Mortal Kombat 1 Players Are Changing the Date on Their Console to Avoid Buying Skins

For years, video game players have changed the time and date on their hardware, whether it be PC or console, to go back in time or into the future, accessing removed content or content yet to come.

Now, Mortal Kombat 1 players are changing the date on their console to avoid paying for skins that were once available through gameplay — the latest twist in what has been a tumultuous launch for NetherRealm’s gory fighting game.

First, some context. This week Mortal Kombat 1’s already aggressive monetisation sparked yet another backlash after some skins previously available as part of Invasions mode in Season 1 were made available to buy from the in-game store for Dragon Krystals, the game’s premium currency. NetherRealm had previously said players would need to wait for a season to return if they missed its skins, but that appears now not to be the case.

In response, Mortal Kombat 1 players, perhaps inspired by time-manipulating character Geras, found success changing the date on their console to make the Season 1 skins available to unlock for free and, upon reverting their console back to the correct date, brought those skins into the present.

Twitter / X user @iScreamFGC posted to warn Mortal Kombat 1 players not to buy these skins. “All last season’s Items can be purchased by changing the date on your PlayStation 5 to any date before November 11” they posted alongside video evidence. “Load up your game, buy all of last season’s items and you can complete last season’s Mesa! When you’re done change date back to present day and you keep everything!”

@iScreamFGC used this date change exploit on PS5, but redditor AdmirableEstimate258 reported it also works on Nintendo Switch: “I never completed a Mesa last season since I only got the game a couple days before the season ended, I tried the date glitch (October 13 is what I used) and went to Invasions, I did the first fight and it gave me every skin in the Mesa (including Order of Darkness Scorpion). Unfortunately the portals softlock you to not go any further in other Mesas so you can’t get the recolors, which means you can get the seasonal recolors for free. The image is from me putting my date to the current and all skins are still there.”

Redditor ShadowMajick also verified the exploit with a video, warning players: “Don’t buy the Season 1 skins from the Premium Store. You can literally just turn the date back on your console/PC and you can access the full seasonal store from the Spectre season anyway.”

As you’d expect, trying to travel into the future to unlock unreleased content doesn’t work. No Peacemaker or Homelander just yet, then.

The furore over these skins has as much to do with Mortal Kombat 1’s FOMO-filled monetisation as it does publisher Warner Bros.’ continued silence over concern about how it’s running the live service portion of the full-price, $70 fighting game. Publisher Warner Bros. has repeatedly failed to issue comment on the backlash, despite various flashpoints including the sale of seasonal Fatalities for real-world cash.

You’d expect NetherRealm will want to clamp down on this date switch exploit, if it wants to maintain the integrity of its monetisation plan. Perhaps a hotfix or emergency patch will be issued. But this is no new problem for the series. Mortal Kombat players did the same thing with Mortal Kombat 11 to complete towers they’d missed. It’s a tradition at this point.

There’s a lot happening in the world of Mortal Kombat 1. IGN has reported on players starting to discover hidden Brutalities, including one for popular DLC character Omni-Man. Mortal Kombat 1’s controversial Seasonal Fatality Bundle, which features unique Halloween, Thanksgiving, and Winter Fatalities, is now live.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Pokemon Scarlet and Violet: The Hidden Treasure of Area Zero Part 2: The Indigo Disk – Hands-On

“It’s very losable.” That’s how the Nintendo reps sitting next to me described my encounter with Amarys, one of the members of the Blueberry Academy’s Elite Four. Naturally, I decided to test how losable. I was already running an unfamiliar team, but I took it a step further. I also did a couple moves I knew had type disadvantage, just to see how punishing the response would be. They weren’t kidding; I lost, only taking out four of her six Pokémon, though her ace did make an appearance. It wasn’t the result I was hoping for, but I was impressed by how challenging the fight was and how Amarys’s team and decisions put the “Elite” in Elite Four. I may have lost, but as any trainer worth their salt will tell you, there’s always the runback, and I’m looking forward to it when The Indigo Disk drops.

The Indigo Disk is the second DLC for Pokémon Scarlet and Violet. Unlike The Teal Mask, you can’t play it before completing the base game. This is an endgame DLC; you’ll need to complete both Scarlet and Violet’s main story and The Teal Mask to gain access to it. Once you do, you’ll travel to an entirely new area, the Blueberry Academy, a sister school of Naranja Academy. There, you’ll reunite with some old friends, meet exciting new trainers, and battle them. Oh, and there are some new (and old) Pokémon to catch, too. It’s all very Pokémon, in all the best ways.

