The music in haunting 2D adventureNorco was so good it’s one of the few soundtracks I’ve actually bought on Steam, so I’m deeply intrigued to learn that developer Geography of Robots are putting music – and dancing – front and center in the new demo for their next project, Silenus. You can bop your way between screens, reader!
Microsoft has reportedly approved a new game from Hellblade 2 developer Ninja Theory and has no plans to close the studio.
Windows Central reports that this new game from the Cambridge, UK-based developer is in addition to Project Mara, the already announced upcoming psychological horror game that takes place entirely in a single upscale apartment. There are no plans whatsoever to close the studio any time soon, Windows Central added. IGN has asked Microsoft for comment.
Microsoft today releases Ninja Theory’s Hellblade 2 four-and-a-half years after it was announced and six years after Microsoft bought the studio, bringing it into the Xbox Game Studios fold. IGN’s Hellblade 2 review returned an 8/10. We said: “Senua’s Saga: Hellblade II is another Viking-worthy feast for the senses that meets the high bar set by its predecessor, even if it never really manages to clear it.”
Yesterday, a day before launch, Ninja Theory studio head Dom Matthews issued a heartfelt statement to fans, expressing gratitude for their support, along with the development team for working on Senua’s Saga: Hellblade 2.
Some have expressed concern for Ninja Theory after Microsoft shocked the video game world by announcing the closure of a number of Bethesda studios, including Hi-Fi Rush developer Tango Gameworks and Redfall developer Arkane Austin. The cuts come as part of sweeping layoffs announced earlier this year that affect 1,900 staff at Microsoft’s gaming business.
Xbox boss Phil Spencer has indicated that Microsoft’s gaming cuts are the result of a video game market that is failing to grow amid rising development costs, but Spencer and other Xbox executives are also reportedly under pressure to make cuts following the company’s $69 billion acquisition of Call of Duty maker Activision Blizzard.
In an email to staff sent by Matt Booty, head of Xbox Game Studios, Microsoft blamed the Bethesda cuts on a “reprioritization of titles and resources.” In the email, first reported by IGN, Booty said: “we are making these tough decisions to create capacity to increase investment in other parts of our portfolio and focus on our priority games.”
Earlier this month, Xbox president Sarah Bond responded to questions about Microsoft’s decision to shut a number of much-loved studios, insisting it was about ensuring the Xbox business remains healthy for the long-term during what she called “this moment of transition.”
Microsoft is set to host an Xbox showcase event in June as well as fully unveil the next mainline Call of Duty game, Black Ops 6.
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.
Risk Of Rain 2 is one of my fave action roguelikes, as it’s a good time with pals and has all the hallmarks of things I enjoy most in my games: shooting and looting. That’s why the latest free update excites me so, as it introduces an artifact that makes chests malicious and another that lets you hatch angry lizard companions. Oh, and there’s a new map, too.
Watching Senua emerge from a shipwreck onto the shoreline bruised, bloodied, and struggling to breathe immediately drags us back into the depths of desperation and despair of Senua’s Saga: Hellblade II’s psychosis-affected lead from the outset. What follows is a supremely taut, six-hour tour across the human realm of Midgard that’s conveyed through staggeringly vivid action sequences, stunning Nordic-inspired locations, and intense encounters with towering terrors intimidating enough to make a Viking mess their furs. Hellblade II serves up another satisfyingly brutal and consistently enthralling heroine’s journey, even if its streamlined swordfighting favours cinematic spectacle over substantial gameplay depth.
Although it’s been some seven years since Hellblade: Senua’s Sacrifice, the events of Hellblade II take place shortly after the original’s vengeful highway to Helheim, with Hel’s belle now feeling empowered by her psychosis rather than encumbered with it. (Suffice it to say, if you’re jumping into Senua’s story here then the included story recap is mandatory viewing.) However, after the Icelandic slave ship she stows away on is wrecked during a severe storm, survivor’s guilt sees her prior struggles with self doubt reemerge to clash with her own stoic sense of justice, setting her down another gripping and tortured path towards battling both her own inner demons and the bloodthirsty monsters roaming Midgard as they take human and mythical forms.
Senua is joined along the way by a handful of human companions, including a shackled slave master who begrudgingly accompanies her on her path and a settler she saves from a sacrificial altar. None of these supporting characters are given enough screen time to really develop much of a personality beyond the surface, but I appreciated having them along for various parts of the quest since their incidental conversation felt like a far more organic method to process exposition than the superimposed live action vignettes of the first game.
I completely bought into her determination to battle through the fear and self-loathing.
It’s the battle-scarred Senua herself who is the star, though, portrayed to stirring effect by Melina Juergens, returning from the still gorgeous original game now in near-photorealistic form. Juergens is a truly courageous and compassionate presence, and I completely bought into her determination to battle through the fear and self-loathing, from moments where she’s paralysed by anxiety through to shocking outward bursts of blood-boiling rage.
