Hades 2 Early Access Review

It is shocking to see that Hades 2 is only in early access, and that Supergiant Games plans to let it spend at least the rest of 2024 there before it’s ready to call it version 1.0. Shocking, because it already has just about everything I want from a sequel to one of the best roguelite action games of all time. Hades 2 manages to keep everything that made the original such a masterclass of design, but it does so in a way that changes up how each of the pieces fits together and gives it its own unique identity rather than feeling like a glorified expansion. The result is a familiar, but fresh follow up that challenged, surprised, and delighted me with every triumph and failure in equal measure. There are a few things missing, with an actual ending to its story being the most substantial among them, but once it’s complete it’s hard to imagine Hades 2 not living up to the mythological legacy of the first.

I’m not going to spend too long explaining why what’s carried over from the original Hades works so well. IGN gave it our Game of the Year Award in 2020 for a reason, and if you haven’t played the Greek gods’ gift to gamers yet and think you might enjoy some of the smoothest, most stylish isometric action ever made, tied up with a story that just keeps getting deeper with each run, you absolutely should before jumping into round two. I’ll wait.

Alright, now that you’re up to speed you can appreciate that what Hades 2 does exceptionally well is swap out all of the old weapons, boons, boosts, and other pieces from the previous game with brand new ones that do a lot of the same things, but in fresh and exciting ways. To begin with, this time around you play as Melinoe, Zagreus’s sister and the daughter of Hades, who very much shares her brother’s smooth vocal tones and cool demeanor. She’s a bit more proper and less playful than Zag, with a personality befitting of the Princess of the Underworld, but she’s no less likable and equally well written.

Mel’s no less likable than Zag, and equally well written.

She controls largely the same as Zag, but with a couple of key changes that lead to some dramatically different playstyles. For instance, there’s a sprint that can be used endlessly to escape danger, or – if you have the proper boons enhancing it – to charge head-first into it. The increased sustained speed comes at a price, though: She’s far less dash-happy than Zag. She still has a dash that allows her to slip through enemy attacks or cross gaps, but in my 40 or so hours of play so far, I’ve yet to see an upgrade that allows her to increase the number of dashes she has. This is a big change because Hades is a game where I dash a lot. Heck, I dash more than I run for the most part. But Supergiant has done a great job of designing its enemies and bosses around that gameplay change, and as a result I never found myself missing multi-dashes too much. Eventually I fell in love with the sprint and the boons that enhanced it, which might increase its speed to make it better at evasion, or turn it into an aquatic bulldozing attack, or turn you into a moving crosshair for Zeus’s lightning, electrocuting any enemy you run close to.

Since Melinoe is a witch, she’s also got a completely revamped magic system that adds several wrinkles to combat that require you to think a bit more about resource management. By holding down the button for her three offensive techniques – attack, special, and cast – she can use an Omega variation of those abilities that use mana. So for example, the starting magic staff has a regular attack that just does a standard three-hit combo, but if you hold down the attack button to charge up an Omega attack, when you release it you’ll shoot out a powerful magic blast that extends a great distance both in front of and behind you. Omega attacks are an incredible addition that not only improve the moment-to-moment action and decision making of Hades’ combat, but also add some new options when it comes to build crafting.

I always felt like I had a shot of getting further than I did before, regardless of my build.

And this is where Hades 2 really shines even brighter than Hades did before: There are just so many options you can build your character toward during any given run that dramatically change how you approach it. And the beauty is that, while there are certainly builds that are stronger than others, I always felt like I had a shot of getting further than I did before, regardless of what kind of build I tried. So many roguelites suffer from this feeling of having “doomed runs” where you just don’t get the kind of scaling or key upgrades that you need to survive in later levels, but that was never my experience with Hades 2. My deaths largely came down to encountering new enemies that I wasn’t yet familiar with, getting too greedy with my attacks, or just simply making too many mistakes, as opposed to feeling like I just fell behind the power curve. (Though I will say that the final boss in the Underworld currently seems a little overpowered compared to everything leading up to him.)

One run had me getting a bunch of powerups for my cast, which is now a circular sigil you can place on the floor that will temporarily snare enemies that run into it. One particular boon, though, made it so that after remaining on the floor for a few seconds, the sigil would do rapid-fire explosions and deal huge damage to anything snared inside. So I would dart in, drop my Omega cCast down, then charge up my Omega special – which, on this run caused multiple projectiles to circle me – and just watch with glee as the enemies melted in my circle of death.

