Swipe Right To Fight In Turn-Based Combat Dating Adventure ‘Nova Hearts’

Text, date, and fight hot singles in your area.

Announced as part of the Future of Play Direct, turn-based combat dater Nova Hearts is confirmed to be coming to Switch along with other platforms something this year.

Coming from developer Lightbulb Crew (Othercide), Nova Hearts blends genres with dating sim elements paired with turn-based battles and a dose of the cosmic for something that feels decidedly unique and quite the departure from the darkness of its previous game, as you can see from the trailer above.

Read the full article on nintendolife.com

Helldivers 2’s Next Big Patch Makes Over 100 Changes and Fixes, Including Some That Should Significantly Improve the Game

Helldivers 2’s next patch is a big one — developer Arrowhead has promised it will make over 100 changes and fixes to the game.

In a post on the Helldivers Discord, community manager Twinbeard gave fans a tease for what to expect from the update, which all being well should be released next week.

As well as the over 100 changes and fixes, the patch will revert patrols and spawn rate after feedback from the community to changes made in previous patches.

There’s also the promise of invite-only lobbies, a fix for the unlimited grenade issue, and making super samples available at level six difficulty, which should make them easier to obtain by more players. Currently, super samples are locked to Helldivers 2 difficulties seven to nine (Suicide Mission, Impossible, and Helldive), making them out of reach to many. Super samples are used to unlock the final ship module in each section.

And here’s a really welcome change: visible supply lines and attack origins. Currently, planets viewable on the galaxy map have invisible lines between them that determine the path to liberation. To access a planet, Super Earth must have full control of a planet with a supply line connecting to it. But because Helldivers 2 does not surface this mechanic, the wider player base is most often oblivious to the focus of attention when new Major Orders come around. Hardcore Helldivers 2 players who enjoy playing the meta narrative that is the Galactic War believe this lack of information in the user interface has caused some Major Orders to fail.

The early patch news is going down well within the Helldivers community, which had called on Arrowhead to take more time with updates and Premium Warbonds after previous efforts fell flat. “It was frankly about time we offered you something,” Twinbeard said in a post on the Helldivers subreddit. “We know you’ve been waiting a long time. Hopefully the patch and new warbond are two steps in the right direction.”

Speaking of warbonds, Helldivers 2 gets the new jungle-themed Viper Commandos warbond on June 13. In a recent post on the PlayStation Blog, Katherine Baskin, social media and community manager at Arrowhead, said the studio had responded to feedback on Helldivers 2’s warbonds and had changed its approach as a result. For a start, Arrowhead has slowed down the pace at which it releases warbonds “to give us a little bit more time to polish these designs before they’re released.” Baskin continued: “We don’t want to rush anything out of the oven before it’s fully baked.”

“We know you’ve been waiting a long time. Hopefully the patch and new warbond are two steps in the right direction.

So, next week is a big one for Helldivers 2, with the game-changing patch and warbond set to hit around the same time. It feels like the start of a new way of working for Arrowhead and cadence of updates for the game. Last month, Arrowhead revealed it was in the process of setting the studio up so it could “make more and better stuff” in the long-term. In an introductory post on reddit, new CEO Shams Jorjani, who recently replaced previous Arrowhead CEO and now current Chief Creative Officer Johan Pilestedt, said the studio has had to adjust to the enormous success Helldivers 2 has brought to the company.

PlayStation 5 and PC co-op shooter Helldivers 2 is the fastest-selling PlayStation game of all time, having shifted an incredible 12 million copies in just 12 weeks since going on sale earlier this year. Amid the huge revenue Helldivers 2 has generated, Arrowhead itself has suffered a number of crises, including launch server problems and, most recently, a battle with Sony itself over the console maker’s controversial attempt to force Steam players to account link to PlayStation Network.

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.

Batman: Arkham Shadow – 5 Details We Found In the New Trailer

DC fans were treated to a new cinematic trailer for Batman: Arkham Shadow at Summer Game Fest, one that sheds new light on the tone and storyline fueling this latest Arkham-verse adventure. This time around, Batman battles for the very soul of Gotham as the enigmatic Rat King rallies his followers to tear the city to the ground.

