Tunic, Night in the Woods Publisher Says TikTok Is Creating and Running Racist GenAI Ads for Its Games Without Permission

Finji, publisher of beloved indie titles such as Night in the Woods and Tunic and the developer behind Overland and Usual June, says that TikTok has been using generative AI to modify its ads on the platform without permission and pushing those ads to its users without Finji’s knowledge, including one ad that was modified to include a racist, sexualized stereotype of one of Finji’s characters.

This was first brought up by Finji CEO and co-founder Rebekah Saltsman on Bluesky, where she shared a screencap of a social media post from another brand that appeared to be going through the same thing, and saying the following, “If you happen to see any Finji ads that look distinctly UN-Finji-like, send me a screencap.”

Unusual June

According to Saltsman speaking with IGN, Finji’s official account on TikTok does push ads for its games, but has “AI turned all the way off.” The team first learned that generative AI ads were being created without their knowledge thanks to social media comments on Finji’s actual, regular ads from users concerned about what they were seeing. Saltsman was able to get screenshots from audience members showing the offending ads, which prompted her to escalate the issue to TikTok support.

The original ads in question appear to be videos advertising Finji’s games, with one showing off several games and the other focused on Usual June. The AI-“enhanced” versions, which appear on TikTok as if posted directly from the official Finji account, seem to consist of slideshows rather than videos as indicated by a number of comments on both ads. Finji has sent IGN screenshots sent in by viewers who claim they saw the AI version of those ads. While several of the AI-“enhanced” images seem to be relatively unedited compared to their official counter parts, one image seen by IGN is noticeably modified.

The offending image depicts an edited version of the official cover art, the original version of which is pictured above. In the seemingly AI-edited version, the main character June (center in the image above) is depicted alone, but the image extends down to her ankles. She is depicted with a bikini bottom, impossibly large hips and thighs, and boots that rise up over her knees, seemingly invoking a harmful stereotype. This is extremely distinct from June’s actual depiction in the game:

IGN has viewed a conversation between the official Finji account and TikTok customer support, including a part of the discussion where the customer support agent confirmed Finji did have TikTok’s “Smart Creative” option shut off. “Smart Creative” is essentially a TikTok function that uses generative AI to create multiple versions of user-created ads. So if a company makes Ad A with Image A and Text A, and Ad B with Image B and Text B, generative AI will mix and match these in different combinations to test which versions of the ads work best with users, and then surface the best ones more frequently. There’s also an “Automate Creative” feature that uses AI to “automatically optimize” assets, such as “improving” images, music, audio, and other things to make an ad allegedly more pleasing to an audience. Saltsman confirms that Finji has both of those options shut off, and showed screenshots of the TikTok backend for several of the ads in question to confirm this.

Finji also says it is unable to view or edit the AI-generated versions of its own ads, and is only aware of them via numerous comments on the ads as well as users in its official Discord reporting the problem and sharing screenshots. Saltsman says she suspects there is at least one other inappropriate generative AI ad circulating based on comments on some of the ads regarding another character in Usual June, Frankie, but is unable to see the modifications herself and thus cannot confirm.

In that same support conversation, the TikTok support agent was unable to find an immediate solution for Finji. At one point, the agent suggests that one of Finji’s ads was inadvertently using the Automate Create feature, to which Finji replies, “I have never turned that on,” and had the agent confirm that option was not on for the ads described above.

Later in the conversation, the agent said, “I am checking all the possible cause [sic] why this can happen but as per checking all the setup is clear and there should be no ai generated content included.” The agent offers to “raise a ticket” for further investigation, but ignored repeated requests from Finji to share a timeline for when the ticket might be responded to.

The Support Circle of Hell

Since this incident took place, Finji staff have made efforts to follow up and get answers, only to be shut down by TikTok support repeatedly. Finji has sent IGN screenshots of all of the following messages to TikTok, and their responses.