That was completely different from my run with the Giant Axe weapon, which had me enhancing my sprint speed so I could put a ton of distance between me and my enemies before charging up an extremely powerful Omega special that would virtually wipe out all enemies in a line in front of me – if I got a chance to let the move rock, which takes a little time. Like any good roguelite, every run of Hades 2 has felt different, taught me a lesson I could use in the future, and was fun in its own unique way.

Every run of Hades 2 has felt different, and was fun in its own unique way. 

Everything that we’ve covered so far has largely been stuff that was already good in the first game that’s tuned to be just a bit better in this sequel, but the one area where Hades 2 absolutely blows the original out of the water is in the depth and variety of its regions. No two are anything alike, with the third Underworld area in particular being a series of more open fields that requires you to clear multiple encounters and obtain multiple rewards before being able to move on to the next.

You may have noticed that I keep specifying the Underworld regions, which is because there’s a whole separate set of levels, enemies, and bosses waiting for you above ground as well. I don’t want to spoil too much of what awaits you if you take the stairs going up, but suffice it to say that these levels are where Supergiant really experiments with the level design, to great effect.

I Went Down to the Crossroads

In between runs you’ll find yourself back at the Crossroads, a hidden sanctuary in between the surface and the Underworld. Pretty much everything that you could do in the House of Hades in the first game can be done in the Crossroads as well: You’ll go around gifting nectars to NPCs in order to increase your bonds with them and gain their keepsakes, you can cross off long-term milestone goals from the prophecy list for a variety of rewards, and you can engage in seemingly endless dialogues with the many legendary Greek figures who inhabit it, from the heroic Odysseus, to the rebellious Nemesis, to the adorably sassy shade, Dora.

Arcana Cards are a great system that balance powerful bonuses with higher costs.

That said, the way in which you progress Mel’s strength is very different from how it worked with Zag. This time around there’s a grid of Arcana cards that each require a certain amount of resources to unlock; once you do you can equip its bonuses (assuming you have enough Grasp, which limits how many cards can be equipped simultaneously), and will also reveal the bonuses of the two adjacent cards on the grid. It’s a great system that balances powerful bonuses with higher Grasp costs, and also makes the decision of what you want to prioritize finding once you’re in a run feel even more important. Do you go for more of the resources needed to actually unlock more Arcana cards, or more Psyche, which is used to increase your maximum Grasp and allows you to equip more cards?

In addition to these resources, there’s a lot more to find in the levels of Hades 2. There are different types of flowers, metals, and monster parts, with all of them being used to concoct incantations that unlock some sort of new gameplay element or mechanic. This is very similar to the House Contractor from the first game, but it works even better in Hades 2 where you can make more decisions about what kind of resource-collecting tool you want to take with you into a run and prioritize one concoction over another.

You can invite NPCs on a bit more of an intimate hot springs date.

One of my favorite incantations actually adds a hot spring to the Crossroads, and that allows you to invite NPCs on a bit more of an intimate hot springs date. As you might imagine, this leads to some fun conversations that dive a little bit deeper into these characters than your standard chats when they’ve got an exclamation point over their heads.

While I can’t say there’s been a dramatic improvement in how Hades 2 looks relative to the first game, that’s an extremely high bar and I’m not sure I’d want it to change that much anyway. The art style remains as stellar as ever, with a soundtrack to match. My favorite boss fight is currently Scylla and the Sirens, which has a banger theme song that dynamically adjusts whenever you take out one of the performers to remove their part from the song. That’s a really cool touch on an already awesome boss fight, and it’s things like that that make me especially excited to see what Supergiant has held back to really wow us when Hades 2 launches out of early access.

I’m especially excited to see what Supergiant has held back.

It’s also worth mentioning that after beating the final boss of the underworld, you unlock Hades 2’s equivalent of the Pact of Punishment, called the Testament of Night. This allows you to add specific difficulty modifiers to your next run that might increase the damage of enemies, or make healing items less effective, or make all enemies faster. It’s basically a customizable New Game+ mode with rewards and incentives that was brilliant in Hades 1, and I’m stoked to see it already in Hades 2.