You may have some questions after watching the new trailer. How does this game fit into the larger Arkham timeline? Who is the Rat King, anyway? And how do iconic Bat-villains like Harley Quinn and Scarecrow figure in this conflict? Let’s break down what the trailer reveals about the plot of Arkham Shadow.

Warning: this article contains spoilers for Suicide Squad: Kill the Justice League!

Revealing the History of the Arkham Universe

At this point, Rocksteady has closed out the Arkham saga on a pretty definitive note. 2015’s Arkham Knight ended the main trilogy with Batman fully conquering his fears, vanquishing the ghost of the Joker and abandoning his life as Bruce Wayne. 2024’s Suicide Squad: Kill the Justice League delivered what it promised by killing off that version of Batman, to much fan consternation.

Between that and the tragic passing of voice actor Kevin Conroy, you might be assuming the door has closed on the Arkham universe. Is Arkham Shadow actually part of that universe, or is it taking place in a separate version of the DCU like 2022’s Gotham Knights?

Camoflaj studio head Ryan Payton has confirmed to IGN that Arkham Shadow is indeed part of the Arkham-verse, specifically citing 2009’s Arkham Asylum as the game’s “North Star.” Arkham Shadow is a prequel to that game, taking place in between the events of 2013’s Arkham Origins and Arkham Asylum. Fittingly, Origins voice actor Roger Craig Smith is reprising the Batman role here. This is a younger Batman than the one seen in the main Arkham trilogy, but more seasoned than the relative rookie hero we saw in Arkham Origins.

As for the Batsuit, the design in Arkham Shadow seems to strike a happy medium between the costume from Arkham Origins and the more rugged, armored suit introduced in Arkham Knight. This is definitely a Batman who looks ready to brawl. As is the case in the other games, we’re sure players will have the option of switching to any number of unlockable bonus costumes if they choose, though the fact that Arkham Shadow is played in first-person may dampen the fun of changing costumes a bit.

Who Is the Rat King?

The previous Arkham games included a wide range of Bat-villains, but they tended to revolve mainly around a core group of heavy-hitters like Joker, Scarecrow, Bane and Ra’s al Ghul. Arkham Shadow is operating a little more outside the box. This time, Rat King is the villain threatening to bring Gotham City to its knees.

Who is the Rat King, exactly? This character appears to be the Arkham-verse’s take on Ratcatcher (though it should be noted that Ratcatcher himself previously appeared in some of the Arkham tie-in comics). In the core DC Universe comics, Ratcatcher is a villain named Otis Flannegan who once worked as an actual rat-catcher for Gotham City. After being imprisoned for murder, Flannegan develops a costumed persona and harnesses his talent for luring and controlling rats to punish the men responsible for his arrest.

While Ratcatcher has appeared in animated shows like Batman Beyond and Harley Quinn, the character is probably best known for playing a key role in 2021’s The Suicide Squad. In that film, Daniela Melchior plays Ratcatcher II, the daughter of the original (played in flashbacks by Taika Waititi).

As his revamped name suggests, Rat King has been given a major overhaul for the Arkham-verse. This version of the villain is unique in that he’s acquired a large cult following. Many Gothamites seem to identify as rats and respond to Rat King’s call to burn Gotham to its foundations. Based on all the graffiti seen in the trailer and the symbolism of rats fleeing a sinking ship, it seems many disillusioned Gothamites are taken in by Rat King’s vision of a better world.

We also know that the plot of Arkham Shadow involves Rat King abducting high-ranking city officials like Commissioner Gordon and District Attorney Harvey Dent (confirming the game takes place before Dent’s downfall as Two-Face). Some of the graffiti in the trailer references pigs, which we assume is Rat King’s slang for the police and others in power propping up the old system.

The Smashing Pumpkins Soundtrack

Like any good teaser trailer, the choice of music offers its own clues as to the plot and tone of Arkham Shadow. The trailer features an instrumental version of the Smashing Pumpkins song “Bullet With Butterfly Wings.”

That’s certainly a significant needle drop. “Bullet With Butterfly Wings” is a song all about frustration and hopelessness with the world at large. The lyrics of the song echo the emotions felt by these ordinary citizens of Gotham City as they take to the streets and even stand up to the mighty Batman himself.

And, of course, the song is iconic for the repeated refrain “Despite all my rage, I am still just a rat in a cage.” What better choice of song to represent the message this up-and-coming villain is selling to the downtrodden citizens of Gotham?

