Feature: 54 Switch Ports We’d Love To See Before The Generation’s Out

Infinite requests.

Since 2017, we’ve seen a huge number of ports come to Switch, many of which seemed like impossibilities beforehand. Surprises like Doom (2016), which turned up in the system’s launch year, and 2019’s Witcher 3 showed that while clever optimisation was required, Nintendo’s console could deliver perfectly playable and utterly absorbing portable versions of some of the biggest video games around.

As time wore on and Sony and Microsoft’s next-gen platforms launched, the Switch ports kept coming — the excellent Pentiment has been a particular highlight this year. We’ve got our fingers crossed for Ace Combat 7 and Stray, although recent disappointments such as the Batman Arkham Trilogy show that caution is warranted. The Switch is in its eighth year, and the tech within was hardly bleeding edge in 2017.

Read the full article on nintendolife.com

Here’s A Closer Look At The ‘Echoes’ In The New Zelda Game For Switch

Nintendo: “There are lots of echoes to discover”.

Since the Nintendo Direct last week, the company’s social media pages have been in overdrive promoting all of the new and upcoming releases. As usual, these same pages have also been detailing some of the finer points of each games, and in the latest update Nintendo has shared a graphic of some of the items Zelda will make use of in her new outing Echoes of Wisdom.

In case you missed the original announcement, ‘echoes’ are imitations of things Zelda can find within the game environment. She is able to do this with the help of the ‘Tri Rod’ and her new mysterious fairy friend, Tri.

Read the full article on nintendolife.com

How the Original Driver Flipped the Free-Roaming Script Forever

In April 1908, Newcastle upon Tyne man Gladstone Adams was driving his Darracq-Charron motorcar back from the FA Cup final between Newcastle United and Wolverhampton Wanderers. Newcastle had lost and, to make matters worse, Adams’ journey home was being delayed by snow. That is, it kept covering his windscreen and he had to repeatedly stop and get out of the car to clear it.

Some kind of innovation was needed. There had to be something that would help people see where they were going.

As it turned out, there was; a few years later Adams invented his own windscreen wiper. He patented the design and became one of several people from around the beginning of the 1900s credited with conceiving of similar devices, although his version of the windscreen wiper never made it into production.

3D driving games had quickly become Reflections’ specialty, but the team knew you couldn’t tread water in a genre long famous for being on the cutting edge of video game technology.

Nearly a century down the track, Newcastle upon Tyne developer Reflections had found itself riding high on a purple patch of PlayStation success, propelled by the popular Destruction Derby series it had developed for legendary British publisher Psygnosis. 3D driving games had quickly become Reflections’ specialty, but the team knew you couldn’t tread water in a genre long famous for being on the cutting edge of video game technology. Some kind of innovation was needed. Something that would help people see where the future of driving games was going.

As it turned out, Reflections founder Martin Edmondson had just such an idea – and, unlike their fellow Novocastrian’s windscreen wipers, Edmondson’s idea did make it into production.

And it completely redefined what a driving game could be, forever.

Founded in 1984, Reflections spent the bulk of its first decade building action games for early home computers like the BBC Micro and Amiga, but by the mid ’90s it would become a house of horsepower. Reflections established its panel-punishing prowess on PlayStation very early; indeed, the original Destruction Derby was released in October 1995. At this stage, it had barely been a month since the original PlayStation had officially launched in the West.

A highly praised sequel arrived just over a year later, with a raft of technical improvements, and in 1997 Reflections released the competent but unremarkable Monster Trucks (otherwise known as Thunder Truck Rally in North America). However, while the Destruction Derby series would continue, the partnership between Reflections and publisher Psygnosis would not.

Unshackled from its publisher commitments, Reflections pivoted to something else. That something else was Driver, and it was going to be something special. GT Interactive certainly thought so. By December 1998, it was so impressed the publisher literally bought Reflections entirely.

Driver, which first launched in June 1999, was unlike anything that had come before it. These days it seems less common for a game to come along and establish the foundations of what’s essentially a brand new sub-genre, but wind the clock back a couple of decades and it was happening with steady regularity. In the scheme of driving games, Driver was truly one-of-a-kind.

Driver did more than just take the brash, car chase gameplay from the original top-down Grand Theft Auto games and bring it to life in 3D.