So, what’s unfinished about Hades 2 to make it release in Early Access? Well, there are still some placeholder portraits for characters like Charon, Narcissus, and a few others I won’t spoil; some boon icons are missing unique art and just have letters to differentiate them; there are a few visual effects that I imagine will be cleaned up when the game reaches version 1.0, and most importantly, even though you can unlock it’s version of New Game+, the story doesn’t currently have an ending. The development road map on the title screen also makes it clear that they’re still working on a whole new region to explore, new cosmetic features for the Crossroads, and another new weapon to be released in the next major update.

Hades 2 is another Steam Deck banger, early access or no

I’ve been sampling Hades 2’s early access build on the Steam Deck, and my only complaint – besides the smooching frog having eluded me for hours – is that it’s giving me very little to write about, performance analysis-wise. Honestly, it fits the dinky PC so well you’d have thought Supergiant had decided to make this roguelike sequel a Steam Deck game that just happened to run on desktops by accident.

Hades the first was much the same, taking to the Deck like Hercules to Augean shit, but Hades 2 barely even gives away that fact that it’s unfinished. It doesn’t crash, stutter, or hang, and there’s no point in talking about settings when it runs at a practically perfect 60fps on max quality. Make that 90fps on the Steam Deck OLED, too. It’s just a fabulous game for handhelds, even in its earliest of early access days.

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Poll: What’s The Best Super Monkey Ball Game? Rate Your Favourites For Our Upcoming Ranking

Winning roll.

Ah, Super Monkey Ball… Since its debut back in 2001, Sega’s platforming, puzzle-solving, party extravaganza has had its ups and downs over the years, but has nevertheless remained a firm favourite with gamers – particularly those with a certain proclivity for Nintendo consoles.

In fact, Super Monkey Ball has shown up on pretty much every Nintendo platform bar the Wii U (pause for tiny violin) since its inception, making it almost as synonymous with The Big N as franchises like Animal Crossing, Mario Party, and — bizarre as it may be — Sonic the Hedgehog.

Read the full article on nintendolife.com

Xbox Grows Support of Veterans, Military Service Members and their Families

Xbox Grows Support of Veterans, Military Service Members and their Families

A smiling military service member uses a laptop at a table while three people in the background sit on a couch and view a tablet together.

Summary

  • Xbox reviews a year of partnership with the USO.
  • Call of Duty Endowment announces new operator packs.
  • Microsoft supports veterans, transitioning service members, and now military spouses with free technical career training through MSSA

Last year marked the beginning of a memorable journey as we joined forces with the United Service Organizations (USO) to bring the joy of gaming directly to you, even when your service takes you across the world. It’s our honor to provide a digital bridge back to your families and friends, ensuring that distance does not diminish the bonds that matter most.

This year, we’re proud to deepen our commitment as a premier gaming partner of the USO, ensuring that Xbox gaming is a staple wherever the USO Gaming program reaches. We understand that being away from loved ones is the most significant challenge of military life for many of you. We’re inspired by all the ways we’ve learned from you how video games can positively influence your lives, offering a tangible connection to your loved ones and the broader military community.

We recognize that deployments and remote assignments can be challenging, and the absence of friends and family can feel profound. Video games are more than entertainment ― they’re a conduit for camaraderie, a momentary escape from the rigors of duty, and a tool to remain engaged with life back home. With Xbox Play Anywhere, you can continue your gaming adventures seamlessly across Xbox console and Windows 10/11 PC, ensuring you can stay connected with loved ones, whether near or far you can stay connected with loved ones, whether near or far.

Xbox is excited to expand our gaming offerings, host more communal events, and introduce new initiatives designed to elevate your gaming experiences and strengthen the connections with your loved ones.  Read on to discover the Call of Duty Endowment update, new career training for military spouses, and more ways we’re connecting with the military community:

Xbox and USO: A Year of Partnership

A military service person and two children sit together on a couch while using a laptop together

Last year, we announced our partnership with the USO to further its mission delivery capabilities by providing more substantial access to services like Xbox Game Pass and gaming equipment, and through partnership in events and program collaboration. This year, we’ve expanded our partnership as a premier gaming partner of the USO and providing Xbox gaming wherever the USO Gaming program is. With 50% of service members citing time spent away from family as their number one issue in military life, it’s heartening to witness the real, positive impact gaming can have in the lives of service members by keeping them connected with their loved ones and the broader military community.

