Assassin’s Creed Shadows Review

It’s wild that it took almost 20 years and dozens of games for the biggest stealth action series around to finally bend towards feudal Japan. Assassin’s Creed Shadows makes the most of that theme, with a great pair of shinobi and samurai heroes sharing center stage that are well-written and fun to skulk through giant castles or wade into vicious battles with. Besides the setting, the bulk of the changes this time focus on making smaller tweaks to well-established systems, such as less cluttered maps and skill trees, while also doubling down on things that really worked in 2023’s Assassin’s Creed Mirage, like the more focused and tougher combat that accompanies its better paced main quests. It’s not a perfect reset, as imbalances and missed opportunities abound, but I feel more confident than ever that Assassin’s Creed could be back and here to stay.

Like a river in the rainy season, Shadows’ story overflows with cliches that are signature to fiction set in this era. Warriors wander the land to bring honor to themselves and their masters. Absent rulers let wealthy bureaucrats exploit the poor. Bandits hold the countryside in the cold grip of fear. If you’re a fan of James Clavell’s Shogun or the excellent movies of Akira Kurosawa, you have certainly seen the bulk of what protagonists Yasuke and Naoe are made to navigate. This isn’t a bad thing, and morally complex intersecting plots still keep the intrigue high, which is the same trick that made Assassin’s Creed Valhalla’s stories work when they did. I don’t think I was particularly wowed by the writing on a regular basis, but there are some standout moments of tense reflection and curious happenings sprinkled throughout. The typical Assassin’s Creed conspiracy woven into it fits perfectly within the war torn Sengoku period of Japan, too, like a hidden blade snugly in its wrist sheath.

The leads themselves are wonderful. You spend a lot of the early game with the sharp-witted and broody Naoe, who is among the last shinobi warriors of the Iga clan, a role thrust upon her by tragedy. That tragedy befell her in part by the hands of the charismatic hulk Yasuke, who is a tireless warrior for justice and peace. When they begin working together, they are frequently each other’s most reliable consul, with sound and often different perspectives on the events going on around them. In other words, they truly do balance one another, and while I don’t think either one would win popularity contests against other series stars like Ezio or Edward, together they serve as the bright light in the center of a largely dark tale of revenge.

The story is organized in a way that can be enjoyed in pieces and at your leisure without getting too lost between plot points.

The story overall is paced similarly to Valhalla, where the cardinal reason to be in each of the nine regions of the map is to play through a mostly self-contained chapter. That said, Shadows does a better job of making sure at least some story elements and characters don’t just completely vanish when you leave a region the way they did in its predecessor. Not every new lord or business man you meet becomes completely irrelevant after you’ve solved their problems. I also found these sections, and the overall time it took to move from chapter to chapter, to be more brisk and less filled with frustrating filler than past games. It’s still a bit too full of “go here, do that” as bridges between major moments than I’d prefer, but it’s organized in a way that can be enjoyed in pieces and at your leisure without getting too lost between plot points, almost like how one might read a good book.

Most of the missions in Shadows start on the objective board, a bigger and more elaborate chart of people that need assistance and targets that need eliminating adapted from Assassin’s Creed Mirage. Thematically, this approach matches the tone of using all the information you gather to identify hidden members of the secret society trying to plunge Japan into chaos. Functionally, the way it organizes outstanding tasks and the people involved is far more useful than the old bulleted quest lists. It does trade some of the magic of exploration away as a cost of this efficacy, though. More than once I organically stumbled across a jerk that couldn’t be talked down, just to kill them and find not only his crossed out profile tacked to my board, but also the exact number of remaining silhouettes of the gang I had no idea they were a part of until right then. But it’s a trade I would make every time.

Selecting a quest gave me a short list of clues to help discern where the objective was, which is easier to figure out depending on how well I’d searched that part of the map already. Past games have given hints to identify targets like this before, hoping to create some friction between you and the effort to find your quarry, but Shadows is the first one that I felt constantly made me look at my map and actually deduce where the spot in question might be by using those clues and some educated guesses. I could use scouts, one of the assets you can develop at your hideout, to assist in the narrowing process, pinging an area on the map and highlighting unidentified objectives in the zone. This doesn’t reveal hidden locations or features of the map outside of just a marker though, so it’s a bad way to clear fog of war from a distance. It will also cost one scout whether they find something or not, and scouts are replenished in very few ways, so scouting can be a real risk if you’re trying to make progress in the main story – especially early on.

I felt compelled to just ride through the countryside and genuinely explore.

Rather than lighting up your map with a galaxy of tooltips, Shadows mostly relies on sparse point-of-interest icons to push you towards the areas you’ll need to see the finer details of in-person. Even when you climb up to the signature highpoints to take a good long look at your surroundings, what you’ll see is a bevy of nondescript icons that tell you that something is out there, but you’re gonna have to hop down from that perch and go check them out for yourself to know what. I love this – I could feel my brain starting to detangle the checklist conditioning that years of these games had instilled in me. Not only did I feel compelled to just ride through the countryside and genuinely explore stuff without much expectation of grand rewards, I also felt no nagging compulsion to check off every possible thing to do in a region inorganically.

Most of these undiscovered locations fall into one of a number of reliable categories, like castles you can infiltrate and attempt to steal special gear from or any of the many villages scattered across Japan, but you can’t be sure unless you take it in for yourself. A common thing I would always stop to handle whenever I came across them were world activities – these are smaller locations and events that, when completed, add knowledge points to your characters, increasing their knowledge levels and adding new options to their skill trees. Not all of these events are exciting, with running around temples to find missing scroll pages being my least favorite, but they often don’t take too long and the points are worth it in the end. And in the case of something like the horse archery challenges, they can add an interesting distraction from the action for a short spell.

I was absolutely flooded by the cosmetics I unlocked just in the natural course of completing tasks and looting.

Between outings, I spent some time at the hideout, this iteration of Valhalla’s Ravensthorpe settlement. After collecting minerals, crops, and wood out in the world, you can use those resources to build and upgrade important buildings here that give you access to new assets. I spent the majority of my time at the forge managing my equipment, while other important buildings provide more passive additions or have features that can be managed in places outside of the hideout, like the new summoning ability from the dojo which let me call in help from certain allies I met during my adventure. I’m glad I didn’t have to dote on this place very much as I personally can’t be bothered to decorate a homestead, but for those interested in that sort of thing I was absolutely flooded by the cosmetics I unlocked just in the natural course of completing tasks and looting, so you’ll never be starved for options to spice the place up.

The real sightseeing, though, is out in the world. 1500s Japan is a beautiful place – there’s such a symphony of color over every hill and across every lake. Each season brings with it incredible landscapes, sometimes covered in the reddish brown of Autumn or entombed in deep white snow. In fact, I found the weather to be some of the best I’d ever experienced in an open world. It was hard not to be moved watching powerful winds pick up and bring in rolling thunderstorms, especially when watching how nature reacted to it all in real time, as flocks of birds took flight and ground critters scurry around to find safety. And not for nothing, but in my dozens of hours in Shadows I encountered remarkably few bugs for a game this size.