My time with The Indigo Disk may have ended with a battle against Amarys, but it started with a trip to Blueberry Academy’s Terarium, an enormous facility that recreates several distinct environments, from tropical beaches to frozen tundra. Naturally, the Terarium is populated by Pokémon native to that environment. Part of the appeal is the sheer amount of Pokémon here. Every starter from the previous generations shows up, providing an excellent chance to both fill out your Pokedex and see how these Pokémon behave in the wild. They don’t just come from Poke Balls provided by friendly professors. Who knew?

This is an endgame DLC; you’ll need to complete both Scarlet and Violet’s main story and The Teal Mask to gain access to it.

Of course, the Terarium isn’t just a place to catch Pokemon, though you can certainly spend an awful lot of time doing that if you like. The Indigo Disk isn’t only adding some new evolutions like Archuladon, who evolves from Duraludon and new Paradox Pokemon like Raging Bolt and Iron Crown; it’s also bringing back a host of returning Pokémon that goes far beyond the return of older starters. I can’t give exact numbers without being banished to Area Zero, but suffice it to say, it’s a large number, and catching them all will take you a while.

Still, I think the real draw for many will be the Terarium itself. It’s absolutely massive and packed with detail, and I had a great time exploring it. I can’t speak to several of the coolest details at the time of this writing, but there’s a lot here, and I’m excited to spend time exploring the Terarium when I get the chance.

Of course, it’s not all fun and games at Blueberry Academy. This is a school, which means there are classes for you to take, and from what I saw, they seem to be pretty hands-on. The one I stopped by was held in the Terarium and tasked me with catching an Alolan Pokémon and bringing it back. I managed to get my hands on an Alolan Grimer and an Alolan Exeggutor before heading back, leaving everyone else with homework. Whoops.

And then of course, there are the battles. Blueberry Academy places a large emphasis on double battles, adding an extra layer to your tactical and team-building decisions, so you’d better be prepared to throw two Poke Balls whenever you run into an opposing trainer. I only played a handful of battles in my time with The Indigo Disk, but each one was a memorable fight that challenged me to manage my team, type matchups, and move selection.

The Indigo Disk seems like it’s adding all the postgame content a Pokemon fan could want.

Once I was more or less comfortable, it was Elite Four time. As with the Gym Leaders in the base game, you’ll need to complete a task known as an Elite Trial before you can actually challenge the individual members of the Elite Four and take them on in Pokémon-on-Pokémon combat. In Amarys’s case, it means racing either Koraidon or Miraidon through a series of airborne rings in what often reminded me of one of the obstacle courses in Spyro the Dragon. Oh, did I mention that Koraidon and Miraidon can fly now? They can fly now, and you can use that to navigate the Terarium in neat ways. Amarys’s Elite Trial wasn’t too hard, but it was a nice change of pace from the traditional Pokemon gameplay and gives you something fun to do before you throw down against a member of the Elite Four.

I didn’t win that battle against Amarys, but it just made me more excited to get back to The Indigo Disk. With over 230 new and returning Pokemon to see and capture, an exciting environment to explore, and strong trainers to battle, The Indigo Disk seems like it’s adding all the postgame content a Pokemon fan could want. I personally can’t wait, which is why I fired up my copy of Pokemon Scarlet as soon as I got home. I’ve got a rematch to train for.

These Are The Best Board Game Deals Right Now (November 2023)

When it comes to game night, it’s always a great idea to have a variety of board games around for people to choose from. Unfortunately, building that collection of games can oftentimes cost you more than you’d expect. Have no fear, though, as we’re here to help you out with a variety of deals on board games that are worth picking up. This doesn’t just cater to events like Amazon Prime Day or Black Friday, either. We try to find deals on the best board games all throughout the year, so you can buy your favorites without breaking the bank.

TL;DR – The Best Board Game Deals

Below, you can find a selection of the best board game deals at the moment. And with Black Friday deals kicking in, we’ll keep you updated on even more board game deals as they appear.

The Best Board Game Deals

Black Friday 2023 Board Game Deals

Black Friday features plenty of board game deals, and you can find the best discounts available at the moment listed below.

Board Games: Budget to Best

For when board games aren’t on sale, it’s nice to know you still have options that don’t cost you tons of money. Here, we’ll point you in the direction of more affordable options that are still worth the investment for your next game night.

When Is the Best Time to Find Board Game Deals?

Board games go on sale at sites like Amazon, Target, Walmart, and even GameStop fairly regularly — you can generally find special discounts every month or two. In addition, they absolutely get big discounts during major sale events like Amazon’s Prime Day and Black Friday.

