The 7 Best Ships in Starfield

Investing in your next ship is no small endeavor in Starfield. Each one costs a hefty amount of credits, not to mention the time and effort poured into leveling up your pilot skill to fly certain ship classes. No one wants to buy a whole ship only to realize on the first test drive that it isn’t really your style.

Don’t worry, we’ve got you covered. The “best” ship in Starfield for you will depend on a couple of things, but most importantly on how you prefer to play. If you yearn for space combat or plan on hijacking ships often, you’ll want a battle-ready ship. On the flip side, if exploration and crafting is more your thing, what you’ll want is a lot of cargo capacity.

No matter what you’re looking for in a ship, this list has the best of what Starfield has to offer for every playstyle. These are seven of the best ships you can get in Starfield.

Razorleaf – Baby’s First Battleship

It can be tough to find a good ship in Starfield early-game when you don’t have a lot of credits or piloting skill. Luckily for you, the Razorleaf is free to those who are willing to put in the extra effort. This ship is unlocked at the end of the Mantis side questline, and because it’s Class A, you can drive it right off the lot (so to speak).

While the Razorleaf doesn’t have a ton of capacity for cargo or crew, it has one of the best weapon sets for a ship of its class. Plus, it only has a mass of 584, making it very easily manueverable. Perfect for hijacking lower-level ships to start building yourself a small fortune. Is the Razorleaf the best ship in Starfield? Probably not, but you can’t beat free.

Aegis – Ready to Pack a Punch

When you’ve leveled up your piloting skill and are ready for the next step up, the Aegis is here waiting for you. Better weapons, better shields, and better fuel capacity, all without sacrificing the lightweight that the Razorleaf provides.

However, while the Aegis has more to offer with crew capacity, allowing you to bring up to five crewmembers along, it’s cargo is on the teeny side. Still, if you’ve gotten your piloting skill up to Level 3 and are in the market for an upgrade, you can’t go wrong with the Aegis.

Abyss Trekker – Warship of Your Dreams

  • Class: C
  • Cost: 347,230 Credits
  • Where to Buy: Paradiso

It’s slower, sure, but the Abyss Trekker has got everything you need for intergalatic battle. Ballistic weapons? Check. Strong hull? Check. Powerful shields? Yep!

Not to mention, you can fit up to six crewmembers on this baby, and adding their skills onto the Abyss Trekker just gives you that much more potential to grow this into the ship of your dreams. It even has a med bay and a lounge area for your companions to take advantage of.

Narwhal – Well-Rounded Cargo Ship

  • Class C
  • Cost: 432,620 Credits
  • Where to Buy: Neon

This ship might be as slow as the fanastical aquatic creature it gets it’s name from, but much like a real narwhal, you won’t want to mess with it. The Narwhal has powerful ballistic weapons and automatic turrets that are especially great for defensive manuevers.

Where the Narwhal really shines, however, is in its cargo and crew capacity. Fitting up to seven crewmembers and a cargo limit of 1760, this is a great ship for the space explorers out there.

Silent Runner – Ready for a Smuggling Run

  • Class C
  • Cost: 370,633 Credits
  • Where to Buy: HopeTech

If what you’re looking for in a ship is something that’s beefy, holds tons of cargo, and has a grav drive capable of quick getaway, then it’s time to consider saving up for the Silent Runner.

This ship has one of the largest cargo capacities in Starfield, perfect if you tend to find yourself doing more crafting than fighting. In case you do find yourself in a sticky situation, the Silent Runner’s shields will not disappoint. You’re guarenteed to feel pretty safe flying around in this thing.

Stronghold – A Bastion in the Skies

This thing resembles a stationary space station more than it does a spaceship, but don’t let the exterior fool you. The Stronghold has a grav drive that packs a punch, and shields even stronger than the Silent Runner.

It’s cargo capacity isn’t quite as generous as some other ships, but it allows six crewmembers on board, which is a solid plus. The biggest drawback for the Stronghold is that its big cargo hold is not shielded, so if you’re angling to hijack some ships and snag some contraband, consider upgrading the cargo before you go stashing any stolen goods.

Dragonfire II – Two is Better Than One

The Dragonfire’s older brother is a great ship for your if you want fantastic cargo capacity without sacrificing on ballistic firepower. The Dragonfire II will hold up in a fight, with 850 shields and a pretty tough hull.

The trade off here is that the Dragonfire II is a bit on the slower side, only capable of jumping twenty-six lightyears. Considering it can also fit up to seven crew though, we think this is a worthy compromise for any space adventurer looking for a “best of both worlds” type of ship.

There you have it! These are just some of the best ships in Starfield, but a smart buyer always weighs all of their options. If none of these beauts caught your eye, swing on by our All Ships in Starfield guide! There you can find all the ships in Starfield, plus a handy list of every ship you can get for free. Not too shabby huh?

Shailyn Cotten is a Freelance Writer for IGN. When she’s not writing guides, you can find her gobbling up Legend of Zelda lore, writing cozy fantasy novels, or live-streaming on Twitch. You can find her on Twitter at @ShaiCotten.

The Creators of Spider-Man 2 and Alan Wake 2 Reveal The Secrets Behind Two of 2023’s Best Games

Alan Wake 2 and Marvel’s Spider-Man 2 may not have much in common on the surface. One is a dark mystery thriller with a story that unfolds alongside its protagonists minds, while the other is a fast-paced and exhilarating action game about bright and colourful superheroes.

Looking a little deeper reveals several solid similarities though. Developed by Remedy Entertainment and Insomniac Games respectively, Alan Wake 2 and Spider-Man 2 are both narrative-driven adventures, both feature dual protagonists, and both build off stories told previously.

IGN invited Remedy creative director Sam Lake and Insomniac narrative director John McAdam to chat about designing these games, from early development decisions, to dealing with the media, handling complicated narratives, and much more.

John McAdam, Senior Narrative Director, Insomniac Games: Hi, I am John McAdam. I’m senior narrative director at Insomniac Games.

Sam Lake, Creative Director, Remedy: And I’m Sam Lake, the creative director of Remedy.

John McAdam: Let’s talk about Alan Wake 2 and Spider-Man 2.

Sam Lake: Yes. Congrats on shipping, okay?

John McAdam: Congrats to you as well. Yeah, you know what I like is that I think now, the marketing lead times are shorter. It used to be we would announce a game two years out and then we’d talk about it for a long time. I think it’s a little less now. I think there’s so many more games out there.

Sam Lake: Sure.

John McAdam: You know?

Sam Lake: And it’s better that way also the game is more in a form you are actually making.

John McAdam: Yeah, exactly.

Sam Lake: When it used to be like Max Payne or the original Alan Wake, we were already doing a lot of press while we were still figuring it out, or then you end up switching the direction. And then it ends up being: “We said this, but sorry.”

John McAdam: Yeah, I know. How many E3s have you had where you’ve shown something that is not going to be in the game and you’re like, “Okay, well, that’s not going to work.”

Sam Lake: It’s more condensed, but it’s more intense. But also, the closer you get to the end and the more you have done the introductions, the more fun it is to talk about it. Because earlier on it’s like, “It’s these three things, and we are not talking about these things.” Then you are always like, “Okay, yep,” and needing to watch what you say more. But at this point when it’s already out and you can talk about everything related to it. It’s more fun also if you talk about it that way.

John McAdam: I agree. Are you at the point now where you can do spoiler interviews?

Sam Lake: Yes, some. Still being mindful it’s only a month, so knowing that there are probably plenty of people who want to play who have not played, and I would hate to spoil some things. Although these days if you are online, if you’re reading everything, it will be spoiled day one. You need to be careful, but at the same time, ultimately it’s everybody’s own responsibility not to look if you don’t want to be spoiled.

John McAdam: Yeah. When you were doing your marketing, did you have a say in, “Hey, we’re going to put this narrative out there about what the game is because I want to set some expectations for the player that we might twist and turn,” so basically doing storytelling in the media? Did you guys do any of that?

Sam Lake: Yeah. We spend quite a bit of time discussing, “How do we go into this?” There are so many different aspects in a big game. What do we want to start with? And kind of planning the campaign and planning the beats on showing this and focusing on this.

John McAdam: Yeah, we did a lot of that too. We knew that one of the big questions for us was going to be, who is Venom, right?

Sam Lake: Yeah, for sure.

John McAdam: And there was a lot of fans online were like, “Oh, it’s got to be this person,” so we were aware that that was going to be a narrative that I think people wanted to talk about. So with a lot of our trailers, we played into that. We didn’t want to reveal too much, but we wanted to tease it enough so that people could get a sense for who it might be, which is always fun.

Sam Lake: Which is the mystery and speculation and all of that, that’s so valuable and so much appreciated, the passion of the fans keeping the discussion going, and making sure that you are helping with that.

John McAdam: Let me ask you a question about mystery, mystery versus suspense: how do you define that with your storytelling style?

Sam Lake: It is a great question because it is really important. I love mystery. When I am a fan of something or engaged about something. I love that there is room for mystery, and that’s a big reason because it excites me when I’m watching or playing or anything, I want that to be a part of the story and narrative in the games that I’m making. I feel that it’s the balance of giving answers so that everybody’s on board, but also posing enough questions. And even when giving answers, leaving room for interpretation, having blanks in there and making it fragmented so that you are actively engaged in piecing the whole thing together.

And also on the level that you are… Even if we know, because it’s really important for us to know the answers. It can’t be like, “Whatever,” but there is a huge element of trust that you need to build and establish because if the gamers are not trusting you that there is an answer and it’s not like it’s going to build into something that falls apart or… That said, I feel you don’t ever need to give a full, conclusive one truth.

And even inside the fiction, there can be conflicting views, especially if it’s a character’s interpretation, like you will never need to fully go, “Well, really, it’s about this,” because we are in the point of view of the character and characters. So, it’s just leaving that somebody might be fully committed that this is the truth, but leaving enough room for interpretation that somebody goes like, “I don’t think so. I think it’s this,” and somebody else comes in and says, “No, but maybe you missed this bit,” and having people engaged and thinking about it. That’s such a crucial thing that people can play the game through, and they’re still thinking about it.

John McAdam: Well, I think for me, what Alan Wake did really well was it could have been confusing. There was a lot of things going on, but the gameplay when you were in Saga’s mind space with putting the stuff on the wall, the way that was written was beautiful, because you would basically repeat the things that were happening. And I’m sure you did that on purpose, which was, again, really great because it helped me understand what was going on. When I switched back to gameplay, I was like, “Oh, okay, so that’s who that is. That’s where they’re going. I get it. I’m up on it,” and if I ever got confused, I would go back to the mind place and I would look at things and figure it out. I think for Spider-Man, for us, I think we tend more toward the suspense and I think it’s a genre thing.

Sam Lake: Yes, it is.

John McAdam: Yeah, it’s a big time genre thing. I think our audience for the superhero stuff, they want to be with the characters. They don’t want to be ahead of the characters. I guess with suspense you can be ahead of the characters a little bit, but we want to know everything that’s going on. And then, when we put them in these really dramatic situations, we don’t know…

Sam Lake: Yeah, the trail of it.

John McAdam: Yeah, we don’t know what’s going to happen. And I think that’s what folks with the superhero stories, with Spider-Man particularly, I think they liked that. We did a lot of UX testing, usability testing, and we would always bring people in and we would ask them after every mission, “Do you know who this character is? Do you know why they’re doing what they’re doing? What do you think is going to happen next?”

We always ask these questions and whenever they were too confused, we’d be like, “Okay, we screwed up. We’ve got to go back and we got to fix some things,” and it was really important. I think people underestimate how hard comprehension is in a game because people will go off and play at their own pace, do things at their own pace, and it’s so easy to stop and come back a week later. Yeah, it’s really hard

So, comprehension was the one thing I remember saying to all the writers around alpha, I was like, “Our goal is not perfection. We’re not going to get a perfect story here. Comprehension is our goal. If the players can understand who these characters are and why they’re doing what they’re doing, then we succeeded. We will polish that once we get comprehension.”

Sam Lake: Yeah, it is, and if you think about writing for different mediums, I feel that that’s actually one clear thing that is unique to video games compared to other mediums, because the player is driving it and pacing it in some ways, and pacing their own engagement.

John McAdam: Yeah. We consume it in a completely different way.

Sam Lake: Yes, and it’s hard to predict where everybody is, and just making sure that the key points of information are there, and repeat it in a ways that doesn’t feel like it’s being repeated to you if you are already knowing it, but still repeat it to you.

John McAdam: And there’s an art to that. With TV series, you’ll watch a lot of TV series and especially those that are on Netflix or whatever, if it’s a series, on the next episode they’ll play a recap of the one before, right?