There are remarkably few quests where Naoe isn’t better suited for the task at hand.

The main 40-hour story revolves around the dual protagonists attempting to unmask and eliminate members of a deadly organization called the Shinbakufu. Once you’ve chosen a target, the multi-mission arcs give you regular opportunities to handle a situation with either Yasuke’s might or Naoe’s stealth. However, while there are certainly scenarios where one is more useful than the other, in general, there are remarkably few quests where Naoe isn’t better suited for the task at hand. This comes down to how their abilities are divided between them. If the classic Assassin’s Creed playstyle is the combination of exploration, parkour, stealth, and combat, Naoe can do all of these competently and excels at parkour and stealth. Yasuke, meanwhile, can’t climb very well or sneak around much due to his size and general lack of grace. He is a devastating force in combat – maybe the most overbearing and dominant protagonist in the series – but Naoe can simply sneak around most situations that Yasuke would cut his way through, solving them with so much less trouble if done well. As much as I like Yasuke, he’s far more limited and one dimensional in his style, with large parts of this game not quite designed to take advantage of his strengths in a way that feels intentional.

It’s particularly disappointing because Shadows does find ways to tailor missions around both of their skills on occasion, usually in bigger, more pivotal and important battles where both heroes need to operate together to succeed. These special missions are separated into sections that allow you to choose which character to proceed with, changing what’s asked of you depending on your choice. In a later game mission, Naoe is securing the perimeter of the castle walls, taking out gunmen, while Yasuke storms the place demanding to challenge this chapter’s foe to a duel for the lives of his hostages. Depending on who you play as, you’re either weaving through blockades to drop specific soldiers without alerting the whole castle, or you’re having a fierce duel against a powerful samurai. It’s awesome, and made the more homogenous space between these moments a real bummer.

Shadows does find ways to tailor missions around both of their skills on occasion, and it’s awesome.

Combat overall is more challenging than in the past. Enemies, especially in groups, are more aggressive, relying on combos and unblockable attacks as often as possible. They also tend to have solid defenses, both in that they block a lot and also in that many of them are armored, essentially giving them a second life bar. Effectively taking them down means having a solid defense of your own, dodging and deflecting their blows to make them vulnerable, and taking advantage before they recover. It requires a more thoughtful execution of your various abilities than previous games have, and I never felt like combat was a chore in and of itself – though the camera really struggled to keep all of the action in frame, and doubly so when inside buildings.

Straightforward combat really sings when playing as Yasuke, whose set of swords, naginata, kanabo, bows, and even guns are all perfect for decimating enemies. He is a juggernaut of a man outside of his toys, being able to literally run through walls and shake the earth with his blows. He’s also tough and can take many more blows before succumbing to his wounds. Naoe is very fragile by comparison, and while capable of doing lots of damage when enemies are vulnerable, she struggles to stagger them without the help of her tools. She gets overwhelmed easily by mobs, especially well-armored bruisers, and when the numbers get above three or four foes, I almost always found it better to drop a smoke bomb and disappear versus attempting to fight them all in an open melee.

This Assassin’s Creed takes the “Shadows” in its name seriously.

On the flipside, Naoe is a menace when striking from the shadows or catching enemies unaware. This Assassin’s Creed takes the “Shadows” in its name seriously, with darkness being a key part of her stealth gameplan. There are some new features that help her out, like being able to crawl and dodge while prone, as well as some returning ones like her Eagle Sense, which lets you see silhouettes of enemies through walls. The long-missing double assassination is back too, and all of these add up to make Naoe one of the most robust assassins in the series. Yasuke can’t hold a candle to his ninja counterpart in this arena.

Enhancing your combat abilities is mercifully less tedious than Valhalla’s skill constellation. Naoe and Yasuke have skill trees focused on their weapons and specialities, with every node feeling far more impactful than simple passive damage bonuses (which still exist, but in small amounts). Gaining new abilities is obviously the most impactful, but some of the real hidden gems add new functionality to weapons, like being able to turn certain attacks with Naoe’s chain sickle into grapples that let you pull enemies into obstacles or off of cliffs. Yasuke and his abundance of weapons made for some skill trees I largely ignored, especially his bow and teppo, as he is such a close ranged juggernaut that I had a hard time justifying spending my admittedly plentiful skill points on a ranged strategy I never embraced.

Speaking of excess, Shadows takes a big step backward from the work done around your inventory in Valhalla and Mirage. There are far too many pieces of randomized, color-tiered gear to pick up from fallen foes or as forgettable quest rewards that have no chance of making it into my rotation. Base stats like damage might make them relevant as last-minute stop gaps to keep your stats in line with bad guys at your level, but only until you find that next piece of legendary gear or earn enough resources to level up a piece you already like. The skills on legendary gear, like a kanabo that turns enemies into shrapnel grenades when you break their armor, are impactful in a way that the generic percentage buffs to XYZ skill that you get from the lower tiers of gear never even come close to.

Boss of Baldur’s Gate 3 Dev Larian Says Single-Player Games Aren’t Dead: ‘They Just Have to Be Good’

One of the oldest discourses in the gaming space has circled around again: the question of whether big single-player games are “dead.” This time, Larian Studios CEO Swen Vincke, who spearheaded development on the blockbuster hit single-player game Baldur’s Gate 3, has weighed in on the matter with a firm position.

Posting on X/Twitter, Vincke noted it’s “that time of the year again when big single-player games are declared dead.” His response: “Use your imagination. They’re not. They just have to be good.”

It would be hard to deny Vincke knows exactly what he’s talking about. Larian built up its reputation game over game, producing stellar CRPGs like Divinity: Original Sin and Divinity: Original Sin 2 before taking the reins on Baldur’s Gate 3 and, by all accounts, delivering.

Vincke has previously made headlines for his concise insights, whether on the stage at The Game Awards or off. He’s emphasized the passion behind development, respecting the developers and players, and caring about the games. In that light, this take on the ages-old discourse may not be surprising, but it’s still reaffirming.

Indeed, 2025 has already seen at least one major single-player hit in the form of Warhorse Studios’ Kingdom Come: Deliverance 2. There are still many months left to go in the year, and that’s plenty of time for other single-player games to steal the spotlight for themselves too.

Larian of course decided to walk away from Baldur’s Gate 3 and indeed Dungeons & Dragons to make a brand new IP. Speaking to IGN at this year’s Game Developers Conference, SVP of digital games at Hasbro Dan Ayoub teased fans may hear more on what’s next for the Baldur’s Gate series soon.

Eric is a freelance writer for IGN.

Microsoft Announces Xbox Game Pass March 2025 Wave 2 Lineup

Microsoft has announced the Xbox Game Pass March 2025 wave two lineup, confirming the titles subscribers can expect for the rest of the month.