While Prime Day is primarily an Amazon shopping holiday, other retailers always put on competing sales events at the same time. Those are great times to look for board game deals.

As for Black Friday, it’s not just a one-day event: you can often find deals on board games the whole week of Black Friday, as well as on Cyber Monday and throughout that whole following week. Keep in mind that stock runs out (particularly at Amazon), so if you see a good price on a board game you want during one of these major sale events, grab it before it’s gone.

How to Know if it’s Really a Good Board Game Deal

At online board game retailers like Amazon and Walmart, prices are always in flux, to say the least. Many of the board games in the board game section will be discounted to some degree from their MSRP. But there are a few ways to know when a board game is on sale for a notable discount.

For one, you can check Amazon’s daily deals page, where you’ll occasionally find an actual sale on various board games. Sometimes these are from one company, sometimes they’re on the whole category of board games. Target also periodically runs sales on board games, so check their deal page, too.

If you’re looking at a board game and are wondering if the sale price is good, copy the URL and paste it into the search field at camelcamelcamel. That’s an Amazon price tracker that shows you price history. Better yet, it works for any item, not just board games.

Finally, you can follow IGN Deals on Twitter, where we’ll always tweet any notable board game deals we come across.

How Do You Know if a Board Game Is Any Good?

IGN reviews board games fairly regularly, so you can always search to see if we’ve reviewed a game you’re considering picking up. Other websites do, too. We also have a whole lot of board game roundups, ranging from the best classic board games and the best cooperative board games to the best horror board games.

Outside of IGN, the best board game resource around (for my money) is Board Game Geek. It maintains a database of every board and card game you’d want to know about, with all kinds of news, stats, and user reviews all gathered together in one place.

Andrzej Sapkowski’s New Witcher Book Gets Release Window

The Witcher author Andrzej Sapkowski has given fans a release window for the highly anticipated next book in the series, alongside a possible tease of its story.

As reported by IGN Poland, Sapkowski said during Comic Con Vienna that the next book, which currently lacks a title, will arrive worldwide in early 2025 following a debut in its native Poland in late 2024.

Known for his dry and sarcastic humour, Sapkowski also shared a brief tease as to what the story might involve. “[Netflix] made a series based on one short story. They forced me to continue,” he said. “I’m not complaining. Thanks to this, I now have enough money for the rent.”

Sapkowski saying Netflix is making a series based on one short story isn’t quite accurate, but the streaming service did just announce the animated film Sirens of the Deep earlier in November 2023, which is based on a single short story. Season 1 of the Netflix show is also based on a collection of The Witcher short stories written by Sapkowski, while Season 2’s opening episode is based on the A Grain of Truth short story.

While it’s far from confirmed, the likeliest candidate is Sirens of the Deep, which already looks to include content not from the short story it’s based on, A Little Sacrifice. It’s therefore possible Sapkowski is writing a follow-up or extension of that story, which features Geralt of Rivia, his best friend Dandelion, and a rival bard called Essi Daven.

Heartbroken from his first break-up with Yennefer, Geralt travels The Continent with Dandelion before the pair come across Essi. The three then mediate a lover’s quarrel between a prince and a mermaid that looks to grow a lot more intense in the Netflix adaptation.

Essi has long been a fan favourite character, so an extension of her story would likely be welcome to fans of The Witcher. It also matches expectations the next book will tell a side story that doesn’t directly affect the main Witcher saga, that’s told throughout five books and is adapted as of Season 2 of the Netflix show. This was the case with the previous Witcher book, Season of Storms, which released in 2013 and told a self-contained story of Geralt years before the main saga.

Not only does Geralt’s story come to a fairly definitive end in the main saga, but a (technically unofficial) progression has already taken place through the CD Projekt game series, which takes place in the few years following the books.

While these are the only truly canonical entries in The Witcher franchise, the universe has now evolved far beyond the original book series. The game trilogy (and several incoming sequels and spin-offs) are joined by the Netflix show, a comic book series, a tabletop RPG, manga, and even a cookbook.

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

Call of Duty: Modern Warfare 3 Devs Hold 3-Hour AMA Without Ever Mentioning Skill-Based Matchmaking

Call of Duty: Modern Warfare 3 developer Sledgehammer Games held a Reddit AMA on Monday intended to answer a ton questions about the game’s multiplayer. However, it remained silent on one of the game’s most controversial issues: Skill-Based Matchmaking.

