Concord Beta dates announced, Beta Early Access launching July 12

From the very first gameplay prototypes to getting the game ready before launch in August, playtesting Concord every day has been a defining aspect of development and core to our culture at Firewalk and our mission of delivering great-feeling multiplayer. There’s simply no substitute for getting your hands on a controller or mouse and keyboard, squadding up as a team, and experiencing the game for yourself.

That’s why we’re excited to share that your first chance to play Concord during our upcoming beta is just a couple of short weeks away! Here’s everything you need to know:

Concord Beta Early Access (July 12 – 14) and Open Beta (July 18 – 21)

The Concord Beta will kick off with an Early Access weekend on PS5 and PC* from Friday, July 12 through Sunday, July 14. For those that pre-order, this early access weekend will be your opportunity to be among the first to play Concord—and you’ll get to bring your own crew. Those that pre-order any edition of Concord will get five codes for Concord Beta Early Access: one for you and four of your friends.

Following the Early Access weekend, the Concord Open Beta will be available to all players on PS5 and PC beginning on Thursday, July 18 through Sunday, July 21.

No matter what platform you play on, the Concord Beta Early Access and Open Beta will allow you to team up with friends on either PS5 or PC through optional cross-play support.


Concord Beta dates announced, Beta Early Access launching July 12

Play the full 16 Freegunner roster

You won’t have to wait until launch to find your favorite Freegunner(s). During the Concord beta weekends, you’ll be able to play as all 16 of the Freegunners that will be available at launch. Whether you like to run and gun, lock down an area, lay down fire from afar, or back up your team, there are Freegunners for players of a wide range of playstyles and skill levels.

From familiar faces like Haymar, Vale, Lennox, 1-0FF, and Star Child from the reveal trailer to other members of the Northstar crew, like It-Z, Teo, Bazz, and more, you’ll get to experiment and learn how each character brings distinct strategic abilities, traversal and gunplay feel, and, most of all, your own personality to the battlefield.

Explore (and Battle Across) Multiple Planets and Modes

Throughout both Concord Beta weekends, you’ll be able to visit and battle across multiple worlds and maps in the Concord Galaxy.

During the Concord Beta Early Access weekend, you’ll have a chance to play on four maps:

Freewater: Set in a fortified outpost on the sun-scorched planet of Glance, Freewater features intersecting perimeter lanes and a large central courtyard in the middle of the map that serves as a prime convergence point and inspires intense combat engagements.

Water Hazard: On the stormy water-covered planet of Leviathan, a massive, armored eel, known as a Morack, has been caught and is being harvested on a large floating fishing rig. Players will fight across the platform and within the jaws of the Morack in a primary harvesting site.

Star Chamber: Located atop the tallest mountain on the planet Gloom sits an ancient observatory with narrow corridors and a meteorite at the center, which creates great opportunities for team fights and one-on-one battles.

Shock Risk: Located beneath a massive conductive kite in the sky that harvests lightning on the planet Leviathan, Shock Risk features multiple unique arenas for battling with rival crews with pathways that converge on a large center tower.

During the Open Beta weekend, a new world and fifth map will be introduced: Bone Mines on the planet Akkar.

Bone Mines: The remains of massive vastadons on the tropical planet Akkar have become the site of a lucrative Guild mining operation, where you will fight through the excavated bones and mining caverns in a mix of close-quarters and mid-range combat.

The Concord Beta will also have multiple modes to fit your mood, whether it’s to jump in for a quick match after work or to team up with friends for more coordinated and competitive play.

The Concord Early Access Beta weekend will launch with three modes:

Trophy Hunt: A respawn-based mode where you fight to take down members of the rival crew and collect their bounty cards to earn points for your team. The first team to reach the target score before time runs out wins the match.

Cargo Run: A no-respawn mode where teams compete to retrieve the Blue Buddy robotic package delivery system, plant it at one of the zones, and defend it from the rival crew to win.

Clash Point: A round-based, no-respawn game mode where teams compete to control a single capture zone at a central location on the map.