Harley Quinn and Scarecrow’s Origins

Rat King may be the main villain of Arkham Shadow, but he won’t be the only foe Batman clashes with here. Like the other Arkham games, the Dark Knight will face a gauntlet of opponents as he singlehanded battles to hold his city together. We see two of those villains in the trailer – Harley Quinn and Scarecrow.

Notably, however, neither villain is shown in their full supervillain costume. We know that Arkham Shadow is meant to chronicle the origin stories of both Harley and Scarecrow. That’s probably why we see Harley in her civilian guise as Dr. Harleen Quinzel. She’s shown looking on eagerly as a building burns, her inner madness bubbling to the surface. Later, we see Dr. Jonathan Crane leaving the city courthouse as it begins to burn, donning his signature Scarecrow mask.

Interestingly, the trailer suggests that both characters are inspired by Rat King in their evolution from civilians into costumed supervillains. Crane seems to recognize the power that comes from manipulating emotions, which feeds into his own obsession with spreading fear. As for Harley, the game may be distancing her from the Joker somewhat, suggesting that more than just her infatuation with the Clown Prince of Crime inspired her to become a deadly jester. It’s possible we’ll see Joker in the game in some form (likely voiced by Arkham Origins’ Troy Baker), but Harley’s origin story is clearly bigger than him.

The Gray Ghost and Monarch Theatre Cameos

The trailer features a pair of Easter eggs that Batman fans will find intriguing. The scene with Harley Quinn shows her in front of the Monarch Theatre, a location with deep significance for the franchise. Traditionally, the Monarch Theatre is where the Waynes travel to watch The Mark of Zorro on the night they’re murdered. It’s essentially the place where Batman was born.

Alongside the Monarch Theatre itself, we also see a movie poster advertising a film called The Ghost in Gray. The Ghost in Gray features a costumed hero called The Gray Ghost, as played by actor Simon Trent. As established in Batman: The Animated Series, Bruce used to idolize Trent and watch the Gray Ghost serials with his father. The Gray Ghost character wound up serving as a major source of inspiration as Bruce developed his Batman persona.

Is it just a coincidence that Arkham Shadow features two references to the origin of Batman in this trailer? Or are these Easter eggs a sign that the game will delve deeper into the circumstances that transformed Bruce Wayne into a costumed crimefighter? It would only be fitting that a game that reveals the origins of villains like Harley Quinn and Scarecrow also looks back to Bruce’s own formative years. We’ve seen glimpses of his origin in previous Arkham games, but there’s always room for a more in-deoth look back at the birth of Batman. Perhaps the prospect of battling ordinary civilians for the fate of Gotham has the Dark Knight in an introspective mood.

That’s everything we were able to glean from the trailer for Batman: Arkham Shadow. What do you think will happen in the game? Is Rat King truly the main villain, or is another Batman rogue lying in wait? Let us know what details have you most excited by voting in our poll, and let us know your thoughts in the comments below:

For more on the future of the Arkham-verse, find out the truth behind Suicide Squad’s troubled development, and learn why Rocksteady will only be offering “barebones support” for the game going forward.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Who Is LEGO Horizon Adventures For?

After weeks of internet rumours, Sony’s unusual new game was finally made official at Summer Game Fest 2024: LEGO Horizon Adventures. Built brick-by-brick by main Horizon developer Guerilla in collaboration with Studio Gobo, it looks to be exactly what you’d expect from a LEGO tie-in: bright, charming, goofy, and full of things to smash and studs to collect. That’s been a recipe for success multiple times over for LEGO, but this time around I’m not so sure. Who exactly is LEGO Horizon Adventures for?

This isn’t LEGO’s first foray into the Horizon universe. The Danish toy company’s fantastic Tallneck kit, based on Horizon’s giraffe-like walking towers, is an almost 14-inch tall behemoth made of 1,222 pieces. If the brick count didn’t give it away, the recommended age for this model is 18+. In the physical world, LEGO Horizon has been aimed at adults because it’s adults who play the video game series. But one look at LEGO Horizon Adventures and it’s clear this isn’t anywhere close to the type of experience we’ve had with the two mainline Horizon games so far. For existing fans who are already chomping at the brick for a new game, this likely isn’t what they were hoping for.