Driver did more than just take the brash, car chase gameplay from the original top-down Grand Theft Auto games and bring it to life in 3D – it distilled the mayhem of some of Hollywood’s greatest ever car chase classics and made them playable.

Smokey and the Bandit, The Blues Brothers, The Cannonball Run, Bullitt – the team took inspiration from countless car chase classics. Martin Edmondson was particularly passionate about them; Walter Hill’s 1978 film The Driver was one of the first movies he ever saw at a cinema.

The Driver, a minimalist neo-noir action thriller set in the underbelly of LA, was not particularly successful upon its release – but it has amassed an admirable legacy. It didn’t just inspire Driver, that is; Nicolas Winding Refn’s 2011 film Drive respectfully shares several thematic similarities, it was a core inspiration for Edgar Wright’s 2017 film Baby Driver, and it’s been referenced on multiple occasions by Quentin Tarantino.

The Driver’s influence on Driver the game goes far beyond the name, too. The infamous garage test at the beginning of Driver’s story mode was directly inspired by a strikingly similar scene in The Driver, where Ryan O’Neal’s unnamed getaway driver meticulously mangles a Mercedes (all while still keeping it drivable) in a calculated display of his precision driving abilities. The twist in Driver is that players are punished for denting the car. Ironically, doing so will trigger the very same car crash sound effect specifically used in this very scene in The Driver (alongside a host of other car chase movies from the ’70s and ’80s, mostly from 20th Century Fox).

Driver’s garage test is regarded by some as harder than any mission in the game that followed, although I can’t imagine that’s a sentiment that any Driver fan who actually played the game’s finale would share (‘The President’s Run’ is monumentally more difficult than the garage test). Playing and completing the test for the first time in many, many years, I can’t help but wonder whether its reputation as an uncommonly gruelling challenge is a little overblown. Admittedly, Driver was essentially a religion for me during the last year-or-so of the original PlayStation so I’m not the best gauge – but I’ll note my 15-year-old son needed just four cracks to beat it, playing on original hardware. So I can’t say it stumped him, either.

That said, if you did in fact bounce off Driver because of its unfriendly first mission, you missed out on an absolutely amazing and unprecedented driving experience.

Sliding behind the wheel of a slate of ’70s muscle cars as former race driver-turned-undercover cop Tanner, it was your job to lay rubber across four US cities – Miami, San Francisco, Los Angeles, and New York – all in the name of high-speed justice. Each of these cities are fascinatingly distinct. Sun-drenched Miami features lengthy causeways and addictive bridge leaps, while San Francisco is packed with drastic elevation changes, trams, and the iconic Golden Gate Bridge. LA’s missions occur exclusively at night, amplifying the seediness (and again paying homage to The Driver, in which director Hill deliberately shot all the chase sequences for at night). New York is a dense maze of grids and tunnels, framed with high buildings.

The maps were incredible, but so too was the handling. Driver’s hulking American pony cars and land yachts weren’t exactly rapid or nimble by typical gaming standards for the time, but they were nonetheless outstandingly satisfying to throw into elbows-out powerslides and over huge jumps (where the era-accurate suspension would often see them bouncing a second time as the soggy springs absorbed their All-American bulk).

From its flying hubcaps to its fabulous funk soundtrack, Driver’s dedication to bringing the spirit of ’70s and ’80s car chases back to life on PlayStation was dazzling.

From its flying hubcaps to its fabulous funk soundtrack, Driver’s dedication to bringing the spirit of ’70s and ’80s car chases back to life on PlayStation was dazzling. Sentimentally speaking, it’s one of my favourite games of all time. Depending on what mood you catch me in, it may be my outright favourite, ever.

For clarity, Reflections didn’t quite break through alone. Angel Studios’ Midtown Madness did, after all, speed onto PCs in 1999 also (a few weeks before Driver hit PlayStation). An open world racer set in Chicago, Midtown Madness set the tone for taking traditional racing to the streets. Open worlds would become the studio’s area of expertise, and Angel Studios (now Rockstar San Diego) would later flex that strength in the likes of Midnight Club, Smuggler’s Run, and Red Dead Redemption.

Still, that Ubisoft has let the legacy of Driver languish since the release of 2011’s much-loved Driver: San Francisco is downright depressing. A groundbreaking achievement in every way, Driver deserves so much better.