Then, during the Open Beta weekend, you’ll be able to try out a new mode: Area Control.

Area Control: A respawn mode where teams compete to control multiple capture and control zones around the map. Control two or more zones to increase your team’s score and reach the point threshold to win.

Witness the beginning of the Northstar Crew’s Story

Alongside familiarizing yourself with the Northstar crew through gameplay, you’ll also be able to see the beginning of their story. When you play the beta, you’ll be welcomed with the very first of our cinematic vignettes—brief cinematics that, when Concord launches, will premiere every week in game. When the Beta Early Access launches and then when the Open Beta starts, we’ll introduce new cinematic vignettes in-game to give you a small glimpse into how the Northstar crew’s stories will unfold each week.


We can’t wait to see you all in-game during the Concord Beta to experience just some of the content that will be available when the game launches on August 23 and will grow over time through post-launch updates at no additional cost.

Be sure to stay tuned for more information about the beta, including pre-load and server availability timing, PC specs, and more, by following Concord on Twitter/X, Instagram, and TikTok, as well as by joining the community in the Official Concord Discord.

*Account for PlayStation™Network and internet connection required. Beta terms and conditions apply.

Concord First Hands-On: Plenty of Balancing Left to Go, and Not Much Time

Concord was originally teased last year with a simple video that showcased a ship cruising through space. I think a hamburger was involved. Anyway, after seeing that short teaser, I honestly expected to see a story-driven FPS – this is a first-party Sony game, after all – but maybe it’d be something like an MMO, a la Destiny. I was on board for a new experience regardless, but then I was somewhat surprised to learn that Concord is, in fact, a 5v5 shooter.

And now that I’ve played it, I’m very glad that Concord does plan on keeping up with its world lore and ongoing storyline, since some of my favorite FPS games like Overwatch and Apex Legends do this seasonally as well . Additionally, each season that releases will be free to all players, who only have to purchase the game and enjoy future updates to come.

While I enjoyed my time in the limited hands-on preview overall, I have several concerns for the longevity of Concord and what it has to offer. Concord’s meat-and-potatoes formula is a pretty standard 5v5 set up, with two teams choosing their preferred character before diving into an objective-based team battle.

During the preview, I was able to play three of six modes that will be available at launch: Trophy Hunt, Cargo Run, and Clash Point. Trophy Hunt was the only one that featured respawns in the match and was basically Kill Confirmed team deathmatch.

While I enjoyed my time in the limited hands-on preview overall, I have several concerns for the longevity of Concord and what it has to offer.

Cargo Run, meanwhile, was a single-life match where the objective was to run to the center, steal a Blue Buddy package and plant it at one of two sites. If planted, the enemy team could go and stand on the package to diffuse it and take it back. And finally, Clash Point was a round-based single-life game mode with the objective being to control the only capture zone in the entire map multiple times to get the victory.

The single-life modes were tough to warm up on while still getting to know the game, as failure obviously means you’re out of the action for a bit. And while Concord is a fairly straightforward FPS, I have a core criticism a mere two months from its August 24 launch: in the build I played, the movement felt extremely floaty and required a bit of time to get used to. This is exacerbated by the fact that each Freerunner character you can play has a unique set of movement and skills they bring to the team, so each time you swap to a new character, you’re then attempting to learn and configure your brain to how they work. So you can imagine that it gets a bit disorienting.

And while Concord will be released on PC day and date with PS5, I was only able to preview this on the PS5 with a controller, and so with that in mind, I’d say the movement is heavily reminiscent of Destiny and Halo. Again, it is incredibly floaty, which could be a fun element if it is done well. However, the way the preview build felt, the feather-light jumps and hang time really did not match the amount of fast-paced fights that could occur at any time in the matches.

While Halo does utilize a similar floaty jump mechanic, the rest of the mechanics and gameplay in Halo justify that reasoning and do not make it feel like the odd element out. Grenades also feel light when lobbed through the air, the various abilities in Halo all have the same weight and cadence to them, and the match pacing reflects the balancing between the base game mechanics. Players in Halo, even in competitive ranked matches, do heal over time after avoiding taking damage for a while.