While I didn’t expect LEGO Horizon Adventures to simply be a full-fat Horizon game with a LEGO aesthetic, I am surprised that the trailer shows very little of what I’d consider to be the series’ core DNA. Horizon is all about tactically tearing apart robot dinosaurs and animals. Thunderjaw wrecking your day? Blast off its missile launchers. Struggling with a Snapmaw? Snipe its freeze sac. Each machine is built of components that can be broken and shattered, an idea that would surely translate beautifully into snapping and scattering Lego pieces. And yet the trailer suggests that combat in LEGO Horizon Adventures will be similar to prior LEGO games of the Star Wars and Marvel varieties – give something a good, simple boop on the head and they’ll break apart. I’m not sure how satisfying this is going to be for long-term fans.

And so the answer is obvious, isn’t it? LEGO Horizon Adventures is for children. This is a PlayStation Studios game being released for Nintendo Switch, afterall. But I’m not sure it’s that easy. LEGO games have been so successful with children because they’ve historically adapted licences that kids already love. As a pre-teen during the prequel era of Star Wars I loved the tie-in LEGO kits, and so the subsequent LEGO Star Wars video games were a no-brainer. But Horizon isn’t already beloved by kids in its original or LEGO form. And while my six-year-old nephew is as dinosaur obsessed as any kid his age, I don’t think an armour-plated t-rex is going to be a guaranteed magnet. He’d go wild for a new LEGO Jurassic World game, though, not least because there’s already age-appropriate LEGO kits he can play with.

So who is LEGO Horizon Adventures for? I think it’s for gamer families. It’s for parents who spend dozens and dozens of hours playing Horizon on PS5 after they’ve put their kids to bed, and who now want to introduce that world to their sons and daughters. The ingredients are all there: as detailed by the PlayStation Blog, LEGO Horizon Adventures is a light-hearted retelling of Aloy’s original story, playable completely in co-op. It’s a way for an older gamer to share something they love with a kid who’s not quite ready for something as intense and complex as the full-scale Horizon games.

That’s what I imagine the boardroom pitch was, anyway. And while I hope that LEGO Horizon Adventures finds its place, I think that place is going to be a much narrower niche than would be ideal for Sony. For the parent or older sibling in the co-op pairing, I wonder if LEGO Horizon Adventures will be able to translate all the things they love about the original games. Will the combat – the beating heart of Horizon – be good enough? Will turning the complex Aloy, with all her doubts and troubles and inner-fight, into a cartoon character be satisfying? And for the child with the other controller, will this bright new world of machines, hot dogs, and (presumably) a message of environmental protection prove alluring enough to pull them away from more established characters and the likes of Roblox? I fear that the sweet spot for both players will be slim.

Historically, the LEGO pipeline has taken movies families love, turned them into physical LEGO kits they can build together, and then reimagined those kits as worlds that can be explored through video games. LEGO Horizon Adventures disrupts that pipeline by being a family game inspired by a LEGO kit for adults that was adapted from a video game for more advanced players. And so while I really do hope it’s a co-op delight, I can’t help but wonder if LEGO Horizon Adventures is built on shaky foundations.

Matt Purslow is IGN’s Senior Features Editor.

Talking Point: What Are You Playing This Weekend? (8th June)

Wake up, Link.

The weekend is finally upon us and it’s time to play some games!

There has been plenty to talk about this week in the world of Nintendo. Yet more ‘Switch 2’ rumours trickled in with a fresh batch of supposed codenames, Playtonic announced Yooka-Replaylee (maybe our favourite title of the year, so far) and we finally got a release window for Metal Slug Tactics.

Read the full article on nintendolife.com

Wuthering Waves Review

Right from the start, Wuthering Waves’ odd mix of swords, guns, and spirits caught my eye, somehow combining disparate ideas into a combat spectacle. This story-driven gacha RPG will have you twirling like a ballerina to dodge attacks before passing the baton to a teammate that then slams the enemy with a fish-like dragon. Unfortunately, while those flashy, fast-paced fights and the exciting parkour-like movement quickly endeared Wuthering Waves to me, it also failed to impress in a few other key areas – including a lackluster story that sometimes tempted me to use the skip button.