For those unfamiliar, Skill-Based Matchmaking (SBMM) has been a long-running hot topic in the world of Call of Duty, as it is meant to put players in lobbies made up of similarly-skilled players. Unfortunately, some higher-skilled players have been known to lose on purpose so they can match up against lower-skilled players.

Many have called for SBMM to just be part of Ranked playlists, but those requests and many more have never been addressed. Activision has never truly spoken on the matter of SBMM, but it’s an issue that’s very important to many Call of Duty players, as evidenced by the majority of the comments in the AMA.

“I think Skill-Based Matchmaking, Engagement Optimized Matchmaking and Team Balancing is probably one of the largest complaints,” ImMarksman said in the top-rated comment in the AMA. “Not only is it insanely frustrating for solo players to just queue and enjoy the game, it also makes it really hard to play with friends if your skill difference is too large. Many times people don’t want to consistently use the ‘meta’ weapons to hold their own in games. But the system doesn’t really seem to get that until you’ve suffered for hours on end. Would it be possible to test having these much lower in that experimental playlist? It would cool to see and try out.”

Sledgehammer Games didn’t respond to ImMarksman or the countless other users who asked about SBMM, but they did talk about a ton of other items in Call of Duty: Modern Warfare 3, including the controversial Gaia and Gaia Blackcell Operator Skins. Dubbed ‘Groot’ by the community due to its resemblance to everyone’s favorite tree/Flora Colossus from Guardians of the Galaxy, these skins are being called pay-to-win because of how hard it is to see them in-game.

While Sledgehammer has yet to reveal the solution, it did confirm “adjustments to Gaia and Gaia Blackcell Operator Skins are in the pipeline for Modern Warfare III”. “In a future game update, we’ll disable this item until said changes can be released to all players,” the dev continued.

One comment that had fans excited was a promise of Sledgehammer testing “non-disbanding lobbies with a cohort of players to determine the performance of such a change. If these tests go well, we’ll explore a rollout to all players.”

While this doesn’t solve the SBMM issues, many users were happy with this announcement, including CallMePuzzle.

“Thank you Sledgehammer! I promise adding non-disbanding will not be a mistake,” CallMePuzzle wrote. “From making difficult matches more bearable to allowing people to make more friends, it will only help improve the game. Keep up the great work communicating and listening to feedback, it means a lots!”

Sledgehammer also addressed concerns that Modern Warfare 2 weapons were not as competitive when compared to Modern Warfare 3 weapons. Considering one of the big selling points of Modern Warfare 3 was that you could bring all your gear with you from last year’s game, this was important.

“Weapon balancing is one of the biggest things we are looking at on a daily basis. Our goal is to have a meta shift from season to season to keep things fresh and interesting,” Sledgehammer said. “That being said – we want as many weapons as possible to be viable to suit the variety of playstyles we have in our community. This is where we are looking closely at the data to target immediate tweaks for weapons that seem to be over or under-performing. We expect Season 1 to have higher-level tweaks with S1.5 to have some deeper changes.”

The team noted that data showed the most-used SMGs are under-performing and “that isn’t great.” Sledgehammer wants each weapon category to have its own distinct role for different playstyles, and SMGs should excel as “Close-range TTK, ADS speed, Sprint to Fire, and general mobility.”

Other items addressed by Sledgehammer Games were as follows:

  • Fixes for both Final Killcams and HUD are in progress.
  • Scatter Mine and RGL-80 will be adjusted for Hardcore playlists as they are over-performing due to the decreased health.
  • The team is “actively investigating” a reduction to the maximum damage of Frag Grenades. These changes would decrease the damage taken by players at the center and outer edges of the explosion.
  • There are currently no plans for a 1v1 mode, but it may return if the interest is there.
  • The team is interested in trying out Streak Looping, which would reward players with another run through their Killstreaks if they can continue to stay alive and rack up kills. It may show up in a future Experimental Playlist.
  • Classic weapons from the Modern Warfare series very well may return in future Seasonal updates, including Shotguns and Sniper Rifles.
  • There are no plans for custom Reticles at this time.
  • The team will continue to pursue “improvement and optimization for an issue like packet burst.”
  • The team wants to continue to put 24/7 limited-time modes be playable in Hardcore playlists, but it will be determined on a case-by-case basis.
  • A 10v10 Moshpit Playlist is currently scheduled, and Sledgehammer teased there may be a way to fit even more than 20 players on a 6v6 map.
  • Sledgehammer is aware of certain issues impacting mouse input, desync, and inconsistency in hit registration.
  • There are no plans to add a Third Person playlist at the moment. It is still available in Custom Games, however.
  • Cyberattack is not in Sledgehammer’s current Seasonal plans, but it may return if the interest is there.
  • Ghost T/V Camo will only hide players from enemy UAVs if they are moving, but the team is looking into reports that “the detection from moving to standing still is too aggressive.”
  • There are no plans to adjust the Covert Sneakers perk, but Sledgehammer notes players “aren’t totally silent with this perk equipped, there are still other sounds that can give them away.”
  • Gun Game is returning “very soon.”
  • There are no current plans to implement a specific ping limit filter.
  • The Field of View bug and the Cold Blooded Loadout bug are being looked at by the team.
  • There are no plans to bring back Headquarters or Replay/Theater Mode due to how large of an effort they take.
  • There are no plans to bring back Combat Pacing from Call of Duty: Vanguard, but Sledgehammer is looking at experimenting with intensity of matches and thinks the upcoming 10v10 playlists will “scratch that Combat Pacing itch.”
  • Sledgehammer is looking into adding a way to preview Finishers and Executions.