Similarly, Destiny is a game that’s more PvE related and thus does not need the incredibly snappy mechanics that Halo or Concord need in PvP fights. Even in the PvP fights in Destiny, the usual TTK is slower since the fights can be drawn out due to the different class abilities allowing for slower or faster play, depending on how players choose to engage (i.e. more directly or more reserved). Each class also has different movement capabilities and healing abilities that ensure match pacing stays consistent throughout.

So the problem in Concord, at least in this preview version, is that it takes little pieces from games like Halo and Destiny and mixes them together in a formula that doesn’t quite come together for me as of yet. Concord actually utilizes the same type of dodge animation from Destiny that pulls you out in third person. While I liked this element in Destiny, in Concord it doesn’t quite work because there’s a brief-but-noticeable delay between your input of the dodge and the actual deployment. This can make or break your life since timing is everything in competitive play and a single hesitation, or simulated hesitation through the delayed input, can punish you greatly.

Sony says there will be six total maps at launch, so perhaps some of the game modes will feel better paced and optimized on the others when spread out. But the way things stand currently, most maps felt very oddly misshapen. Some lanes were too long or big and barely saw rotations while the second lane in another map would just feel entirely too small and cause prolonged team fights due to its claustrophobic size.

Concord touts its competitive nature and fast-paced fights. I love all of that but found that the competitiveness risks being unwelcoming to new players attempting to learn the game because most of the game modes are single-life-focused.

It’s important to note that even if you are an incredible player, Concord is not a game that allows for many 1v2 fights to be won. Unlike a game of Apex or Halo where you can potentially outsmart your opponents and win in 1v2 scenarios, Concord is so heavily a team game that you’re not able to succeed if you’re on your own. While this is the point of team FPS games, it’s pretty punishing for modes like Trophy Hunt where you’re encouraged to go off and get kills for the objective.

Another reason these lopsided matchups are impossible to win is the fact that each character in Concord has their own health pool and hitbox. This would be fine if these characters had your traditional classes, but Concord doesn’t utilize your typical class system. Usually, each class has their own health stats that you can expect each character in that label to have.

Taking a look at Overwatch, for instance, most Tanks have a base health of anywhere from about 525 to 700 (with combinations of shields or armor in game for specific characters that have them like DVA and Reinhardt). In Concord, it was incredibly difficult to tell what exactly the health pool was for any of the classes since nothing was really quite established with their system.

For example, 1-Off is a cute robot who sucks up trash and is most definitely a tank character with his big physique and clunky movement and hard-hitting weaponry who has 300 health. However, Teo, who is essentially a DPS that plays like your traditional ground soldier-like character with no tank qualities, has 220 health as a Concord Ranger class. But Roka, another character who is essentially a DPS, is classified as a Haunt and has 170 health.

What these non-traditional classes mean is extremely confusing. In the preview, we weren’t given details on each class and what the terms mean, but it all seems a bit arbitrary when the health pools and damage numbers vary so much, causing an even further division of game balancing.

Overwatch also utilizes the system of ensuring there is a roster for the amount of characters allowed from each class. Concord currently does not utilize a mechanic like that and allows players to use whatever characters they want, since these class systems are not traditional. While this is fun in theory, in my brief experience playing a competitive game like Concord, it doesn’t pan out too well.

Another reason Concord is so heavily a team-based game is that each character has their own running speed and damage output. It could be argued that this is an extension of the lack of clear classes, but I did want to focus on this as its own balancing issue. The DPS on characters is pretty important since you’re allowed to have a team of whatever characters you want.

There were some definitely “overpowered” characters in the preview build that you really did need on your team if you wanted to win, especially in Trophy Hunt. Let’s look at the rocket launcher Freegunner, Roka.