We don’t do that in games. If you go away and go do your dishes or come back like weeks later or whatever, maybe you had a lot of dishes, and you come back, we don’t play a previously on. We could, I guess, if we detected you were away for this amount of time, we could do it, but I guess we allow the player to get back into the story the way they want to get back into it. But there’s problems with that. It’s hard.

Sam Lake: And it’s quite a lot of work. Way back when, Alan Wake 1, we actually had previously on, because it was very TV episode-like but it was also very linear, so it was easy to do a previously on on an episodic basis. Here, with two characters in two worlds, you can progress as you choose, and a lot more complexity, it would be a huge effort to actually create a dynamic, smooth, previously on experience out of it. And we did consider and ultimately said that, “Yeah, we have other methods like the plot board, and the case board on both characters to help you with it.”

John McAdam: Speaking of complexity, when you start out in pre-production on a story, what is one of the first things that you do to kind of get a sense for the story from beginning to end? How do you approach that?

Sam Lake: There is work before getting to that, which usually is then just figuring out the genre of the game, who the character is, the main character, the setting, all of these things that are needed for team communication and understanding what are we starting to make and then getting to the story. I don’t know, I am pretty basic and old-fashioned. I love working on a big whiteboard. And what I did for this and what I did for control, is that I have three helper structures: the three act structure, the hero’s journey, five or seven stages of grief. I just mapped them all on the top of the whiteboard, and they are not any kind of a straight jacket. They are just for me, when I feel that I am now slightly lost or not getting the right kinds of ideas, I can always glance up and check that, “Okay, yeah. Something like this,” so it’s just a helper.

John McAdam: I’m exactly the same. I’m a structure nerd, so I love having that at the start. I do the same thing: when we were in the office, we had a room with a huge whiteboard, it was a whiteboard wall, and at the beginning of Spider-Man 2…

Sam Lake: Crazy wall.

John McAdam: Crazy wall, yeah. At the beginning of Spider-Man 2, we had the whole story written out on the wall, eventually went to index cards that we put up there, but it’s good to start with the marker because it’s easy to erase and do different things. But then you start, and I think getting that… When you know how you’re going to end, that’s the hardest part, getting a good ending. But then for me, I like to go back once the ending is there air and get a sense for, “Okay, what is the pacing of this experience?”, and I think another thing that maybe not a lot of people think about when they think about game writing is we also talk a lot about the gameplay. We talk a lot about, ” What is the player experience?”

Sam Lake: I mean, it’s back and forth. It’s a conversation. It’s very much all the different aspects of it. And then, unfortunately, I guess some production realities, and they just need to be taken into account and worked into it. So, there is an added complication on top of just purely being in that writer’s paradise of thinking about cool story stuff. But yeah, and these days it ends up being kind of multiple layers. Like In Alan Wake 2, there was this whole thing for Saga, this whole thing for Alan Wake, certain elements that are kind of the third layer that is the connection points planned into it. And that’s an intense phase that does take a lot of time. That, to me, then leads into first a synopsis, but I’m not satisfied. It doesn’t have enough detail. And I then tend to write a proper treatment that can be anything from 30 pages to 50 pages on the detail level of what is actually going on and happening.

John McAdam: You’re speaking my language because that’s exactly what I like. I like to do a detailed treatment. At some point after we look at the structure and we have the team look at the… We call it the macro. We have the team look at, “Okay, this is how many missions we’re planning to have. These are all the locations. These are all the characters,” so we know kind of the scope of the experience. Then, in the treatment, what I like to do is I like to say, “Okay, cinematic. This is going to be a cutscene that we know is going to happen. When that one ends, the transition from that cut scene into gameplay is going to be like this.

And then the gameplay, I want to describe the gameplay, what the gameplay is going to be. And then, describe how we get into the next cinematic. Because I think there’s a big difference between what the story is and how we tell the story. I think the treatment, at least for me, helps with, okay, how do we tell this story? And invariably, for me, when I do a treatment, the cinematic team will look at it and they’ll say, “Wow, that’s a lot of cinematics.”

Sam Lake: Yep, I’ve heard that quite a few times.

John McAdam: And then, we do the process of like, “Okay, how do we get ourselves into budget? How do we make the same story, but maybe in a different way?” And I think that’s another big difference between games as a medium and other mediums is as we’re making it, we’re making so many changes based on talking with people on the team, and new ideas that come up. I think one of the things I’ve learned to embrace as I’ve gotten older is it’s okay if we change things, because if we’re changing it, we’re changing it for a good reason.

Sam Lake: Yeah, and it can come from any direction, really. It could be a gameplay reason. It could be just a scope reason. Even if you are trying to stay on top of understanding the limitations on different departments and scope, it’s pretty impossible. Because things are changing as your engine changes and tools change and just everything is moving so fast. That then there are all the experts that you are relying on, and if they come back and say, “We can’t do this,” and then there is…

John McAdam: And then, you ask three more times, “Can we do it? Are you sure we can’t do it?”

Sam Lake: But this is more important than these things.

John McAdam: And then, you start bartering like, “Okay, we’ll cut this, but if we can keep this.”

Sam Lake: Yeah, exactly. But I have learned that kind of the mental place where you need to be… Well, first of all, you need to bear the fact that things are not locked. And for some people, it’s harder and a lot more stressful. But I always say, “Okay, we need to change this and we like this, but let’s take this as an opportunity to make this better.” And usually, that’s the way it can go, that you need to actually change it or even make it smaller. But if you are looking at it from the perspective of this is an opportunity, now we are changing something and these things were already nagging to us in some way, even though we were saying that it goes… Now, we can open these things around this up as well because it needs to change. And maybe there’s an opportunity to tell the story better or find a new angle into it.

John McAdam: I think you’re touching on something that is sort of a soft skill, which is talking to people on the team and helping everyone understand what it is we’re trying to make. And I think that’s something that is super important. We have our creative director, Bryan Intihar, he’s really good at it. The key is, I think, explaining the why. When the team understands why you want to change something, then they’re more likely to A, get on board, but B, once they understand why you’re changing it, they’ll have a better view of what the project is, so they’ll understand the direction a lot more.

But those are always difficult conversations, because like you said, people are always asking, “When are we locking? When are we locking?” And I feel bad every time when we’ve locked and it’s like, “Actually, I know that thing is locked, but we kind of need to change this thing. Is it okay if we unlock that?” And I just see people deflate. On Spider-Man 2, I told you we did a lot of usability testing. We brought a lot of people and we had various endings. We had a few different endings throughout, which is always dangerous, but whatever. And by having a different ending, I don’t mean the whole ending change. It’s like there’s a few things at the end that were tweaked. And so, pretty late in production around alpha, actually, we had a narrative consultant, Kim Belair, who’s really good.

Sam Lake: She worked with us as well.

John McAdam: Did she?

Sam Lake: Yeah.

John McAdam: She’s amazing, isn’t she? Anyway, so she played through the alpha build and she said, “Are you sure you want this thing to happen? Because it kind of feels like the same thing as the last game.” And we were like, “Yeah, she’s right.” And then, she pitched an idea, that I promptly stole and we put into the game. And for me, it was one of those moments where a lot of things kind of clicked into place for the story. And I don’t think that the younger me would have been able to do that, the one with the big ego and who didn’t listen to… I think it’s one thing I’ve learned as I’ve gotten older is it’s really important to listen to the audience and the people around you, not all the time.

Sam Lake: No, it’s an interesting instinctive balancing act. For it to go through and not fall apart, you still need to make sure that it stays together. And some ideas, even though you can see the excitement and coolness, you can see, no, it goes against this. And even if it would be lovely as an individual idea… You do need to always go through that process of thinking, “Can I make this work?”

John McAdam: Yeah, and one of the things I say is, “What is the story telling us? What does the story want this to be?” And if you look back on the story and you see that everything leads naturally to this outcome, then you’re like, “Well, that’s kind of what it has to be.” And luckily, Kim was able to find a way to do the third door, what’s behind the third door? Which is great.

Sam Lake: Yeah, I mean, for us, thinking about changes along the way, I love using live action elements in the game and we were definitely doing that. And working on it, but then at the same time, we were doing quite a bit of game cinematics. And we were struggling with just the scope of it. But everybody were really, really excited about the live action. So, there was a certain point of time where I said, “Hold on, let’s think this through. And maybe we could actually still, on some of the cinematic content, do a pivot because this is working really, really nicely and we have a problem here. And just embrace the dreaminess of it and bring more of this.”

Which it was really kind of driven from the worry on the scope side and struggling with it. And maybe that would never… That’s the beauty of it. Because of a problem, you are forced to think of a solution. And if you would not have these limitations or obstacles, you would never necessarily consider something that feels a bit crazy. But then when you do, it’s suddenly like, oh my God, this is so much better and now it works. So, that, as a concrete thing, it’s partly as kind of us struggling with certain bits of producing enough scope, pivoting into that and having more of it. And now, looking back, it was great. Yeah.

John McAdam: So, we both shipped a game this year. Have you been playing any other games?

Sam Lake: Very little.

John McAdam: Me too. It’s really hard. It’s really hard. But when we would bring people in for usability testing, there would be a questionnaire and they would all have to answer questions. And one of the questions that they answered was, how many gaming hours do they have per week? And I remember seeing that some of the folks that came in had over 40 hours of gaming time a week. And I was like, “That sounds amazing.” But it’s so hard when you’re making a game and trying to have a life to also make time for playing other games.

Sam Lake: I’m still, having shipped it now, a month ago, and not quite covered to normal level, I’m still in the fantasy of I have this amazing backlog of all kinds of cool film, books, games, and I’m going to do all of that. And probably, the reality is I won’t have time to do all of that anyway. But still in that kind of like, “Yeah, now there is time for all kinds of things.”

John McAdam: I’ve been reading a lot more books, which is interesting because I like to read before I go to bed, and I don’t know why I wasn’t doing that when we were making the game. I think it’s just maybe-

Sam Lake: It’s bandwidth.

John McAdam: Is it bandwidth?

Sam Lake: Maybe it’s bandwidth. I haven’t even bounced back. I love reading and it’s very, very important to me. I haven’t gotten back to it. Maybe it’s just sleeping too little and trying it, and then falling asleep. And next evening going like, “I don’t even remember where I left off,” and doing it again and then giving up. And really, really, that’s one thing that I’m looking forward to, rediscovering the joy of reading.

John McAdam: What are some of your favorite genres?

Sam Lake: Well, I love mystery. I love postmodern stuff that is a bit of a game-like in the sense of building something that you are kind of like… I get really excited, honestly, in everything when I feel that maybe I’m not quite smart enough to understand what’s going on, and that really kind of sparks my interest and gets me going. And now I want to… And even, I feel really satisfied often if I don’t have the answers at the end. That, to me, is like, “Yeah, I can keep on thinking about it.” And that, to me, say in film is something that I love with somebody like say David Lynch, because it’s not meant to be understood exactly. There is that dream-like feel to it. And still feeling safe that it is as it’s supposed to be and it’s not random in any way. And there is really, really clear thought behind it. But I’m not meant to have a crystal clear answer in a way.

John McAdam: I’m a huge Stanley Kubrick fan. And that’s what I love about a lot of his movies is that they make you feel something.

Sam Lake: Yes, the emotion.

John McAdam: Yeah, but he does it through images and through sound. And there’s a way that sometimes film can do that and just make you something that you didn’t know was there. Eyes Wide Shut is one of those movies that some people don’t like, but I love that movie because it’s so unique. And just the feelings that you get as you’re watching this crazy night. I don’t know. It’d make a great video game for a very small number of people. Can you imagine if Kubrick was a game maker, there would not be a big audience.

Sam Lake: But it would take a long time because it would be perfect before… Which is hard. But in experiences and in fiction as well, not quite knowing, I mean that to people like us working on story a lot, when it’s very formulaic, it’s kind of boring because you can see where it’s going to go. And I like to be surprised. I like to be there and I have no idea what’s going to happen now. That’s a wonderful, thrilling feeling. The great feeling these days with a lot of content and streaming media and all is that there are a lot of opportunities where it’s quite ambitious and things like, this is new, this is thrilling, because I don’t know what’s going to happen. When it’s a mix of new things, like Everything Everywhere All at Once…

John McAdam: Which I still haven’t seen, and I need to see it.

Sam Lake: Very much recommended. It blew my mind. It was so fresh. It felt like, well, this is today now, and this is like, it’s wonderful, it’s thrilling and it’s really surprising, and yet it has the emotion and it has the heart and all.

John McAdam: I think surprise is one of those things that is the most important thing we can do for our audience, is to get people having unexpected things.

Sam Lake: Yep. And that can go to mystery or it can go to suspense.

John McAdam: And I just read a book that is not a mystery at all. It’s by Jonathan Franzen, it’s called Crossroads, and it’s more of a family melodrama kind of thing. But I was so engrossed in it because I had no idea what was going to happen, and I was watching these characters do these things that were, I was like, “Oh, wow.” And each chapter, each thing that each one of the characters did was surprising, and I just could not stop.