Hellblade II once again takes Senua to some dark and disturbing places, but the sequel’s environments have been painted from a broader colour palette than the mostly bleak backdrops of the original. Sure, you’re still forced to hold your breath during crawls through heinous pits of blood and gristle and infiltrate marauder camps decorated with gruesome bouquets made out of human bones, but these darker moments are contrasted with peaceful mountain treks beneath beautiful coral-coloured skies and jaw-dropping glimpses of aurora borealis so vivid you can almost smell the steamed hams cooking in Principal Skinner’s kitchen. The impressive lighting and fog effects employed throughout bring added depth to each destination, making for a journey that feels grounded even as it shifts between reality and the haunting altered states that spill out of Senua’s psyche. The tradeoff is that Hellblade II runs capped at 30 frames per second on Series X, but I felt its visual design was gobsmacking enough to justify that limit.
Playing with headphones on is an absolute must.
These immaculate visuals are once again reinforced by first-class binaural audio design, and playing with headphones on is an absolute must in order to really appreciate the detailed environmental touches like flies buzzing around mutilated corpses and drops of water echoing in underground caverns. More importantly, the swirling voices in Senua’s head seem so close you can almost feel their breath on the back of your neck. This time around not only do these disembodied backseat drivers serve as the bickering angel and devil on Senua’s shoulders casting confusion over every decision she makes, but they also cleverly sow suspicion about the supporting characters around her, making it tough to know who to trust along the way to the story’s thoroughly cathartic conclusion.
En Garde in Midgard
Whereas much of Senua’s war in the original Hellblade was waged against demonic manifestations of the Northmen who raided her village and murdered her lover, in Hellblade II the majority of her foes are flesh and bone human warriors. This means that every attack you land feels all the more brutal, with Senua’s sword splitting surface wounds in her opponents’ skin that continue to bleed for the duration of battle, and enemy encounters can be brought to a viciously abrupt end by jamming Senua’s blade so far down their Nordic necks that they’d need to perform a Helheim-lich maneuver to cough it back up again.
Enemy encounters can be brought to a viciously abrupt end.
The combat camera is so tight on each conflict that every weighted blow lands with concussive force, and I was acutely aware of Senua’s knees buckling under her as I blocked an incoming series of powerful slashes. Dodging feels far more physical too, lurching you out of harm’s way but leaving you open to a followup attack in the brief moment it takes Senua to regain her footing, if you don’t manage to time it just right. Timing is also now more key to performing successful parries relative to the original, and the window in which to do so has been shortened to the point where I wasn’t able to just calmly deflect each and every enemy assault with Jedi-like consistency anymore. That made each fight feel like a little less of a foregone conclusion.
That said, while I remained consistently engaged in each ferocious and remarkably fluid fight to the death, I do wish the team at Ninja Theory had done a little more to build upon the fairly modest combat template established in the original Hellblade with what they’ve served up here. Admittedly, Hellblade II’s swift six-hour run time leaves little room to cram in a skill tree to flesh out or additional attack combos to unlock, but it does feel a touch familiar to play through another campaign with the same basic two-button mix of light and heavy sword slashes, as superbly animated as they may be.
If anything, Hellblade II’s fighting feels even further streamlined than the original, where Senua also has a guard-breaking melee attack. That’s been dropped entirely, with nothing to replace it. Meanwhile, her slow-motion focus ability, which was unlocked midway through the original Hellblade, is made available in this sequel virtually from the outset, with no further attack-altering abilities to be found for the remainder of the story. Hellblade II’s combat encounters are consistently menacing and muscular as new enemy types like flame-spitting cultists and nimble ghouls are introduced, but without any additional charged attacks or alternative weapons to wield my basic methods for overcoming each marauding mob remained mostly unchanged from start to finish – even on the hardest difficulty setting.
Hellblade II’s combat encounters are consistently menacing and muscular.
One combat change that I did appreciate, however, is the way Hellblade II limits each duel to one-on-one encounters. With no HUD to indicate incoming attacks and the whispers of warning from the voices in Senua’s head easily missed during the heat of battle, in the original Hellblade I often found myself getting stabbed in the back by an unseen offscreen assailant whenever I found myself outnumbered. Thankfully that’s no longer an issue here, and the way Hellblade II’s energetic direction brings new opponents seamlessly barrelling into frame the second another foe is violently dispatched successfully sells the illusion that Senua is stuck amidst a proper rough and tumble free-for-all, rather than the carefully choreographed turn-taking brawls of a Bruce Lee movie.
Speaking of direction, there are some exceptionally well executed sequences that revolve around murderous giants who have crossed over into Midgard from another realm and are hoovering up sacrificed slaves like they’re human-shaped snack bars. These encounters are urgent, desperate scenarios that put Senua through rigorous physical trials, and although they don’t ever actually put her in head-to-gigantic head conflict with one of the man-hungry monoliths, they still deliver some blood-pumping story peaks to Senua’s Saga that fill the void left by the absence of any traditional boss battles.
