Nintendo Switch Online Library Adds Game Boy Classic Donkey Kong Land 3

Nintendo has added Game Boy classic Donkey Kong Land 3 to the Nintendo Switch Online library.

A trailer revealed the platformer from developer Rare is available today, December 4, and wraps up the trilogy of Donkey Kong Land games which Nintendo has re-released onto its subscription service over the last month.

“Fame and fortune seekers have journeyed far and wide in search of the fabled Lost World,” reads the official synopsis. “Eager to find it first, Donkey Kong and Diddy Kong set off to discover its entrance, unaware that Baron K. Roolenstein and his Kremling Krew are hot on their tail.

“Meanwhile, Dixie Kong is left behind to babysit her younger cousin, Kiddy Kong. But that won’t stop her from answering the call of adventure! Help Dixie Kong and Kiddy Kong through 36 Kremling-infested levels, each containing their own secret areas and bonus levels.”

Donkey Kong Land 3 is available at no extra cost to users who have a Nintendo Switch Online membership and have purchased the Expansion Pass.

Nintendo periodically adds a handful of classic titles to its myriad Switch Online libraries, which also includes games from the Nintendo Entertainment System, Super Nintendo Entertainment System, Game Boy Advance, and more.

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

PlayStation Boss Hermen Hulst Says AI Will Never Replace the ‘Human Touch’ of Video Game Development

PlayStation co-CEO Hermen Hulst has said artificial intelligence will never replace the “human touch” of video game development but still expects AI to feature prominently in the industry.

Hulst told the BBC he believes AI has the potential to “revolutionize” video game development but studios will have to strike the right balance between using it and creating games through the traditional route.

“I suspect there will be a dual demand in gaming: one for AI-driven innovative experiences and another for handcrafted, thoughtful content,” Hulst said. “Striking the right balance between leveraging AI and preserving the human touch will be crucial.”

Striking the right balance between leveraging AI and preserving the human touch will be crucial.

This comes as many fans and creators of video games are growing increasingly concerned with the use of AI-generated content, though executives at various publishers have shared different perspectives on it so far.

EA CEO Andrew Wilson has said AI is at “the very core” of its business, for example, while others, such as Nintendo president Shuntaro Furukawa, have expressed more caution. AI can be used “in creative ways,” he said in July, but its use “also raises issues with intellectual property rights.”

AI isn’t quite ready to replace human developers, however, as support studio Keywords Studios tried creating a video game solely using AI only to deem the technology was “unable to replace talent.” But one area it is impacting already is voice over, with a video game voice actor strike currently ongoing under The Screen Actors Guild — American Federation of Television and Radio Artists (SAG-AFTRA).

Myriad voice actors have commented on the threat of AI already, including Metal Gear Solid and Mass Effect actress Jennifer Hale. “The truth is, AI is just a tool like a hammer,” she said. “If I take my hammer, I could build you a house. I can also take that same hammer and I can smash your skin and destroy who you are.”

The Witcher 3: Wild Hunt lead Doug Cockle similarly expressed caution and frustration at the growing presence of AI within the video game industry, calling it “inevitable” but “dangerous.”

Cissy Jones, a voice actor known for her roles in Disney’s Owl House, Destiny 2: The Witch Queen, Shin Megami Tensei 5, and more, has started a company called Morpheme.ai to let voice actors embrace AI and gain control of their own voices going forward.

Image Credit: EMMANUEL DUNAND/AFP via Getty Images

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

Path of Exile 2 Global Release Times and Early Access Pre-Download Confirmed

Path of Exile 2 developer Grinding Gear Games has confirmed plans to make the Early Access launch available to pre-download, and announced the game’s global release times.

Path of Exile 2 is GGG’s hotly anticipated free-to-play action role-playing sequel set years after the original game. Players return to the world of Wraeclast and seek to end a spreading corruption, with six character classes, each with two Ascendancy Classes, available to play at the launch of Early Access later this week. There’s co-op for up to six players, but you can play solo. Check out IGN’s Path of Exile 2 preview, where we gave the Mercenary class a whirl and got a first look at the endgame, for more.

In a forum post, GGG said it’s making the standalone PC client available to download at 5pm PT on December 5, or 1am GMT on December 6 in your local time. The developer noted that when patching begins for the Early Access, players may also have a few remaining files they’ll need to update as well.

Once you’ve downloaded the client, you won’t be able to log in until the Early Access launch itself, which is set for 11am PT on December 6, or 7pm GMT on December 6 in your local time. You can get the client download through the Path of Exile 2 website, but GGG said it’ll make a torrent available with the client download at the same time.