Sam Lake: But that’s something that sometimes happens when you are writing a story as well, and drafting out the story. I mean, it’s interesting to me, because this is so much a teamwork and team effort making a video game, you need to kind of communicate the theme relatively early on what the story is.

But at least to me, when we go to a deeper, more detailed layer, writing the actual screenplay, even if you have it mapped out, there are surprises. Like when you start writing an actual scene in the screenplay format, you go like, “Wow actually, this is what the character would do here.” And what we were saying on the treatment level wasn’t quite like it was an idea, but now… And sometimes they are even not contradictory. You can still kind of get to this more or less the same outcome, but how you get there, because what the characters end up like, no, no, this would be the line.

John McAdam: You know why I think that happens is because when we’re looking at the macro or the treatment or whatever, we’re not really in the moment with the character.

Sam Lake: Yes, exactly.

John McAdam: And when we sit down and we look at a screenplay and we start writing the scene, that’s where the work of writing is. Because we’re taking our mind, we’re taking everything, our body, everything, and we’re putting it somewhere else and we’re acting, essentially.

I said this recently, I was doing some press with two of our actors, Yuri Lowenthal and Laura Bailey, and I was saying, you know what you guys do isn’t that different than what I do, I just do it alone in a dark room. But we have to put ourselves in the shoes of other characters and feel their emotions, think about what they’re doing. And you’re right, there’s discoveries that happen when you’re in the middle of a scene, you’re like, this is not how that scene would go.

Sam Lake: If there was a camera while you are writing, people will look at it and go like, “This guy is insane.” Because you are like…

John McAdam: Do you ever laugh to yourself when you have a… Yeah.

Sam Lake: Realizing that I was like, this is an angry… Yeah. It’s very deep on the… You need to find the emotion on..

John McAdam: Do you think that’s a skill that we learn over time and get better at? Because I feel like similar to actors, when actors have to go on set and all these people are looking at them, they have to let down their guard, they have to open their hearts. And that’s a skill that I think really good actors, they’re good at it. Do you think writers also get better over time?

Sam Lake: Yeah, I do think so. And I’ve always felt that there is this kind of connection between writing and acting. And this time around, like doing Alex Casey…

John McAdam: Yeah, good job, by the way.

Sam Lake: Well, thank you. I was feeling like a total amateur, but blessed because wonderful actors that I got to work with, and a lot of learnings for writing as well, I felt.

John McAdam: Like what?

Sam Lake: Like having to be there, having to do it like… Just carrying an emotion, an arc in a sea, and realizing, yeah, this is really hard for an actor, and maybe I should be more aware of that when I’m writing a scene. So felt that by having to do that, I was learning about directing and I was learning about writing, and that to me was the biggest takeaway out of it. Really, really wonderful lessons on being able to look at it now from a slightly different perspective as well.

Also, just understanding the technical side of it, the whole motion capture. And then James McCaffrey, wonderful James McCaffrey, with his wonderful voice being the voice of Alex Casey, and me then being in a performance capture booth lip-syncing to his delivery, and needing to act it out. And just the complexity, still the complexity of the technical side of an active performance that kind of make it harder for them. Being very aware of all of those steps, having to go through them does help. Just understanding for directing and writing it.

John McAdam: Yeah, I would think I would be a terrible actor, but I do think that being able to let your emotional guard down, it’s kind of weird that we do that for a living, and we have… Our work is supposed to be a professional environment, but a lot of times with our writing team, I’ll get really personal and I’ll say, look, we’re not going to be able to get the emotions that we need unless you dig into yourself and try to find the hard, juicy…

Sam Lake: Yeah, I feel that when you are in the process of it, it’s relatively safe being alone in a room and going through that. Where the hard part comes is you are exposing that material to other people for comments and criticism that… Because it is your emotion on the page, and that’s why it’s hard, but doing it alone in a room while writing, that feels like it’s a safe place, nobody’s seeing you, there is no camera, you just kind of like…

John McAdam: That’s why… I’ve gotten better over time with the whole feedback thing. I think maybe I’ve been beaten into submission. I don’t know what it is.

Sam Lake: Well, you tend to grow a thick hide and be able to look for, there are individual opinions and then there are trends of feedback. And now two people said the same thing in different words, there is something here that needs to be figured out.

John McAdam: And it’s often the note behind the note, you know? They’ll say they don’t like this thing, but it’s not really about that thing. It’s because…

Sam Lake: Yeah, and often there comes a solution from them, and very rarely that’s the solution, but you need to just kind of think through it and find what’s the problem, actually.

John McAdam: Yeah, that’s really great. When we were polishing Spider-Man, all the writers would play the game together.

Sam Lake: It’s so important.

John McAdam: And we would make sure everybody speaks up when something bumps them. When we’re in the middle of a play session, if there’s a line of dialogue or even a shot on a cinematic that doesn’t seem right to them, they need to speak up and say, “Okay, that bumped me because X, Y, Z.” And it makes it so much better when you have a team of folks that do open themselves up to each other. But it’s also weird that you… I don’t know, maybe it’s just me, but having a second family that you’re really close emotionally with, because that’s the job. You have to be emotionally close to these people. And I think it’s one of those human skills that is not natural. We’re not meant to do that unless it’s with our family, and we get to know them and live with them and that kind of thing. So I don’t know, I guess I’m pontificating on this strangeness of doing what we do for a living.

Sam Lake: And very often the very human natural response when you are being criticized is to go on defense, and then you are kind of shut down and locked down and, no, no, no, no. I’m stubbornly holding on, which doesn’t help. But that’s the part where you need to learn to…

John McAdam: You start to feel that emotion and then you’re like, what’s the goal here? The goal is to, I say put things on the shelf, which may not be true anymore. Maybe we don’t put a lot of things on the shelf as much as we used to, put things in the download queue, I don’t know. But our goal is to have a great game at the end of the day. And I think when we as creatives are able to suppress that initial emotion to push back, the thing at the end of the line will get better.

I think it’s a tough balance on a big game where there’s a lot of folks on the team that each have their individual job, and they need to get that individual job done, and they need to be able to be creative in that individual job.

And there’s going to be a lot of people, if you want to make a change to act three, there’s going to be a lot of people that are going to say, that’s not a good idea because X, Y, and Z. How do you deal with that kind of stress and pressure, because you’re the creative director and the lead writer? That’s a big job.

Sam Lake: I feel, just from the role perspective, and this was asked from me, why are you not just doing it on your own? I would be dead. To me, it’s really, really important to find the right people to collaborate with, and it’s so valuable. I like co-directing this with Kyle Rowley and really with Janne Pulkkinen, who is our art director, because the stylization was such an important thing that we were kind of a trio working closely together, but then also writing the story with Tyler Burton Smith, and writing the screenplay with Clay Murphy and all the Cinematics and live action. We had Live action director, Ansi Maatta collaborating with them. So finding the right partners, and then you have this kind of a balance, and it’s a shared thing, and everybody can… That helps in itself. When you are kind of finding yourself struggling or locked, there is always another person to kind of pick it up and carry it.

John McAdam: Yeah. We had a team that our project manager, she coined it VASE, V-A-S-E, which is, I think it’s Vision and Strategy, Execution. I don’t know. It wasn’t a great name, but what was great about it is that we would have a director from every department be in the meeting, and we would meet very often, several times a week, and we would get together and any problems that came up we would talk about with the team, and it was a team of really creative, great people who would always help each other out.

Sam Lake: And sometimes it’s only to vent.

John McAdam: Yes, we did plenty of that.

Sam Lake: But that’s an important part of it, being able to do that and not just kind of like.

John McAdam: Yeah. And I think it’s important to have a group of people who can then be on the same page. Because there’s so many people that it takes to make a big game like these two games, that getting everybody on the same page, it can’t be one person’s job, right?

So having that group that meets regularly and talks about things and solves problems, and when there’s a change, we all talk about what the change is going to be, and then communicating that out to the team, I feel like that on Spider-Man II, that was one of the biggest learnings for me. I think this is the first time we’ve really sort of, I don’t know, institutionalized that group where we would meet so often. I’m never making agame another way again. We’re always going to have that base team.

Sam Lake: Which is a great feeling of finding something in the process that this works. Now this works and now this feels right, and finding those steps is a really yeah, important thing. How did you feel about having two main characters? Because we both have that and kind of just the idea of having two hero characters and two protagonists and two playable characters. Because they are there individually but because they make the story together, they are also there is this funny thing that it’s almost like the dynamic between the characters and how they live in this world and affect each other that is as important as those characters on their role.

John McAdam: Yeah. It was a lot of learning for me with dual protagonists because when we were at that macro stage, right? I was like, okay, I know that this is going to be… I said from the beginning, “This is going to be a Venom story.” We want to do Insomniac’s version of a Venom story, right? So, Venom was really the character that was going to weave in and out of all the other characters in the story and affect them, the symbiote early on and then Venom later on but it’s really the same character. And so, when we started doing that it felt like, okay, maybe having this dual protagonists with Venom being the main thing, my head was exploding, right? There was just too much going on.

And not until some of the other writers, Lauren Mee in particular, what she did is she took Miles’ character and she was like, all right, I’m going to have his arc with Martin Li be its own thing and I’m going to take some time to map that out and make sure that it’s really great. And then, we’re going to kind of put that back into the story. And I think having her spend that time making that arc its own thing, helped us to have it not just feel like Miles was not participating in the story because it’s Peter who succumbs.

But in the macro stage, it was always that Miles and Pete and MJ are going to come back together late in the story, right? But it was the early stuff that was difficult. And then being able to switch at any point when you’re in the open world. Wow, that’s really tough. That but also so freeing for the player. And that’s why I think we did it because the players love to be able to do that and play who they want to play as.

Sam Lake: But it was really, really interesting from the perspective as well, because especially with suspense, which also obviously part of Alan Wake, your instinct as a storytelling is when you are saying that, okay, I have two tracks here, so I lead the character into a cliffhanger and that’s the point to switch. And suddenly giving player that freedom, you go like, okay, I don’t have this tool in my toolbox anymore. For sure you do, but it’s on a single track, you can have a twist and then aftermath and going forward, but not between them. And it takes a different kind of an approach. But in a very similar way, it’s interesting to talk about this because I’m a lot of echoes between them. I felt I had a really clear picture about Alan Wake’s arc and where he’s and Saga being a new character for us. That to me felt like, okay, there are some elements, but this is a lot of thinking needs to be done.

And that to me felt like bringing in Tyler to collaborate with me on writing the story that was, I remember early on when we were work shopping it, I just had a lot of questions like Saga arrives, and then the situation is something like this, but we need to think about, we need to figure this out. And even going to screenplay then with Clay, a lot of thinking still went on. How do we bring this? We want to bring them back together and how are we solving that? So yeah, it’s kind of the separate arcs, but then always needing, that’s the kind of multiple layers of it. You have the arcs, but then you need to think about the whole.

John McAdam: Yeah, and an additional challenge we had is that we have an open world, right? Where you can switch between Miles and Pete. And so, it’s a strength and a challenge because the strength is, what we really want to say with this game is that you can be both Spider-Man, the city needs both Spider-mans, right? So, we had some side content that was Miles only was Pete only, and we wanted you to get a sense for, okay, when you’re playing as Miles, the city is a little bit different. The people know you differently, whatever. But it’s so hard to get deep into that without getting linear, right? But I think that that’s what players want. They want that freedom to be able to be who they want to be, but they also want that cinematic story.

Sam Lake: Exactly. You need both. But I think that a mark of a successful project is also that you feel afterwards that a lot of learnings, which keeps it interesting and exciting.

John McAdam: It does. And it makes me scared to keep making more games because we got to learn new things each time. But I think that’s another thing that’s interesting about what we do is when we start a new game, we have to ask ourselves what are we innovating? What are we changing and getting better from the last thing that we did? We can’t just make another story and ship the same kind of stuff that we did before. We got to innovate not only in the gameplay, but also in the way that we tell the story.

Sam Lake: Yeah. And hopefully not in everything at the same time. Yeah, well it starts there, right? You start, “Oh yeah, we’re going to change this. We’re going to change that.”

John McAdam: But that’s another thing that we share is that we were both sequels in a franchise, right?

Sam Lake: Yeah, that’s true.

John McAdam: So, we built on from there were roots, right? That we could draw from.

Sam Lake: That are very important because the audience, all the gamers are very invested also. You need to open it up for new audience, but at the same time, you need to make sure that those who have committed already and are really, really wanting it to go on, you need to make sure that it does.