The above conversation happened on February 3. On February 6, after a follow-up message to support from Finji asking for an update, TikTok Ads Support responded as follows:

After checking the creatives, we do not see any indication that AI-generated assets or slideshow formats are being used. Both ads are confirmed as video creatives sourced directly from your Creative Library / TikTok posts, and creatives appear unchanged at the ad level. There is no evidence that AI-generated content or auto-assembled slideshow assets were added by the system. [All emphasis TikTok’s.]

A Finji representative responded that same day with the screenshot of the offensive ad (which Finji had already sent during the initial support request) and asked for TikTok to escalate the issue, which prompted the following response from TikTok:

We acknowledge receipt of the evidence you’ve provided and understand the seriousness of your concerns. Based on the materials and context you’ve shared, we recognize that this situation raises significant issues, including the unauthorized use of AI, the sexualization and misrepresentation of your characters, and the resulting commercial and reputational harm to your studio.

We want to be clear that we are no longer disputing whether this occurred. We understand that you have provided documentation and that audience comments on the ads further corroborate your claims. This matter will be escalated immediately for further review at the highest appropriate level.

We are intiating an internal escalation to ensure this issue is investigated thoroughly, and we will work to connect you with a senior representative who has the authority to address the situation and discuss next steps toward resolution.

On February 10, having not received further responses nor been connected with a “senior representative”, Finji followed up again to ask where the ticket was at. It received a message containing the following:

I understand how surprising it was to see AI-generated or automatically created content appear in your ads, especially when you weren’t expecting any changes to your creatives.

Here’s what happened and why you saw those assets:

Your campaign recently included an ad that used a catalog ads format designed to demonstrate the performance benefits of combining carousel and video assets in Sales campaigns. This is part of an initiative aimed at helping advertises [sic] like you achieve better results with less effort. Campaigns that use these mixed assets typically see a 1.4x ROAS [return on ad spend] lift, and we wanted to ensure you had access to that potential improvement. [All emphasis TikTok’s].

The message from support went on to describe the claimed improvements gained from a catalog ads format, followed by an offer to request to be added to an “opt-out blocklist” for which approval “isn’t guaranteed.”

Finji responded, understandably pretty irate at this point, demanding to know why it had not been put in touch with a senior representative, why it isn’t addressing the “SEXUALIZED, RACIST, and SEXIST representation of [the] studio’s work” [emphasis Finji’s], why the company can’t track AI-generated versions of the ads, why it was opted into this without the company’s consent, and why TikTok cannot guarantee an opt out.

TikTok responded again, stating that the most recent response it sent was in fact from its escalation team, and that Finji would not be contacted by a “senior representative” because the person currently speaking was “the highest internal team available for this type of issue.” The representative went on to say the escalation team had already reviewed the situation and “their findings were included in the previous response” and that the feedback “had been taken seriously.” It said that Finji had been included in “a broader automated initiative” and concluded that the escalation team had “already provided their final findings and actions on this matter.”

Does TikTok want me to be grateful for the mistreatment of my company and our game?

After another reply from Finji, the TikTok representative promised to “re-escalate the issue internally,” but this was the final communication received as of publication time, even after another check-in from Finji on February 17. When reached out to by IGN, TikTok declined to provide comment on-record.

“I have to admit I am a bit shocked by TikTok’s complete lack of appropriate response to the mess they made,” said Saltsman in a statement to IGN today. “It’s one thing to have an algorithm that’s racist and sexist, and another thing to use AI to churn content of your paying business partners, and another thing to do it against their consent, and then to also NOT respond to any of those mistakes in a coherent way? Really?

“What really is utterly baffling is what appears to be a profound void where common sense and business sense usually reside. Does TikTok want me to be grateful for the mistreatment of my company and our game? Based on the wild response through the weeks of customer service correspondence we have received, I think this is their stance and take on their obvious offensive and racist technology and process and how they secretly use it on the assets of their paying clients without consent or knowledge.

“This is just simply embarrassing but not for me as an individual. For me- I am just super pissed off. This is my work, my team’s work and mine and my company’s reputation- which I have spent over a decade building. My expectation was a proper apology, systemic changes in how they use this technology for paying clients and a hard look at why their technology is so obviously racist and sexist. I am obviously not holding my breath for any of the above.”