The pre-download is already available on Xbox, although GGG said there will likely be updates on launch. As for PlayStation, Founder’s packs should go live 24 hours before Early Access starts (so, 11am PT on December 5). If you buy one of these packs, you’ll be able to pre-download on PS5.

Path of Exile 2 Early Access Global Release times

  • PT: 11am, December 6
  • ET: 2pm, December 6
  • GMT: 7pm, December 6
  • CET: 8pm, December 6

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

Behind Monster Hunter Wilds’ Surprising Skill and Weapon Changes

In a recent behind-closed-doors demo, we played a section of Monster Hunter Wilds and asked the developers about changes made to weapons and other systems, the biggest being the separation of Equipment Skills between weapons and armor. Read on for more details.

As I played the demo, I realized major changes have been made to the Skills system, where damage-increasing skills and weapon-specific skills like Attack Up and Focus can only be found on or applied to the weapons themselves – a pretty impactful change.

Watch new gameplay of Monster Hunter Wilds above, including footage of Seikret and camp customization.

This is the new Equipment Skill system. In interviews, the dev team referred to skills for your weapons casually as Weapon Skills. Running with that unofficial terminology, let’s call equipment skills for weapons Weapon Skills, and equipment skills for armor Armor Skills. This means that equipment skills in Wilds are split up into these two categories. Weapon Skills generally include skills that affect actions and damage output, while Armor Skills assist in other ways.

Armor Skills include support skills like Speed Eating and Divine Blessing. This new system also affects slots, and the devs confirmed that weapons can only use decorations with skills categorized as Weapon Skills, while armor can only use decorations with skills categorized as Armor Skills.

This really opens up a lot of new ideas. I asked director Yuya Tokuda about his intentions here, and he replied, “Only armor had [built-in] equipment skills until now, but when a piece of armor had a type of skill only effective when used with a certain weapon type, that meant you would have to choose the corresponding weapon. This led to an unavoidable situation where it was harder for people to use those kinds of armor pieces.” The new system solves that issue.

Monster Hunter Wilds now lets you take two weapons with you on a hunt, which must have been another reason behind the change. Since you can now swap to a sub-weapon mid-hunt, it’s great to be able to keep on hunting while maintaining the skills you need to increase your damage to a suitable level or handle your weapon better.

There is one thing I’m still curious about. While I was able to confirm that skills like Guard are indeed on weapons that can block, I’m still not sure which type of equipment utilizes skills like Evade and Evade Distance.

Weapon Balance

Next up is weapon balancing. Producer Ryozo Tsujimoto confirmed that there will be significant weapon balance changes in Wilds. He told me, “There will be major changes not just after what we saw in the open beta, but also in the form of changes we had always intended to add to the final product.”

Tokuda said, “In particular, we plan on putting quite a lot of work into the Lance, Switch Axe, Insect Glaive, and Sword and Shield based on feedback from the open beta.”

He continued, “We’ve tweaked values across the board relating to weapon damage and overall balance, including balance regarding endgame content.” In addition to these numerical changes, the four aforementioned weapon types have (quote) “plenty of work put into how they feel to use.”

While the development side is certainly listening to the voices of the players, they were already taking a proactive stance toward weapon balance changes, and it seems that a proper announcement about the topic will come at a later date. Seeing their attitude put me at ease; the game is clearly in good hands. We’ll see how their intentions pan out when the final game is released in February 2025.

Next, the team told me about the direction and concept of the Switch Axe and the Insect Glaive.

Insect Glaive Changes and the Return of Vaulting Dance

The Insect Glaive is one of my main weapons, and my very first impression was that there were fewer aerial attacks available. It made me wonder if the concept was to reduce the relative number of aerial attacks and make it a primarily grounded weapon. I brought this up with Tokuda, and he began by revealing to me that Vaulting Dance is making a return! This is one of the actions that was so important to opening up possibilities for aerial combat with an Insect Glaive.

As to why it wasn’t there before, Tokuda said, “We were concerned that putting it in this time around would cause players to use nothing but existing movements, rather than focus on the new parts of the game. That’s why we decided to remove Vaulting Dance for a time.”

As for the reason it was brought back, he replied, “Many players at gamescom and Tokyo Game Show told us that it’s not about how strong or weak it is, but that Vaulting Dance is part of the Insect Glaive’s very identity. We realized that we weren’t on the same page as our players there, and so we immediately decided to bring Vaulting Dance back while balancing the ability.”