John McAdam: And I think that’s one of the biggest challenges we have when we’re making a Spider-Man game, is that Spider-Man is a character that’s in so many mediums, right? And there are fans in every medium who are diehard fans, and we’re going to disappoint them no matter what we do, right? But what we need to do is we need to say, okay, we’re going to make Insomniac’s version of this story. And we’re going to do the best that we can and make sure that within itself, it’s a great story.

And hopefully the audience who doesn’t like the choices that we made with their favorite character, will still understand that it’s a good story. But yeah, I also think that having the roots in a previous game helps with a lot of the creative discussions because you’re like, okay, we did it this way in the last game. We could probably do it the same way this game, but what if we tweak it? What if we do this? But your game was, there was a lot of time between the two. And if I look at the amount of just the things that are changed, there’s a lot of change in there. Did you guys start with thinking that a lot of the stuff was going to be changed, or did that evolve over time?

Sam Lake: Obviously it was a lot of years and there were moments of coming back to Alan Wake and thinking about the sequel. It just never, like the time wasn’t right. But finally coming here, I do feel that more than any game that we have done in the Remedy history, when we built the vision for this, the final game is by far the closest to the initial vision. Because in many of the game projects, we have changed very critical big things along the way. But here we had the beginning vision and the end game. There were, of course, okay, this mission goes away and things like that, but certain key things in it are in the final game.

John McAdam: Why do you think that happened this time?

Sam Lake: I think partly because there was such a long time and kind of in the subconscious mind thinking about it and already kind of building certain things.

John McAdam: So, you had a 10-year production?

Sam Lake: Yeah. But it felt different somehow, more kind of confident. And maybe there was also like, now we finally can do it, now we’ll go all in.

John McAdam: Well, and technology, right? One of the things that we couldn’t do in the first Spider-Man game was cut across the city seamlessly…

Sam Lake: Or for us to go into mine place or go in the writer’s room.

John McAdam: Right. And now we can do a cut from one end of Manhattan to over into Queens.

Sam Lake: It’s always started the technology suddenly giving you new opportunities, and then it changes things.

John McAdam: Yeah. Yeah. It’s cool. Sam, that was amazing. That was really fun.

Sam Lake: A pleasure. I want to keep going but I guess we are out of time.

John McAdam: Yeah, yeah. But let’s do it again.

Sam Lake: Yeah. Thank you, IGN.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

How Arizona Sunshine 2 Ups the VR Zombie Survival Ante

From developer and publisher Vertigo Games, Arizona Sunshine 2 is a VR zombie survival first-person shooter that puts you back in the shoes (and head) of the dark-humoured and sarcastic survivor introduced in the 2016 original game. Continuing to survive alone in the heat of the Arizona desert, the unnamed hero witnesses a helicopter crash. Desperate for human contact he strikes out to find the landing site only to discover a different sort of companion… Whether you’re an old hand at blasting brains, or you’re taking on the zombie hordes for the first time, here’s what you need to know about Arizona Sunshine 2.

The Story at the End of the World

Experience this new frontier in blood-pumping, zombie-blasting action alongside a gripping narrative that tells the story of one man’s survival. After a heavy night of drinking his troubles away, the protagonist wakes up to find the undead (which he refers to collectively as ‘Fred’) are still shuffling about, and he is still very much alone. When he locates the crash site of a downed helicopter, hoping to find survivors, he’s surprised to find the only one left alive is a waggy-tailed, fetch-loving dog. Together, the hero and his four-legged friend, Buddy, set out to find the elusive Patient Zero, in the hope of prompting a military rescue. With a campaign twice as long as the first game, you’ll experience the twists, turns, highs and lows of this sun-drenched zombie survival story, alongside the main character’s darkly comic quips and sarcastic comments, brought to life by returning voice actor Sky Soliel.

Man’s Best Friend

Buddy is more than a fluffy friend in dark times, with him by your side ‘Fred’ doesn’t stand a chance! Direct him to take down enemies, or hold a zombie in place while you line up the perfect blood-splattering headshot. And when you want something that is just a little bit out of reach, you bet that good-boy Buddy is more than happy to fetch it for you, just be sure to pet him as a reward. As if that wasn’t enough, Buddy can hold onto two extra guns in his handy combat jacket, making him both armed and dangerous ⁠– even if he can’t shoot them himself.

Guns and Gore Galore

Arizona Sunshine 2 features highly realistic and immersive combat, powered by a cutting-edge mutilation and gore system that makes taking down zombies feel as good as looks. This gore-geous system is most evident in the game’s new melee combat, where you can hack machetes into skulls, chop off limbs and wack zombies with a variety of weapons including garden shovels and katanas. Getting up close and personal is a great way of saving bullets, but when you want to blast zombies with good old firepower, you won’t be disappointed. With over 40 weapons at your disposal including shotguns and a flamethrower, Arizona Sunshine 2 encourages you to take down zombies in whatever way you like. And when you’ve emptied your clip, executing a full manual reload, available with all fire-arms, steps up the level of detail and realism in the game.

Vertigo Games have also acknowledged how the VR community has evolved, from experienced veterans, to newcomers dipping their toes into the virtual “water”. To help players find the right level of difficulty for them, there are four options to choose from: Story, for a relaxed narrative experience; Adventure, a balanced challenge ideal for VR newbies; Survival, how the developers envisioned the game to be experienced; and Apocalypse, for a harcore zombie survival challenge.

You Don’t Have to Go It Alone

While the story focuses on being alone, you don’t have to be! Full campaign co-op returns in Arizona Sunshine 2, so you can enjoy the story alongside a friend. If experiencing the apocalypse together as a duo sounds fun, add more survivors to the mix with Horde Mode, an endless mode for up to four players that pits you against waves of zombies as you attempt to survive as long as possible. If you’re a competitive zombie killer, check out the online leaderboards to see how you perform, and keep an eye out for three more free co-op maps Vertigo Games will be adding in year one.

Arizona Sunshine 2 is out now on PS VR 2, Steam VR, Pico 4 and Meta Quest.

Baldur’s Gate 3 Companions and Romance Guide

Baldur’s Gate 3 might just be the best dating sim – ahem – RPG game of the year, with hours of content to be spent adventuring, fighting, and yes, romancing.

This Dungeons and Dragons adventure wouldn’t be the same without the Companions you meet along the way. As you travel together, you’ll learn more about your Companions… their likes, dislikes, and their personal tastes. Do you have what it takes to become more than just a party member to your favorite Companion?

Lucky for you, we’ve gathered a list of each romanceable Companion’s likes and dislikes, so you’ll never have to see the words “Astarion disapproves” pop up again.

Shadowheart Romance Guide

It’s hard not to have a soft spot for “god’s favorite princess”. As a devoted cleric of Shar, Shadowheart has a bit of a dark side, but maybe noe quite as dark as she’d like you to think. Here are just a few of the things that will earn you Shadowheart’s Approval or Disapproval:

Shadowheart Approval List

  • Kindness towards children
  • Kindness towards animals
  • Avoiding unnecessary violence where possible with persuasion or manipulation
  • Showing distrust towards the Gith
  • Fighting against oppression
  • Allowing her to be faithful to Shar where possible

Shadowheart Disapproval List:

  • Not respecting her boundaries
  • Getting involved in things that aren’t your problem
  • Humiliating others
  • Choosing unnecessary violence
  • Siding with oppressors
  • Showing trust towards the Gith

Keeping these likes and dislikes in mind while playing Baldur’s Gate 3 will be handy towards getting on Shadowheart’s good side. Still not sure what to say during cutscenes with Shadowheart to take things to the next level? Check out our Shadowheart Romance Guide! We have a complete walkthrough towards maximizing your romance with Shadowheart in Acts One, Two, and Three.

Gale Romance Guide

He might be more than a little hung up on his last ex, but Gale’s still game to let you be second best to the goddess of magic herself. Despite being a literal ticking time bomb, Gale’s morals align strictly with the lawful good. If you’re starting to swoon for this true-blue wizard, here is a comprehensive lists of all the things Gale approves and disapproves of:

Gale Approval List

  • General acts of heroism
  • Acts of kindness where you gain nothing
  • Showing kindness towards animals
  • Interest in the arcane and arts
  • Avoiding violent solutions
  • Giving him magical artifacts to consume

Gale Disapproval List

  • Unnecessary violence
  • Being cruel unnecessarily
  • Acts of stupidity
  • Showing judgement to his condition

If you can keep up the hero act during your Baldur’s Gate 3 playthrough, you might just be able to trigger some romance scenes with Gale. Don’t blow your chance – play it safe by following our Gale Romance Guide for all romance scenes in Acts One, Two, and Three.

Astarion Romance Guide

Listen, everyone loves a bad boy. We get it. Though our charming vampire rogue might not always have the best intentions, sometimes it’s fun to play the villain. Whether you are choosing a companion for your Dark Urge playthrough or dead set on romancing Astarion even if it kills you, here’s some things to look out for so you can please or displease your favorite pale elf.

Astarion Approval List:

  • Supporting his desires
  • Being supportive of his nature and condition
  • Aligning yourself with creatures of evil nature, such as goblins or devils
  • Being ruthless to people he views as weak
  • Demonstrating your power over others
  • Appreciation for the fine arts
  • Being cruel to others
  • Letting him bite you

Astarion Disapproval List:

  • Showing concern to the weak
  • Exercising restraint
  • Being judgemental towards him and his condition
  • General acts of heroism

Getting on Astarion’s good side is only half the battle, however. To get this ice cold vampire to fall in love with you, you’ll want to follow our Astarion Romance Guide to navigate all his romance scenes successfully.

Wyll Romance Guide

People might say Wyll is the tame romance option in Baldur’s Gate 3, but what isn’t there to love about a disgraced warlock forced to strike a deal with a devil? Wyll is a complicated soul, constantly endeavoring to do the right thing, even despite his pact with literal hellspawn. If you start to feel your respect for Wyll blooming into something more, here’s a complete list of all the things he approves and disapproves of:

Wyll Approval List

  • General acts of heroism
  • Helping those in need
  • Fighting against oppressors
  • Reinforcing his beliefs
  • Showing ruthlessness towards goblins and devils

Wyll Disapproval List

  • Lying to him
  • Being self-indulgent and entitled
  • Showing pro-goblin and devil sentiment
  • Unnecessary acts of cruelty
  • Siding with Mizora

Don’t mess up your chance to win Wyll’s heart! Follow our Romance Guide so you always say the right thing during a romance scene with Wyll.

Lae’zel Romance Guide

T’chaki. You wouldn’t expect the bloodthirsty Gith of the group to be interested in romance. While Lae’zel’s initial interests might be primarily carnal, if you play your cards right, you might be able to get Lae’zel to open up to you. Here are all the things Lae’zel approves and disapproves of, so you don’t make the wrong choices to impress the ever unimpressed Githyanki warrior.

Lae’zel Approval List

  • Agreeing with her
  • Showing pro-Gith sentiment
  • Demonstrating your power over others
  • Being aggressive and ruthless

Lae’zel Disapproval List

  • Siding with the weak
  • Using non-violent tactics
  • Being anti-Gith
  • Disagreeing with her

Satisfying Lae’zel is no easy task, so check out our Lae’zel Romance Guide for a more in-depth look of how to respond during romance scenes.

Karlach Romance Guide

If you don’t love golden retriever, self-combusting tiefling Karlach, you might actually be evil. Our favorite fiery barbarian has a big heart (or infernal engine), and if you do right by her, she’ll be loyal to the end. As long as you’re planning to lean more towards a lawful good playthrough (or at least chaotic good), you might find you and Karlach becoming a bit more than friends. Here are some of the things Karlach approves and disapproves of:

Karlach Approval List

  • General acts of heroism
  • Kindness towards children
  • Compassion towards Tieflings
  • Violent-oriented solutions, as long as they’re not mindless or villainous
  • Standing up against bullying of the weak

Karlach Disapproval List

  • Being cruel and unnecessary
  • Being a coward
  • Siding with the goblins
  • Anti-Tiefling Sentiment

Halsin Romance Guide

One of the most notorious romance scenes in Baldur’s Gate 3 might just be with the druid Halsin. Yes, you can have sex with Halsin while he is in Bear Form. Whether sex or romance is your intention with Halsin, to get him to open up to you, you’ll first need to impress him. Be sure to make choices that align with what Halsin approves or disapproves of if you want to romance him later:

Halsin Approval List

  • Respecting nature
  • Showing kindness to animals
  • Supporting his druidic beliefs
  • General acts of kindness and heroism

Halsin Disapproval List

  • Harming animals
  • Unnecessary acts of cruelty
  • Undermining his druidic beliefs

While Halsin isn’t exactly shy about his feelings, to truly romance this bear of a man, you’ll need to not only rescue Halsin from the goblins but help him lift the “shadow curse” from his childhood friend. Check our full Halsin Romance Guide for details on how to spark a relationship with him.