Wuthering Waves is all about action. Every character has an element and weapon type associated with them, as well as individual skills that you can level up. However, how you use those characters isn’t quite a copy-paste of similar action-RPGs like Genshin Impact. That’s thanks in part to the intro and outro skills that can be used when you swap between each character in your three-person team, which activate cool special attacks like triggering a fire-infused shootout. You also charge up a separate skill gauge by dishing out damage or successfully dodging and parrying enemy attacks, and these systems add an appreciated layer of strategy to how you build your party and when exactly to change teammates.

Characters also have unique combos you can activate during combat, all of which you can practice in dedicated tutorials for each one. To use them, you might need to press the same button four times, press and hold a button after performing a different attack, or jump in the air for an aerial attack before activating an alternate combo. It can take a bit to memorize those inputs, but doing so for your favorite fighters makes using them even more satisfying. It’s nice that Wuthering Waves encourages you to try them all out at least once, too, even offering some small rewards for your trouble.

All that nuance makes combat a lot of fun, though it stumbles a bit with its element system, which doesn’t feel like it contributes anything significant. None of the six elemental types inflict status effects like you might expect – fire doesn’t deal damage over time and ice doesn’t immobilize enemies, for example – so it doesn’t really matter if your character is Fusion (Fire) or Glacio (Ice). It’s the variation in their actual movesets that matter, and their different elements are essentially just color-coding. Those movesets still differ enough that experimenting with team comps feels fun, but it’s a little disappointing that a character could be any element and they would play essentially exactly the same way.

The best part about Echoes is how they tie into the environment.

They could hit just as hard as well, assuming you can equip them with the right gear to raise their damage. Rather than using traditional equipment like helmets and gloves, you strengthen your characters with Echoes: animal-like companions that increase your attack, elemental damage, and so on. The strength of those buffs depend on how many of the same type you equip at once, and each Echo takes up some of the limited space in your equipment slots. These restrictions encouraged me to strategize about how I could squeeze the most benefit out of the space I had, even if that meant temporarily using Echoes with suboptimal stats. Tuning, the process of unlocking additional stats for Echoes, unlocks those stats at random. This makes optimizing Echoes more difficult to achieve, but I didn’t feel like it hindered things too much – it was more of a bonus rather than a necessity.

The best part about Echoes is how they tie into the environment. As you fight enemies and bosses, they will sometimes leave behind ghost-like shells of themselves for you to absorb and convert into Echoes. I felt more compelled to explore because finding different types of monsters could mean getting access to Echoes with new effects. Not only does this system reward you with interesting gear for your characters, it encourages you to fill out your map as you go. Capturing Echoes even gets you points in a collection tracking guidebook, as well as a battle pass full of rewards, so there are reasons to hunt them beyond just upping your stats. Gotta catch ‘em all!

The hunt for Echoes also motivated me to keep fighting enemies in the overworld, even if I could blow through them with a high-level team. Clearing out smaller enemies like this was especially satisfying when every part of the map was shiny and new. However, after playing over 30 hours of Wuthering Waves, bulldozing through the same enemies over and over does start to feel repetitive, even as I continue to discover new parts of the map. On the bright side, at least you can farm for Echoes as often as you want – that’s much nicer than Genshin Impact’s artifact system, which is locked behind a daily currency.

Even when I am happily farming, one part of Wuthering Waves that totally falls flat is its story. Developer Kuro Games has openly spoken about how it had to revamp the entire story ahead of launch, and it pains me to say it that the version we ultimately got still falls short, with uneven pacing and too much exposition. The beginning is full of unnatural, lengthy conversations that use cryptic terminology you need to look up in encyclopedias and loading screens to actually understand, and it doesn’t get any more compelling once you do.

The setup is confusing because of all the jargon thrown at you.

Your main character follows the classic trope of an amnesiac protagonist that seemingly appears out of nowhere, with a generic story that revolves around the secret of their past. That can work if done right, but this setup feels confusing and undeserved because of all the history and jargon thrown at you without any explanation as to how all of it connects. Things start to clear up in the later acts of the first chapter, only for it to introduce more characters that divide your attention before you can get to know them. It doesn’t help that the voice acting sounds borderline monotone across the board, even during intense cutscenes. When comparing it to contemporaries like Honkai: Star Rail, which flaunts expressive voice acting even in its side quests, it’s difficult to stay entertained throughout.