That Ubisoft has let the legacy of Driver languish since the release of 2011’s much-loved Driver: San Francisco is downright depressing.

Today, Driver is a relic. In 1999, however, Driver was truly ahead of its time. A pioneer. Contemporaneous audiences agreed. Or, at least, the ones that could pass the first mission did. It’s one of the top 30 best-selling games on PlayStation, ever. Wedged roughly somewhere between the acclaimed super sequel Tony Hawk’s Pro Skater 2 and monster hit Resident Evil 3, Driver was certainly no sales slouch.

In other words, it’s more than some curio in the history of open world driving games that some gamers may otherwise believe began with the likes of Grand Theft Auto III.

Perhaps you disagree. After all, all Reflections had to do was assemble four, enormous free-roaming city environments (the likes of which had never been built before), craft AI that could respond and effectively pursue players through them (which didn’t exist), compliment it with a class-leading vehicular damage system (that few racing developers of the era seemed capable of matching), and throw in a full replay editor for players to create custom car movies (on a console with 2MB of RAM).

Easy, right?

Well, in the words of Driver’s own tricky tutorial: show us what you can do.

Luke is a Senior Editor on the IGN reviews team. You can chat to him on Twitter @MrLukeReilly.

Talking Point: What Are You Playing This Weekend? (29th June)

M-M-M-Maaaaarioooooo.

Right then folks, the weekend’s here, which means it’s time to shake off the stress accumulated by the working week and settle down for some sweet gaming.

In the world of Nintendo, this week saw the launch of Luigi’s Mansion 2 HD for the Switch; a game that has undoubtedly caused a bit of controversy surrounding its price (along with another release landing in 2025…). We reviewed it, of course, and thought it was pretty darn good. Speaking of new releases, the file sizes for multiple upcoming Switch games were revealed via the Japanese eShop, and a couple of them were surprisingly large.

Read the full article on nintendolife.com

Nintendo Adds Multiple Upcoming Releases To Its Switch Voucher Program

Zelda, Mario & Luigi and more!

Nintendo’s latest Direct broadcast lifted the lid on all sorts of upcoming releases including new entries in the Zelda and Mario & Luigi series, and if you’re wondering how you’re going to be able to purchase them all, you might want to make use of some game vouchers.

In North America, Europe and certain other parts of the world, Nintendo has added these newly announced games to its voucher program – allowing you to acquire two games for the price of $99.98 / £84.00 (or your regional equivalent). The catch is, you’ll need to be a Switch Online member.

Read the full article on nintendolife.com

Konami’s Metal Gear Producer Would Love To Work With Hideo Kojima

“If that could happen, it would be the dream.”.

The famous Konami series Metal Gear Solid is now being guided by producer Noriaki Okamura, and apparently “the dream” for him would be to work with the original team including industry legend Hideo Kojima.

During an official Metal Gear livestream this week, Okamura admitted he’s not in the position to answer on “behalf of anyone outside the company” but would personally “like nothing better than to work with Mr. Kojima and the rest of the team again” (thanks, VGC).

Read the full article on nintendolife.com

Beyond Beat ‘Em Ups: SNK Has Ambitions to Become a Top 10 Publisher

Back in the day, SNK was one of gaming’s biggest names. King of Fighters and Fatal Fury were hugely popular beat-’em-ups in the 1980s and ’90s, while Metal Slug helped define the side-scrolling action game genre, and the company’s high-spec console, handheld and arcade hardware were the envy of many.

After two tumultuous decades in the 2000s, SNK received investment from Saudi Arabia’s Electronic Gaming Development Company in 2020 and was fully acquired in 2022. The investment has come under scrutiny due to Saudi Arabia’s human rights record, which includes allegations of unfair treatment of women and the LGBTQ community. In the aftermath of the acquisition, an SNK lead insisted that the studio’s new ownership “doesn’t affect us in any way.”

Shortly after the opening of a new development studio in Singapore in April, IGN spoke with SNK President and CEO Kenji Matsubara about the company’s vision, which includes becoming a Top 10 global publisher.

Matsubara’s goal is ambitious, but the company does of course face extremely stiff competition. Depending on the definition, the world’s largest game publisher is currently Sony Interactive Entertainment, with the Top 10 also including Microsoft, Nintendo and Electronic Arts. The group also includes relative newcomers from China such as Tencent, NetEase and miHoYo.