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

‘This is a Bad Idea’: Harry Potter Movie Trio Were Pitched a Wizard of Oz Adaptation With Emma Watson as Dorothy and Daniel Radcliffe as the Cowardly Lion

Harry Potter movie star Daniel Radcliffe has revealed he was once pitched a bizarre Wizard of Oz adaptation that also featured his fellow Hogwarts co-stars Emma Watson and Rupert Grint.

Describing it as “one of the worst ideas I’ve ever heard,” the plan had apparently been for the Harry Potter trio to reunite in a fresh version of the classic story, for which Emma Watson would have played Kansas girl Dorothy.

Speaking via the Hot Ones show, Radcliffe said the offer came in while the trio were still making the Harry Potter movies, when he was aged either 14 or 15. Even then, though, Radcliffe said he was instantly aware that this was “a bad idea.”

“One of the worst ideas I’ve ever heard, during Potter, somebody came to us and I think asked… like they wanted to cast all three of us, me, Emma and Rupert, in a remake of Wizard of Oz,” Radcliffe revealed. “Emma was Dorothy, I can’t remember what Rupert was, and I just remember that I was going to be the lion, but also he knew karate?

“I was like a karate kicking cowardly lion,” he continued. “And I remember I was like 14 or 15, and I was like, ‘I don’t know a lot about the world, but this is a bad idea, this should not be made.”

For context, the timeline here would place Radcliffe and his co-stars as filming the fourth Harry Potter book, Goblet of Fire. So, had the Wizard of Oz remake progressed, the trio would still have been fairly young — though not too dissimilar to the age of 16-year-old Judy Garland in the story’s classic 1939 adaptation.

Numerous Wizard of Oz adaptations have surfaced over the years, including various spin-offs, prequels and sequels. These include the 2013 Sam Raimi-directed Oz the Great and Powerful, which starred James Franco, Michelle Williams and Mila Kunis, and of course the two-part Wicked, starring Cynthia Erivo and Ariana Grande.

Earlier this week, Radcliffe discussed HBO’s upcoming new adaptation of Harry Potter, and issued a plea for the series’ new young cast to be allowed to get on with their work without the original movies’ cast becoming “spectral phantoms” in their lives. Maybe hold off from offering them a new Wizard of Oz adaptation, too?

Image credit: Scott Gries/NBC via Getty Images

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Ubisoft Insists MIA Splinter Cell Remake Still in Development Despite Fresh Layoffs

Ubisoft has said its long-awaited Splinter Cell remake remains in development despite layoffs at the studio working on the project.

40 jobs will be lost at Ubisoft Toronto, the company has now announced, as part of the ongoing push to cut costs that has seen thousands of employees depart over the past few years. In a statement sent to IGN, Ubisoft said that work on Splinter Cell was unaffected by the redundancies.

The company announced plans to remake the original Splinter Cell using The Division’s snazzy Snowdrop engine back in December 2021, though little has been heard of it since.

“Following the recent announcement of the final phase of Ubisoft’s global cost-savings plan and the discontinuation of projects, Ubisoft Toronto will be reducing its workforce by 40 roles,” a Ubisoft spokesperson said.

“This decision was not taken lightly and does not in any way reflect the talent, dedication, or contributions of the individuals affected. Our priority now is to support them through this transition with comprehensive severance packages and robust career placement assistance. 

“The Toronto studio continues development on the Splinter Cell game and serves as a co-development partner on Rainbow Six, along with supporting additional co-development projects.”

The suggestion here is that Toronto was working on one of the six games that Ubisoft canned last month, including its Prince of Persia: The Sands of Time Remake. At the time, the company also confirmed the full closures of Ubisoft Stockholm and Ubisoft Halifax, and “restructurings” of staff at Ubisoft offices in Abu Dhabi, Trials studio RedLynx and at Massive, home to The Division. A week later, Ubisoft then announced plans to lose up to 200 jobs at its headquarters in Paris — a decision that has since been the subject of employee protests.