Most side quests I’ve seen haven’t done much to connect me to the other characters or the setting, either. You can witness the dangers of this apocalyptic environment, like dying NPCs and comrades that melodramatically tell you to go on without them, but there’s nothing that truly makes you think anyone important will get hurt. Small things, like the very few moments when your hero suddenly speaks despite otherwise being largely silent, are also jarring. At some points, I even preferred to mash buttons to quickly skip through a tedious conversation or leave a scene on autoplay so I could just listen without reading all that text.

Kuro Games occasionally attempts more meaningful side quests, like one about a monster mourning its mate and a researcher who similarly lost their partner, but not enough of them stand out. These memorable quests are more of a rarity than the norm. I still have a handful of big side quests waiting to be completed, but I’m already dreading the text blocks I’ve come to expect from them. At this point, I’m more compelled to play through these missions for their rewards alone rather than out of curiosity to see if they will somehow change my mind. Either way, I’m not perched on the edge of my seat, expecting some big surprise.

It took me about 20 hours to complete the main story that’s currently available, and I’ve played around 10 more in the endgame past that. Many free-to-play RPGs tend to slow down towards the end, leaving you to raise your level through farming the materials needed to level up characters and weapons or hunting down new Echoes. At level 32, I’ve reached a point where I spend most of my time either experimenting with team composition and finding new ways to earn rewards. Waveplates, the currency used to claim rewards like character-building materials from challenges, generate at a rate of 10 for every hour. It isn’t sinfully slow, but when the most satisfying parts of Wuthering Waves are its combat rewards and progression, it feels like a waiting game for new Waveplates.

The story didn’t have me perched on the edge of my seat.

That said, the rewards for climbing the ranks are tantalizing enough that they’ve also encouraged me to dig deeper on their own. Gacha games have fail-safes called “pity systems” to make sure players eventually get a high-quality reward for their banner pulls (the fairly standard system where you trade in-game currency for random characters and weapons). For what it’s worth, Wuthering Waves has been more generous with its pity system than many other games in this genre, only taking 80 gacha pulls to get to a guaranteed 5-star character or item versus the 90+ pulls I’m used to seeing. It also offers tons of resources during the initial honeymoon phase, handing out dozens of pulls whenever you climb 10 or so ranks, along with other systems that make them particularly easy to earn at the beginning.

You’re guaranteed to get at least one random 5-star character from the beginner’s banner, plus another banner that gives you a 5-star character of choice after 80 pulls. And on top of that, Wuthering Waves handed out a free pass (that will be available until next year) for another 5-star character, which means you could have at least two top-tier fighters in your party within the first few hours of playing and a third if you stick around for a couple more. You’re still at the luck of the draw beyond that, but it feels generous out of the gate, especially for any gacha game fans burnt out on bad pulls elsewhere.

Some of the characters I’ve seen do feel underpowered compared to others, which is sort of inevitable in games where the cast grows over time like this. However, Wuthering Waves does its best to offer “future-proof” free-to-play characters that make it easier to build optimized rotations without having to constantly keep up with new releases. You unlock six 4-star characters for free through the story and challenges that can charge your party’s energy, strengthen their attacks, and heal as needed. It’s great that this foundation plus the 5-stars mentioned earlier make it so that beginners can start building strong team comps that feel satisfying right away.

Kuro Games also offered heaps of rewards as an apology for bugs that were reported around the initial launch, though I didn’t see anything nearly as bad as some others did. I used Wuthering Waves’ cross-progression to try it on three different devices: a high-end gaming laptop, a Legion Go handheld PC, and an iPhone 12 Pro. Apparently some bugs have made Wuthering Waves essentially unplayable on certain devices for many people, but I haven’t experienced anything significant enough to make me stop playing. I’ve suffered from occasional lag when fighting bosses or after playing long amounts of time, but only small blips that were quickly forgotten across dozens of hours. That said, it was still nice that the apology rewards made the slower endgame progression move a little bit quicker.

Cult Of The Lamb Announces Free Local Co-Op Update, Out This August

It comes with a new playable character, too.

As part of the Devolver Digital presentation today, Cult of the Lamb announced its next free update ‘Unholy Alliance’ would add local co-op and the Goat as a new playable character.