She’s able to deal 43 damage with direct hits while firing rapidly and establishing her lock-on target almost instantly. After having done some watch backs, it seems there’s no real answer to what the distance of Roka’s splash damage is and how much it does consistently. So far I’ve seen it hit from a decent distance for 12 damage, then also hit for 27 damage closer to the target. Roka also has eight total rockets to use before she has to reload so these numbers add up.

The ever-ongoing battle between controller aim assist versus keyboard and mouse movement seems to just be aggravated here.

Comparing this to Overwatch’s Pharah, another rocket-launcher-wielding character, she only does 40 damage to an enemy when it is a direct hit, with her splash damage being about half that. She also only has six rockets before having to reload and does not have any abilities for lock on fire.

Obviously comparing these two games head-to-head isn’t fair to either, but it’s important to note the difference between balancing. It’s entirely possible that with time, Concord will be able to get a better grasp for how its balancing should be maintained. But the way it stands currently, I’m concerned for the more casual players’ experience and general approachability.

The option to play crossplay with PC and PS5 will be available at launch which is good news for players like me who have friends on both platforms, but it’s a bit of a double-edged sword. The preview build I played showcased heavy aim assist on controllers. It was most noticeable on Roka, the rocket launcher character, since her weapon locks-on. I would find myself having to really rip the thumbstick away to get her to turn away from the nearest enemy that I didn’t even want to target.

The other characters I played didn’t feature nearly as aggressive aim assist, but I could feel the magnetization there, which was a bit frustrating and concerning considering the option for crossplay would be enabled at launch. While yes, you can argue that on PC you can do more rapid movement adjustments on the fly, the ever-ongoing battle between controller aim assist versus keyboard and mouse movement seems to just be aggravated here.

Fortunately, there are still a couple of months to go until Concord’s launch – still a decent bit of time for the balancing and tweaking of every aspect of the game that always happens at this stage of the development process. Fingers crossed Concord is able to tighten up its floaty controls and address its character balancing before it drops on August 24 for PS5 and PC.

Albatroz is a Latin American backpacking RPG with glorious views in which you search for a walking mountain

Albatroz is a “backpacking adventure RPG” that takes place in The Forbidden Lands, a photogenic wilderness “where two worlds converge”. You are jaded city worker Isla, and you are here to search for your missing brother, who was himself searching for the mystical mountain of Albatroz – locally known as “the walking mountain”, for reasons that you will never guess. There’s no combat, and no enemies that I can see – instead, you’ll occupy yourself with equipment management, repairing your dinky car, and improving your hiking skills using points earned by doing favours for villagers along the way.

Read more

Rockstar Games Co-Founder Says Grand Theft Auto Movie ‘Never Made Sense’

Rockstar Games co-founder and former head writer Dan Houser has said a Grand Theft Auto movie “never made sense.”

As reported by GI.biz, Houser told The Ankler that making the film — which has faded in and out of obscurity over the years — was a “huge risk” considering the reputation of the GTA brand.

“Why would we do this?,” Houser and the other Rockstar leads asked the film executives. “What you’ve described is you making a movie and us having no control and taking a huge risk, that we’re going to end up paying for with something that belongs to us.”

“They thought we’d be blinded by the lights and that just wasn’t the case. We had what we considered to be multi billion dollar IP, and the economics never made sense. The risk never made sense. In those days, the perception was that games made poor-quality movies.”

They thought we’d be blinded by the lights and that just wasn’t the case.

Various concepts for a GTA film have risen and fallen over the years, including one reportedly starring Eminem, though Rockstar has remained firmly against it. This comes despite films stars like Jack Black unable to believe the likes of GTA and Rockstar’s Red Dead Redemption franchise haven’t been made into films amid the rise if video game adaptations such as Sonic the Hedgehog, Minecraft, Borderlands, and more.

The CEO of Rockstar parent company, Take-Two Interactive’s Strauss Zelnick, made a similar comment to Houser in 2019. “Part of it is, if we were to do something like that, we’d want to have complete creative control to make sure we expressed [GTA] in the way we wanted — and that would mean we’d need to finance that motion picture,” Zelnick said at the time.