As for the Splinter Cell remake, the project remains firmly under wraps without any kind of release window. Still, some positive news emerged late last year — when the remake’s original director David Grivel announced he had returned to recommence his role after leaving Ubisoft in 2022. Here’s hoping more emerges from the shadows soon.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Pokémon Fire Red and Leaf Green Get Nintendo Switch Launch Next Week, Priced at $20 Each

Pokémon Fire Red and Leaf Green, which originally launched for the Game Boy Advance back in 2004, will arrive on Nintendo Switch next week to celebrate the Pokémon series’ 30th anniversary.

The games will become available on Switch shortly after this year’s Pokémon Presents broadcast — The Pokémon Company’s annual announcement showcase held on February 27 each year — that is expected to be a very important one indeed.

Today, The Pokémon Company also now firmed up the timing of the Pokémon Presents stream, which will be held at 6am Pacific / 9am Eastern / 2pm UK.

Unlike other retro games available as part of the Nintendo Switch Online subscription, Fire Red and Leaf Green will be standalone releases — sold via the eShop for $19.99 each. Local wireless play for battling and trading will be possible, though online features are not supported.

Still, the game is expected to enable players to connect and transfer Pokémon into Pokémon Home, the franchise’s cloud-based monster storage service.

As for next week’s Pokémon Presents broadcast, fans are anticipating that the franchise’s 30th anniversary will be marked by some big announcements. We’ll hear more about promising upcoming life sim spin-off Pokémon Pokopia of course, but fans will be waiting to see if the series’ long-awaited 10th generation of games and creatures also gets a showing.

Expectations for this year’s celebrations are sky high, following last year’s so-called Teraleak of Pokémon game development data that spilled various details of the franchise’s highly-anticipated 10th generation of games. Alongside a fresh roster of new Pokémon, fans expect these titles to feature new gameplay mechanics and procedurally-generated areas for the first time.

Meanwhile, Pokémon has already begun its 30th anniversary celebrations by revealing the franchise’s first LEGO sets (which also drop on February 27) and airing a Super Bowl spot featuring Lady Gaga singing the Jigglypuff song.

Join us next Friday for Pokémon Presents, which IGN will be reporting on live.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Pokémon Fire Red and Leaf Green Get Nintendo Switch Launch Next Week

Pokémon Fire Red and Leaf Green, which originally launched for the Game Boy Advance back in 2004, will arrive on Nintendo Switch next week to celebrate the Pokémon series’ 30th anniversary.

The games will become available on Switch shortly after this year’s Pokémon Presents broadcast — The Pokémon Company’s annual announcement showcase held on February 27 each year — that is expected to be a very important one indeed.

Today, The Pokémon Company also now firmed up the timing of the Pokémon Presents stream: at 6am Pacific / 9am Eastern / 2pm UK.

More to follow…

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Riftbound TCG: 10 Brilliant Spiritforged Cards That Fans Should Consider Picking Up as Singles

The League of Legends trading card game Riftbound’s second set, titled Spiritforged, was released in the US on February 13. The newest expansion has been out in China for a couple of months now, and in the west for just over a week, sowe’ve seen a general picture of how the new cards are impacting the metagame thanks to two recent Regional Qualifiers in Fuzhou and Chengdu. With that being said, these are some of the best Spiritforged cards I think you should look into picking up now that the set is finally available.

10. Blood Money

At uncommon, this card is relatively easy to pick up at an affordable price as a single. This is a super cheap and efficient early removal spell to help you stay on tempo, and you’d be hard pressed to see Yellow decks like Viktor, Herald of the Arcane not running three copies.

9. Card Sharp

Card Sharp is pretty versatile. There are a few Power hungry decks with Spiritforged, so being able to offset some of that cost with the Gold generated from Card Sharp and pressure with a 3 MIght body is worth considering.

8. Not So Fast

Thanks to the recent errata to refexive triggers, nerfing cards like Icathian Rain, Not So Fast got significantly better. Before, you’d only be able to counter just one instance of damage, but now you can just counter the entire spell with Not So Fast. Definitely keep this card on your radar if you like Green decks.