Out today, March 18, as a day one title is 33 Immortals (Game Preview) (Cloud, PC, and Xbox Series X|S) on Game Pass Ultimate, PC Game Pass. Here’s the official blurb, courtesy of Xbox Wire:

33 Immortals is a co-op action-roguelike for 33 players. Play as a damned soul, and rebel against God’s final judgment. Dive straight into epic, 33-player co-op battles with instant “pick-up and raid” matchmaking. Cooperate with your allies to survive against hordes of monsters and massive, challenging bosses. Expand your arsenal and equip powerful new relics to permanently upgrade your soul.

On March 19, Square Enix’s role-playing game Octopath Traveler II (Series X|S) hits Game Pass Standard.

In this critically acclaimed second title in the Octopath Traveler series, eight new travelers venture forth into an exciting new era in the land of Solistia. Step into their shoes and explore the land as you see fit, using their unique talents to aid you along your journey in this role-playing adventure.

Also on March 19, Train Sim World 5 (Console) pulls in at Game Pass Standard.

The rails are yours in Train Sim World 5! Take on new challenges and new roles as you master the tracks and trains of iconic cities across 3 new routes. Immerse yourself in the ultimate rail hobby and embark on your next journey.

A day later, on March 20, Mythwrecked: Ambrosia Island (Cloud, Console, and PC) docks at Game Pass Ultimate, PC Game Pass, Game Pass Standard.

You’re shipwrecked on a lost mythical island. As backpacker Alex, you must befriend the forgotten gods of Greek mythology and restore their memories. Explore the dynamic island and its story sandbox to build new friendships, solve the mystery and save the gods.

Moving on to March 25, Blizzard Arcade Collection (Console and PC) hits Game Pass Ultimate, PC Game Pass, Game Pass Standard.

Experience a blast from Blizzard’s past! The Blizzard Arcade Collection brings five classic console games to modern platforms and new audiences, including Blackthorne, The Lost Vikings, The Lost Vikings 2, Rock N Roll Racing, and RPM Racing. Plus, visit the Blizzard Arcade Collection Museum to explore a trove of treasures from each game’s past, including concept art, music, behind-the-scenes interviews, and more.

Here’s a big one: Rebellion’s Atomfall (Cloud, Console, and PC) is a day-one Game Pass launch on March 27 via Game Pass Ultimate, PC Game Pass. It’s well worth checking out IGN’s recent Atomfall hands-on preview to find out more about the game.

Available on day one! A survival-action game inspired by real-life events, Atomfall is set five years after the Windscale nuclear disaster in Northern England. Explore the fictional quarantine zone, scavenge, craft, barter, fight and talk your way through a British countryside setting filled with bizarre characters, mysticism, cults, and rogue government agencies.

Xbox Game Pass March 2025 Wave 2 lineup:

Meanwhile, Microsoft announced more games coming to Game Pass Core on March 26.

More Games Coming to Game Pass Core on March 26:

As usual, a number of games leave Game Pass this month. Game Pass members can also save up to 20% on their purchase to keep these games in their library.

Games leaving Xbox Game Pass on March 31:

  • MLB The Show 24 (Cloud and Console)
  • Lil Gator Game (Cloud, Console, and PC)
  • Hot Wheels Unleashed 2 (Cloud, Console, and PC)
  • Open Roads (Cloud, Console, and PC)
  • Yakuza 0 (Cloud, Console, and PC)
  • Yakuza Kiwami (Cloud, Console, and PC)
  • Yakuza Kiwami 2 (Cloud, Console, and PC)
  • Yakuza Like a Dragon (Cloud, Console, and PC)
  • The Lamplighter’s League (Cloud, Console, and PC)
  • Monster Hunter Rise (Cloud, Console, and PC)

And finally, Microsoft is adding more games over time to the ‘Stream your own game’ collection for Game Pass Ultimate members.

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.

Xenoblade Chronicles X: Definitive Edition Review

In an era where open-world games are a dime a dozen, Xenoblade Chronicles X soars above the pack. There’s an unparalleled feeling of freedom and exploration as you fly your mech suit across the massive planet of Mira, the size of which dwarfs other RPGs like it. While its story about humanity finding another home can be forgettable at times, an already engaging battle system is bolstered by the dramatic quality-of-life improvements this Definitive Edition makes, resulting in an RPG unlike any other.

Xenoblade Chronicles X starts off with the human race boarding spaceships in an attempt to escape Earth after it gets caught in the crossfire of an alien war. Your ship, the White Whale, eventually crash-lands on Mira, and it falls on you to find its scattered remnants from the freshly settled city of New Los Angeles. It’s a passable story in a vacuum, but it’s also the weakest of the Xenoblade games overall. That’s partially due to its customizable silent protagonist, who is completely devoid of any personality. That blank slate means the story lacks the same emotional impact as the other games in the series.

Thankfully, the side quests really help pick up the slack, with fascinating worldbuilding and compelling character development for the rest of your party and even many NPCs. For example, as all of humanity was forced to band together in order to survive, one basic quest explores the topic of discrimination against other alien races – it offers important insight into how humans interact with those races on Mira and how friendships can be forged across racial boundaries outside of Earth.

Completing any mission increases the Affinity levels of whoever is in your party at the time, which can then unlock Heart-to-Heart events for them. These are special scenes that provide essential bits of extra backstory, similar to how Persona and The Legend of Heroes handle their bonding events. For instance, Colonel Elma’s cold personality starts to melt away as you learn more about her interest in cars and pizza, fleshing out her character and showing us a different side that the main story doesn’t.

Once a character has a high enough Affinity level, you’ll also unlock their personalized Affinity Missions, and the rewards for completing these are some of the most substantial available. The main draw is that your protagonist will learn exclusive combat skills, called Arts, that otherwise can’t be obtained by leveling up. It’s an excellent incentive to learn more about the supporting cast while also getting stronger.

Your main character may be bland, but the world is certainly not.

One standout is the engineer, Lin. Her Affinity Mission details how integral her engineering skills and passion were to the White Whale. While she would much rather sit on the sidelines, she understands that she must also fight when needed, which is why she wields a giant shield and gatling gun in battle. Personal moments with your crew like this really help balance out the fact that your bland silent hero doesn’t have any of their own.

The Definitive Edition even includes brand new recruitable characters, as well as new story content that is well worth seeing. Without going into spoilers, this content is dolled out at an even pace throughout the 50-60 hour campaign, making its inclusion feel natural while adding even more longevity to an already massive game.

While your main character may be bland, one thing that’s certainly not is the open world of Xenoblade Chronicles X. It’s divided into five regions, each with its own type of terrain. For example, the beginning area of Primordia is a lush grassland, while a later area called Cauldros feels overpowering with its lava fields. There are so many gorgeous landmarks scattered throughout Mira that keep exploration exciting, from the giant natural overpass called Arendt Bridge in Primordia to the mysterious and mechanical Leaning Ring sticking halfway out of the sand in the desert region of Oblivia.