“Setting such a lofty goal has helped me to identify the challenges that stand in our way,” he says. “What SNK currently lacks the most is development capabilities, so strengthening development capabilities will be essential. Beyond that, we can also consider acquiring other studios with strong IP, to add to our portfolio.”

SNK’s next announced game is Fatal Fury: City of the Wolves, the first new entry in the Fatal Fury series in 26 years. After nearly three decades away, the new game is attracting a positive response from fans of fighting games – but Matsubara acknowledges this alone will not be enough.

“It will be necessary for us to develop titles in various genres and release multiple titles every year,” he says. “We are also working on genres other than fighting games. We are planning not only action games that utilize SNK’s legacy IP, but also action games that are brand new, and we hope to start releasing these over the next few years.”

Matsubara joined SNK in July 2021. In the three years since, he has made significant changes, strengthening the company’s development, sales and publishing divisions. Headquartered in Osaka, the company also opened new development studios in Tokyo and, most recently, Singapore, with another studio already open in Beijing. Last year, its Osaka HQ changed location as well, leaving its longtime home for a larger, more centrally located office close to Shin-Osaka bullet train station. In terms of marketing and sales, Matsubara has increased the company’s focus from Asia to include more proactive efforts in the West.

As a geographically central location in Southeast Asia with a high level of English proficiency, stable economy and growing pool of tech talent, Singapore is becoming one of Southeast Asia’s most prominent locations for game development. In recent years, companies such as Ubisoft, Electronic arts and Bandai Namco have opened offices there, while locally developed indie games such as Cuisineer and Let’s Build a Zoo are taking Singapore’s soft-power culture to the world. Gaming peripheral makers such as Razer and Secretlab, too, have built a strong reputation for the country, while gamescom spinoff event gamescom asia has been held there for several years.

As we spoke with Matsubara shortly after the opening of SNK’s new Singapore studio, we asked the reasons behind this choice of location.

“When I joined SNK, we only had studios in Osaka and Beijing,” he says. “We soon set up a Tokyo studio, but we felt we needed to increase the number of studios and work on strengthening our development capabilities. When we look to Asia, Singapore is the most attractive place. Engineers there are knowledgeable about generative AI and machine learning, which have been attracting attention in recent years, and they are interested in joining the videogame industry. So Singapore felt ideally suited for game development.”

Each of these studios undertake different tasks while also collaborating on certain projects. While the Singapore studio finds its feet, it has been twinned with the Tokyo studio, while also taking advantage of local knowhow to contribute development research to the group as a whole.

“For now, the Singapore studio and the Tokyo studio work together closely, holding regular meetings and collaborating on title development. In the future, I would like the Singapore studio to become a standalone studio, and to develop AAA titles as a hub studio for Southeast Asia.”

Matsubara also explained that the Singapore studio has a strong R&D focus, particularly in the fields of generative AI and machine learning, which will feed back into the rest of the SNK group.

SNK also has sales bases in China, South Korea, Taiwan and Japan. But even with all of these new development and sales offices, the company’s plans for expansion continue to unfold. As SNK works towards its goals, it plans to eventually either open outposts in North America and Europe, or to build partnerships in those regions with other companies.

While SNK has a very long way to go to realize its aspirations of cracking the global Top 10 publishers, it is clearly no longer just a Japanese company. By embracing a multicultural approach and dabbling in new genres, there’s a good chance it will release some cool games. That in itself will be an important first step in once again making SNK a household name.

Daniel Robson is Chief Editor at IGN Japan and is on Twitter here.

The wonderful Dune Imperium’s digital version is getting its first expansion in July

Dune Imperium is a fabulous strategy game about becoming the biggest spice boy on a sandy planet I presume is called Dune. I love it despite never having read the Dune books or watched the Dune movies, because the digital version taught me everything I needed to know about Barry Harkonnen, Oscar Isaac, the tall guy from Guardians Of The Galaxy, and their insatiable pursuit of space nutmeg.

Now the board game’s first expansion is headed to the digital version of the game, and it’s called Rise Of Ix for reasons I definitely understand.

Read more

How Alice: Madness Returns Found New Life on the Internet Long After the Departure of Its Creator

If Alice: Madness Returns was dead on arrival, that would at least be aesthetically consistent.