For more, check out our final Call of Duty: Modern Warfare 3 review, all the details on Season 1, and Sledgehammer’s previous comments on the state of the game.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

PlayStation Portal Will Be Back in Stock This Week For the UK

While the winds of Black Friday rage on beside us, there’s another name on the lips of PlayStation fans this shopping season: PlayStation Portal. While the initial reaction to the ‘play PS5 on your sofa’ device were mild, stock levels have proved extremely limited, and now everyone wants one. We gave the device an 8/10 in our review, stating that its a great second screen for your PS5, but lack of Bluetooth and an internet browser limit its use outside the house.

For now, we’re all on the hunt for one of these tidy devices, as the alure of fighting over the TV during the holidays quickly becomes a reality. You’re in the right place, as we’ve got all the details on where and when you can buy the PS Portal for the foreseable future in the UK. For stock news in the US, check out our other relevant PS Portal buyer’s guide.

PlayStation Portal Will Be Back in Stock This Week

Sony has confirmed that the PS Portal will be back in stock in the UK from November 22 (this Wednesday). This is huge news for everyone still after the device, so stay tuned for more news regarding the restock this week. For instant updates on PS Portal stock, ensure you are following @IGNUKDeals on Twitter/X.

Where to Buy PS Portal in the UK

What is the PS Portal? – Cost, Release Date, and More

PlayStation Portal launched on November 15 in the UK and costs £199.99 RRP. Unlike other handheld consoles like the Nintendo Switch, the PS Portal is a purely a second screen for your PS5. If the TV is being used, or you just want to play on the sofa or in bed, this is the perfect compansion piece for your shiny console — especially those who have just invested in the PS5 over Black Friday deals.

PlayStation Black Friday Deals

PS5 is getting special treatment as Sony is officially going live with all their deals today. So, Xbox and Nintendo fans, don’t feel disheartened if they’re getting a little bit of special treatment right now — the deals are pretty amazing. For starters we’ve got the PS5 for £360, or the PS5 bundles including two free games for £400; unbelievable jeff.

There’s also a PS5 2TB SSD for less than £100 to maximise that storage, and a DualSense controller for just £39.99. PS Plus is also up to 30% off right now for new and current members, but you can save even more with a ShopTo gift card deal. For example, new members can get 12-months of PS Plus for £83.99 (down from £99.99), but the ShopTo £84 gift card costs just £74.85 so you’re securing a total saving of £25.14.

See More PS5 Deals

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Flashback 2 Review

Released in 1992 for the Commodore Amiga and then a year later on the Sega Genesis and Super Nintendo, the original Flashback was so groundbreakingly cinematic that it was initially advertised as being a “CD-ROM game on a cartridge.” Sadly its long-awaited sequel, Flashback 2, doesn’t break any new ground – but it does manage to break in almost every other way imaginable. Poorly presented, sloppily executed, and absolutely lousy with progress-stalling bugs, I’m not sure you could experience a Flashback more unpleasant than this even if you’d dropped all the acid at Woodstock.

You wouldn’t know that it’s been 31 years since the original Flashback, partly since Flashback 2’s story runs concurrently with that of its predecessor and features a similar aliens posing as humans plot, but mainly because this disastrous side-scrolling sequel seemingly ignores every advancement made in game design over the past three decades. Basic collision detection? Responsive controls? Functional AI? Forget it. Flashback 2’s adventure feels heavily compromised in all facets right from the opening moments in its cyberpunk-tinged city of New Washington, and it only gets worse from there.