I was happy to hear about this balance decision as an Insect Glaive user. That said, I did have difficulty during the open beta with the controls for its new charge attack, and I’m hoping that they’ll make it easier to use as well.

Updating the Switch Axe to be More Attractive to Players

I then asked about what direction they want to take with the Switch Axe. Tokuda told me the concept of the Switch Axe had not fully gotten across to players, and that the dev team is balancing it in order to convey what makes it a good weapon. Specifically, he said, “The Full Release Slash that comes at the very end of an attack didn’t fully stand out, both in terms of feel and numbers, making it less attractive when compared to similarly positioned attacks for other weapons. We’ll be sure to address that.”

After hearing about the developers’ plans to balance the Switch Axe to make it a more attractive weapon, it’s clear to me that it’s being properly discussed. Their process to come to the decision to make changes to the Switch Axe backs that up even more, so I don’t think that should be a point of concern any longer.

I’m sorry to admit that I can’t go into as much depth on the Switch Axe as with the Insect Glaive, as it isn’t one of my main weapons, but other media outlets were also present at this hands-on session, and I’m sure some of them include players who go hard on the Lance, the Gunlance, the Bow, the Long Sword and more, so keep an eye out online for more information on your favorite weapon!

Translated by Ko Ransom.

Ubisoft Is Discontinuing XDefiant in 2025, San Francisco and Osaka Studios Shutting Down Amid Major Layoffs

Ubisoft is officially discontinuing XDefiant in 2025, the publisher announced Tuesday, with all new purchases and registrations being discontinued immediately. As part of the shutdown, the publisher plans to shut down its production studios in San Francisco and Osaka, with up to 177 employees losing their jobs. Roughly half of the XDefiant team will be assigned roles elsewhere.

Chief Studios and Portfolio Officer Marie-Sophie de Waubert revealed the news in an email sent to Ubisoft employees that was subsequently posted online, saying that the shooter was “not able to attract and retain enough players in the long run to compete at the level we aim for in the very demanding free-to-play FPS market.”

The full message can be found below.

Today, I wanted to share with you that we’ve made the difficult decision to discontinue development on XDefiant.

Despite an encouraging start, the team’s passionate work, and a committed fan base, we’ve not been able to attract and retain enough players in the long run to compete at the level we aim for in the very demanding free-to-play FPS market. As a result, the game is too far away from reaching the results required to enable further significant investment, and we are announcing that we will be sunsetting it.

Concretely, that means that as of today, new downloads, player registrations and purchases will no longer be available. Season 3 will still launch, and the servers will remain active until June 3, 2025, out of appreciation for both our dev teams who worked on it and for XDefiant’s active players.

Unfortunately, the discontinuation of XDefiant brings difficult consequences for the teams working on this game. Even if almost half of the XDefiant team worldwide will be transitioning to other roles within Ubisoft, this decision also leads to the closing of our San Francisco and Osaka production studios and to the ramp down of our Sydney production site, with 143 people departing in San Francisco and 134 people likely to depart in Osaka and Sydney. To those team members leaving Ubisoft, I want to express my deepest gratitude for your work and contributions. Please know that we are committed to supporting you during this transition.

Developing Games-as-a-Service experiences remains a pillar of our strategy, and we’ve achieved significant successes, like Rainbow Six, The Crew, and For Honor, among others. It’s a highly competitive market, and we will apply the lessons learned with XDefiant to our future live titles.

Globally, we are determined to take the necessary steps to put the company back on a path to growth, innovation and creativity and make sure we can set you up for success. This means continuing to radically evolve our mindset for Production and Business practices, which we will share more about soon, and doing targeted restructuring when necessary. I know that the situation brings questions and expectations, and we will share regular and transparent updates.

My sincere thanks for your continued dedication as we navigate these trying times together.

XDefiant Executive Producer Mark Rubin also shared a message thanking fans and saying he was “heartbroken.” He also shared refund details, saying that any purchases made within the last 30 days will be fully refunded and that those who purchases the Ultimate Founder’s Pack will also get their money back. Refunds should happen automatically with 8 weeks, he said.

I am unfortunately here today to announce that XDefiant will be shutting down. Starting today (December 3, 2024), new downloads and player registrations will no longer be available. We will still release our Season 3 content in the near future (exact date TBD) and the servers will remain active until June 3, 2025.

For those who purchased the Ultimate Founder’s Pack, you’ll receive a full refund. Players who made any purchases within the last 30 days will also be fully refunded. Those refunds should happen automatically within 8 weeks of today and you can find more details on our official website, https://XDefiant.com.