While the only hub area for human activity is New LA, everywhere else is still absolutely filled to the brim with life. Both small and giant monsters are crawling in every direction, but what makes them stand out is that some are docile while others are hostile. The low level bee monster might attack you on sight, but that level 40 gigantic dinosaur-like creature could just walk right past you, minding its own business. Each species has its own habits and behaviors, which means you have to stay alert as you explore instead of just mindlessly meandering around like in many other open-world games. Some monsters will only show up at certain times of day, too, which you can now conveniently adjust from the menu rather than having to find and use special pods scattered throughout Mira.

What also helps is the speed at which you run. Final Fantasy VII Rebirth may be great overall, but I was constantly frustrated by how slow Cloud ran, realistic or not. In Xenoblade Chronicles X, your character runs incredibly fast in contrast. Mira’s gravity also feels like the moon’s, letting you cover long distances and even reach higher elevations with a single jump. Decisions like these make exploring Mira much smoother and less intimidating.

It’s impressive how well the world scales up with its mechs.

It’s also impressive how well the world scales up with its mechs, called Skells, which unlock once you get far enough into the story. When in your Skell, you can move even faster than running on foot, but those giant monsters that were peaceful before may now be hostile to you. That means sometimes it’s better to run to a destination instead of driving your Skell there depending on what is standing in your path. This constantly changes the dynamic between you and Mira’s environment, keeping exploration fresh.

Towards the end of the story, your Skell even gets the ability to fly, letting you reach higher altitudes and providing access to mountains you couldn’t explore at the beginning. This brings exploration to new heights, making Mira really feel like humanity’s new home as you gain the ability to go pretty much anywhere unrestricted.

Everybody was MMO fighting

Combat in the Xenoblade Chronicles series is in real-time, but it is distinct from other battle systems as it feels much more like an MMO. Both enemies and allies fight with basic auto-attacks, and you have a row of more powerful Arts to choose from at the bottom of the screen. The order you use them in is similarly important – for example, some offensive Arts can inflict Topple onto enemies, which is a status condition that causes them to fall to the ground temporarily, while others then do more damage to Toppled enemies. There’s a lot of synergy to play around with that adds quite a bit of strategy to the action.

Another unique feature is the Soul Voice. RPG characters love to call out the names of their attacks and spout quippy one-liners as they fight, and Xenoblade Chronicles actually turns that trope into a game mechanic! You and your allies will occasionally shout out specific phrases that suggest certain actions, like using an Art that inflicts a status effect (which is color coded purple) – following that suggestion will then activate a purple Soul Voice, giving you extra bonuses like making the enemy more susceptible to status effects. It’s immersive while simultaneously leaning into the genre’s more absurd elements.

While that’s all just as fun as it was in the 2015 original on Wii U, Xenoblade Chronicles X: Definitive Edition also adds a bevy of quality-of-life improvements. One substantial addition is the Quick Cooldown bar, which fills up over the course of battle as you use auto-attacks. By spending a portion of the bar, you can completely bypass the cooldown period of any Art and use it right away. Need extra healing and can’t wait? Use your healing Art then Quick Cooldown to save your allies from getting knocked out. The Quick Cooldown bar builds fairly slowly, so it’s important to pick the right time to use it, but it can instantly turn the tide of battle when you do.

Perhaps the biggest adjustment is that you can now conveniently change out your party members at any time, anywhere, from a separate menu. While this is a basic feature of many RPGs, the original version instead asked you to memorize where every single character was within New LA and go talk to them in order to swap them in. Sure, maybe that process was more tied to the world around you, but it was also painstaking and incredibly annoying – especially if you were out exploring, since you’d have to return to New LA to change your lineup. This single change is monumental, and quite frankly, is enough to make the Wii U version feel completely obsolete on its own.

The Definitive Edition cuts down on unnecessary grinding.

On top of that, characters not in your active party will still gain EXP now, reducing the tedium of swapping people around even further. In the Wii U version, benched members had to be brought in and leveled separately, making for some very uneven party compositions. The Definitive Edition enormously cuts down on unnecessary grinding, which is certainly appreciated.

As for customization, each party member has a specific class that can’t be changed, like Lin as a Shield Trooper, but your custom character can switch their class at will. By going down different class trees, you can level up their ranks to learn new Arts and passive abilities. That makes the protagonist feel like they belong in Fire Emblem, where characters can mix and match different skills, and it’s fun to play around and find the perfect setup that fits your playstyle.

You can also fight in your Skell, and Xenoblade Chronicles X scales its battles to them just as well as its exploration. Their overinflated stats and power make mincemeat out of smaller enemies, but they are perfect for facing off against Mira’s giants and other bosses that would otherwise crush you. Battles in your Skell play out similarly to ones on foot, except the Skell weapons you equip determine what kind of Arts you have. It’s another added layer of depth and tinkering that pleased the min-maxing part of my brain.

Aside from the quality-of-life changes listed above, the Definitive Edition boasts some nice visual improvements, too. The UI is much cleaner and the character models are sharper (as you’d hope they would be a decade later), which makes for a smoother look finally worthy of one of the best sci-fi gaming series around. With the Wii U gamepad gone, fast travel and map info have also been smartly reworked into a separate menu on a single screen, transitioning that information perfectly over to Switch. Now I no longer have to experience the neck pain issues caused by having to constantly switch between looking down at my gamepad and back up at the TV screen.

There’s also some returning multiplayer functionality in Xenoblade Chronicles X: Definitive Edition, though I wasn’t able to test these features as the servers were not on during this review period. In the Wii U version, you could recruit the avatars of other players to tackle Squad Missions such as defeating a specific group of enemies, and online Nemesis Missions offered a satisfying way to test your endgame skills. While minor parts of an otherwise single-player heavy game, these multiplayer elements contributed to the more MMO-centric identity that makes Xenoblade Chronicles X unique, so here’s hoping they’ll have been done justice in the final version of the Definitive Edition.

I’m Buying These Quick – Pokémon TCG: Paradox Rift ETBs Back in Stock at Amazon

If you’ve been hunting for the Roaring Moon or Iron Valiant Paradox Rift Elite Trainer Boxes, they’re currently available at Amazon at retail price. The Roaring Moon ETB is $56.24 in the US (£44.99 UK), while the Iron Valiant ETB sits at $55.17 (£44.99 UK). No markdowns, but honestly, just finding these in stock without a 50% markup is a win.

Amazon US: Pokémon TCG: Paradox Rift (Iron Valiant)

Paradox Rift has been a bit of a rollercoaster for players and collectors. It doesn’t have the usual Pikachu/Charizard hype machine, but what it does have are some of the most meta-relevant cards in recent sets and artwork that absolutely slaps. The pull rates? Not great. The chase cards? Expensive. The FOMO when Roaring Moon ex keeps dodging your packs? Very real.