GTA makes plenty of money sticking to its video game roots, of course. Grand Theft Auto 5 generated more than $1 billion within three days of launch in 2013, a number which will likely be blown out of the water when Grand Theft Auto 6 is released in fall 2025.

The GTA 6 trailer — which reintroduced fans to Rockstar’s take on Miami, Vice City — featured a ton of intricate details (here are 99 things IGN spotted) and plenty of references to wild and wacky real life events too. While the game was revealed as a PlayStation 5 and Xbox Series X and S game, PC players were left frustrated, though not necessarily surprised, that their platform was left off the list.

They weren’t the ones a little peeved though, as several developers from Rockstar itself took to social media to express their frustration at the trailer leaking early. In fact, the entire industry shared their disappointment that the exciting moment was dampened. Several streamers were also hit with content strikes and takedowns in the wake of the leak.

Regardless, it still surpassed Minecraft to become the second most-watched video game trailer of all time with more than 168 million views in the first three months.

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

I will literally PayPal you a fiver if you can tell me anything substantial about Elden Ring: Shadow Of The Erdtree’s gormless ghost worms

YouTube is a stocked repository of hours upon hours of Elden Ring lore. Ranni’s ending? No worries. Miquella and St. Trina? We got you. Mohg and the Formless Mother? Say no more. Turtle Pope? Sit back. The frenzied flame? Make yourself comfortable. The Elden Ring itself? One page is not enough to contain it all.

And yet, what use are any of you when I cannot find a single solitary lore snippet about these idiot worms?

Read more

Those Tough Elden Ring DLC Requirements Didn’t Stop Shadow of the Erdtree Sales — It Sold an Incredible 5 Million in Just 3 Days

Elden Ring DLC Shadow of the Erdtree is off to a flying start, selling five million copies in just three days.

“This milestone is the result of the tremendous support from fans all over the world, to whom we express our heartfelt gratitude,” publisher Bandai Namco said in a note to press. Shadow of the Erdtree launched across PC, PlayStation 5, and Xbox Series X and S on Friday June 20.

Bandai Namco had expressed confidence in Shadow of the Erdtree’s sales ahead of launch despite the fact two bosses, including a tough optional boss many players might have missed, must be defeated before the expansion can be accessed. Steam achievement data showed nearly two thirds of Elden Ring PC players had yet to defeat this boss going into the release of Shadow of the Erdtree. (If you’re still hoping to play, check out IGN’s guide on How to Prepare for the Shadow of the Erdtree DLC.)

Many would assume this to be an issue for developer FromSoftware and Bandai Namco, given the game itself is essentially stopping more than half its player base from accessing the DLC and therefore wanting to spend more money. But Bandai Namco Europe’s chief marketing and sales officer Anthony Macare told GI.biz that Elden Ring sold so many copies that it doesn’t matter.

“That statistic does present a unique challenge,” he said. “However, with over 25 million units sold, even a fraction of our player base constitutes a substantial audience. Our marketing efforts have been tailored to engage this significant segment effectively.”

Five million sales after just three days on sale is an incredible result for Shadow of the Erdtree, and suggests an impressive 20% of Elden Ring base game owners paid another $40 for the DLC. Sales will surely increase over time, as Elden Ring’s did over the course of 2022 and 2023.

After an initial ‘mixed’ Steam user review rating for Shadow of the Erdtree, sparked by a feeling its bosses are too hard as well as performance problems, the DLC is now up to ‘mostly positive.’ Shadow of the Erdtree has certainly enjoyed critical acclaim, and has become the highest-rated video game expansion of all-time by overtaking Witcher 3 DLC Blood and Wine on Metacritic. IGN’s Shadow of the Erdtree review returned a 10/10. We said: “Like the base game did before it, Elden Ring: Shadow of the Erdtree raises the bar for single-player DLC expansions. It takes everything that made the base game such a landmark RPG, condenses it into a relatively compact 20-25 hour campaign, and provides fantastic new challenges for heavily invested fans to chew on.”

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.