In so many ways, Flashback 2 feels shockingly inferior to the original. In place of the cutscenes that bridged gameplay sections that remain striking to this day, we now get static talking head sequences with character faces so unremarkable that they may well have been collectively created in an afternoon by an AI art generator. Returning hero Conrad Hart was a man of few words in the original, but now he won’t shut up in Flashback 2, woodenly delivering dumps of exposition like he’s the narrator in a high school play. There are also some unintentionally hilarious story moments – like when a certain supporting character is abruptly killed off, only to return safe and sound in the next chapter like the instantly reversed demise of Chewbacca in The Rise of Skywalker.

Stupor Metroid

Meanwhile, combat is theoretically more robust thanks to the spatial depth offered by the 2.5D level design, but fussy thumbstick-based targeting makes fights against larger groups of enemies woefully imprecise, and any attempts at stealth are futile since every guard seems to have eyes in the back of their heads. I also found the 30-second timer on the use of weapon power-ups to be rather impractical, and more often than not I’d pick up the mortar rounds or heavy pistol ammo in the last few seconds of a fight, then be forced to waste them by pointlessly firing at walls since I couldn’t carry them into the next scrap.

Additionally, the added depth to each area introduced an inherent clumsiness that had me regularly getting stuck on the edges of doorways or staircases, stumbling through solid objects like they were holograms, and eventually just falling directly through the floor and trapping myself in out of bounds areas that forced me into checkpoint restarts. You know it’s a bad sign in an action game when you spend just as much time reloading saves as you do your pistol.

Playing on PlayStation 5, I’d occasionally come out of one of Flashback 2’s surprisingly lengthy loading screens only for everything to stay black, even though I could hear the ambient sounds of the world and my own footsteps as I aimlessly wandered around in the dark until I reloaded. In another instance my gun just stopped working in the middle of a firefight, despite the fact that Conrad’s pistol is blessed with infinite ammo at all times. So once again I had to reload my save, except this time my gun continued to fail at the exact same moment, and did so over and over again with each subsequent attempt as my frustration mounted.

Eventually I decided to brute force my way through that particular confrontation with heavily armoured guards and bots using a liberal mix of medkits and Conrad’s feeble and thoroughly uncoordinated melee attacks, which given the overwhelming odds stacked against me unsurprisingly led to my first proper death in Flashback 2. That led me to stumble on one of the most bizarre design choices of all: You see, Flashback 2’s Game Over screen somewhat confusingly features two very similar options; ‘Resume’ and ‘Continue Game’. If you choose to continue, a list of your previous manual and checkpoint saves pops up for you to load from, which is more or less what you’d expect.

Anytime you get killed you can always get straight back up and walk it off like you just lost a lounge room NERF gun battle.      

However, if you choose to resume, then Conrad just magically comes back to life on the spot with almost a full health bar, no questions asked. That effectively neuters every enemy threat in Flashback 2, and both the collectable medkits and Conrad’s rechargeable shield are rendered almost entirely unnecessary since anytime you get killed you can always get straight back up and walk it off like you just lost a lounge room NERF gun battle. It’s enough to make your average Dark Souls fan suffer a case of the vapours.

To be clear, this isn’t merely a feature of Flashback 2’s easiest difficulty setting, and you can trust me when I say that because Flashback 2 doesn’t actually have any difficulty settings. It just defaults to resurrection mode, almost as though the developers were so acutely aware of how likely it was to break that they added the resume function in a desperate attempt to keep Flashback 2 propped up on its feet like the corpse from Weekend at Bernie’s.

Block to the Future

Rising from the dead like an unstoppable terminator can only get you so far, however, as I found out roughly five hours into Flashback 2’s story. Despite the many bugs and consistently low stakes combat, I’d still managed to slog my way through the uninspired story sections that have been rehashed from the original campaign, and in most cases made worse. The Running Man-inspired Death Tower game show has been swapped out for a clumsy mech battle that offers all the tactical depth and precision of a worn-out set of Rock ‘em Sock ‘em robots, while a return trek through the Titan Jungle region is made to be infinitely more painful due to the presence of a companion character who straight up refuses to follow you at times.