Minthara Romance Guide

If Astarion isn’t morally gray enough for you, romancing Minthara might be more your speed. The only thing this drow paladin truly loves is the Absolute… but if you’re willing to submit to her, perhaps she could come to love you just as much? Here are some things that will guarentee you earn Minthara’s approval or disapproval:

Minthara Approval List

  • Unquestioning loyalty to the Absolute
  • Prioritizing her goals and ideals over your own
  • Decisiveness when resolving conflict
  • Siding with the Goblins

Minthara Disapproval List

  • Denying the Absolute
  • Trying to exert dominance over her will
  • Siding with the Tieflings
  • Being a coward
  • Indecisiveness when resolving conflict or choosing sides.

If you want to give yourself to Minthara (because let’s be honest, it’s not going to be the other way around), you’ll have to commit yourself to the cause of the Absolute. This means agreeing to raid the Emerald Grove with the goblins and turning your back on the tieflings and druids taking shelter there.

Mizora Romance Guide

Everyone loves a slow burn romance… just maybe not with a literal demon. But hey, if you have a thing for Wyll’s infernal patron, you can take things to the next step. Just expect there to be a lot of steps along the way.

Unlike other Companions, Mizora does not have any “likes” or “dislikes” that are prompted by making certain dialogue or action choices. However, by making the right choices in regards to Wyll, eventually you can get Mizora to stay at your camp. And that’s where the magic happens.

How to Romance the Dream Guardian

You might remember creating your Dream Guardian at the start of your Baldur’s Gate 3 adventure, right alongside your player character. Well, the Dream Guardian plays quite a huge role in the events of the game. It’s not until Act Three of Baldur’s Gate 3 that the true nature and identity of the Dream Guardian are revealed.

Yes, you can romance the Emperor themselves. Once the truth is out there, if you remain open and empathetic to the Emperor’s wishes, you can eventually trigger a romance scene with the Emperor in either their Dream Guardian form or their illithid form.

Can You Romance Jaheira?

Sadly, you cannot romance Jaheira in Baldur’s Gate 3. However, she is still a Companion worth recruiting to your party. If you want to stay on her good side, check out this list of what she approves and disapproves of:

Jaheira Approval List

  • General acts of heroism
  • Displaying leadership qualities
  • Being decisive when resolving situations

Jaheira Disapproval List

  • Acts of unnecessary cruelty
  • Being a coward or a liar

Can You Romance Minsc?

Minsc is another Companion that you unfortunately cannot romance, despite being able to recruit them to your party. But hey, that doesn’t mean you can’t be friends! Minsc has certain dialogue and action choices that he likes and dislikes as much as the next guy, so don’t let this burly ranger down.

Minsc Approval List

  • Being kind to animals, especially Boo
  • Acts of heroism
  • Defending your companions
  • Supporting his beliefs and ideas

Minsc Disapproval List

  • Acts of unnecessary cruelty
  • Challenging or ridiculing his beliefs and ideas
  • Showing disrespect towards animals, especially Boo

Don’t forget to check out our full Baldur’s Gate 3 Romance Guide, with all sex and romance options! If you want to keep things platonic, our guide to How to Find and Recruit All Companions has you covered.

Shailyn Cotten is a Freelance Writer for IGN. When she’s not writing guides, you can find her gobbling up Legend of Zelda lore, writing cozy fantasy novels, or live-streaming on Twitch. You can find her on Twitter at @ShaiCotten.

Daily Deals: Xbox Series X, Astro A30 Gaming Headset, God of War Ragnarok

Today is truly your last chance to grab a deal before Christmas hits tomorrow. If you’ve yet to buy a gift for a friend or family member, take advantage of the offerings today! Some of these deals unfortunately won’t have shipping available in time for Christmas, but a late gift is always better than no gift. Below, we’ve compiled the best deals for Sunday, December 24. These include an Xbox Series X for $349, the Astro A30 Wireless Gaming Headset for $179, and God of War Ragnarok for $29.99.

Xbox Series X for $349

The Xbox Series X is still on sale after Black Friday and Cyber Monday! This is the best deal available right now, with an incredible amount of savings. For a limited time, you can score a new console for only $349. That’s $150 off MSRP, which is a steal this holiday season and even better than Cyber Monday deals. Pair this console with a Game Pass subscription, and you’ll be set to experience the best Xbox has to offer for the foreseeable future. Simply order an Xbox Series X for pickup at one of the above storefronts and get the console wrapped up before December 25.

Astro A30 Wireless Gaming Headset for $179.99

The Astro A30 Wireless Gaming Headset is the perfect gaming headset for Xbox Series X|S, Nintendo Switch, PC, or mobile devices. You’ll get 27 hours of battery life alongside elite sound with Dolby Atmos supported. The A30 does come with a mic, which you can detach depending on whether or not you’re talking with other players in party chat. Overall, this is an excellent headset for the price, especially with the $50 discount.

God of War Ragnarok for $29.99/$39.99

One of the best PlayStation 5 games has a huge ongoing sale at Amazon. This is the perfect time to pick Ragnarok up after the Valhalla DLC announcement. You can pick up the PlayStation 5 edition of God of War Ragnarok for only $39.99. PS4 players can also get in on the action, with a $29.99 PlayStation 4 copy available too.

Final Fantasy VII/VIII Twin Pack for $29

The Final Fantasy VII/VIII Twin Pack for Nintendo Switch is $10 off right now at Walmart. This package includes both titles on a cartridge, making this the only release where Final Fantasy VII is physically on a cartridge for Switch. This Twin Pack normally retails anywhere from $40 to $55, so this is a good deal you might not see again. Keep in mind that this title is from the Asia region, but Switch is region free so you’ll have no issues playing this on the go.

Save $130 on Bose QuietComfort 45 Wireless Headphones (2023)

The 2021 pair of Bose QuietComfort (QC) 45 headphones is currently $130 off right now at Best Buy. Only the White Smoke color is available online, but other colors could be available in-store, depending on your location. These headphones are exceptional and shouldn’t be passed on if you’re in need of a quality over-the-ear pair of headphones.

If you’re looking for a newer model, there is also a $100 discount on the 2023 Bose QuietComfort headphones. These will cost $250 after the discount. Available colors include White Smoke, Black, and Cypress Green.

Resident Evil 4 for $29.99

Resident Evil 4 is one of the best titles of 2023. A remake of the 2005 classic, RE4 perfectly blends horror and action together in one amazing package. If you’ve never played Resident Evil 4 or any game in the series, this is a perfect entry point with all sorts of fun to be had. You’ll spend dozens of hours running away from Ganado and chasing down Ashley, the President’s Daughter.

PlayStation 5 Slim Bundles for $499

The PlayStation 5 Slim bundles, which feature Call of Duty: Modern Warfare 3 or Spider-Man, are still available at a discount today. You can grab either of these bundles for $499, which is a $70 discount from the MSRP price. Essentially, you’re getting a game for free with the PS5 Slim. Select store pickup to grab one of these bundles well in advance of December 25.

Nintendo Switch OLED Super Smash Bros. Ultimate Bundle

This Nintendo Switch OLED bundle was the best deal available for Switch during Black Friday, and it is still available today at Amazon. The bundle includes a Nintendo Switch OLED console, two Joy-Con controllers, a 3 month voucher for Nintendo Switch Online, and a digital copy of Super Smash Bros. Ultimate. If you or a loved one don’t have a Nintendo Switch yet, this is the perfect bundle to get started with. Smash Ultimate is one of the best games available on the platform, and you get the premiere Nintendo Switch console.

Mass Effect Legendary Edition for $11.99

This collection of titles is well worth your money for $11.99. Mass Effect Legendary Edition includes the first three Mass Effect titles and all DLC associated with each. The games are all remastered in 4K, each running at high frame rates. The first Mass Effect title specifically received loads of enhancements and updates to improve the visual and gameplay experience. You can’t go wrong with picking this one up.

Get Super Mario 3D World + Bowser’s Fury for $35

Super Mario 3D World + Bowser’s Fury is just one of the many Mario titles available on Nintendo Switch. This title includes both the Super Mario 3D World game and Bowser’s Fury, a new game mode that allows you to run around a sanbox styled world and collect Cat Shines. If you haven’t played this game yet, now is the perfect time with a $25 discount. The code will immediately be delivered to your email inbox after purchase.

Grab the Mophie snap+ 3-in-1 Charger for $49.99

If you own an Apple Watch, an iPhone, and Apple AirPods, this is the perfect charger for you. Best Buy has the Mophie snap+ for just $49.99, which is a $50 discount off the original price. This charger utilizes MagSafe technology to wirelessly charge your iPhone, and it includes charging holders for Apple AirPods and Apple Watch. You can stick this on your nightstand and charge all your devices in one go.

Save $20 Off Armored Core 6: Fires of Rubicon

The latest Armored Core title has a nice sale after it was released this August. You can get 20% off from Amazon right now, which hits a new low for the title. We gave the game an 8/10 in our review, stating it had “excellent, explosive combat that manages to take very complex systems and mechanics and make them easy to understand and execute.”

Dead Space on Steam for $24

Dead Space just launched this January, and this is a great deal on a Steam copy of the game. This remake features an immpresive use of technology and a completely modernized cpmbat system. A special attention has been put on the audio, with 3D Audio technology utilized for an immersive experience. You can expect loads of thrills and horror as you look to escape the stranded ship. The USG Ishimura has never looked better or been scarier.

Get NieR: Automata The End of Yorha Edition for Only $29.99

NieR: Automata is highly regarded as one of the greatest action games of the last decade. The unique storytelling of Yoko Taro combines with flashy action combat from PlatinumGames to create a very memorable title. 26 different endings are achievable through three different playable characters. The Nintendo Switch version of the game includes the exclusive 6C2P4A118680823 DLC for free, which includes new costumes, accessories, and pod skins.

Metal Gear Solid: Master Collection Vol. 1 for $39.99

Great news for stealth action fans: Walmart has listed Metal Gear Solid: Master Collection Vol. 1 at $39.99, which matches the previous low we saw during Black Friday. This is a great package with the first three Metal Gear Solid games, in addition to Metal Gear and Metal Gear 2: Solid Snake. If you’ve yet to play through the Metal Gear series, the Master Collection is how to do so on modern platforms.

Grab a Steam Code of Marvel’s Spider-Man Remastered for $35.99

If you prominently play on PC, this is a great deal for you. Best Buy currently has Spider-Man Remastered for just $35.99, which is 40% off full price. Remastered to take advantage of newer hardware, Spider-Man Remastered sees Peter Parker take on villains like Doc Ock, Scorpion, and Mister Negative. Swing around New York and immerse yourself in the main story or three DLC expansions.

Final Fantasy XVI for $39.99

Now is the perfect time to pick up the latest mainline Final Fantasy title. The first wave of DLC, titled Echoes of the Fallen, just released for Final Fantasy XVI a few weeks ago. The second DLC, The Rising Tide, is set to launch in Spring 2024. We gave Final Fantasy XVI a 9/10 in our review, stating it is “a game worthy of an orchestral Final Fantasy victory fanfare.”

Apple AirPods Pro with USB Type-C for $199.99

There’s no better holiday gift than a new pair of AirPods. Amazon has dropped the price of the 2nd gen Apple AirPods Pro truly wireless noise cancelling earbuds with the universal USB Type-C connector by $50, now only $199.99. Best of all, it can be delivered to you before Christmas, December 25 without paying any additional shipping fee. With this current gen AirPods Pro, Apple has replaced the proprietary Lightning port with the more universal USB Type-C. For people who want to bring along a single charging cable for all of their mobile devices, this is a godsend.

Mario + Rabbids Sparks of Hope for $19.99

If you’ve never heard of the Mario + Rabbids series, it is a turn-based collaboration that combines the worlds of Super Mario and the Rabbids. The first game in the series, Mario + Rabbids Kingdom Battle, was released for the Nintendo Switch in 2017. Sparks of Hope took a huge step forward from Kingdom Battle with its open-level design. Here, you can freely explore and battle however you choose, whereas every level was linear in the original game. If you’re interested in checking out the game, it’s worth noting that you don’t need to play the first Mario + Rabbids title to understand the second.

Every GTA Game Ranked

From Liberty City to San Andreas, Rockstar has built a rich world of career criminals, lunatics, and thieves, and we’ve loved each and every one. Although over 25 years old, the record-breaking views on the first Grand Theft Auto 6 trailer is proof that Rockstar’s iconic game series remains one of the most popular franchises on the planet.

From humble beginnings — the series originally began as top-down car-stealing games — to creating some of the most advanced and realistic open world games in the industry, each new Grand Theft Auto game is worthy of celebration. So, with Grand Theft Auto 6 on the horizon, IGN has thought back on both modern blockbusters and retro classics to create a definitive ranking of all of Rockstar’s open-world crime games and determine which GTA game is the best.