Aspyr Is Bringing Another Classic Star Wars Game To Switch This August

Don’t lose your head.

Aspyr has today announced that 2002’s Star Wars: Bounty Hunter will be blasting onto Switch on 1st August in an all-new package.

You might remember this third-person action-adventure from back in the GameCube days. In it, you play as Jango Fett (before his little run-in with Mace Windu, obviously) on a mission to capture a mysterious Dark Jedi. Expect all the trappings of classic Mandalorian combat as you blast, scorch and fly your way through the campaign.

Read the full article on nintendolife.com

Xbox Gaming Coming to Amazon Fire TV: Play More Games, No Console Needed

Xbox Gaming Coming to Amazon Fire TV: Play More Games, No Console Needed

Amazon Xbox Hero Image

At Xbox, we’re committed to bringing the joy and community of gaming to everyone.  Today, we’re announcing a collaboration with Amazon where Xbox Game Pass Ultimate members in over 25 countries can play games directly from the Xbox app on select Fire TV devices via cloud gaming, giving people even more choice in how they play their favorite games.

The Xbox app will soon be available on the Fire TV Stick 4K Max (2023) ($59.99) and Fire TV Stick 4K (2023) ($49.99). For people new to console gaming, or for those looking for another way to play, it’s a great low-cost, convenient, and portable option to enjoy a huge library of incredible games.

To get started, players just need a Fire TV Stick, a Bluetooth-enabled wireless controller, and an Xbox Game Pass Ultimate membership to gain instant access to hundreds of phenomenal games, including Senua’s Saga: Hellblade II, Starfield, and Forza Horizon 5, among others.

Plus, Bethesda Game Studios’ beloved Fallout games are also available with Game Pass Ultimate, including Fallout 76 and Fallout 4. Fallout fans will be able to play these games on select Amazon Fire TV devices alongside the acclaimed Fallout TV show on Prime Video, which released in April.

Amazon Xbox Hero Image

Once downloaded, the Xbox app is designed to offer a smooth and seamless experience. Here’s how it works:

  • Simply install and launch the Xbox app from your Fire TV device.
  • Sign in with your Microsoft account to play. If you’re an Xbox Game Pass Ultimate member, you’ll have instant access to hundreds of cloud-enabled games.
  • Not a member? No worries! You can join Xbox Game Pass Ultimate for one low monthly price, or check out Fortnite without a membership.
  • Connect a Bluetooth-enabled wireless controller. Controllers like the Xbox Wireless Controller, Xbox Adaptive Controller, PlayStation DualSense, or DualShock 4 controller are all compatible.
  • Start Playing!

Over the past several years, we have been on a journey to deliver cloud gaming to more devices and to more people around the globe. We are excited to add Fire TV to our growing family of cloud gaming devices and eager to welcome new players into this experience.

Stay tuned for additional details. You can read about Xbox Cloud Gaming (Beta) on Fire TV devices at Amazon’s blog here, and to learn more about Xbox Cloud Gaming (Beta), visit xbox.com/cloudgaming.

The post Xbox Gaming Coming to Amazon Fire TV: Play More Games, No Console Needed appeared first on Xbox Wire.

Jango Fett returns in enhanced Star Wars: Bounty Hunter, coming to PS5 August 1

On August 1, let the hunt begin; Star Wars: Bounty Hunter releases on PS5 and PS4. Let’s dive into what to expect, including unique PlayStation 5 features, visual enhancements, and the ability to play as another iconic bounty hunter…

For the uninitiated, you play as Jango Fett in Star Wars: Bounty Hunter. The most-fearless bounty hunter in the galaxy is hired to capture a deranged Dark Jedi. Jango takes on the bounty armed with an array of deadly weapons and tools, including dual blasters, a flamethrower, toxic darts, jetpack missiles, and more. Suit up and hunt your quarry, dispatching galactic scum along the way.


Jango Fett returns in enhanced Star Wars: Bounty Hunter, coming to PS5 August 1

Visual improvements

Improved environment textures: To give more depth and texture to the environment, we’ve added bump maps. The result is a richer environment that feels a bit more modern.