A few years ago, Ubisoft and the SF Dev team embarked on a bold adventure to develop a new arcade shooter called XDefiant. It was from the start, an incredible challenge. Not only were we trying to shake up the genre by removing Skill-Based Matchmaking (SBMM) while bringing back a more “old-school” arcade shooter experience, but we were also diving into the high-risk, high-reward realm of free-to-play. And for that I want to applaud not only the Dev team but also Ubisoft leadership for taking that chance!

Free-to-play, in particular, is a long journey. Many free-to-play games take a long time to find their footing and become profitable. It’s a long journey that Ubisoft and the teams working on the game were prepared to make until very recently. But unfortunately, the journey became too much to sensibly continue.

I am, of course, heartbroken to have to be writing this post. Yes, this game has been a personal passion for me for years and yes, I know that not all challenges lead to victory, but I also want to recognize all of the developers who are being affected by this closure. Each and every one of them is a real person with a real life separate from our own and they have all put so much of their own passion into making this game. And I hope that they can be proud of what they did achieve. I know that I will always be proud and grateful to have worked with such a great team! A team that really punched above its weight class.

And what they achieved is truly remarkable. The early response from players when XDefiant launched was amazing—we broke internal records for the fastest game to surpass 5 million users and in the end we had over 15 million players play our game! That is something to be extremely proud of, especially considering how tough this genre is. So, thank you to all of the developers who put their passion into making this game!

If there’s one thing, I hope we can all take away from this experience, it’s the importance of open, honest communication between developers and players. This “player-first” mentality along with respectful, non-toxic conversations between developers and players has been one of the standout differences that made XDefiant so special. From my very first post about XDefiant, this was the vision I wanted to champion, and I hope it leaves a positive mark on how the game industry treats its players and communities.

To our players, THANK YOU! From the bottom of my heart, I want to express my deepest gratitude for the incredible community that has grown around XDefiant. Your passion, creativity, and dedication have inspired us every step of the way.

With the utmost of love and respect,

Mark

XDefiant joins Concord as the latest service game to abruptly shutter not long after launch. Unlike Concord, though, XDefiant will be given a bit of grace, with its servers not due to shut down until June 3, 2025. Ubisoft also plans to go forward with releasing Season 3, though downloads and purchases will no longer be available.

First announced in 2021, XDefiant endured several delays before finally launching in May. We wrote in our review, “XDefiant joins the free-to-play shooter crowd as a respectable competitive FPS built around various Ubisoft franchises, but little makes it really stand out.”

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.

Microsoft Announces Xbox Game Pass December 2024

Microsoft has announced the games coming to Xbox Game Pass in December 2024, headlined by Indiana Jones and the Great Circle but also including the likes of Crash Team Racing: Nitro Fueled.

Indiana Jones and the Great Circle is the highly anticipated release from Wolfenstein developer MachineGames and is Indy’s first proper foray into the video game space. Players are tasked with uncovering one of history’s greatest mysteries in the first person single player adventure, and arrives as a day one title on December 9.

“Generations of gamers both new and old should care [about this game],” IGN said in our preview. “Because as good as the studio’s recent Wolfenstein reboots were, The Great Circle might be even better.”

Crash Team Racing: Nitro Fueled is something quite different as a colorful kart racer akin to Mario Kart. “Crash Team Racing Nitro-Fueled’s difficulty, memorable track design, and addictive power-slide mechanic make it a kart racer worth playing but it’s not without its frustrations,” IGN said in our 8/10 review.

Also on the racing front, EA Sports WRC is available December 5 and brings its rally championship action to Game Pass subscribers. It didn’t review as well as previous entries, however. “EA Sports WRC feels like a great racing game trying to fight its way out of an unfinished one,” we said in our 6/10 review.

Overthrown arrives the same day. “Lift and throw anything as you build and manage your kingdom in this chaotic city builder for one to six players,” the synopsis reads. “Harness the power of your soul-stealing crown to defend your citizens from bandits and mutants, farm the land, and gather resources.”

Aptly arrived in the midst of winter, Wildfrost is a tactical roguelike deckbuilder set in the town of Snowdell. The sun has frozen over and its survivors stand as the last bastion against an eternal winter.

Flipping the traditional hero saves the day narrative on its head is the next entry, the side scrolling action game Carrion. “Carrion nails the power fantasy of being a horror movie monster, but makes exploration a chore that pads the adventure,” IGN said in our 7/10 review.

Finally, wrapping up the month is Road 96, the wild and wacky procedurally generated game about taking a road trip. “Road 96 is a fascinating and frequently tense adventure that manages to keep its story on track despite the odd bump in the road,” IGN said in our 8/10 review.