15. Grand Theft Auto: Advance

After having already made the switch to 3D, Grand Theft Auto: Advance returned the series to its top-down roots in 2004 for a Game Boy spinoff. A prequel to the events of Grand Theft Auto 3, GTA: Advance successfully brings the classic car-jacking, crime spree gameplay of the original games to Nintendo’s portable. While there is a story that ties into GTA 3, GTA: Advance is primarily gameplay driven, giving players over 300 missions to complete which makes for a fun excursion but hardly a full GTA experience in the modern sense.

14. Grand Theft Auto: London 1969

An expansion pack for the original GTA, Grand Theft Auto: London 1969 is notable for taking place in the real city of London as opposed to a fictional amalgam like Los Santos (Los Angeles) or Liberty City (New York City). Like most of the early GTA games, it is hardly recognizable today and is more of a fun retro relic of the past. However, London remains one of the most fan-requested locations for the series to revisit.

13. Grand Theft Auto 2

Released two years after the first Grand Theft Auto, Rockstar returned with an improved sequel. Set in an almost cyberpunk-ish retro futuristic city, it boasted better graphics and tuned-up gameplay. But this early on in the series, Grand Theft Auto was still mostly about stealing and destroying cars and scoring the most points. One notable thing about GTA 2 was an eight-minute long short movie created by Rockstar that was used as the intro cutscene for the game, hinting at the cinematic direction the series would take later on in the series.

12. Grand Theft Auto 1

The game that started it all, Grand Theft Auto 1 seems almost unrecognizable from the game series it is today. A top-down, mission-based experience where players steal cars to reach the end of a level, Grand Theft Auto 1 was mostly about running over people and evading cops. While GTA started as an honest-to-goodness car-stealing game, the wanton destruction and irreverent sense of humor was part of the series’ DNA from the very beginning, and these traits would carry on throughout as the series made the jump to 3D.

11. Grand Theft Auto: Chinatown Wars

Grand Theft Auto: Chinatown Wars delves into the world of the Triads, one of the many criminal factions that have appeared on the sidelines throughout the series. It was released during the series’ popularity surge of the PS2 3D era, but opted to resurrect the original top-down design, albeit reinforced by a striking visual design inspired by GTA’s iconic box art. Sticking to tradition, it is yet another story of a small-time con making it big in the criminal underworld, but the main attraction is Chinatown War’s novel use of touch controls.

While Chinatown Wars has since been ported to several handheld consoles including PSP and iOS devices, many agree that the original DS version is the best experience thanks to the fun and unique ways Chinatown Wars utilized Nintendo’s touch screen. Not many other games on Nintendo’s dual-screened system will let you use the screen to hotwire a car.

10. Grand Theft Auto: Liberty City Stories

The first portable 3D GTA game, Liberty City Stories fit Grand Theft Auto 3’s whole open world into a handheld package, without the need to sacrifice ambition and return to the series’ top-down roots. Expanding the world of GTA 3, it features several recurring characters including Salvatore Leone, the Mafia Don who is a primary fixture of Liberty City across numerous games.

9. Grand Theft Auto: The Lost and Damned

The first expansion for Grand Theft Auto 4, The Lost and the Damned stars biker gang member Johnny and takes place during the events of the base game. While the story isn’t the most memorable, The Lost and the Damned adds more weapons and vehicles to GTA 4, making the large game feel even bigger. Along with The Ballad of Gay Tony, The Lost and the Damned was an important exploration into episodic storytelling for Rockstar, something that would be recontextualised with its frequent GTA Online updates.

8. Grand Theft Auto 3

Grand Theft Auto 3 took the GTA series into the third dimension, taking the formerly top-down, level-based game, and turning it into the third-person, open-world series we know today.

Telling the story of two-bit criminal Claude and his rise in the criminal world of Liberty City, GTA 3 was the foundation upon which all future GTA games would be built on. Riffing on the likes of The Sopranos and Goodfellas, it established the cinematic ambitions that would fuel Rockstar for the next two decades. Grand Theft Auto 3 hasn’t aged as well as some of the studio’s other early games, but it remains a foundational text for the future of the series.

7. Grand Theft Auto Vice City Stories

The second handheld GTA game for the PSP, Vice City Stories returns to Rockstar’s version of Miami for a prequel to the 1980s-set PS2 hit. Playing as Vic, the brother of Vice City’s Lance Vance, you build up a criminal empire by wresting control of establishments and organizations from rival criminal gangs. Along with huge technical improvements over the first PSP game, Liberty City Stories, the main drawback in 2006 was being able to play a fully-fledged, 3D GTA game on the go, complete with a fresh new 1980s soundtrack and Phil Collins in-game cameo.

6. Grand Theft Auto Online

The real reason why we likely haven’t received GTA 6 sooner, GTA Online was initially a multiplayer side component to GTA 5 before taking on a life of its own. While on the surface it is a free-for-all sandbox set in Los Sanos, GTA Online is effectively a reincarnation of Second Life only with more car races and explosions.

Players can join up together with friends to take part in the addictingly fun heists, but just as easily screw around the world, flying around in jetpacks, or crashing airplanes into each other. GTA Online has also developed a robust role-playing community where players can live out the best (or worst) versions of themselves in a self-contained online world.

5. Grand Theft Auto 4: The Ballad of Gay Tony

The second DLC expansion for Grand Theft Auto 4, The Ballad of Gay Tony takes place alongside the events of the main game but expands upon the gameplay in key ways. Playing as former drug dealer Luis, who Niko crossed paths with in the main campaign, you’re able to manage “Gay” Tony Prince’s night clubs, an activity that will return in Grand Theft Auto Online later on. Largely considered one of the best DLCs of its era, its plot tied up all the loose threads of the GTA 4 story in a satisfying way.

4. Grand Theft Auto 4

As the first high-definition Grand Theft Auto game, GTA 4 was a massive leap for Rockstar in terms of its technical prowess. However, the biggest advancement in GTA 4 was its cinematic storytelling style. The story of Eastern European immigrant Niko Bellic, one of GTA’s best protagonists, is a surprisingly dark and cutting satire of the American dream.. In our original review, we called it an “Oscar-caliber drama” and the movie quality storytelling would only become better in the sequel, GTA 5. Of course, Niko’s adventures in Liberty City are best remembered for all the times he went bowling with his disastrous cousin, Roman – the result of a dynamic social system in which friends and allies would call you up perhaps a little bit too often.

3. Grand Theft Auto: Vice City

San Andreas and GTA 5 may have overshadowed Grand Theft Auto: Vice City in terms of scale, but Rockstar’s sendup to Miami Vice and Scarface remains one of the most stylish entries in the series. Set in the fictionalized version of Miami, Vice City stars Tommy Vercetti’s career criminal, voiced by the iconic Ray Liotta, as he sets out to make a name for himself after getting released from prison. The vibrant storytelling and setting of Vice City showed Rockstar was more than just the makers of extremely violent games, they were makers of extremely violent games that were also cool as hell.

2. Grand Theft Auto: San Andreas

Grand Theft Auto: San Andreas was a turning point for the series, adding many of the deep customization options and rich systems the series has since become known for. Starring gang member Carl “CJ” Johnson, San Andreas follows his return to Los Santos after spending five years in Liberty City, and how he ends up getting dragged into a broader gang battle over the many territories around San Andreas.

At the time, IGN called it “the single best PlayStation 2 title” we ever played with production values that were “second to none.” Along with taking the series to the west coast for the first time with a map that sprawled over no fewer than three cities, San Andreas featured the best GTA story to-date, a rich customization system for CJ, an expanded money system with dozens of shops to spend it in, numerous minigames, and a dynamic gang wars system, all of which combined into one of the most fully-featured GTA games ever.

1. Grand Theft Auto 5

Over the decades Rockstar has continuously improved its storytelling ambitions and open-world complexity, and it all led to Grand Theft Auto 5. Although it was first released in 2013 for the PlayStation 3 and Xbox 360, GTA 5 has since been re-released for each successive PlayStation and Xbox system, as well as PC; each time subtly enhanced and each time selling millions of more copies.

Primarily a story of a criminal crew comprising Michael De Santa, Trevor Philips, and Franklin Clinton, the reason for GTA 5’s continued popularity is the sheer scale of its central setting, Los Santos, where players can freely explore the vast open world to their hearts desires. In IGN’s perfect 10 review, we praised the “extraordinary scope” of GTA 5 and fell in love with its “living world where anything can happen.” It is the current pinnacle of everything Rockstar set out to achieve with the series, featuring one of the largest, most detailed open-world maps in gaming, boundless activities — from skydiving to street racing — and an engrossing, cinematic story.

This is our ranking of the best Grand Theft Auto games of all time. Let us know in the comments which ones were your favorites, and be sure to check out our full coverage of Grand Theft Auto 6 including 99 details you may have missed from the first trailer.

Matt T.M. Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.

All Major Starfield Console Commands and Cheats

If you are playing Starfield on PC, you can take advantage of console commands and cheats, from automatically unlocking doors and containers to enabling “God Mode”. With console commands and cheats, the whole galaxy is quite literally your personal sandbox.

If you’re not sure where to get started or are looking for a particular cheat to help you out of a sticky bind, here are all the major Starfield console commands and cheats. Open the command console by pressing the Tilde (~) or Grave (‘) key.

All Starfield Toggle Commands

  • tgm
    • Toggle God Mode: Enables complete invincibility and unlimited ammo
  • tim
    • Toggle Immortal Mode: Enables you to take damage, but you’ll never reach 0 health
  • psb
    • Player Spellbook: unlocks all available powers.
  • tdetect
    • Toggle Detect: NPCs will no longer detect you.
  • tcai
    • Toggle Combat AI: Combat AI will no longer target you. This can be disabled and enabled by re-entering the code.
  • tcl
    • Toggle No Clip – Character collision is disabled, allowing you to fly through walls, floors, and other objects. This can be disabled and enabled by re-entering the code.
  • tm
    • Toggle Menus: Toggle UI menus on/off.
  • tfc
    • Toggle Freefly Camera: The Camera is detached from the player, and you’re free to fly about the map.

All Starfield Targeted Commands

  • additem (Item ID) (Value)
    • Adds Items –Specified items will be added to your character.
  • (Ref ID).amod (OMOD ID)
    • Attach Weapon Mods: Specified weapon mods will be applied to your reference weapon. An item’s Reference ID can be obtained while in the Command Console and clicking on any items dropped on the ground to reveal their Reference ID.
  • (Ref ID).rmod (OMOD ID)
    • Remove Attached Weapon Mod: Specified weapon mods will be removed from your reference weapon. An item’s Reference ID can be obtained while in the Command Console and clicking on any items dropped on the ground to reveal their Reference ID.
  • killall
    • Kill All NPCs: All NPCs in the area will be killed.
  • kah
    • Kill All Hostiles: All hostile NPCs in the area will be killed.
  • resurrect
    • Resurrect NPC: Selected NPC will be resurrected. For this command to work, you’ll need to select the NPC while in the console command menu, so their Reference ID appears, then enter the cheat code.
  • unlock
    • Unlock Doors and Containers: Unlock your current target door or container. In order for this to be a success, you must first attempt to open the locked target before inputting the command.
  • sexchange
    • Change Character Gender: Changes your Character’s gender to the opposite sex.
  • showmenu or sleepwaitmenu
    • Show Sleep / Wait Menu: Quickly access the wait menu, allowing you to adjust time on the fly.

All Starfield Player Commands

  • player.setlevel (Value)
    • Increase Character Level: Increases your character to the specified level.
  • player.additem (Item ID) (Value)
    • Add Items to Inventory: Specified items will be added to your inventory.
  • player.placeatme (Item ID) (Value)
    • Spawn Item/Creature at You: The specified item or creature will be spawned directly in front of your character.
  • player.paycrimegold 0 0 (Faction ID)
    • Pay Off Bounties: Remain out of jail, keep all stolen items, and pay off any outstanding Bounties for a specified Faction.
  • showlooksmenu player 1
    • Open Character Creator: Opens the character creator menu, allowing you to adjust your character’s appearance, name, background, and traits.
  • player.removeperk (Perk ID)
    • Remove Skills, Traits, and Backgrounds: The specified skill, trait, or background will be removed from your character.
  • player.addperk (Perk ID)
    • Add Skills, Traits, and Backgrounds: The specified skill, trait, or background will be added to your character. Do note that you will need to have a spare perk, trait, or background slot available in order to add a perk to your character. So, be sure to remove a perk first before attempting this command.
  • player.setav carryweight (Value)
    • Increase Carry Weight: Sets carry weight to the specified value.
  • psb
    • Player Spell Book: All spells will be unlocked.