For many service members, being deployed overseas or stationed on remote bases can be an isolating experience. Separation from friends and family can leave them feeling disconnected from their civilian lives. That’s why video games can be a lifeline, providing a way to stay in touch, have fun, and decompress after a stressful day. As an example, last year, Xbox donated 500 Xbox Game Pass Ultimate codes to the USO for their gaming centers, enabling service members to play hundreds of games on their preferred platform, with access on multiple devices in many regions across the globe.

Last year, the USO and Xbox also collaborated on USOCON, an event at Fort Knox where families and cadets stepped away from the stressful challenges of their day-to-day lives and relaxed at their own mini-gaming convention. During USOCON, the partnership with Xbox was a standout feature that not only provided fantastic prizes but also created the “F.O.B. Xbox Area.” This unique space was designed to resemble a forward operating base, offering attendees a fun, free-to-play environment filled with Xbox consoles. An immersive setup allowed soldiers and their families to play a variety of games, enhancing the feeling of community during the event and demonstrating Xbox’s commitment to supporting our troops through interactive and engaging gaming experiences.

In September 2023, Xbox worked with the USO to facilitate a pop-up gaming activation on an aircraft carrier during a family day. This activation provided a unique opportunity to bring gaming to the seven seas, where service members and their families could sit back, relax, and enjoy themselves while underway. This collaboration demonstrates the value of the partnership between Xbox and the USO to not just our nation’s service members, but their families and loved ones as well.

In addition to our well-received virtual Xbox series in partnership with USO in 2023, we hosted a partnered session at the Game Developers Conference in March 2024 entitled “Operation Innovation: How Xbox Employs Military Talents in Gaming,” featuring Xbox and USO expert panelists who shared their insights on how Xbox and USO approach supporting U.S. vets and active-duty military in career development. More than 70 GDC guests attended the session, including both active military and former military across most U.S. forces. 

Transitioning to Video Game Careers

The USO Transition Program extends the USO experience to active duty, Reserve, National Guard and military spouses by offering professional development services throughout the duration of military service as well as in preparation for life post-military. Your military role doesn’t dictate what you do when you transition from the service or capture how the skills developed in that role translate to other industries.

Xbox partnered with the USO Transition Program to host a series of panels showcasing different career paths within the video game industry. More than 340 attendees joined to attend sessions from 219 locations across the world, to learn about the daily work and career paths of panelists with careers in video game engineering, production, and communications.

Panelists shared key points on their pathways to their rewarding careers in the game industry and included military veterans who joined Xbox by way of the Microsoft Software and Systems Academy (MSSA), Microsoft’s 17-week training program enabling veterans and transitioning service members to find meaningful careers in tech. U.S. service members can apply through SkillBridge or as a veteran for a spot in Microsoft’s rigorous, fully-funded program, designed to build the technical and career-building skills to equip military professionals to get started in IT.

After 10 years working with over 3,700 transitioning and former service members, let’s just say we’ve learned a thing or two about the enormous skillset developed by many in military service, by service members of all MOSs―and also by military families. Juggling the logistics of the military lifestyle, like family obligations amid multiple deployments, is a monumental skillset that’s tough to capture on a resume. In April Microsoft Military Affairs announced the pilot cohort of MSSA–Military Spouse and a new Technical Program Management (TPM) learning path designed to do just that! This free 17-week program uses live virtual instruction to equip military spouses with the technical skills to access remote, portable employment as a TPM. Applications are accepted from May 13–27, so learn more about this exciting opportunity for military spouses and other success stories.

Call of Duty: Endowment

Knight Recon Operator holding a sniper rifle aiming on a target while lightning storm strikes in the background.

Make a legendary difference to U.S. and U.K. military veterans by purchasing the Call of Duty Endowment (C.O.D.E.) Knight Recon: Tracer Pack for Call of Duty: Modern Warfare III and Call of Duty: Warzone. The full purchase price for this special item, less VAT/sales tax, will be donated to the Call of Duty Endowment, which provides grants to registered charities that place unemployed and underemployed veterans in the U.K. and U.S. into high-quality jobs. By purchasing this pack, you will directly contribute to the Endowment’s mission. Get it now in the Xbox Store.