The new co-op feature will allow you to experience the entire campaign in co-op mode and drops on Switch and multiple other platforms on 12th August 2024. Here’s a bit about it, courtesy of some PR:

Read the full article on nintendolife.com

Round Up: Day Of The Devs SGF Edition 2024 – Every Announcement, All Confirmed Switch Games

Arranger! Fear the Spotlight! And More!

Day of the Devs is here once again! This bi-annual celebration, from Double Fine Productions and iam8bit, of the weird and wonderful world of indies is always a delight, and at Summer Game Fest 2024, the showcase didn’t disappoint.

We got a look at 20 games, including seven World Premieres. These range from the sweet to the silly to the spectacular. Some highly-anticipated indies — including Mossmouth and The Game Bakers’ next games — might have stolen the show, but everything here is worth a look. The big question for us is, “Are these coming to Switch?”. That’s always difficult for these bigger showcases, but we’ve got all the answers.

Read the full article on nintendolife.com

Breaking Down the New Kunitsu-Gami: Path of the Goddess Trailer – Arriving July 19, Pre-Orders Open Now

Breaking Down the New Kunitsu-Gami: Path of the Goddess Trailer – Arriving July 19, Pre-Orders Open Now

Path of the Goddess Hero Image

Summary

  • The release date for Kunitsu-Gami: Path of the Goddess has been set for July 19, 2024, and pre-orders are available today.
  • In addition to Xbox Game Pass, Xbox Series X|S, and Windows PC, the game will also be available on Xbox One.
  • The newly released trailer further explains the game’s unique fusion of action and strategy.

Kunitsu-gami: Path of the Goddess is a single player game that combines action and strategy in a unique Japanese-inspired setting. The latest trailer for the game was revealed today during Summer Game Fest, and the release date has been set for Friday, July 19, 2024!

In addition to the previously announced support for Xbox Series X|S and Windows PC, additional support for Xbox One has also been announced. Pre-orders for all platforms are available today, and Xbox Game Pass members will be able to play the game on day one on July 19, 2024.

A Dramatic Action Strategy with Dancing Swords and Strategic Commands

Kunitsu-Gami: Path of the Goddess is a completely new title that combines the exhilarating action of “sword dance” with strategy. Set on a mountain that has been covered by defilement, the game repeats the cycle of preparing for battle during the day and protecting the Maiden Yoshiro from the evil spirits called the Seethe during the night. We hope players look forward to the action-strategy gameplay that allows each player to enjoy the freedom of strategizing in a unique Japanese aesthetic.

Kunitsu-Gami: Path of the Goddess Screenshot

This screenshot shows an action scene featuring the protagonist Soh, a guardian who wields a sword and commands the villagers. In this game, players can enjoy exhilarating “sword dance” action, which combines sword slashes with dancing techniques based on real-life traditional Kagura ceremonies to purge the Seethe.

Kunitsu-Gami: Path of the Goddess Screenshot

Before we get into the new information about what occurs during the night, let’s take a moment to review what happens during the day:

During the day, players will explore the mountain, prepare for battle, and lead the Maiden to the sealed Torii Gates. The mountain is covered in defilement, so you will have to purify the Torii Gates as you progress through, but there will also be villagers who can be rescued. The rescued villagers will be able to aid you during the battle at night by assigning them roles.

One thing that cannot be forgotten during the day is to position the villagers for the battle at nightfall. Players must carefully consider the characteristics of each role and position them accordingly.

Kunitsu-Gami: Path of the Goddess Screenshot

During the night, you will have to fight against the horde of Seethe that emerge from the Torii Gates, coming for Yoshiro, the Maiden. The positioned villagers will be able to fight alongside Soh, and their roles and position can be changed during the battle in real-time, so make sure to keep an eye out on the battleground and strategize wisely to protect Yoshiro until sunrise.

Kunitsu-Gami: Path of the Goddess Screenshot

Your key goal each night is to protect the Maiden Yoshiro – and it’s game over if you don’t – but even if Soh runs out of health, you can return to the frontline after being held in a “spirit state” for a set period of time. This is a tense moment in which the player must keep an eye on the ever-changing battlefield and make the most effective calls to survive the difficult situations you’re placed in.