Amazon US: Pokémon TCG: Paradox Rift (Roaring Moon)

The Iron Valiant ETB comes with a full-art Iron Bundle promo and futuristic-themed sleeves, because nothing says “Pokémon” like a robot Delibird. If you’re a fan of the sci-fi aesthetic, this box is a great pickup. Just don’t expect Iron Bundle to replace anything in your deck unless you enjoy disappointment.

Amazon UK: Pokémon TCG: Paradox Rift (Iron Valiant)

Roaring Moon ETB is the headliner here. You get a Scream Tail promo, Roaring Moon-themed sleeves, and the best shot at pulling a Roaring Moon ex, assuming the universe doesn’t hate you. The Roaring Moon ETB has been the hardest to find at retail price, which is why I’m hyped to find this ETB in stock. If you want it, grab it before the resellers do.

Amazon UK: Pokémon TCG: Paradox Rift (Roaring Moon)

Roaring Moon ex (Special Illustration Rare) is the card of the set, currently sitting at around $60 on the resale market. It’s one of the strongest attackers in the game right now, and the artwork is top-tier. If you pull this, congratulations!

Groudon (Illustration Rare) is another savage looking card, hovering around $100. This is one of those cards that just looks valuable. The lava and ominous sky everything a Groudon fan could ask for.

Iron Valiant ex (Special Illustration Rare) is one of the more expensive Future Pokémon cards, going for $35. The neon, synthwave-style artwork is so cool, and its ability makes it a powerhouse in competitive play.

Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of “Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior”. Find Christian on X @ChrisReggieWait.

Helldivers 2 Patch Makes Big Balance and Gameplay Changes, New Warbond Has a Space Cowboy Theme

Helldivers 2 has a new patch that makes key balance changes and bug fixes to Sony’s third-person co-op shooter.

Patch 01.002.200 tweaks the balance on a number of weapons and stratagems. Developer Arrowhead also increased the number of AI calculations the game can perform, which primarily impacts scenarios with a high number of spawned enemies, improving their response times in those situations. However, this comes with a slight trade-off in game performance, Arrowhead said.

And here’s a useful improvement: the stratagem loadout menu has undergone an updated categorization of the different stratagem groupings.

Meanwhile, publisher Sony Interactive Entertainment announced Helldivers 2’s next Warbond, called Borderline Justice. The theme this time is ‘space cowboy,’ and in keeping with that theme there are new weapons including the R-6 Deadeye lever-action hunting rifle, the LAS-58 Talon “revolver” secondary, and the TED-63 Dynamite.

The GS-17 Frontier Marshal is a medium Helldiver set in keeping with the space cowboy theme, as is the GS-66 Lawmaker heavy armor, complete with cowboy holster and bandolier. The Gunslinger armor passive gives your secondary increased reload speed, increased draw/holster speed, and reduced recoil. The warbond launches March 20.

Helldivers 2’s ongoing Galactic War is currently focusing on the Illuminate alien faction, which is slowly pushing a black hole towards Super Earth. Where this is going is anyone’s guess, but speculation points to potentially taking the fight to the Illuminate’s home world, or maybe finally fighting back on Super Earth itself.

Helldivers 2 update 01.002.200 patch notes:

Balancing

Primary weapons
SMG-32 Reprimand

  • Spread decreased from 50 to 40

SG-8S Slugger

  • Spread decreased from 20 to 6
  • Damage increased from 250 to 280

AR-23C Liberator Concussive

  • Fire rate increased from 320 to 400

R-63 Diligence

  • Magazine capacity increased from 20 to 25

MP-98 Knight

  • Damage increased from 65 to 70

STA-11 SMG

  • Damage increased from 65 to 70

SMG-37 Defender

  • Damage increased from 75 to 80

SMG-72 Pummeler

  • Damage increased from 65 to 70
  • Now requires less shots to apply stun on applicable targets, stun value increased from 1.0 to 1.25 per bullet

AR-23 Liberator

  • Damage increased from 70 to 80

STA-52 Assault Rifle

  • Damage increased from 70 to 80

BR-14 Adjudicator

  • Damage increased from 90 to 95

AR-61 Tenderizer

  • Damage increased from 95 to 105

R-36 Eruptor

  • Projectile armor penetration increased from Medium (3) to Heavy (4)
  • Projectile lifetime increased from 0.7 to 1 sec

StratagemsEagle 110MM Rocket Pods

  • Uses increased from 2 to 3

EXO-45 Patriot Exosuit

  • Uses increased from 2 to 3

EXO-49 Emancipator Exosuit

  • Uses increased from 2 to 3

TX-41 Sterilizer

  • Ergonomics increased from 5 to 20

M-105 Stalwart

  • Damage increased from 70 to 80

MG-206 Heavy Machine Gun

  • Improved armor penetration across a wider range of angles before transitioning to glancing shots

Enemies:

  • A recent software autopsy has revealed an update to the Automatons’ situational awareness protocol. They are now less distracted by each other, increasing their reaction speed in large groups.
  • We’ve increased the number of AI calculations the game can perform. This primarily impacts scenarios with a high number of spawned enemies, improving their response times in those situations. However, this comes with a slight trade-off in game performance.
  • According to recent intel, the enemies of Freedom are attempting to counter the Helldivers’ anti-air capabilities. Newly-produced Automaton dropships show clear signs of hull reinforcement, allowing the main body to absorb significantly more damage.
  • Illuminate Warp Ships have been observed deploying their shields mid-flight.
  • Automaton Dropships: Main body health increased from 2500 to 3500
  • Illuminate Dropships: Utilizes the same shield as the ones that have landed

Barrager Tank Turret

  • Resolved an issue introduced recently where the armor value was incorrectly set to 0. Now has the correct armor value of 5
  • Additionally, the turret now features weak spots at the front and back, each with 750 HP and an armor value of 3

Gameplay

Settings:

  • Added new separate settings for inverting the gyro input instead of using the Invert Look settings
  • The Stratagem loadout menu has undergone an updated categorization of the different stratagem groupings

Fixes

Resolved Top Priority issues:

  • Fixed an issue with the extraction beacon sometimes being unreachable when landing on top of enemies
  • General optimization improvements in the colonies environments

Crash Fixes, Hangs and Soft-locks:

  • Fixed a crash when playing against Terminids in poor network scenarios
  • Fixed a rare crash that happened during game shut down on PC
  • Fixed a crash that could occur when there was a high amount of particles on the screen at once
  • Fixed an issue where players could be blocked from completing objectives requiring called-down equipment due to the required stratagem being unavailable

Weapons and Stratagems

  • Fixed the G-123 Thermite Grenade sometimes not arming
  • Fixed a rare crash when using the LAS-17 Double-Edge Sickle
  • Fixed a bug where switching weapons while reloading the CB-9 Exploding Crossbow would sometimes discard an entire magazine without actually reloading