New lighting effects: With dynamic lighting, we now see more color and impact throughout the environment. Every bolt from Jango’s blasters will illuminate throughout the entire velocity.

New flashlight equipment: If you ever thought some areas felt dark, we did too. We added a flashlight to navigate these darker areas.

PlayStation 5 features

Unique to players on PS5, we’ve taken full advantage of the DualSense wireless controller technology to enhance your bounty hunter experience. Let’s take a look.

Integrated adaptive triggers: Each weapon in Jango’s arsenal now has a unique rhythmic feel.

Voice comms: We’ve routed Jango’s in-game radio communication to play through the DualSense wireless controller’s speaker for an all-new immersive experience.

Lightbar meets health bar: Use the lightbar display on your controller as a visual indicator of Jango’s current health status.

Restoring Boba Fett

The most devoted fans of Star Wars: Bounty Hunter may have heard about an easter egg left in the game. A very low-resolution texture with a message written in Aurebesh— “Cash in all bounties to play as Boba.”

While the message did exist, the feature did not. So even if you hit 100% on your save file, you were only able to play as Jango Fett.

We’ve brought this easter egg to life, so after completing the campaign, you will be able to equip a new Boba Fett skin for your next playthrough.

We hope you enjoy revisiting Jango’s origin story! We’ll see you August 1 on PS5 and PS4.

Meet the Nintendo 3DS Fans Hoping to Finally ‘Beat’ Puzzle Swap By Tracking Down its Rarest Puzzle

I vividly remember from young adulthood the thrill of pulling my 3DS out of my bag at the end of the day and seeing the familiar blinking light indicating I’d received a StreetPass while I was out and about. I’d open the app and see the Miis of the different people I’d passed that day, with cute messages and silly hats. And every time, I’d immediately open Puzzle Swap to see what puzzle pieces they had given me.

When I first started Puzzle Swap, I entertained delusions that I might someday complete every puzzle just by passing fellow 3DS owners on the street. I quickly learned this was a nigh-impossible fantasy for a number of reasons, one of which being that several of the available puzzles couldn’t even be unlocked unless I traveled across the globe for special, limited-time events where unique puzzles were being handed out. I settled for trying to finish the various Mario, Kirby, and Zelda-themed puzzles that came by default on the device, or through occasional online updates. Admittedly, I never managed that either.

Now, my 3DS is gathering dust in a cabinet somewhere, its online services having been permanently shut down earlier this year and my motivation to use it having long since dried up. But a dedicated group of fans are still trying to realize the dream of collecting every Puzzle Swap puzzle, and they’re doggedly working to find their white whale: ANA: the rarest puzzle of them all.

Chasing ANA

The missing puzzle is a bit of a strange one. It’s called ANAでDS, ANA for short, with ANA standing for “All Nippon Airways.” It’s a special puzzle distributed way back in 2012 from July 21 to September 30 in Japan, but only at three select airport locations: Haneda Airport Terminal 2 (Tokyo), New Chitose Airport (Hokkaido), and Naha Airport (Okinawa). What’s more, the puzzle itself cannot be passed to others via StreetPass. You can collect pieces from others who have them if you already have the puzzle unlocked, but with the event having concluded over a decade ago, there’s no “legitimate” way to acquire the puzzle if you didn’t receive it at the time. As a result, the puzzle is exceptionally rare compared to other puzzles distributed more widely, eluding many hunters over the years.

Which is where Benny and his fellow puzzle hunters come in.

Benny runs a Discord server called The Search for ANAでDS, where roughly 20 individuals have been collaborating over the last several weeks to track down the final missing puzzle. Benny tells me he became interested in finding ANA only recently, after his love for the 3DS was reignited thanks to a homebrew application called NetPass, which allows players to receive StreetPasses over the internet.