However, my progress ground to a complete halt when I found myself trapped inside a boss fight arena with no actual boss to fight, and no way to cheaply “resume” my way through it. After my umpteenth loading of a prior save game, I retraced my steps and discovered the reason – the hulking monster that was supposed to chase me down and confront me in a subterranean cavern had gotten stuck at the top of a flight of stairs, seemingly hesitant to take any further steps down like ED-209 at the end of the original RoboCop. What followed was a positively ludicrous scenario in which I didn’t know whether to laugh or cry, as I tried to push and prod the beast down the stairs and into the boss fight arena, with it stubbornly refusing to comply – a bit like trying to get your cat into the carrier when it knows full well that you’re trying to take it to the vet. All the while the objective at the top left corner of the screen said ‘Escape the creature’. I guess… I was the creature now?

Still, after wasting an exhausting couple of hours trying I could not force this fight-fearing freak into battle, and it was only after Flashback 2 received its first post-release patch that the creature magically appeared inside the boss fight arena and I was able to confront it – and yet it still wouldn’t take me on! Instead it just marched on the spot up against the far wall of the arena, unable to escape and completely unwilling to fight. It was clear that the electrified pools in the middle of the area were intended to be used to shock the monster to death, but since I couldn’t bait it into attacking me and thus lure it into an electrified demise, I just shot it. And shot it. And shot it. In fact, I kept the trigger held down for well over half an hour, as I emptied a John Wick movie’s worth of ammunition into its conflict-avoiding arse without a health bar or any form of visible damage to clue me into how close, if at all, it was getting to death.

Eventually, after taking a break to ice my cramping trigger finger and check my sanity, I considered a different approach, which was to position myself between the monster and the wall he was forlornly plodding against and sort of herd him towards the electrified death traps using melee attacks, which was harder than it sounds since Conrad’s punches and kicks are about as easy to land as a plane with no wheels. However, the good news is that this method eventually brought the beast to an electricity-charged end, and I was able to continue Flashback 2’s story.

The bad news is that not 10 minutes later I had reached another progress-stalling bug, this time involving a special battery I had retrieved from the facility with the peace-loving boss monster. When I tried to return the battery to the village leader who had originally tasked me with collecting it, his response was to instruct me to go and retrieve the very same battery, trapping us in some sort of recursive Abbott and Costello-style comedy routine with no way out. It certainly seemed ironic that despite the fact the battery was in my inventory, I found myself completely powerless to progress beyond that point, and I had to set Flashback 2 aside entirely for several days before a second post-release patch eventually remedied the bug (while at the same time, making that quest-giving NPC invisible).

Flashback 2 is also plagued by sustained framerate dips so severe that at times I wondered if the developers had deliberately forgone the stylishly rotoscoped animation of the original in favour of the sloppiest form of stop-motion.

I’m relatively happy to report that I didn’t hit any further game-breaking glitches beyond that point and was subsequently able to complete the story after about 10 miserable hours, but I’m sorry to say that doesn’t mean the remainder of Flashback 2 wasn’t still rife with control problems, forced restarts, characters and enemies that blink in and out of existence, and frequent animation glitches, all culminating in a calamitous final boss encounter that was about as well constructed as a barbecue assembled by Homer Simpson. Throughout, Flashback 2 is also plagued by sustained framerate dips so severe that at times I wondered if the developers had deliberately forgone the stylishly rotoscoped animation of the original in favour of the sloppiest form of stop-motion. The original Flashback was heavily inspired by Arnold Schwarzenegger’s Total Recall, but the closest Flashback 2 will ever get to a Total Recall is if publisher Microids inevitably has to issue a total recall on every copy sold.

It’s particularly disappointing because I look back on 1992’s Flashback with genuinely fond memories, and with its 1995 follow-up Fade to Black transporting Conrad’s adventures into a full 3D game world, I’ve long yearned for a Flashback sequel that more closely resembled the side-scrolling original. But unfortunately this is very much like copping a middle finger from the Monkey’s Paw, and not too dissimilar to spending 30 years wishing for a new movie that features the original Ghostbusters cast, only to be forced to uncomfortably sit through the decidedly off-putting appearance of a CGI’d ghost of the late great Harold Ramis in Ghostbusters Afterlife. Flashback 2 is similarly ill-advised and equally lacking in soul.

Fortnite Planning to Disable Age-Gated Cosmetic, Reveals v28.00 Update Release Date

Fortnite is disabling its controversial age restrictions over cosmetics, which fans have criticized as one of the game’s “worst updates.” In a message on its website, Fortnite’s developers announced that the cosmetics will be disabled in lieu of a long-term coslution. The full message follows below.

Cosmetic gating will be disabled for the majority of Fortnite cosmetics until we have a long-term solution in place. This change will start rolling out with the v28.00 update on December 3, 2023.

We were conservative in how we reviewed cosmetics and their potential impact on an island’s rating. We are evaluating all cosmetics again now.