All Starfield Quest Commands

  • saq
    • Start All Quests: All Main Story and Side Quests will be started. Please note this is likely to cause game crashes, so proceed with caution and ensure you have recently saved your game.
  • caqs
    • Complete Main Quests: All Main Story Quests will be completed. Please note this is likely to cause game crashes, so proceed with caution and ensure you have recently saved your game.

Exploring the stars? Check out our Starfield Walkthrough guides or How-To Guides for a helping hand. Just getting started? Be sure to take a look at our Things to Do First in Starfield guide.

Shailyn Cotten is a Freelance Writer for IGN. When she’s not writing guides, you can find her gobbling up Legend of Zelda lore, writing cozy fantasy novels, or live-streaming on Twitch. You can find her on Twitter at @ShaiCotten.

Daily Deals: Xbox Series X, Bose QuietComfort 45, Resident Evil 4

Today is one of your last chances to grab a deal before Christmas hits on Monday. If you’ve yet to buy a gift for a friend or family member, take advantage of the offerings today! Some of these deals unfortunately won’t have shipping available in time for Christmas, but a late gift is always better than no gift. Below, we’ve compiled the best deals for Saturday, December 23. These include an Xbox Series X for $349, a pair of Bose QuietComfort 45 headphones for $199, and Resident Evil for $29.99.

Xbox Series X for $349

The Xbox Series X is still on sale after Black Friday and Cyber Monday! This is the best deal available right now, with an incredible amount of savings. For a limited time, you can score a new console for only $349. That’s $150 off MSRP, which is a steal this holiday season and even better than Cyber Monday deals. Pair this console with a Game Pass subscription, and you’ll be set to experience the best Xbox has to offer for the foreseeable future. Simply order an Xbox Series X for pickup at one of the above storefronts and get the console wrapped up before December 25.

Save $130 on Bose QuietComfort 45 Wireless Headphones (2023)

The 2021 pair of Bose QuietComfort (QC) 45 headphones is currently $130 off right now at Best Buy. Only the White Smoke color is available online, but other colors could be available in-store, depending on your location. These headphones are exceptional and shouldn’t be passed on if you’re in need of a quality over-the-ear pair of headphones.

If you’re looking for a newer model, there is also a $100 discount on the 2023 Bose QuietComfort headphones. These will cost $250 after the discount. Available colors include White Smoke, Black, and Cypress Green.

Resident Evil 4 for $29.99

Resident Evil 4 is one of the best titles of 2023. A remake of the 2005 classic, RE4 perfectly blends horror and action together in one amazing package. If you’ve never played Resident Evil 4 or any game in the series, this is a perfect entry point with all sorts of fun to be had. You’ll spend dozens of hours running away from Ganado and chasing down Ashley, the President’s Daughter.

PlayStation 5 Slim Bundles for $499

The PlayStation 5 Slim bundles, which feature Call of Duty: Modern Warfare 3 or Spider-Man, are still available at a discount today. You can grab either of these bundles for $499, which is a $70 discount from the MSRP price. Essentially, you’re getting a game for free with the PS5 Slim. Select store pickup to grab one of these bundles well in advance of December 25.

Nintendo Switch OLED Super Smash Bros. Ultimate Bundle

This Nintendo Switch OLED bundle was the best deal available for Switch during Black Friday, and it is still available today at Amazon. The bundle includes a Nintendo Switch OLED console, two Joy-Con controllers, a 3 month voucher for Nintendo Switch Online, and a digital copy of Super Smash Bros. Ultimate. If you or a loved one don’t have a Nintendo Switch yet, this is the perfect bundle to get started with. Smash Ultimate is one of the best games available on the platform, and you get the premiere Nintendo Switch console.

Get Super Mario 3D World + Bowser’s Fury for $35

Super Mario 3D World + Bowser’s Fury is just one of the many Mario titles available on Nintendo Switch. This title includes both the Super Mario 3D World game and Bowser’s Fury, a new game mode that allows you to run around a sanbox styled world and collect Cat Shines. If you haven’t played this game yet, now is the perfect time with a $25 discount. The code will immediately be delivered to your email inbox after purchase.

Grab the Mophie snap+ 3-in-1 Charger for $49.99

If you own an Apple Watch, an iPhone, and Apple AirPods, this is the perfect charger for you. Best Buy has the Mophie snap+ for just $49.99, which is a $50 discount off the original price. This charger utilizes MagSafe technology to wirelessly charge your iPhone, and it includes charging holders for Apple AirPods and Apple Watch. You can stick this on your nightstand and charge all your devices in one go.

Save $20 Off Armored Core 6: Fires of Rubicon

The latest Armored Core title has a nice sale after it was released this August. You can get 20% off from Amazon right now, which hits a new low for the title. We gave the game an 8/10 in our review, stating it had “excellent, explosive combat that manages to take very complex systems and mechanics and make them easy to understand and execute.”

Get NieR: Automata The End of Yorha Edition for Only $29.99

NieR: Automata is highly regarded as one of the greatest action games of the last decade. The unique storytelling of Yoko Taro combines with flashy action combat from PlatinumGames to create a very memorable title. 26 different endings are achievable through three different playable characters. The Nintendo Switch version of the game includes the exclusive 6C2P4A118680823 DLC for free, which includes new costumes, accessories, and pod skins.

Metal Gear Solid: Master Collection Vol. 1 for $39.99

Great news for stealth action fans: Walmart has listed Metal Gear Solid: Master Collection Vol. 1 at $39.99, which matches the previous low we saw during Black Friday. This is a great package with the first three Metal Gear Solid games, in addition to Metal Gear and Metal Gear 2: Solid Snake. If you’ve yet to play through the Metal Gear series, the Master Collection is how to do so on modern platforms.

Grab a Steam Code of Marvel’s Spider-Man Remastered for $35.99

If you prominently play on PC, this is a great deal for you. Best Buy currently has Spider-Man Remastered for just $35.99, which is 40% off full price. Remastered to take advantage of newer hardware, Spider-Man Remastered sees Peter Parker take on villains like Doc Ock, Scorpion, and Mister Negative. Swing around New York and immerse yourself in the main story or three DLC expansions.

Final Fantasy XVI for $39.99

Now is the perfect time to pick up the latest mainline Final Fantasy title. The first wave of DLC, titled Echoes of the Fallen, just released for Final Fantasy XVI a few weeks ago. The second DLC, The Rising Tide, is set to launch in Spring 2024. We gave Final Fantasy XVI a 9/10 in our review, stating it is “a game worthy of an orchestral Final Fantasy victory fanfare.”

Apple AirPods Pro with USB Type-C for $199.99

There’s no better holiday gift than a new pair of AirPods. Amazon has dropped the price of the 2nd gen Apple AirPods Pro truly wireless noise cancelling earbuds with the universal USB Type-C connector by $50, now only $199.99. Best of all, it can be delivered to you before Christmas, December 25 without paying any additional shipping fee. With this current gen AirPods Pro, Apple has replaced the proprietary Lightning port with the more universal USB Type-C. For people who want to bring along a single charging cable for all of their mobile devices, this is a godsend.

Every IGN 10 of 2023

By virtually any measure the quality of games, movies, and television shows released in 2023 has been outstanding (aside from the treatment of the industry workers who create them). That banner year is reflected in the diverse collection of 10 out of 10 scores IGN has awarded, totaling 17 for the year. It’s a mix of new and old, exciting premieres and grand finales, remakes, adaptations, sequels, and spiritual successors to some all-time greats across all mediums. Action, drama, horror, anime, sci-fi, and fantasy are all represented – and while there are no full-on comedies on the list, there are plenty of laughs to be found among them. And to have Metroid, Castlevania, Resident Evil, Zelda, and Baldur’s Gate representing our highest-scoring games of 2023 makes it feel like a year that celebrates gaming history, but with decidedly modern takes on the classics.

2023’s 10/10 Television

Scavengers Reign – Max

Scavengers Reign, from creators Joseph Bennett and Charles Huettner, sets human drama on an alien planet when a group of survivors crash-lands on a terrifying new world. As the survivors converge on the landing site of their spacecraft, they are met by terrifying and beautiful native creatures and plants and see firsthand the kind of interconnected natural web they have stumbled into. The further they go, the more the gorgeously animated world integrates them into its environment as they learn to adapt to their new home, setting the scene for one of the best science fiction shows ever made. – Emma Stefansky, November 15, 2023

Read the full Scavengers Reign review

Attack on Titan Series Finale – Crunchyroll

Attack on Titan comes to a close with an epic, feature-length finale that encapsulates everything that’s made this story so popular. The big-scope action is some of the best in the entire 10-year saga, with a stunning mix of 2D and 3D animation that brings the world-ending Rumbling to life with terrifyingly awesome results. Eren’s actual plan and motivation finally come to light, concluding one of the most fascinating character stories in modern anime with new insights that both make him everything we thought him to be, and yet also something different and more understandable. Combining moments of rousing triumph with absolute horror and despair, this is the ideal way for Attack on Titan to end. – Rafael Motamayor, November 7, 2023

Read the full Attack on Titan Series Finale review

The Fall of the House of Usher – Netflix

Mike Flanagan returns to form in The Fall of the House of Usher, delivering a deliciously macabre and contemporary reimagining of the works of Edgar Allan Poe. Classic tales marry with modern commentary in a limited series that delivers at every turn. You’ll scream, you’ll cry, and once it’s over you might just start it all over from the beginning again. – Amelia Emberwing, September 22, 2023

Read the full The Fall of the House of Usher review

The Bear Season 2 – Hulu

The Bear Season 2 is perfect. From the performances to the pacing, the second season provides propulsive stakes for the story to build towards, while having the confidence to invest in side journeys that make the ensemble of characters far richer and best prepared for the ultimate challenge of making The Bear succeed. – Tara Bennett, July 14, 2023

Read the full The Bear Season 2 review

Vinland Saga Season 2 – Crunchyroll/Netflix

In its second half, Vinland Saga season two becomes a masterclass in storytelling. It takes the strong foundations of pacing and character work done in the first half and ratchets up the tension with an impending battle that brings to a boil Thorfinn’s transformation from agent of death to a true warrior. Aided by stunning voice acting, strong direction and stunning animation, this season sets a standard for modern anime. – Rafael Motamayor, July 3, 2023

Read the full Vinland Saga Season 2 review

Succession Season 4 Premiere – Max

The final season of Succession is one of the most anticipated television shows of 2023, and its first four episodes suggest it is not holding anything back. Powerhouse performances from the Roy clan offer a dazzling masterclass of buttoned-up emotions competing with years of desperately craving approval from the family patriarch. Each department behind the cast is at the top of its game, from regular Succession director Mark Mylod to composer Nicholas Britell. Swinging from comedy to drama helps keep the material fresh even when dealing with ongoing power struggles, and just when you think specific stories might become repetitive, something alters the course. If the rest of the season is as compelling, creator Jesse Armstrong’s choice to go out on top after this season will be the right one. – Emma Fraser, March 26, 2023

Read the full Succession Season 4 Premiere review

Succession Season 4 – Max

From the first episodes of Succession’s final journey, it was clear that Jesse Armstrong was not holding anything back. Killing Logan Roy so early in the game was a power move that proved wildly successful, as it gave space for dynamics among his potential replacements to rise and fall. Not to mention the emotional rollercoaster of every character (particularly the Roy siblings) grappling with this tremendous loss. After the ongoing cycle of negotiations and betrayals, it was impossible to predict how this story would conclude, and yet the choice to end as it did is incredibly fitting. There is no weak link in the ensemble cast, and there have been several tour de force performances from Sarah Snook, Kieran Culkin, and Matthew Macfadyen among many others. Nicholas Britell’s score remains one of the best in recent memory, and the scale of this season is as impressive as the Norwegian mountain backdrop. Unlike Kendall Roy, Jesse Armstrong has gone out on top. – Emma Fraser, May 30, 2023

Read the full Succession Season 4 review

Attack on Titan Final Season: The Final Chapters, Special 1 – Crunchyroll

Attack on Titan returns with the first half of its explosive, apocalyptic finale, and it is better than ever. The animation is firing on all cylinders, the themes are laid bare, the emotions are at an all-time high, and the result is one hour of heartbreak, excitement, and awe-inspiring thrills. Make no mistake, this is Attack on Titan at its peak, and if the finale can deliver like Part 3 does, it will cement itself as the defining anime of a generation. – Rafeal Motamayor, March 7, 2023

Read the full Attack on Titan Final Season: The Final Chapters, Special 1 review

The Last of Us Episode 3: Long, Long Time – Max

A masterfully told love story set in a world designed to leave them unwritten, episode 3 of HBO’s The Last of Us is a sensational hour of television. It shines a light on a chapter previously shrouded in resentment, instead offering two characters a brighter, happier time together. Nick Offerman and Murray Bartlett take on leading role duties with elegance, leaving an unmistakably beautiful mark on the show as we’re shown a side of humanity that makes what Joel and Ellie are fighting for worth saving. It’s an episode, just like love, that lives long in the memory after experiencing it. – Simon Cardy, January 29, 2023