The 2011 sequel to American McGee’s Alice went even deeper into Alice in Wonderland’s red guts than the first game, pulling out the most nightmarish aspects of the Victorian children’s story and tying their shadows into a neat action-adventure. But it suffered from abysmal launch sales, with reviewers and fans both being disappointed by what they felt were rough controls and level design.

Still, game designer American McGee wasn’t giving up.

McGee, who created the series after being fired by id Software, hoped to gather enough community support for a follow-up, and the most diehard Alice believers gave it to him in spades. But after a decade of this cutting fan pressure, publisher EA finally made a decision in 2023: there would be no more Alice games. They blamed the “analysis of the IP” and market conditions.

Was it all over? Would Alice have to lie facedown in the graveyard once and for all? Not exactly. Alice: Madness Returns doesn’t just live, it thrives.

“Even though EA was going to let Alice die,” says 33-year-old Twitch streamer Foxfire47, who has been a fan of the series since the first game released in 2000, “the fans were absolutely not.”

She credits Madness Returns’ lively online fanbase to McGee himself. He began working on a proposal for a potential follow-up, Alice: Asylum, in 2017, and encouraged fans to contact EA directly to show their support. His now retired Patreon contains all the other ways he incentivized fans to deepen their obsession, like referring to the fandom as “Insane Children” and eventually posting an Alice: Asylum design bible bursting with art.

His otherworldly design is at least one reason why fans could never truly abandon Madness Returns, or the Alice series in general. They are a gorgeous testament to the fact that anyone can survive the worst thing that’s ever happened to them.

Friendships and bonds

Foxfire47 discovered Madness Returns’ online fan base through McGee’s Patreon in 2018. She remembers feeling McGee’s excitement for Asylum bleeding into her preexisting enthusiasm for the series, and it did the same for everyone she met over Patreon and Discord.

“Friendships and bonds were made through Alice: Asylum,” Foxfire47 says.

When EA ultimately passed on the project, they were also rejecting an entire community that had put years and money into materializing a shared dream. But McGee had trained his fans to become personally invested, and an IP issue seemed small in the face of their dedication.

“After [EA rejected Asylum],” Foxfire47 says, “I feel that, as fans for Alice, we wanted to keep the spirit of the games alive. With the camaraderie of this community, we are always going to show our love for these games.”

The community now sustains Madness Returns through YouTube videos with millions of views, pouty TikTok fancams with hundreds of thousands of likes, detailed cosplay, tattoos, and other tangible methods of worship. All of this online word-of-mouth has helped Alice fans succeed in an unprecedented goal. They are actively collecting new fans for an abandoned, 24-year-old franchise telling the strange horror story of an orphan teenager, Alice, who retreats into an hallucinated Wonderland.

I feel that, as fans for Alice, we wanted to keep the spirit of the games alive

“I bought Alice: Madness Returns, and I’m playing the first one for the first time because of your cosplay!” one commenter recently told popular TikTok cosplayer Jessilyn Cupcake. In recent years, she’s made and shared several Alice cosplays with her eager followers, including Alice’s ultramarine tea dress and the yowling Hobby Horse hammer from Madness Returns. She first found Madness Returns in 2011, telling IGN that she “fell in love immediately.”

“It still feels modern and a fresh take despite being 15 years old,” Jessilyn says. “I think [its] hack-and-slash-style gameplay with multiple weapons, costumes, and abilities is one of the best examples in a game, ever.”

The game is an intoxicating blend of deadly and delicate, much like its most famous weapon, the lace-patterned Vorpal Blade – a chef’s knife for short-range combat. In Madness Returns, traumatized 19-year-old Alice must take on the child sex trafficker and psychiatrist Dr. Bumby, who tries to trick her into madness in order to commodify her body. But Alice learns to wield her fragile power against any abomination.

Alice’s ability to work through her pain and tackle any problem, from baby dolls that vomit to dangerous men, is part of her underdog appeal. And McGee accessorizes Alice’s hypnotic visions with touches like the creamy, white bow behind her bloodspattered apron, and the crystal-blue butterflies in the misty, tree-covered Vale of Tears.