Gaming and Impact with Rewards  

A reminder that Rewards members can earn and donate Rewards points to the USO and Call of Duty Endowment in specific marketplaces.

Xbox players can earn Rewards points in various ways, such as playing games, completing Game Pass Quests, and purchasing games and other eligible items at the Microsoft Store (exclusions apply). Start earning today and redeem your points for great rewards. Donate your points on the Rewards hub or on the Microsoft Rewards redeem page.   

The post Xbox Grows Support of Veterans, Military Service Members and their Families appeared first on Xbox Wire.

Mortal Kombat 1: The Boys’ Homelander Gets First Gameplay Trailer

Yesterday, NetherRealm released the first gameplay trailer for The Boys’ Homelander in Mortal Kombat 1.

The trailer, which you can check out above, is a quick look at gameplay for the upcoming DLC character. Those who have watched The Boys will quickly notice that Homelander’s super strength and heat vision are present despite the trailer being less than a minute long. NetherRealm even went the extra mile to open the trailer with a bit of The Boys comedy, showing a scene of Homelander slurping milk from a baby bottle, much like was depicted in The Boys Priem Video series.

Although Anthony Starr, the actor who portrays Homelander in the Prime Video series The Boys, confirmed he would not be voicing the character in Mortal Kombat 1, NeatherRealm did secure Starr’s likeness for the character. Fortunately, NeatherRealm found an excellent soundalike for Homelander.

Some Mortal Kombat and The Boys fans have reacted to the first trailer online, with many praising the character’s design, saying they are “not upset anymore” that Starr is not voicing the Homelander in Mortal Kombat 1.

NetherRealm is releasing a first look at Homelander as a playable character in Mortal Kombat 1, which comes a few days after Prime Video released a new trailer for The Boys Season 4, which premieres on June 14. Though the company has yet to reveal a release date, let alone a release window for Homelander, hopefully, NetherRealm plans to make the character available around the same time The Boys’ fourth season releases.

Homelander was one of six DLC characters in the Mortal Kombat 1 Kombat Pack, including Incincible’s Omni-Man and returning character Quan-Chi. The former, released last November, was quickly discovered to be equal parts broken and hilarious to play as.

In our review of Mortal Kombat 1, IGN wrote: “The bone-crunching gameplay of Mortal Kombat 1 is some of the best the series has ever seen, thanks to the game-changing Kameo system. Netherrealm delivers a fantastic single-player story mode as well. However, the new Invasions mode is a grind and the online options feel dated.”

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Helldivers 2 Boss Impressed by Players’ ‘Willpower’ in Reversing PlayStation Network Requirement

The creative director of Helldivers 2 has said he’s impressed by the “willpower” of fans after their feedback caused Sony to reverse its decision regarding PlayStation Network accounts being required by all players.

In a post on X/Twitter, Helldivers 2 creative director and CEO of developer Arrowhead Game Studios Johan Pilestedt thanked Sony for “quickly and effectively” addressing the community’s concern and suggested this sort of feedback loop should be the “new standard” for live service games.

“Firstly, I am impressed by the willpower of the Helldivers 2 community and your ability to collaborate,” Pilestedt said.

“Secondly I want to thank our partners and friends at PlayStation for quickly and effectively making the decision to leave PSN linking optional. We together want to set a new standard for what a live game is and how developers and community can support each other to create the best game experiences.”

I am impressed by the willpower of the Helldivers 2 community.

PlayStation announced it had cancelled its plans to force a PSN account on even PC players after the community shared its frustration online in what’s essentially been the first piece of bad press for the cooperative sci-fi shooter.

The entire saga barely lasted three days but it was enough to swing Helldivers 2’s Steam reviews down to “mixed” after being “mostly positive” for its first three months on the market, with most of its recent reviews being “mostly negative”.

The uptick has begun again following the reversed PSN plans, however, with many fans sharing a familiar message of the game online. “Democracy has prevailed,” wrote one Steam user. “Major order complete. We dive together or not at all,” said another.

A Reddit post revealing Sony’s backtrack has more than 72,000 likes too, with over 5,000 comments from players celebrating the change. “Threat eliminated. Congrats for all helldivers,” wrote JV_TBZ. “Wait… They really listened?,” asked Pixel_Block_2077. “Companies don’t usually do that. Guess democracy actually did win this one.”