Social & Multiplayer Fixes

  • Fixed an issue causing players in low-activity regions to see fewer lobbies on the planet hologram than expected
  • Fixed an issue in low-activity regions where lobbies were not seeing players join as frequently or quickly as before
  • Fixed an issue on low-activity planets where Quickplay would always join your friends game, even if they were not playing on the same difficulty
  • Fixed a disconnection issue that could happen when playing Gloom missions with poor connection to the host
  • Fixed some interactions not working properly after canceling the Raise Weapon emote
  • Fixed an issue where adding, removing, blocking, or unblocking friends caused player cards in the friend list to display with white text and missing information until you close and open the panel again
  • Fixed an issue that made it impossible to mute or kick players who were in the loadout when joining a squad
  • Fixed an issue that caused some new Steam players’ latest profile names to not display correctly in-game

Miscellaneous Fixes

  • Fixed some memory leaks to improve performance
  • Fixed old text chat messages from re-appearing
  • Fixed an issue with the Democracy Space Station progress bars being unintentionally curved in appearance
  • Fixed a bug that prevented progression through the menus when the initial language selection was set to English (US)
  • Fixed the raise weapon emote to properly fire projectiles in the direction of the weapon
  • Fixed Helldivers sliding around on the ground after exiting the ragdoll state (despite it being the year of the snake and despite us trying to fix this previously)

Known Issues

Top Priority:

  • Black box mission terminal may be unusable if it spawns clipped into the ground
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Balancing and functionality adjustments for DSS
  • Pathfinding issues in Evacuate Colonists Illuminate missions
  • Dolby Atmos does not work on PS5

Medium Priority:

  • Players can get stuck on Pelican-1’s ramp during extraction
  • Currently equipped capes don’t display properly and show a blank grey cape in Armory tab
  • Players who use the “This is Democracy” emote on their ship might unintentionally send their fellow Helldivers on unauthorized unscheduled spacewalks
  • AX/TX-13 “Guard Dog” Dog Breath does not show when it is out of ammo
  • Higher zoom functions do not zoom the camera in through the scope on the LAS-5 Scythe
  • Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit

Ark: Survival Ascended Expansion Lost Colony Stars Michelle Yeoh, Leads Into Ark 2

Dinosaur survival game Ark 2, which some had suspected might have run into trouble or even been abandoned, is back on after developer Studio Wildcard revealed a new expansion for Ark: Survival Ascended that leads into the sequel.

Ark: Lost Colony is the first original expansion pack for Ark 1 remake Ark: Survival Ascended, and its reveal trailer, below, was produced by anime studio Mappa (Jujutsu Kaisen, Attack on Titan, Chainsaw Man) and stars voiceover by the Michelle Yeoh, who reprises her role as Mei Yin from Ark: The Animated Series.

Studio Wildcard said the expansion will feature numerous cinema-grade anime story sequences created by Mappa. Here’s the official blurb:

In this new frozen world, players follow in the footsteps of legendary Ark survivor Mei Yin, on a soul-searching quest deep into the chilling heart of darkness to find answers to long-buried secrets of Ark’s past.

Ark: Lost Colony will present survivors with thrilling new challenges as they become the hunted in a vast occupied city, and gain access to powerful new kinds of character abilities, unique gear, building systems, and phenomenally exotic tames.

Will Survivors be able to face down the demons lurking in Arat Prime, and connect Ark’s past and future?

In its note to press, Studio Wildcard said Ark: Lost Colony “directly connects” the storylines of Ark’s Extinction and Genesis expansions and leads into the events of Ark 2.

Ark 2 is the Unreal Engine 5-powered sequel to the hugely successful Ark Survival Evolved. It was first announced with a surprise Vin Diesel cameo at The Game Awards 2020, at the time with a 2022 release date, but it was later delayed into 2023. Then, earlier in 2023, Ark 2 was delayed again, this time to late 2024 as an Xbox Series X and S console exclusive, day-one on Game Pass, and on PC via Steam and Windows.

As recently as December 2023, Studio Wildcard was still insisting Ark 2 was on track for a late 2024 release window. Obviously that didn’t happen, sparking concern from fans. So this announcement, coming three months into 2025, will help reassure fans that Ark 2 is still in the works, although Studio Wildcard failed to provide an updated release window.

We do have firmer details for Ark: Lost Colony, however. Pre-orders kick off in June 2025, and all purchases immediately unlock exclusive Ark: Lost Colony preview gameplay content. A full release is set for November 2025, with Ark: Lost Colony priced at $29.99 for Xbox Series X and S, PlayStation 5, and PC.

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.

Mortal Kombat’s Bizarre History of Movie and TV Adaptations

It’s beginning to feel like the late ’90s all over again, what with how Mortal Kombat is all the rage. 2024 saw the release of Mortal Kombat 1, the latest entry in the uber-popular fighting game series. And now MK is returning to the big screen, as Warner Bros. gears up for the release of Mortal Kombat 2, a sequel to 2021’s surprisingly solid reboot.

In light of all these big developments in the MK world, we thought now would be the perfect time to look back at the franchise’s long, colorful and occasionally baffling history in film and TV. Check out our slideshow below or scroll down for a closer look at all the Mortal Kombat adaptations and how closely (or not) they followed the source material.

Mortal Kombat (1995)

The original Mortal Kombat movie is widely regarded as one of the best video game adaptations to date. Which, granted, is a very dubious honor. Even so, the movie still stands as a solid example of how to bring the series to life in live-action. It presents a reasonably faithful retelling of the original game’s extremely barebones storyline, while drawing in elements of Mortal Kombat II and some of the backstory from the tie-in comics. Like many adaptations, it positions Liu Kang (Robin Chou) as the central hero destined to defeat the soul-stealing Shang Tsung (Cary-Hiroyuki Tagawa). For purists, the movie’s biggest sin is simply that it doesn’t replicate the violence of the games, opting instead for a more pedestrian PG-13 approach.

What the movie does capture, however, is that essential undercurrent of camp and zaniness that goes hand-in-hand with the gratuitous violence. Mortal Kombat the movie definitely isn’t guilty of taking itself too seriously. It’s also the movie that introduced the world to The Immortals’ “Techno Syndrome,” the most iconic video game music this side of the Super Mario Bros. theme.

Mortal Kombat: The Journey Begins (1995)

There’s some pretty stiff competition when it comes to deciding the worst Mortal Kombat adaptation ever made, but this direct-to-video release may just take the top honor. Released ahead of the live-action film and ostensibly a prequel to said film, The Journey Begins sets about fleshing out the origin stories of various MK icons. But the connective tissue is dubious at best. And as dated as the CGI in the live-action movie may be, it’s state-of-the-art compared to the archaic, sub-Playstation quality 3D fight scenes in The Journey Begins. Hardcore fans may want to watch this one out of sheer, morbid curiosity (especially since it’s included as a bonus feature on the Mortal Kombat Blu-ray), but don’t expect it to actually enhance your enjoyment of the games or the movies.