Though Madness Returns the game has been out for years, the most popular way for fans to publicly join together is by looking at the tiniest game details through a magnifying glass. On TikTok, a scene shows Alice hallucinates having her skull drilled open at the corrupt Rutledge Asylum. The camera lingers on swollen leeches in jars. Alice looks dazed in slow-motion, with makeup staining her skin like a bruise, and moved viewers supply the video with 43,000 likes.

“SAVE ALICE ASYLUM PETITION,” says the most popular comment.

Madness Returns YouTube videos likewise prioritize analysis of the game’s visuals and story. One 51-minute video by video essayist Boulder Punch spends almost half of its runtime on series “highlights,” praising its surreal platforming and aching orchestral score.

YouTuber BlackRose was among those captivated by its “beautiful, grungy artwork” when she recorded her first YouTube episode with it in 2023, leading her to recommend it to her 111,000 followers.

“I was immediately hooked,” she tells IGN. “One particular part of the game that sticks with me vividly was when Alice became a giant after eating [enchanted Eat Me cake in] Queensland. I had loads of fun becoming big and terrorizing all the enemy card guards while I laughed maniacally for having so much power.”

Master of the macabre

“The art direction of the two Alice games are definitely what struck me the most [about them] — that dark, gothic style that blends objects of childhood with violence and the macabre,” says Maria, who runs the horror gaming YouTube channel eurothug4000.

McGee’s defunct Shanghai-based games studio, Spicy Horse, specialized in the unique style that gave Alice life. Aside from the Alice series, the developer also (somewhat unpopularly) turned several Brothers Grimm stories into platformers, while padding them with intriguing, cartoonish gore. But American McGee’s: Alice is what truly established Spicy Horse as a purveyor of cute brooding. Madness Returns’ art director Ken Wong was certainly inspired by it.

After Wong created Alice fanart in 2000, McGee took notice, and the two worked on designs together for several years. And on Madness Returns, “we saw an opportunity with the visuals to create something that was violent and horrific, yet also beautiful and full of imagination,” Wong says. “Wonderland is such an amazing setting.”

“I’m biased as the art director,” Wong continues. “But in 2024, I think it’s worth playing Madness Returns to experience a real visual feast. We were pushed to unleash our imaginations and explore some really dark places, and I think the game we created has some of the most beautiful environments and some of the most f’ed up characters I’ve ever seen in a game.”

@leah___lbbh But recovering the truth is worth the suffering. #SeeHerGreatness #alicemadnessreturns #alice #madnessreturns #fyp #SeeHerGreatness #fyp #fyp #fyp ♬ Alice Madness Returns – °•💘💌 𝒜𝒶𝓁𝒾𝓎𝒶𝒽 💌💘•°

Though the content of its story suggests defiance of its lineage, Madness Returns nonetheless shares its core with Alice in Wonderland, the idea that being a girl in an adult environment feels surreal. Because of this, actress Susie Brann, who voiced Alice in both games, tells IGN over email that she “wanted to bring to life the Alice [she’d] read about as a child.”

“I saw her as frank, polite, well brought up, curious, honest and adventurous,” says Brann. “I was aware that there was a great disparity between the innocence and truthfulness of Alice and the horror that was going on around her. But being aware that she had experienced real horror in the loss of her parents in such a horrific way, the games could be seen as an outworking of what was going on in her mind. Maybe bringing some form of closure, if not healing, to her mind.”

The original Alice in Wonderland provides a roadmap to children hoping to detangle the bizarre world of grown-ups. Madness Returns has, in turn, become a cornerstone guide for women who’ve learned to become distrustful of the white rabbit that led them to it. Fans online gush about the way Madness Returns handles trauma, which is, to this day, uncommonly nonjudgmental and empowering.While the villainous Bumby forces Madness Returns’ Alice to suffer from gendered grief, she never allows it to infect all of who she is. She’s more of a goth role model than a tragic hero, and in fans’ appreciation of her, she’s been able to join Alice in Wonderland as a fairytale classic.

Some fans have even grown up with Madness Returns the way other children, for more than a century, have had Alice in Wonderland read to them at bedtime. That was the case for twenty-two-year-old Johnnie, whose mom had been playing Alice games since before they were born. They first played it themselves when they were only five years old.