Through his interest in NetPass, Benny stumbled upon and joined the search for the Japan-exclusive マックでDS ビッグマック (a picture of a McDonald’s Big Mac), which was only just officially cataloged last month. Just before that, others in the community managed to track down another time-limited puzzle, EU-exclusive Mario & Happy. With the inclusion of both Mario & Happy and the Big Mac, 62 of Puzzle Swap’s 63 total puzzles were officially uploaded online and available for anyone to download. With just one puzzle left, Benny’s next objective was clear: ANA.

“Those puzzles were easier to recover because the required SpotPass data had already been dumped by users on the Internet; it was essentially just a matter of finding the data,” Benny explains. “In this case, it is more difficult because to the best of our knowledge, the ANAでDS puzzle data has not been publicly dumped anywhere, so we have to search for someone who has the puzzle so we can recover the required data from them directly”

What Benny and his fellow hunters need to document ANA is simple on its face: they just have to find one individual who has the puzzle unlocked on their 3DS who is willing to upload a file from their SD card to the internet. That’s it! No homebrew or modding required, and the individual doesn’t even need to have the puzzle completed. Just a single piece is enough.

Since May, the group has been spreading the word to news outlets, subreddits, forums, and other communities in an effort to find ANA. Once the file is uploaded, the community will take matters from there and incorporate the puzzle into a larger file with all the other puzzles, enabling anyone who wants a complete puzzle collection and doesn’t mind a bit of homebrew to download all 63 puzzles at once.

“If someone has the puzzle, they can contact us by email at puzzleswapana@gmail.com, send us a Twitter/X direct message at @PuzzleSwapANA, or join our Discord server at https://discord.gg/JTAJF3DgxY and we will guide them through completing the simple steps needed to recover the puzzle’s SpotPass data (it should only take at most 10 minutes),” Benny explains.

Puzzle Preservation

It may seem strange that a community has rallied around a game like Puzzle Swap especially after Nintendo officially discontinued online communications for the device earlier this year. While local communications are still possible, meaning StreetPass itself still works, not a lot of folks are carting 3DSes around in their bags in 2024.

But a number of those I spoke to in the community tell me that it was Nintendo’s discontinuation of services for the 3DS that motivated them to pick up the handheld device again.

“I’m personally using it about as much as my switch, but I think the shutdown motivated a lot of people (me at least) to start archiving, modding, getting replacement services (ie Pretendo), etc,” said Croton, another community member who’s been heavily involved in the hunt, “like I forget when the shutdown was announced but I only just modded on a random Tuesday in October, and when the SpotPass archival server started recovering game data I modded my family’s 4 other 3ds’s to archive more data.”

Even if it’s a relatively unknown or niche part of the legacy of the 3DS, it still matters.

Some of those in the community are in it simply for the collect-a-thon. One community member, MrNoobingtonThelll, tells me that after the Big Mac puzzle was found some of the energy for puzzle hunting started to die down. “[T]he missing puzzles topic kinda died but Benny was one of the few one [sic] actively searching for it, so with my collectors anxiety of [100 percenting] a game I started to offer a little help.”

Others, like Ninja Squid, see the hunt as critical to game preservation. “It’s rewarding to be a part of this team and see all the amazing work we’ve done,” he said. “Finding this puzzle is important because, even if it’s a relatively unknown or niche part of the legacy of the 3ds, it still matters and is a big part of eventually archiving most of the history of the 3ds. [I]t’s a very neat novelty from an interesting time in Nintendo’s history that I would love to know is accessible to anyone. Being a part of this gives me the opportunity to help archive an important and rare piece of this amazing console’s history, and it’s nice to know that we are getting to be one big step closer to archiving as much of the 3ds as possible.”

At the time this piece is being written, the ANA hunters do have one lead – a comment on a NintendoLife article from a user claiming to have ANA on their DS. The community has reached out and is waiting for a response. In the meantime, they’re keeping their eyes open for other leads on ANA in case this one falls through. But overall, the mood is hopeful.

“[D]ude since the file for every puzzle combined is new the first person to complete ana ds would be the first to actually beat puzzle swap,” observed MrNoobingtonThelll.

He may just be right – and it only took 13 years.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.