Mortal Kombat: Defenders of the Realm (1996)

The ’80s and ’90s TV landscape was littered with attempts to translate adults-only pop culture properties into kid-friendly cartoons. Case in point – RoboCop: The Animated Series, Rambo: The Force of Freedom and Toxic Crusaders. We honestly have to respect Kenner’s moxie for deciding to cut out the middleman and directly market Terminator 2 and Aliens toys to kids without even waiting for cartoons.

With Mortal Kombat: Defenders of the Realm, USA Network threw its razor-edged hat into the ring. This short-lived series aired on the network’s Action Extreme Team block in 1996. Somewhat bafflingly, it attempts to serve as a continuation of both the 1995 movie and the Ultimate Mortal Kombat 3 video game, though the all-ages approach basically renders that moot. Defenders of the Realm simplifies the complex series of alliances and rivalries that define the MK mythos, instead featuring a team of heroes led by Raiden and Nighthawk tasked with defending Earthrealm from Shao Kahn’s interdimensional invaders.

Defenders of the Realm does make one notable addition to the franchise, however. The series was actually the first to introduce Quan Chi before his roles in Mortal Kombat Mythologies: Sub-Zero and Mortal Kombat 4.

Mortal Kombat: Annihilation (1997)

If the first Mortal Kombat movie is among the best attempts at adapting a video game to film, its sequel is easily among the worst. It’s not necessarily that Annihilation plays fast and loose with the source material. It introduces a number of popular characters like Shao Kahn (Brian Thompson), Jax (Lynn Williams) and Sindel (Musetta Vandel), along with familiar MK elements like Animalities, the death of Johnny Cage and Kuai Liang taking up his brother’s mantle as Sub-Zero. The problem is that the movie fails to string any of that together into a coherent and interesting story. There’s not much internal logic to what happens or which characters appear.

But even if the plot lived up to the first movie, Annihilation is plagued with lousy effects, underwhelming fight scenes, and actors who would seemingly rather be anywhere else. It’s telling that, apart from Chou’s Liu Kang, nearly all the returning characters were recast for the sequel. But if nothing else, at least the soundtrack is pretty good.

Mortal Kombat: Conquest (1998)

While Annihilation basically destroyed Mortal Kombat’s big-screen prospects for the next two decades, that didn’t stop TNT from airing a live-action TV series in 1998. Mortal Kombat: Conquest serves as a prequel to the movies, taking place 500 years before the era of Liu Kang. Instead, Conquest revolves around Liu’s ancestor Kung Lao (Paolo Montalbán), a warrior monk tasked with training a new generation of fighters to defend Earthrealm. While many of the series’ supporting characters are new creations, many MK fan-favorites show up over the course of Conquest’s one and only season.

The best that can be said for Conquest is that it was ahead of its time. The prequel premise is strong, and it’s certainly a better offshoot of the 1995 film than Annihilation. But even at the time, it was difficult to ignore the lousy wire-fu fight scenes and generally bad special effects. It’s hard not to wonder what might have been if Conquest had come along a decade or two later.

Mortal Kombat: Rebirth (2010)

Outside of the games themselves, the MK franchise largely went dormant in the ’00s. It wasn’t until filmmaker Kevin Tancharoen took the initiative and put together a short, unauthorized Mortal Kombat movie that the ball started rolling again.

Though produced on a very low budget and not sanctioned by Warner Bros. or Mortal Kombat’s creators, Tancharoen’s short film Mortal Kombat: Rebirth is a surprisingly professional adaptation. Rebirth is unique in that it downplays the franchise’s supernatural trappings, instead casting Scorpion (Ian Anthony Dale) as an assassin working with Captain Jackson Briggs (Michael Jai White) and Sonya Blade (Jeri Ryan) to bring down Shang Tsung’s criminal empire and get revenge on his nemesis, Sub-Zero.

Tancharoen intended for Rebirth to serve as a proof-of-concept for a possible movie reboot. He sort of got his wish as he was given the reins of the live-action web series Mortal Kombat: Legacy.

Mortal Kombat: Legacy (2011)

Tancharoen returned to the MK franchise the following year, this time with the actual approval of Warner Bros. and a greenlight for a full season of live-action webisodes exclusive to Machinima. Legacy doesn’t follow the new continuity established in Rebirth, though Dale, White and Ryan all returned to reprise their roles for Season 1. Instead, Legacy acts as a prequel to the original game, with each Season 1 episode fleshing out the backstory for a different Kombatant.

Season 2 proved to be a fairly steep departure, with Legacy shifting to a more narrative-driven approach while bringing in a number of new characters and recasting many existing roles. One bonus of that revamp is that Cary-Hiroyuki Tagawa was able to reprise the role of Shang Tsung (paving the way for him to make the jump over to the games in the form of Mortal Kombat 11 DLC).

As inconsistent as it is in terms of tone and plot, Legacy shows the potential in a more earnest take on the MK mythology. It also looks surprisingly robust for a free-to-watch web series.

Mortal Kombat Legends: Scorpion’s Revenge (2020)

Mortal Kombat returned to the animated realm in 2020, in what proved to be a vastly better adaptation than either The Journey Begins or Defenders of the Realm. It helps that Mortal Kombat Legends: Scorpion’s Revenge is aimed squarely at adults. In fact, this direct-to-video release is actually the first R-rated Mortal Kombat movie.

Scorpion’s Revenge is an adaptation of the original game’s storyline, but with a twist. Rather than framing the movie around the heroic Liu Kang, we’ll see the fateful tournament from Scorpion’s point of view. The movie explores the character’s tragic origin story and the beginnings of his feud with Sub-Zero. You can learn more in IGN’s Mortal Kombat Legends: Scorpion’s Revenge review.

The first film has proven popular enough to spawn three more direct-to-video sequels, 2021’s Mortal Kombat Legends: Battle of the Realms, 2022’s Mortal Kombat Legends: Snow Blind, and 2023’s Mortal Kombat Legends: Cage Match.

Mortal Kombat Reboot (2021)

After years of rumors about another live-action Mortal Kombat movie, the franchise finally returned to the big screen in 2021. The new movie isn’t connected to previous projects, but instead serves as a complete reboot. Star Mehcad Brooks (who plays Jax) describes it as having “grounded realism” despite retaining the Fatalities and other violent trappings of the games. Here’s a full breakdown of the Mortal Kombat reboot’s cast.

The reboot hit theaters and HBO Max simultaneously in April 2021. You can check out IGN’s Mortal Kombat review for more. Though the pandemic obviously affected the film’s box office haul, it proved critically and commercially successful enough that Warners greenlit a sequel.

Mortal Kombat 2 (2025)

The rebooted Mortal Kombat series will return to theaters in 2025 in the form of a sequel currently titled simply Mortal Kombat 2. In addition to returning favorites like Hiroyuki Sanada as Scorpion, Ludi Lin as Liu Kang, Mehcad Brooks as Jax, and Jessica McNamee as Sonya Blade, the film will also introduce Karl Urban’s Johnny Cage, Martyn Ford’s Shao Kahn, Damoin Herriman’s Quan Chi, and Adeline Rudolph’s Kitana. We recently got a closer look at several of the cast members.