I’m biased as the art director, but in 2024, I think it’s worth playing Madness Returns to experience a real visual feast

These days, Johnnie appreciates how “[Alice] isn’t sexualized, demonized, or saved by a man,” they say. “All of her healing is done on her own, and I’ve always loved and appreciated that. […] Alice as a series, I believe, sparked a lot of discussion around trauma, psychosis, and mental health and provided that safe space for those who have suffered too without being painted as a villain.”

Twenty-three-year-old Brynlee Daigle agrees. She’s loved Madness Returns since begging her mom to buy it in 2012. Now, she discusses it with friends on Discord and does Alice roleplay on Tumblr. “One aspect of the game that still sticks with me is the important message about mental health, that no matter if you’re disabled, or severely traumatized, you can overcome any obstacle in your way.”

“It’s why I have the [American McGee’s Alice] Jabberwocky [boss] battle tattooed on my thigh,” she continues. “It’s there to remind me I can always defeat my inner demons.”

A community lives on without its original creator

Though he’s helped Madness Returns sprout a loyal and hopeful community, McGee himself might prefer to let Alice’s memory fade, like ink. In an email to IGN, a representative for McGee declined a request for comment, instead citing a recent YouTube video as McGee’s “final word on the matter” (after that, McGee acknowledged the “intensity of Alice fans” in relation to this article on Twitter). In the video, McGee describes being “emotionally, quite destroyed” after EA rejected his community-backed proposal for a third game.

Though McGee once welcomed fans’ ardor while recruiting support for his Patreon, EA’s rejection has understandably cut down his patience for it. He currently treats fans’ eagerness like he would a slack-jawed Frankenstein – a creation that could never meet his wants and needs.

“Alice fans tend to have difficulty reading what I am saying when it comes to how much I DO NOT want to make games anymore,” he wrote on Twitter on April 24.

Fans have learned to cope with his cold shoulder. Most of the meaning they derive from Madness Returns is personal anyway.

“Many of the active fans I’ve seen online are women,” says Maria, “and American McGee’s Alice goes through a lot as a young woman growing up in a world working against her.”

“I think every woman can relate to some aspect of [Alice] in a way,” she continues, “that feeling of something taken from them, that feeling of not seeming like you’re in control […] because you are a woman.” So fans are grateful for what already exists. “If there’s one thing I want people to take away from playing [Madness Returns],” says Jessilyn, “is that working through trauma — no matter how hard or stupid it is — can be worth it.”

“If something is true, it’s true for all time,” Brann says. “If the game resonates with people and helps them work through and leave behind some of their turmoil, understanding themselves more and what they’ve been through, that’s got to be a good thing.”

Ashley Bardhan is a freelance writer at IGN

The First Descendant Review In Progress

At this point, I’ve now played The First Descendant in three or four different beta iterations, and each time I’ve felt no more or less certain whether this would be something my friends and I would want to play, or just another sci-fi shooter in a sea of similar games vying for our attention. After more than 45 hours sunk into a pre-launch preview build over the past week, I’m only slightly closer to answering that question – but I’m certainly not having a bad time. I’ve got a whole lot left to play, including the all-important endgame, for instance, so as of now I’m still not sure if The First Descendant will be my next looter-shooter fixation, or yet another one that misses the mark.

Nexon’s free-to-play third-person multiplayer game plays in the same space as Genshin Impact, complete with cool-looking characters to unlock and countless currencies and materials to grind, all of which can be bypassed by those simply willing to cough up their hard-earned cash. And, like some of its polished contemporaries, there’s a pretty decent game here in spite of a UI that requires a PhD in RPG hogwash to decipher and an irritating monetization model that does crazy things like make you pay real money to increase your inventory capacity or get RNG consumable dye packets just to change the color of your gear. Running around with friends while shooting enemies and unleashing interesting supernatural abilities upon alien armies is an undeniably good time (as it is in Destiny, Warframe, and Outriders, to name a few) and the deep RPG mechanics and loot systems are a spreadsheet-loving nerd’s dream. It’s also a fairly pretty game that feels a lot more premium than one might expect from the free-to-play space, despite the occasional framerate dip or crash (at least in its pre-release state). That said, the free-to-play model is every bit as eyebrow raising as it might sound, the story and dialogue is laughably bad, and much of the campaign is packed with filler that can be a real snooze.