7. Bellows Breath

The new Repeat mechanic offers a more dynamic way to interact with opponents. Bellows Breath is one of these, being able to clear a Battlefield of smaller units in the early game.

6. Trinity Force

One of my favorite new equipments from the set, Trinity Force is one of the few cards that allow you to store extra points. I can see this making waves in Master Yi, Wuju Bladesman, as his Legend ability buffs defending units. In the Origins meta, the deck was great at holding to score points, and looks to be the same situation with Spiritforged.

5. Piercing Light

Like Bellows Breath, this can be an early game removal spell for tempo, or an easy two-for-one later on. Kai’Sa, Daughter of the Void typically ran two to three copies of Falling Star, so I can see this finding a home in that deck too.

4. Ferrous Forerunner

Ferrous Forerunner is a big body that continues to pressure your opponent even after it dies. Doing its best Wurmcoil Engine impression, this guy will spit out two 3 Might Mech tokens upon death, allowing you to maintain your board presence.

3. Called Shot

Even if Called Shot had 1 Energy cost, I would consider extremely powerful. At 0 Energy and sporting the Repeat mechanic has convinced me it’s the best draw and filter spell in the game. With a ton of ways to generate Gold tokens to help pay Power costs, this card is positioned to be seen in every Purple deck.

2. Guardian Angel

Guardian Angel is essentially copies four through 6 of Zhonya’s Hourlgass, which has the same effect. This, however, is an equipment, so it comes with a +1 Might buff and costs a Power to equip to a unit. Master Yi, Wuju Bladesman is still poised to be a contender with Spiritforged, and this card is one reason for that.

1. Ezreal, Prodigy

While Draven, Glorious Executioner is easily the strongest deck in the Spiritforged meta, many lists are playing Ezreal, Prodigy, which is the best card in the set for my money.

Purple is undoubtedly very strong, and Ezreal’s effect allows you to filter through your deck and a lot cards early, and fits into a few other archetypes nicely.

Where to Buy Riftbound: Spiritforged

If you prefer the rush of cracking packs hoping to pull your favorite chase cards, below are the Spiritforged sealed products available for purchase.

Like Origins before it, the second set is already sold out on Riot’s online storefront, but you can order through TCGplayer at pretty high markups if you’re desperate to secure the goods.

Myles Obenza is a freelance writer for IGN. Follow him on Bluesky @mylesobenza.bsky.social.

Arc Raiders Shrouded Sky Trailer Teases Hurricane Map Condition and Windy Gameplay Hazards

Violent weather is about to hit the Rust Belt, as developer Embark Studios has revealed a first look at the new Hurricane map condition coming to Arc Raiders.

The studio pulled back the curtain on Shrouded Sky, its next major content update, with a post on its website. It comes with a sneak peek at how hurricanes will tear through maps like Spaceport, promising what already looks like the most dangerous weather the southern Italy-set video game has faced yet.

Powerful Electromagnetic Storms and wintery Cold Snap conditions have had players seeking shelter before, but Embark says Arc Raiders hasn’t seen anything quite like this. Starting with the launch of Shrouded Sky February 24, Raiders may be subjected to strong winds that will have them rethinking how they approach PvP and PvE.

Searching for topside resources and blueprints during a hurricane will have players fighting both with and against the wind. Running with the storm could provide a small speed boost, for example, but running against it will result in slowed movement and drained stamina. Raiders can also expect everything from gas grenades to trailblazers and other throwables to behave differently when winds pick up.

One look at the trailer makes it clear visibility will be low during a hurricane, but Embark says Arc Raiders players will want to be wary of debris, too. However, like with most other map conditions, the increased threat level means more opportunities to find better loot, with today’s post teasing Raider Caches and relics of the First Wave for those who brave the storm.

Shrouded Sky is Embark’s major update for February and follows the January Headwinds update. While that relatively small content drop added a solo vs. squads queue option and the Bird City map condition, Shrouded Sky is said to come packed with a Raider Deck and map update, as well as a new Arc threat, which we may have gotten a small glimpse of toward the end of today’s trailer. Players can also expect to reset their ranks once again with the launch of the next Expedition the following day.