A small number of existing cosmetics and less than ten Outfits will remain playable only in T-rated (or regionally equivalent rated) islands because of their obvious fear or violence elements.

We’ve been deep in the comments over the past few days and we’ll keep working on getting this right.

The announcement was greeted positively within the Fortnite community following the backlash over the age restrictions, which saw every cosmetic item receive an age rating that was only compatible with certain islands. Epic Games claimed that the move was “to help parents and players make informed play decisions about the thousands of games and other experiences in Fortnite.”

Epic Games will continue to investigate the possibility of cosmetics restrictions in the future. It’s unclear which skins will continue to be impacted, though some fans pointed toward the Xenomorph skin as one major possibility.

Developing…

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Best SD Card for Steam Deck is On Sale for Black Friday

Black Friday is out and about, seeking people to deliver its deals to. We are but humble servants of the people, and if you are somebody who needs some high-quality SD storage for gaming devices like the Steam Deck, Nintendo Switch, or whatever else, I’ve got you covered.

TeamGroup A2 Pro Plus SD Card for $22.99

This particular gem has 512GB of space that can move data at 160MB/s, meaning if you choose to use it in a video camera, you’ll get 4K quality recordings in this MicroSDHC card. With UHS-1 Speed Class 3 and video speed class V30, it has it where it counts.

The Simpsons Hit & Run’s Developers Are Just as Confused as Fans About Why We Never Got a Sequel

The developers of The Simpsons: Hit & Run finally sat down to discuss why the cult classic open-world game never got a sequel, and honestly, it sounds like they’re just as confused as fans.

Programmers Cary Brisebois and Greg Mayer, producer Steve Bocska, designer Darren Evenson, executive producer John Melchior and designer-writer Chris Mitchell dove into the details of what happened in a call with reporter Ben Hanson. A three-minute clip of the interview was posted November 20 on the MinnMax YouTube channel.

As it turns out, a follow-up game was in the works by Radical Entertainment, the developers revealed. But when asked about the rationale behind the decision to halt production on the sequel, Melchior said, “I don’t know.”

“It was a five game deal for less money than I think Vivendi paid for the first game,” Melchior continued, detailing how his boss at the time was similarly befuddled by the game being tabled. “He was just like, ‘I don’t understand. I gave it to you on a silver platter, why aren’t you just saying yes and doing these games?’ It was just a really bizarre decision. I’ll never understand it. Most people on the production level never understood it.”

The original game — also developed by Radical Entertainment — was released by Vivendi Universal Games in 2003. As word of an alien conspiracy breaks out in Springfield, players can participate in a variety of quests to investigate the series of strange events that unfold. And as fans of The Simpsons: Hit & Run know well, one of the most iconic features is the game’s Grand Theft Auto-inspired racing missions.

I gave it to you on a silver platter, why aren’t you just saying yes and doing these games?

The plan for the sequel was to expand on players’ driving capabilities by allowing them to tow objects from vehicles. Mayer even created a prototype for the new feature prior to the game’s disbandment.

This prototype, a Powerpoint presentation and a couple of assets were the extent of the work that had been done on the new game by the time the news broke that the project was being cancelled. Even the plot had yet to be fleshed out, Mitchell admitted: “It was all over the map.”

“In those early days, kind of everybody just imagines what they want, so I’m sure there were 12 competing storylines at that point,” Mitchell went on. “Who knows what the final story would have been?”

Back then, the possibility of the game not reaching fruition was unthinkable — especially with four more potential games on the horizon, the developers agreed: “This was going to be a franchise, no doubt in anybody’s mind,” Melchior said.

“It was a no-brainer; it was like, well of course we’re going to be doing this,” Evenson added. “The stars are aligned, we’re treading down this path. And then it was just like a, ‘Huh, I guess we’re not.'”

Melchior credits Vivendi failing to obtain a license for the video game rights to The Simpsons as one of the primary factors in the sequel game’s downfall. By the same token, the executive producer pointed out that Vivendi was able to secure the rights to Buffy the Vampire Slayer, a similarly popular franchise, without issue.

EA signed a contract for the video game rights to The Simpsons in 2005, but the last time the publisher released a game based on the series was in 2007.

“It was sad because there was no momentum loss between the shipping of this game and the work being done on the sequel,” Melchior mourned.

So there you have it; it looks like a sequel to The Simpsons: Hit & Run is officially ruled out as long as EA retains the rights to the franchise. But at least we can still keep hoping for a remaster of the original.

Katie Reul is a freelance writer at IGN.