I’ve split my dozens of hours dashing around small hub areas completing repetitive chores in between much more substantial missions and boss battles against robotic kaiju called colossuses. Those self-contained missions and boss fights are exactly the kind of thing I hope for in an action-packed cooperative game: Some seriously awesome combat that rivals its peers, interesting enemies to take down, and a loot system that had me regularly trying out the latest shiny weapon I pulled from some shmuck’s corpse. If The First Descendant would just let me mainline that part, we’d be onto something and my mind would be made up.

The impressive self-contained missions are kept locked behind dull errands.

Unfortunately, so much of it is kept locked behind sections where you complete a series of really dull errands, like defending a piece of tech from waves of enemy assaults, gathering items from fallen baddies to deposit into a collection robot, or just killing stuff until a miniboss spawns for you to take out. Not even dope combat can stave off boredom when it has you hanging around for a few minutes while you wait for small groups of enemies to spawn until you’re told that you succeeded, then being directed to the next spot on the map to do it again. These sections account for a pretty big chunk of what you do during the main story, too, seemingly to pad out the adventure so you don’t burn through the more interesting activities too quickly. Worst of all, there are only a few flavors of these kinds of quests, so you’ll find yourself being asked to repeat them multiple times in between every boss battle or more meaty story mission.

While I’ve only played through half of the campaign, so far it’s really not looking great, fam. Absolutely brimming with nonsensical sci-fi babble like “dimensional walls,” “inverted data codes,” and “unleashing Arche,” it’s one of the sillier stories I’ve seen in a while. Most of the dialogue is absolutely atrocious: At one point I burst out laughing when a bad guy menacingly declared, “Qliphoth will engulf Ingris. The roars of the Vulgus will fill this land with fear!” In another section I shook my head as an antagonistic character named Jeremy (a grown man with the voice of a whiney, spoiled teenage brat), showed up to be the most annoying person in the world and was mean to me for no reason while I ran quests for him. It’s truly heinous stuff, but some of it is so bad it’s pretty amusing – I eventually found myself looking forward to cutscenes, eager for the next hit of sci-fi gibberish and butchered voice performances. (On top of the absurdity, the English voices rarely come close to matching the lips of the characters speaking. That’s fine if you enjoy watching anime dubs, but I find it pretty distracting.)

Thankfully, the most interesting characters are those you can unlock and play as, like the unflappable electric speedster Bunny (my personal favorite), or the sarcastic and smarmy grenade-chucking soldier Lepic. Some of the cast do still seem a bit shallow, largely because you get only a little backstory and character development for most of them, but hearing them cheer as you blast monsters to bits and seeing their charming animations – which clearly had much more effort put into them than those of the NPCs – is quite nice. Only one of these playable characters has an actual questline associated with them (with more planned for the future), but the bits of that story I played were some of the better content available in The First Descendant at launch, so here’s hoping they at least deliver on that front.

Actually learning to play as them is great too, although I still have plenty more characters to unlock before I’m able to take them all for a spin. One character might control the battlefield with explosive AoE attacks, while another covers enemies in devastating ice-based debuffs. Bunny does insane DPS by running around as much as possible to generate electrical energy, then unleashes it in powerful blasts. Since each of the characters has their own style of play, switching between them offers a markedly different experience, like how Ajax, a heavy tank with protective abilities is all about standing your ground instead. Most games with playable characters as its main chase live or die by how compelling those unlockable avatars are, and so far The First Descendent seems like it’s loaded with distinctive options that are absolutely worth going through the trouble to obtain.

Similarly, the weapons, equipment, and upgrades you earn while shotgunning your way through levels are awesome. Loot drops constantly, most weapons feel distinct and satisfying to play with, and watching the numbers go up as you modify and upgrade every new toy in your arsenal makes The First Descendant hard to put down… until it forces you into about 15 separate menus to juggle dozens of materials and so many different systems that you might want to keep your inhaler at the ready. This kind of thing is pretty typical for looter-shooters, granted, but even by the already gag-inducing standards of the genre, this one’s especially obnoxious to learn – especially since the tutorial robot who shows you the ropes in the social area explains things to you in a series of texts that pass by quickly enough to challenge your speed-reading skills.

Even after spending dozens of hours with this pre-launch preview build, I’ve got plenty more to play and an endgame to dive into once it launches properly next week. Check back in the coming weeks for my final, scored review.