and so forth. Unfortunately, I stuck to the predetermined loadouts thanks to an arcane progression system that is downright sluggish, where rewards are gated both by a slow-earn currency and an experience bar that takes forever to move.

Ultra’s post-launch addition of assignments is promising, but in its current form, it’s basically just a tacked-on mission system where you get a bit of extra XP after earning a certain number of kills with specific weapons – once per day, at that. It’s still needlessly difficult to level up if you aren’t constantly getting five or six kills in a single match. In such a team-focused multiplayer shooter, it’s perplexing that Firewall Ultra went so far out of its way to keep me at lower levels, even when I spent most of a match reviving my downed teammates, spotting enemies on the security cameras, or using tactical gear like door blockers and flashbang grenades. Since most of the buyable weapons and items only open up at later levels, progression almost feels locked away for Firewall Ultra’s most elite players – or whoever is willing to pay for the privilege by speeding things up with real money microtransactions. Those haven’t been fully rolled out yet, aside from a few buyable characters – one of them already comes with a suspiciously overpowered perk – but it remains to be seen just how deep Ultra’s microtransactions will ultimately go.

The rest of my team scurried between cover, resulting in one of the most intense VR shootouts I’ve experienced recently.

At least this time around there’s also a PVE mode, Exfil, which sends four players to capture three different points on a map while waves of competently AI-controlled enemies spawn in from all sides. These matches don’t offer much of an XP or currency reward either, but they can be a great way to get used to Ultra’s controls and maps.

Silent Hall

Speaking of maps; my favorite part of Firewall Ultra is its small but diverse collection of eight different locations, each delicately crafted to feel dynamic. For instance, the Crossroads map sets the control point inside of a house that’s accessible from four or five different entrances, forcing the defending team to hunker down and take their chances on which areas to seal up and defend. Meanwhile, the attacking team needs to find creative ways to break the defending team’s guard. Playing defense required my team to work together to play a game of whack-a-mole against an opponent that was doing everything in its power to make us second-guess our positioning, whereas playing offense on the same map required the use of guerrilla tactics like making myself a decoy by providing cover fire from a remote location. At the same time, the rest of my team scurried between cover, resulting in one of the most intense VR shootouts I’ve experienced recently.

Each map is designed to force both teams to play in asymmetric ways, rewarding strategic interplay where teammates help one another adapt to enemy tactics through spoken communication over voice chat, rather than rewarding one squadmate jumping into the fray with a shotgun like Rambo. Doing that is usually an excellent way to lose a match early.

Somewhat janky character models are the weakest part of Ultra’s presentation.

Maps like Social and Oyil Rig cleverly use darkness, which appears pitch black in the PS VR2’s OLED display and can be exploited by a skilled player to move across a room or corridor undetected. Likewise, most guns have flashlights that can counter a stealthy enemy player – and even blind them, unless they close their real-life eyes. But the coolest of Firewall Ultra’s additions is that dead teammates now take control of the map’s security cameras, giving them the ability to mark enemy players and call them out to surviving squadmates via comms. This mechanic keeps things fresh since communication is key to survival, and it’s exhilarating to outmaneuver and outstrategize the opposing team when everyone is working together.

G-OLED-eneye

These skirmishes are tense and tactical, making exceptional use of the PlayStation VR2’s OLED display, Pulse 3D audio, and controller haptics. Its somewhat janky character models are the weakest part of Ultra’s presentation, but its environments and weapons are intricately designed. Weapons feel satisfyingly hefty, providing a ton of force feedback in my Sense controllers as well as believable onscreen muzzle flashes and excellent sound design. On the same note, Firewall Ultra probably features the best use of 3D spatialization in any VR game I’ve played. Not only do my weapons sound lifelike, rooting me in Firewall’s world, but nearby footsteps and gunshots also sound like they’re positioned exactly where they look like they’re coming from. At one point, I thought one of my teammates closing a door I’d just walked through was someone coming into my actual room.

I’m less happy about Firewall Ultra’s control scheme, which feels like several steps backward. There’s no manual reloading, and instead of having weapons holstered on your avatar’s body, you now need to hold a button on your primary controller while you select the weapon you want with your eyes. Thanks to this system, switching weapons mid-combat isn’t just slow and unnatural – it’s also nauseating.

Firewall Ultra does make aiming slightly easier in two key ways, but even then, they’re both still experimental and clunky in practice. First, pressing L2 now toggles ADS, but it doesn’t really work in VR. Wherever my head is pointing, my gun simulates lining itself up as though I were looking down the sights, but it’s not exactly locked to a position that gives me the most control or even the most accuracy, with the gun jammed uncomfortably close to my face. Second, grenades rely entirely on eye-tracking, showing you your grenade’s trajectory before you lob it. This makes it easier to visualize where a grenade will land, but it’s a poor simulation of hand-eye coordination since you don’t actually throw grenades as you do in other VR shooters. You simply press a button and your avatar does it for you, which feels unnatural compared to other VR shooters.

The Xbox MasterCard Is a Real Credit Card – Unlocked 612

A busy week sees us digging into a number of topics, including our hands-on impressions of Forza Motorsport, Gearbox reportedly being put back up for sale by the financially wobbly Embracer Group, saluting Epic Games Chief Creative Office Donald Mustard upon his retirement as we remember his three awesome Xbox exclusives from the OG Xbox and Xbox 360 days, the Xbox MasterCard and why you should be careful with it, and more!

Subscribe on any of your favorite podcast feeds, to our YouTube channel, or grab an MP3 of this week’s episode. For more awesome content, check out IGN racing game guru Luke Reilly’s recent in-depth Forza Motorsport hands-on preview in the video below!

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.