Read the full The Last of Us Episode 3: Long, Long Time review

2023’s 10/10 Movies

Oppenheimer

A biopic in constant free fall, Oppenheimer is Christopher Nolan’s most abstract yet most exacting work, with themes of guilt writ large through apocalyptic IMAX nightmares that grow both more enormous and more intimate as time ticks on. A disturbing, mesmerizing vision of what humanity is capable of bringing upon itself, both through its innovation, and through its capacity to justify any atrocity. – Siddhant Adlakha, July 19, 2023

Read the full Oppenheimer review

John Wick Chapter 4

It seemed like an impossible task, but the Baba Yaga has a history of delivering on those: John Wick: Chapter 4 stands above its predecessors – and the past decade’s worth of action films as a whole – as a modern epic, something Keanu Reeves and Chad Stahelski have been driving at since 2014. Wick’s world war is bursting at the seams with creative, thrillingly staged action choreography and cinematography, perfectly pitched performances from an outstanding and unforgettable cast of allies and villains heralded by a merciless Bill Skarsgård, all without losing its grip on the sensitivity that keeps John’s struggle for absolution at the heart of every bullet fired and every edged weapon swung. Slide Chapter 4 a gold coin across the table and see what happens when John Wick lands a perfect shot. – Tom Jorgensen, March 13, 2023

Read the full John Wick Chapter 4 review

2023’s 10/10 Games

Baldur’s Gate 3 – PC, PlayStation 5, Xbox Series X/S

I don’t want to say every CRPG going forward should aspire to be like Baldur’s Gate 3. Not everything needs to be nearly this big and ambitious, or even this dense. But it is a landmark moment in the genre, and if I had to point to one paragon that I would like everyone else making these to take inspiration from, this is absolutely it. I waited 14 years for the stars to align again so that we could get the ideal mix of crunchy, tactical, old-school RPG combat, an epic and well-written story with complex characters and lots of meaningful choices, and a level of polish and cinematic presentation that let me see the sweat and the sorrow on characters’ faces in their darkest hours. Plenty of other games have partially completed that list, but the last time they all came together was Dragon Age: Origins in 2009. And I can finally say that game, and its Infinity Engine predecessors, have a worthy successor that’s not just matched their RPG greatness, but surpassed it. Baldur’s Gate 3 is just about everything I could have asked for. – Leana Hafer, August 18, 2023

Read the full Baldur’s Gate 3 review

The Legend of Zelda: Tears of the Kingdom – Nintendo Switch

The Legend of Zelda: Tears of the Kingdom is an unfathomable follow-up to one of the greatest games ever made, somehow improving upon it in nearly every way – be that with simple quality-of-life improvements, a genuinely exciting story, or wildly creative new building mechanics that make you rethink what is possible. It both revamps old ground and introduces vast new areas so immense it somehow makes me wonder if Breath of the Wild was actually all that big, with an almost alarming number of tasks to complete, mysteries to discover, and delightful distractions to keep you from ever reaching that place you naively thought you were headed. Nintendo has followed up a triumph with a triumph, expanding and evolving a world that already felt full beyond expectation and raising the bar ever higher into the clouds. – Tom Marks, May 11, 2023

Read the full The Legend of Zelda: Tears of the Kingdom review

Resident Evil 4 Remake – PC, PlayStation 5, Xbox Series X/S

Whether you’re a fan of the original or a newcomer with a hankering for some action-heavy horror of the highest quality, Resident Evil 4 is like a parasite-riddled Spaniard: a total no-brainer. Its combat is friction-free but no less stress-inducing thanks to its ferocious cast of creatures, its story rapidly shuttles through a series of action scenes that are diverse in structure but uniformly unwavering in intensity, and its world is rich in detail and full of fun and often snarling surprises. Its improvements over the original are too numerous to list, from simple quality of life changes to completely overhauled boss fight mechanics, and with the exception of the disappointingly diminished personality of the merchant, the team at Capcom has barely put a foot wrong. Whaddaya buying? Only the most relentlessly exciting Resident Evil adventure of all time that’s been rebuilt, refined, and realised to the full limits of its enormous potential. A wise choice, mate. – Tristan Ogilvie, March 17, 2023

Read the full Resident Evil 4 Remake review

Dead Cells: Return to Castlevania – PC, PlayStation, Xbox, Nintendo Switch

Dead Cells: Return to Castlevania is a shining blueprint of how to do a crossover right. It celebrates the history of the franchise while mixing it with Dead Cells’ own identity to make something that’s more than the sum of its already excellent parts. Not only does this collaboration feel like it makes total sense, the utmost care has clearly been put into every aspect, whether it be the still fantastic monster-slaying combat or the huge number of secrets waiting to be found inside. Regardless of whether this is the last content update Dead Cells will get or not, Motion Twin and Evil Empire deserve to receive their flowers and proudly take a massive bow. – Camron Hawkins, March 8, 2023

Read the full Dead Cells: Return to Castlevania review

Metroid Prime Remastered – Nintendo Switch

Metroid Prime has been one of my favorite games for decades, but I’m still shocked that its bones are so strong. 21 years later, in 2023, Metroid Prime Remastered had to do so little beyond modernizing the controls and updating the graphics to become one of the best games you can buy once again. This ultimate solo mission is a respite from the noise of hint-giving companions and lengthy cinematic cutscenes that make up much of today’s single-player games. Those things have their place, but Metroid Prime Remastered shows that you can tell a story and create a grand adventure by building an amazing world and creating unique and fun tools to explore it with. I strongly encourage you to delve into Metroid Prime Remastered, and get lost. – Samuel Claiborn, February 17, 2023

Read the full Metroid Prime Remastered review

Asgard’s Wrath 2 – Meta Quest 3

Asgard’s Wrath 2 is the full-fledged VR open-world RPG I’ve always wanted to play, and for that matter it’s one of the best RPGs in any perspective I’ve played in years. With four unique characters and stories, fantastic and satisfying combat, intricate and rewarding RPG systems, a great story, and an entire roguelite dungeon-crawling mode thrown in just to show off, this masterpiece completely nails almost everything it tries – much of which has never been pulled off in VR. The Meta Quest 3’s killer app has arrived, and even after more than 90 hours throwing squids at gloriously shredded lizards and whipping across gaps, I’m still eager to jump back in. – Travis Northrup, December 14, 2023

Read the full Asgard’s Wrath 2 review

Essential Baldur’s Gate 3 Side-Quests You Shouldn’t Skip

Just like Dungeons and Dragons, the real adventures in Baldur’s Gate 3 always seem to happen in the small little moments in between the big story beats. With so much content to wade through, it’s all too easy to miss side quests that can make your journey easier or reveal new bits of lore.

Before you move on to the next act, you’ll want to make sure you’re not missing out on any pivotal side quests. That’s why we’ve gathered a list of all the essential Baldur’s Gate 3 side quests worth checking out on your next playthrough (because, let’s face it, you have more than one).

Find the Nightsong Side Quest

Even the smallest interactions in Baldur’s Gate 3 can have rippling effects across the course of all three acts. The search for the Nightsong, a rumored hidden relic believed to lurk in a lost temple, begins all the way in the Druids’ Grove. Speak with Aradin (provided he didn’t die to the goblins at the gates to the Grove) to learn about his search for the Nightsong.

This side adventure is a long and winding one, taking you into the Underdark, the Shadow-Cursed Lands, and Lower City of Baldur’s Gate. It’ll also present you with a crucial decision which will have a big impact on your companion Shadowheart.

Rescue the Grand Duke Side Quest

Fans of Wyll won’t want to miss out on this opportunity to learn a little more about his backstory. Help save his father, the Grand Duke Ravengard of Baldur’s Gate, from the cult of the Absolute. You can start the investigation into his whereabouts by helping Counsellor Florrick in Waukeen’s Rest.

You’ll need to venture to the Moonrise Towers to find Grand Duke Ravengard and the rest of the unfortunate prisoners kept there against their will.

Investigate Kagha Side Quest

The situation in the Druid’s Grove is a tough one, and making any hasty decisions or taking a side can easily cut you off to the best resolution. One way to both save the tieflings and get the druids to a peaceful arrangement is not only to Defeat the Goblins to protect the Grove, but also to Investigate Kagha.

It seems Kagha might have some ulterior motives for enacting the Rite of Thorns ritual. With some persistent digging, you can uncover the reasons behind her single-minded actions.

Save the Goblin Sazza Side Quest

Sometimes seemingly random decisions in Baldur’s Gate 3 can have massive impacts. You wouldn’t expect that saving the goblin, Sazza, imprisoned in the Druid’s Grove might actually help you save the Grove. Or, depending on the tilt of your morality, jumpstart your journey to completely obliterating both the druids and the tiefling refugees.

No matter what you decide, freeing Sazza can eventually grant you access to Nightwarden Minthara, a key figure in Act One and crucial to what happens to the future of the Grove.

The Adamantine Forge Side Quest

Somewhere deep in the Underdark, you can find a legendary forge capable of creating adamantine weapons and adamantine armor. To do this, however, you’ll need to not only piece all the clues to the forge’s location together, but defeat the guardian of the forge.

This side quest offers both one of the toughest boss fights you might encounter in Baldur’s Gate 3, but also a huge leg up so early in the game.

Free True Soul Nere Side Quest

While you’re exploring the Underdark, there is another side quest you might want to embark on. Another True Soul is trapped down in the Underdark, his fate entwined with the deep gnomes that dwell here.

You can free True Soul Nere to learn more about his intentions. Whether you decide to side with him or against him is another choice entirely. Just be aware, the fate of the deep gnomes rests with you.

Find the Blood of Lathandar Side Quest

Casting a level six spell once per long rest? Don’t mind if you do! The Blood of Lathandar is a powerful holy mace that can only be found by completing the Find the Blood of Lathander side quest.

Obtaining this relic is no simple process. To start your search, you’ll need to solve some puzzles to obtain a key item before seeking out the home of the Blood of Lathendar… the Githyanki Creche.

Lift the Shadow Curse Side Quest

Listen, we all have a soft spot for the big bear – ahem – Halsin. You might already know that you can romance Halsin in Baldur’s Gate 3, but what if we told you that you could invite him to your party as well?

To convince Halsin to join your party, you’ll have to win him over with a grand gesture. Lifting the Shadow Curse from his childhood friend, Thaniel, should do the trick. This is far from a simple task, and to do so you will need to delve deep into the Shadow-Cursed Lands.

Visit the Emperor’s Old Hideout Side Quest

As you enter the Lower City in Baldur’s Gate for the first time, the Emperor will speak into your mind, telepathically communicating that his previous hideout is located nearby.

While visiting the Emperor’s old hideout isn’t mandatory to your journey, discovering this secret base offers the chance to obtain a truly killer weapon. Just be ready for a fight… what, you thought breaking into a mind flayer’s old hideout was going to be easy?

Sava Arabella Side Quest

Your dialogue choices (and your dice rolls) in the Druid’s Grove have a massive impact on your adventures in Baldur’s Gate 3. Whether you save the young tiefling girl, Arabella, from Kagha’s wrath has consequences that extend all the way to the Shadow-Cursed Lands.

If Arabella is saved, you will encounter her again later in the Shadow-Cursed Lands. The following side quest to help the poor girl find her parents will lead you on an eerie and twisted journey to the House of Healing and its strange inhabitants.

The Hag Trilogy Side Quests

Something’s not right with Auntie. What starts as a seemingly quaint little side quest to rescue a young woman from the mysterious Auntie Ethel will lead you down a dark and twisting path.

The reach of the Hag is deeper than you might originally think. It seems many poor souls have fallen victim to her machinations. With your help, you might be able to aid those who have survived Auntie Ethel… and get a little reward in the process.

Companion Quests

Baldur’s Gate 3 just wouldn’t be the same without the companions you meet along the way. Whether you’re an Astarion fan or Karlach lover, completing Companion Quests is what gives Baldur’s Gate 3 all its flavor. The deeper into their backstores you delve, the stronger your bonds will grow.

Don’t miss out on a single side quest! You can find a full list of all the Side Quests in Baldur’s Gate 3 here. Need help plotting your course through the main story of Baldur’s Gate 3? You can also check out our full Baldur’s Gate 3 walkthrough.

Shailyn Cotten is a Freelance Writer for IGN. When she’s not writing guides, you can find her gobbling up Legend of Zelda lore, writing cozy fantasy novels, or live-streaming on Twitch. You can find her on Twitter at @ShaiCotten.