Others encouraged those who left negative reviews to change them back, and to try to see the whole fiasco as a good thing instead of instead of bad. “Reminder that this whole thing was like a two day affair over the weekend and was never implemented in the first place,” said ControlWurst. “That’s at least a good turnaround to feedback.”

Helldivers 2 has otherwise proved a smash hit for Arrowhead and Sony, with it being the latter’s biggest ever launch on PC. Its take on live service sees players’ actions affect the overall story going forward, all of which is controlled by a Dungeons & Dragons esque game master called Joel.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Acclaimed Horror VN Series ‘Pixel Pulps’ Is Getting A Special Edition On Switch

Pulp fiction.

LCB Game Studio’s acclaimed visual novel is getting a bundled release this summer in The Pixel Pups Collection. Consisting of Mothmen 1966, Varney Lake, and Bahnsen Knights, the trio play homage to classic pulp horror using 8- and 16-bit visual styles.

And today, LCB Games has revealed that it’s partnering with Meridiem Games to release a special physical version of the collection. The physical version will come with exclusive cases and postcards designed to look like pulp novel covers.

Read the full article on nintendolife.com

Details Emerge Of A Cancelled Donkey Kong Project From Vicarious Visions

Rope burn’d.

Of all the studios to potentially work on a Donkey Kong project, Vicarious Visions (now known simply as Blizzard Albany) admittedly wasn’t particularly high up on our list.

However, details have emerged of a now-cancelled DK project at the studio via a new video from Did You Know Gaming (with prior reporting from DK Vine). According to the research, leadership at Vicarious Visions had wanted to collaborate more closely with Nintendo after the studio’s work on Skylanders: Superchargers (which, if you remember, included the likes of Bowser and Donkey Kong on Wii U, Wii, and 3DS). It had received developer kits for the Nintendo Switch and wanted to create something truly unique for the upcoming system.

Read the full article on nintendolife.com

PlayStation Reverses Course on Helldivers 2 PSN Account Requirement

PlayStation has reversed course on the Helldivers 2 PSN account requirement, walking back the unpopular policy after a weekend long backlash that included tens of thousands of negative reviews, some of which spread to Sony’s other Steam games.

“Helldivers fans — we’ve heard your feedback on the Helldivers 2 account linking update. The May 6 update, which would have required Steam and PlayStation Network account linking for new players and for current players beginning May 30, will not be moving forward,” PlayStation wrote on its official account.

“We’re still learning what is best for PC players and your feedback has been invaluable. Thanks again for your continued support of Helldivers 2 and we’ll keep you updated on future plans.”

PlayStation’s decision means that Helldivers 2 players on Steam won’t have to link a PSN account in order to play. The unpopular policy, which would have seen new players confronted with a mandatory login beginning this week, resulted in Helldivers 2 being delisted in around 177 countries. At one point, Arrowhead CEO Johan Pilestedt, clearly frustrated over the controversy, posted, “Waking up to the sunshine of yesterday replaced with a dreary drizzle and shivering winds makes me reflect on how I spent my time those rare few moments when all was perfect.”

Pilestedt said Sunday that Arrowhead was “talking solutions” with PlayStation, which apparently led to the decision to not move forward with the policy. Pilestedt also shed more light on the decision-making behind the scenes, admitting that it was his decision to disable account linking at launch so that players could play the game.

“I did not ensure players were aware of the requirement and we didn’t talk about it enough,” he wrote, saying that he was “not blameless” in the countroversy. “We knew for about 6 months before launch that it would be mandatory for online PS titles.”

As he has been throughout Helldivers 2’s release, Pilestedt was a vocal presence on social media, at various points apologizing to fans and say he “just wants to make a good game.” Helldivers 2’s recent reviews on Steam currently sit at “Overwhelmingly Negative,” dropping it to Mixed overall after a wave of review bombing that included more than 200,000 negative reviews.

Following PlayStation’s announcement, fans expressed hope that future games would not include the requirement. Others urged players to not take out their anger on Arrowhead.

“They ended up in the crossfire for this and it wasn’t fair to them as they were doing what they were contractually obligated to do,” one fan wrote.

PlayStation’s decision means that the focus can begin to return to the game itself, which up until now has been one of the most popular games of 2024 thanks to its unique approach to live service storytelling. Its breakthrough success has led to it selling an estimated 8 million units as of March 2024.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.