The Arc Raiders roadmap also promised the Flashpoint update for March and Riven Tides for April. The former is said to come with yet another map condition, while the latter’s headlining feature is a brand-new map to raid. We interviewed Embark CEO Patrick Söderlund earlier this month to learn more about what the studio has in store for its popular extraction shooter and how its success has set it up for a bright future. Meanwhile, the team is still doing its best to crack down on cheaters by issuing suspensions for those who take advantage of in-game exploits.

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Slay the Spire 2 Early Access Release Date Set for March as Animated Trailer Reveals 4-Player Co-Op

Developer Mega Crit has published a new animated trailer for Slay the Spire 2, revealing four-player co-op and an early access release date of March 5, 2026.

The sequel to the studio’s beloved roguelike deckbuilder reappeared with a two-and-a-half-minute trailer today. Alongside the promise to bring a host of new features to Early Access players on Steam in just a few weeks, the footage comes mixed with a stylish animation that almost looks like it could stand alone as its own TV show.

As the trailer’s silent hero falls in battle, we see others come to their aid, revealing that players won’t have to fight through Slay the Spire 2’s dark fantasy world alone. Gameplay featured in the footage highlights combat encounters for up to four players, with Mega Crit explaining in a blog post on Steam that the multiplayer mode will feature its own specific cards and team synergies.

While Early Access is said to come with new cards, characters, events, relics, potions, abilities, alternate acts, and more, today’s trailer shows off how some of these new mechanics will offer chaotic twists on the original formula. The footage also teases an additional new character to look forward to.

“For 1,000 years, the Spire lay dormant, its secrets buried and its horrors forgotten,” an official description for Slay the Spire 2 says. “Now, it has reopened, hungrier and more dangerous than ever, devouring all who dare to ascend.

“New perils demand sharper strategies, relentless cunning, and unwavering resolve. Outwit the Spire’s brutal trials and uncover the truths hidden at its peak.”

Slay the Spire 2 is Mega Crit’s follow-up to its massively popular 2019 original and was announced in 2024. Although a delay saw its release date move from late 2025 to this March, fans will no doubt be excited to hear they’ll now only need to wait two weeks before going hands-on when it comes to PC via Steam March 5.

For more, you can see why we thought the original Slay the Spire is a 9/10. You can also check out how the world’s first human Neuralink patient used the technology to play Slay the Spire.

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Monster Hunter Wilds for PlayStation 5 Drops to $19.99 at Best Buy (Retails for $70)

If you haven’t yet already, there’s no better time to start monster huntin’ than now. Starting today and running through Saturday, Best Buy is offering the Monster Hunter Wilds PlayStation 5 game for for just $19.99. This is by far the lowest price I’ve seen for the wildly popular PS5 game, the previous low being $30 during Black Friday.

Monster Hunter Wilds for PlayStation 5 for $19.99

It’s easy to see why Monster Hunter is one of Capcom’s best selling IPs. Monster Hunter Wilds is the latest game in the franchise and continues the series’ trademark action-adventure gameplay of hunting down fearsome monsters and grinding for better loot. This open-world game offers dozens of hours of exploration, exciting combat, excellent creature design, statisfying loot progression, and most importantly, cats! According to How Long To Beat, the main story takes 17 hours, with another 13 hours to tackle all of the sidequests. Completionists should expect to spend a whopping 90 hours to reach 100% and attain that Platinum Trophy. At just $20, it’s absolutely worth adding to your collection.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

God of War Sons of Sparta Review

I’ve played all of the God of War video games, including that one with the Reject Your Child quick time event, and that crappy mobile game from back in the Bush Administration. I played at least one game I only half remember of the God of War card game. I was a Kratos main in PlayStation All-stars Battle Royale. I like the guy, is what I’m saying, as a sort of cathartic avatar of the Id taken to its very tragic limits in Greece, and as a clunky conversation starter about guilt and finding power in something other than grievances in Midgard. But I can’t recall ever wondering “I want to know more about pre-Ares Kratos’ teenage years.” And as an answer to a question I would probably never ask, Sons of Sparta is a pleasant character rehabilitation of a largely unlikable guy couched in a largely boring adventure about Kratos learning the value of responsibility.