Norse Code
Hellblade II isn’t all life and death fighting, though, and as was the case with the original game there’s an equal amount of environmental puzzles to tease your brain as there are combat challenges to test your reflexes. At regular junctions the path forward will be blocked by a swirling, kaleidoscopic gate made of fractalized body parts – one of the most disconcerting images to be found in a journey packed to the brim with startling sights – and the only way to progress past it is by carefully lining up elements of the environment around you and resolving them into the shape of a specific symbol. I was a big fan of these perspective-based puzzles in the original Hellblade, and was happy to see them return here.
One mid-game stretch felt like something straight out of the PlayStation 2 classic, Ico.
In addition to a bit of Midgard Magic Eye, Hellblade II sprinkles in the use of torchlit braziers and bubble switches that each transform the terrain around you and open up new paths towards your goal. They’re effectively new spins on the landscape-altering portals from the previous adventure, and although they might not be quite as brain-bending to behold they’re still just as satisfying to solve. None of these environmental riddles are particularly taxing, though, and for the most part Hellblade II’s puzzles have seemingly been designed to momentarily stall Senua’s forward march rather than ever truly stump you, but there are still some stand-out sequences. One mid-game stretch that involved sharing Senua’s puzzle-solving torch with an unnamed spectral assistant on the opposing side of the arena was particularly inventive, and felt like something straight out of the PlayStation 2 classic, Ico.
Despite the wide-open appearance of its world, Hellblade II is every bit as much a linear adventure as the original. However, the lorestones that were hidden off the beaten path in the first Hellblade make their return here, triggering further teachings about the Northmen from Senua’s friend Druth, delivered with earnest gravitas by returning voice actor Nicholas Boulton. Supplementing the lorestones is a second new string of secrets: hidden trees of Nordic knowledge that can be stumbled upon by focusing on faces found in the world that then dissolve into hidden paths like one of the false walls in Jim Henson’s Labyrinth. Neither give you any gameplay benefit but I still felt compelled to collect them, and unlike its predecessor, Hellblade II unlocks a welcome chapter select feature upon completion so that you can go back for anything you may have missed without having to replay the entire story from start to finish.
Minecraft is currently celebrating its 15th anniversary and on day six of the celebrations it’s taking a “literal” trip down memory lane with a “free map full of nostalgia”.
“Celebrate 15 years of Minecraft with our free anniversary map! Made in partnership with our pals at Oreville Studios, this marvelous map holds a massive Minecraft museum filled with key moments in Minecraft history. Play mini games, collect lost memories, and explore historical exhibits to unlock the rich history of Minecraft. Take your friends with you – the museum is open to multiplayer too!”
The games in question include Kingdom Hearts HD 1.5 + 2.5 ReMIX, Kingdom Hearts HD 2.8 Final Chapter Prologue, Kingdom Hearts III + Re Mind DLC, and Kingdom Hearts Integrum Masterpiece (which is a bundle pack that contains all the games just listed). In Kingdom Hearts parlance, this is known as the “Dark Seeker Saga.”
Square Enix notes that Kingdom Hearts HD 1.5 + 2.5 ReMIX will feature “textural updates to its graphics”, and that purchasing Kingdom Hearts III + ReMind DLC or the Integrum Masterpiece bundle will give players a new platform-exclusive Keyblade called “Dead of Night.”
Debuting as a PlayStation 2 game back in 2002, the long-running Kingdom Hearts is currently already available on PC via the Epic Games Store, as well as PS4, Xbox One, and Switch (via cloud gaming).
Luke is a Senior Editor on the IGN reviews team. You can chat to him on Twitter @MrLukeReilly.
This is an entirely free update that allows players to take on new challenges including “Boss Revenge” where you an replay any previously defeated boss on any difficulty.
Nintendo announced today that it’s acquiring Shiver Entertainment, the company behind the Nintendo Switch ports of Hogwarts Legacy, Mortal Kombat 1, and more.
The company said in a press release that it’s entered an agreement with Embracer to buy 100% of the outstanding shares of the Miami-based Shiver, making it a wholly owned subsidiary. Shiver was founded in 2012 and since then, Nintendo notes, “has partnered with publishers and developers through commissions for large scale title developments.” It was acquired by Embracer Group in 2021.
“By welcoming Shiver’s experienced and accomplished development team, Nintendo aims to secure high-level resources for porting and developing software titles,” the announcement reads. “Going forward, even after it becomes a part of the Nintendo group, Shiver’s focus will remain the same, continuing commissions that port and develop software for multiple platforms including Nintendo Switch.”
The announcement comes a couple of weeks after Nintendo confirmed that it’ll reveal its Switch successor console “within this fiscal year” – so, sometime before March 31, 2025. There’s no mention of the Switch successor (what’s largely been referred to as the Switch 2) in today’s announcement, but it’s still a potentially telling announcement as Nintendo gears up to unveil its future plans.
As mentioned, Shiver’s known for ports like Hogwarts Legacy, Mortal Kombat 11, and Mortal Kombat 1, as well as developing Scribblenauts Showdown. Some of its ports, like Hogwarts Legacy and Mortal Kombat 11, have gone over well enough, although its Mortal Kombat 1 port was widely criticized.
Financial terms were not disclosed in the announcement, but Nintendo noted that the acquisition “will have only a minor effect on Nintendo’s results for this fiscal year.”
Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.