At this point, there seems little doubt that Mortal Kombat 2 will be a better sequel than Mortal Kombat: Annihilation was, but that’s not exactly a high bar to cross. The question is whether the sequel can continue the momentum generated by the original and pave the way for even more of the proposed sequels. There’s plenty of fight left in this franchise yet.

Note: this article was originally published on 04/09/2020 and updated on 03/17/2025 with the latest news about the Mortal Kombat franchise.

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

Silent Hill f Gets Gruesome New Details in ESRB Rating and Content Warnings

New details about what’s in store for the horrors waiting within Silent Hill f have emerged, and they make it clear that developer NeoBards Entertainment is keeping in step with the series’ tone.

Warning! The following descriptions contain some gruesome details about the content of Silent Hill f, which will entail possible spoilers and mature content.

Konami aired its latest Silent Hill Transmission broadcast just last week, sharing more details about the upcoming Silent Hill f. Developed by NeoBards, set in a mountain town in 1960s Japan, and written by Higurashi and Umineko author Ryukishi07, Silent Hill f looks to be an interesting new venture for the horror series.

The broadcast didn’t include much in the way of gameplay though. In lieu of that, fans have been poring over the content warnings and ESRB rating for Silent Hill f, both of which are live and provide some surprisingly detailed descriptions of what terrors wait in the town of Ebisugaoka.

Over on the ESRB site, Silent Hill f garnered a Mature 17+ rating for “Blood and Gore, Intense Violence, Partial Nudity.” None of that by itself is terribly surprising, but it’s the rating summary that offers some more detail:

“This is a survival-horror action game in which players assume the role of a student confronting supernatural entities in a 1960s Japanese mountain town. From a third-person perspective, players explore the town, solve puzzles, interact with characters, and battle enemy creatures (e.g., humanoid monsters, mutants, mythical creatures).

“Players use axes, crowbars, knives, and spears to defend against and kill enemy creatures in melee-style combat. Blood-splatter effects occur frequently as characters are attacked; several areas depict large bloodstains in the environment and near corpses. Some enemy attacks can result in players’ character getting impaled in the neck and/or getting their faces ripped apart.

“Cutscenes sometimes depict gore and more intense acts of violence: a character burned alive inside a cage; a woman branded by a hot iron; entrails and sinew displayed on serving platters in fantastical celebration/ceremony; a character sawing off her own arm; a character slicing off portions of a character’s face during a ritual. Concept art depicts a nude mannequin-like character, with exposed buttocks and partially exposed breasts; the character appears in a creature-like form throughout the game.”

Faces ripped apart, hot irons, and a character sawing off their arm certainly paint a gruesome picture. Silent Hill f could get pretty gnarly, even by Silent Hill’s standards. It is, after all, the first game in the series to earn a CERO:Z in Japan, an 18+ rating; the others have typically garnered CERO:C or CERO:D, which are 15+ and 17+, respectively.

Silent Hill f may also be dealing with some heavy topics and imagery too. For that, we can look at the game’s content warning, displayed on both the official site and the Steam store page:

“This game contains depictions of gender discrimination, child abuse, bullying, drug-induced hallucinations, torture, and graphic violence. This game is set in Japan in the 1960s and contains depictions based on the customs and culture of that time. These depictions do not reflect the opinions or values of the developers or any individuals involved. If you feel uncomfortable at any point while playing, please take a break from playing or speak to someone you trust.”

Between the actual physical horror and tackling these kinds of themes, Silent Hill f certainly seems like it’s engaging with the kind of material you’d expect in a Silent Hill. For horror fans, that’s hopefully a good sign.

Silent Hill f has no release date at the moment, though having an ESRB rating this detailed certainly suggests it’s not far off. It’s currently targeting PS5, Xbox Series X and S, and PC when it does launch.

Eric is a freelance writer for IGN.

Monster Hunter Wilds Fans Notice a Neat Detail Hidden in the Eyes of Its Final Boss

Little details can add a lot of character when it comes to the many monsters of Capcom’s Monster Hunter series. When it comes to one of Monster Hunter Wilds‘ biggest battles, eagle-eyed players have noticed one tiny detail that lends credence to a running theory. It’s all in the eyes.

Warning! Spoilers for the final boss and story of Monster Hunter Wilds’ low rank campaign follow.

After fighting through the roster of Monster Hunter Wilds’ fearsome foes, including the souped-up Guardians, you’ll eventually come face-to-face with Zoh Shia. This enemy is the final bout for low-rank Hunters to clear in Wilds, and it’s a doozy. It also might feel a little familiar, if you’ve played some past Monster Hunter games, and that seems pretty intentional.

Over on Reddit, several users have pointed out that Zoh Shia’s eyes bear a striking resemblance to Fatalis’. Fatalis is an infamous and powerful species of dragon in Monster Hunter’s universe, able to raze kingdoms and cause mass devastation.

Posts from the monsterhunter
community on Reddit

It’s a neat, tiny detail you might have missed in all the chaos of battling Zoh Shia, but it’s also not the only signifier pointing towards a link to Fatalis. As one replier pointed out, many aspects of the Zoh Shia fight share similarities with Fatalis bouts. The monster has moves from Black, White, and Crimson Fatalis, and has other small cosmetic similarities like its horns.

While Zoh Shia also draws on other classic, terrifying monsters — find some more here, in this reply — Fatalis definitely seems like a core touchstone. What does it ultimately mean, though?

Well, keep in mind Zoh Shia is a created monster. And if Zoh Shia was made to combat something or counter a threat, what kind of threat would be countered by a Fatalis-like monster? It opens up a lot of fun theorycrafting for where Monster Hunter Wilds’ assumed expansion could go. Most importantly, this connection teases that there are even bigger, badder monsters to contend with further down the line.

It might be a while until Monster Hunter Wilds theory-crafters see their guesses pan out or not, though. The next big update will be in April, which will bring some more hunts to the title alongside other additions, like an endgame hunter hub. So for now, best to just get your rank up high and be prepared for whatever kind of monster awaits.

To help get your Monster Hunter Wilds adventure started, take a look at what Monster Hunter Wilds doesn’t tell you, and a guide to all 14 weapon types in the game. We’ve also got a detailed Monster Hunter Wilds walkthrough in progress, a Monster Hunter Wilds multiplayer guide to explain how to play with friends, and if you’ve played one of the open betas, here’s how to transfer your Monster Hunter Wilds Beta character over.

IGN’s Monster Hunter Wilds review returned an 8/10. We said: “Monster Hunter Wilds continues to smooth off the rougher corners of the series in smart ways, making for some extremely fun fights but also lacking any real challenge.”

Eric is a freelance writer for IGN.