It’s also a pretty mediocre metroidvania, clearly taking the form and function of these games but failing to meet the high bar set by the titans of the genre, let alone bringing anything novel to this specific experience. You’ll move through colorful locations, doing the kind of running, jumping, button pressing, object pushing, and monster slaying that will be second nature to your inner Belmont, but you’ll do so at a pace so slow that it makes the journey feel like aimless wandering, fighting through hordes of baddies with combat that tries too hard to be special but ends up crowded and cloying.

I found this young Kratos to be a well-meaning, earnest guy piously (maybe naively so) devoted to the gods and the stubborn defender of his younger brother, Deimos. These are better times for the pair, who have just been granted permission to leave Sparta in order to adventure through and protect the surrounding lands at their own leisure. The well-written banter between them, and the other young people living in the Spartan agoge, reveals the Kratos that could have been, a charismatic, duty-bound leader that is tough when necessary, but also introspective, open to learn, and most jarring of all, funny.

Combat, for better and worse, was the most reliably compelling thing going on for a lot of the game. Kratos has a lot of offensive options but none that really resemble the God of War’s barbarism.

Even the brief moments of pre-Ares pledge adult Kratos in Sons of Sparta, who is telling his daughter the happenings of the game as a fable while she’s grounded, reveal a man who actually has capacity to love his wife and child in the present, and not just be consumed by rage because of their passing. They banter back and forth in the background as notable in-game events go down, and the way Calliope will cast doubt on the seemingly tall tales of her father, or follow up on moments that either seem contradictory or wrong was charming in the way The Prince attempting to recount his journey in The Sands of Time was.

Ultimately, these don’t really save the story from feeling dull and rote. Sons of Sparta is full of interesting characters that you meet after long stretches of not very interesting travel and exploration. The many locations that Kratos and his brother romp through, like the fiery foundry of Daedalus or the dense and spooky Veiled Bog, look good but there’s nothing all that special or memorable about them. A lot of them seem to be begging to tell the story of what got them to the state they’re in, like a haunted Winery that is covered in a goop and being possessed by Grecian Ivan Ooze, or a farming village where all of the residents have been replaced by cultists. But Sons is content with just marching you through a place in service of one long goal, to find a missing student of the Agoge, without stopping to elaborate on any of these side stories.

The around 20 hours of my journey was a lot of me wishing I could know more about a cool place I was in, knowing the best I was going to get was a blurb in the lore compendium, checking off every single Metroidvania trope without really any hope of seeing much innovation on the concept. The only “new” idea Sons has about the genre is when the player can expect to gain the signature abilities these games are known for. There’s no explicit right or wrong time to gain mechanics, of course, but I went about 10 hours before gaining the ability to drink a healing potion and got a double jump a few hours later, things you might expect to do at the beginning of similar titles. But you spend so much of the early parts of Sons of Sparta running such rudimentary obstacle courses that every time I gained something like the ability to sprint, I felt like I had to wrestle through a fugue state to give it a fair shake.

Combat, for better and worse, was the most reliably compelling thing going on for a lot of the game. Kratos has a lot of offensive options but none that really resemble the God of War’s barbarism. Armed with a spear and a shield, you’ll mash a single attack string, poking and bashing enemies into submission. Normal attacks cause spirit orbs to float out of your targets, which fill your gauge that can be used to turn your blows into spirit attacks, doing less damage but generating health orbs and significantly more stun meter, which you want to build especially on stronger enemies as a stunned opponent is one that can be executed.

I immediately missed the attack paths of the other series’, that let you mix light and heavy attacks or control tempo with delay strings. Instead, you can equip different spear shafts that change your combo-enders, providing one big damage attack but very few of which stand out from one another outside of this. One adds a Brad Pitt-style leaping spear thrust that gives your combo a little more range, but I didn’t find fussing over the right last hit to be worth much.