Kunitsu-Gami: Path of the Goddess Screenshot

In the trailer, you can also catch a glimpse of a battle against the more powerful Festering Seethe. The Festering Seethe alone are formidable, but they also call forth a swarm of other Seethe to aid them. How will you lead the villagers to protect the Maiden and purge the Festering Seethe? Players will be able to experience a unique combination of action and strategy to take them down

The Seethe and the Festering Seethe Strike

When the sun sets, the Seethe appear from the gate to another world. The creators’ detailed designs have been incorporated into each Seethe, who hunt down Soh and Yoshiro with a wide variety of attacks. Let us introduce some of the Seethe and Festering Seethe that symbolize the unique Japanese setting of this title.

Kunitsu-Gami: Path of the Goddess Screenshot

Seethe: Rosokuro

The Rosokuro is an old man who was spirited away in the other world. His cursed flame can empower the surrounding Seethe. 

Kunitsu-Gami: Path of the Goddess Screenshot

Seethe: Gotaimen

The Gotaimen have the appearance of upturned human faces. They drag themselves across the ground as they vomit defilement from a gaping maw.

Kunitsu-Gami: Path of the Goddess Screenshot

Seethe: Shokera

The Shokera assaults humans from higher ground. Their sharp claws can easily slice through even the strongest armor. 

Kunitsu-Gami: Path of the Goddess Screenshot

Seethe: Gakinyudo

The ravenous Gakinyudo are born from the corpses of lecherous monks who fell to defilement from their debauchery while alive. They prefer to dig up their meals from graveyards.

Kunitsu-Gami: Path of the Goddess Screenshot

Seethe: Tsurube-otoshi

The Tsurube-otoshi aims to relentlessly crush humans from above. Some say it looks like a tadpole, while others say it is a human mouth.

Kunitsu-Gami: Path of the Goddess Screenshot

Festering Seethe: Batsu

This Festering Seethe holds the power of a curse powerful enough to dry up a mountain. They appear in front of Soh and Yoshiro and hinder the purification ritual.

In addition to the Seethe introduced here, there are many other unique Seethe and Festering Seethe awaiting you in the game, so please look forward to its release!

Kunitsu-Gami: Path of the Goddess Arrives on July 19 – Pre-orders Begin Today

Kunitsu-Gami: Path of the Goddess Screenshot

Kunitsu-Gami: Path of the Goddess will be available only in digital format, and those who pre-order will receive the Mazo Talisman “Walking Basket” and “Astral Projection,” equipment for Soh. You’ll also receive a digital art book “Kunitsu-Gami: Path of the Goddess – Artbook of Kunitsu-Gami” which contains concept art for the title.

Kunitsu-Gami: Path of the Goddess Screenshot

Kunitsu-Gami: Path of the Goddess will be available on July 19 for Xbox Series X|S, Xbox One and Windows PC, and Xbox Game Pass subscribers will be able to play the game from day one. In addition, this title is compatible with Xbox Play Anywhere, allowing cross-play and transfer of saved data between Xbox and Windows 10/11.

The release date for Kunitsu-Gami: Path of the Goddess is finally set and is just around the corner. We will continue to release more information about this title, so please be sure to check our official X account (@Kunitsu_Gami).

Xbox Live

Kunitsu-Gami: Path of the Goddess

CAPCOM CO., LTD.

$49.99

Pre-order Bonus
– Mazo Talisman: Walking Basket (Equipment for the main character, Soh)
– Mazo Talisman: Astral Projection (Equipment for the main character, Soh)
– Artbook of Kunitsu-Gami

*The pre-order bonus may be available separately at a later date.

A new tale of the Kami awaits…

Kunitsu-Gami: Path of the Goddess is a unique Japanese-inspired, single player Kagura Action Strategy game.

The game takes place on a mountain covered by defilement.
During the day, purify the villages and prepare yourself for sundown.
During the night, protect the Maiden against the hordes of the Seethe.

Repeat the day and night cycle until you cleanse the mountain of defilement and return peace to the land.

©CAPCOM
KUNITSU-GAMI: PATH OF THE GODDESS is a trademark and/or registered trademark of CAPCOM CO., LTD. and/or its subsidiaries in the U.S. and/or other countries.

The post Breaking Down the New Kunitsu-Gami: Path of the Goddess Trailer – Arriving July 19, Pre-Orders Open Now appeared first on Xbox Wire.