Instead, the real effective ways to spice up your damage dealing comes from attaching different spear tips that add passive effects. They unlock active abilities as you upgrade them. Not all spear tips are made equal and there are clear stand outs, like one that extends your reach. The reach-extending one’s active ability made every attack hit twice for a brief period of time. These have a more dramatic effect on your playstyle than the shafts, but I rarely strayed away from this tip as it seemed to clearly be the most versatile. I didn’t find many opportunities to get the most out of some funkier ones like the poison tip or ice tip, which do damage over time and slow enemies, respectively, as they’re effects never gave me a clear enough advantage against tougher enemies that seemed just as dangerous under these conditions.

Pommels can be added to the bottom of the spear to give Kratos another active ability, these being more like special attacks that spend your spirit meter to do. The differences between these were more dramatic – one allows the spartan to deliver a flurry of thrusts in quick succession while another sends him marching, spear swinging in wide arcs around his body. I changed these up the most to adapt to challenges because each felt tailored to handling specific sorts of the threats.

The most dramatic offensive tools are those that come from the gifts of the god that Kratos and Deimos invite themselves to possess. These operate like spells that, mostly, give Kratos options he can’t get from his spear and shield – namely good ranged options like Apollo’s sling that lets you launch pellets of solid light at foes, or Hestia’s shrub whose leaves toss bouncing flames. They also double as keys to specific sorts of locks that litter the vast world of Laconia, Apollo’s light can power specific generators and Hestia’s fire can burn away prickly bushes. But in combat, they are often your strongest and most restricted tool, limited by a magic gauge that can’t be refilled through your attacks like health and spirit can.

There’s quite a lot of ways to attack the enemies of Sparta, many little ways to modify these, and even more ways to grow and change these modifications through the upgrade crafting system. But so few of these options have remarkable gameplay consequences that incentivized me to explore past my early game habits. I didn’t even consider upgrading any of my spear tips past the level required to get their special abilities, and that was only just so I could see them in action. That isn’t to say the combat is easy, per say, but most of your most effective battle plan is to mash attack when able, after getting a safe moment or two to do so.

Enemies can be diligent and lethal, attacking often and in groups, requiring you to get pretty familiar with Kratos’ powerful defensive tools in order to survive. The parry is great for breaking up combos and putting stun damage on a foe, but it isn’t so strong that you autowin the skirmish after a successful swat, like some other games that might reward a good parry with a free execution. You still have to stay locked in, because the enemy will recover quickly to get back to the beating. Dodges, and the handful of follow up attacks that you can nail after, are necessities as well, and mixed together can make getting out of tougher binds feel rewarding. All of these actions can be modified or enhanced through equipment as well – shield rims can make counter attacks stronger or simply raise your armor and make you tougher to take down, for instance.

Losing in scenarios where multiple enemies might hit you with different kinds of attacks at once always feels like whatever the Greek word is for bullshit.

Bad guys get a little too cute with the kinds of offense they can dish out, though. Most action games feature enemies who flash red to denote an unblockable attack, but Sons of Sparta can feature enemies with a whopping four different kinds of special attack conditions, modifying whether an attack can be blocked but not evaded, ones that guard break but can be parried, or ones that you can defend in no way shape or form outside of simply not being around when it happens. This maximalist approach to defensive Simon Says creates too many variables in combat with lots of foes, and losing in scenarios where multiple enemies might hit you with different kinds of attacks at once always feels like whatever the Greek word is for bullshit.

Boss fights turn the screen filling attack machine up to 10, which is definitely a change of pace They don’t start getting tricky until about the last third of the adventure, but those baddies make you earn through extended chains of pattern recognition and reflex checking bullet storms. The easier ones in the earlier in the game can be more disappointing on the difficulty side, but what all bosses share is that they further remove the opportunity to take advantage of many of your offensive tools, since they seem to be largely immune to status effects and don’t have stun bars.