Those not subscribed to Ultimate can look forward to some new titles too, as Xbox Game Pass Standard is getting the likes of Forza Motorsport and Humanity while Xbox Game Pass core is getting DayZ and Goat Simulator.

A handful of games are leaving Xbox Game Pass this month too, though those looking to continue playing afterwards can save 20% on their full price by purchasing them while they’re still available on the subscription service.

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

Rise of the Tomb Raider, The Quarry, and More Leaving Xbox Game Pass in December 2024

Microsoft has revealed the games leaving Xbox Game Pass and PC Game Pass in December 2024, with titles such as Rise of the Tomb Raider and The Quarry both leaving.

The Xbox Game Pass website has been updated to reveal a total of 13 games are leaving the two services: seven on Xbox Game Pass and six on PC Game Pass. Forza Horizon 4 is also leaving, though this was announced alongside a complete delisting in June.

Those looking to continue playing the leaving games, with the exception of Forza Horizon 4, can buy them outright for 20% off their full price until their delisting date in the next two weeks.

All Games Leaving Xbox Game Pass in December 2024

  • Amnesia: The Bunker
  • Forager
  • Forza Horizon 4
  • The Quarry
  • Tin Hearts
  • Rainbow Billy: The Curse of the Leviathan
  • Rise of the Tomb Raider

All Games Leaving Xbox Game Pass in December 2024

  • Amnesia: The Bunker
  • Forager
  • Forza Horizon 4
  • Tin Hearts
  • Rainbow Billy: The Curse of the Leviathan
  • Rise of the Tomb Raider

Forza Horizon 4 is perhaps the most beloved game leaving the service and digital stores, as it earned a 9/10 in IGN’s review. Developer Playground Games revealed its delisting comes as a result of “licensing and agreements with our partners.”

Rise of the Tomb Raider, meanwhile, is the third and final entry in the modern Tomb Raider series. Rise of the Tomb Raider takes its predecessor’s winning formula and improves on it in every way,” IGN said in another 9/10 review.

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

Delta Force Review in Progress

“First-person shooter” is a broad term. It can mean everything from a monster-filled horror game like F.E.A.R., to a sci-fi adventure like Metroid Prime, to a demon-eviscerating romp like Doom. Even narrowing it down to a label like “military FPS” still puts the linear campaign of Call of Duty, the enormous PvP clashes of Battlefield, and the white knuckle extractions of Escape from Tarkov under a single umbrella. Delta Force, the latest entry in a now 26-year-old shooter series, is probably best defined as a bit of each of those last three – with a dedicated large-scale PvP mode, a separate extraction shooter mode, and an (as yet unreleased) campaign, it sits somewhat awkwardly at the center of a that Venn diagram. It is still too early to render a final verdict, but my initial hours playing ahead of launch have already left me intrigued enough that I’m looking forward to my next deployment on the live servers later this week.

Because this release is technically the start of an indefinite “open beta” (which, for a free-to-play game, really just means it’s out), only two of the three main modes are currently available, with the campaign planned as paid DLC somewhere down the line. Of the two that are here now, the Warfare mode is Delta Force’s answer to the big team combat of Battlefield. 64 players duke it out for supremacy across one of a handful of massive, sprawling arenas. The matches I played in the early review period were focused on the Attack and Defend option within Warfare, though King of the Hill and some other time-based modes are apparently going to be available at launch.

Attack and Defend puts one team on offense, tasked with capturing some strategic points before running out of a finite number of respawns, while the other team defends those areas with limitless lives. If the offense succeeds, they refill their respawns and the cycle begins anew on another part of the map until all of the field is seized or the defense stops them in their tracks. It’s a good setup; initially, the offense has the advantage thanks to favorable terrain and an abundance of vehicles, but things even out as the match progresses and the defense retreats toward their home base. This means each side typically gets to spend some time as both the figurative hammer and the nail.

The battles certainly do feel big, which is a good thing. Fast respawns mean both teams are dense with soldiers. Once the bullets and rockets start flying, the chaos and confusion on the battlefield is exciting. It’s particularly fun when you get behind the controls of a vehicle and start running roughshod over the other team. A tank fully loaded with gunners can dominate, but don’t sleep on the impact of a simple machine gun turret on the top of an armored car.

Abilities are helpful in battle, but won’t outright win a skirmish.

Thankfully, the times I’ve found myself on the wrong end of that tank barrel I haven’t been totally helpless thanks to the varied operatives you can choose from mid-match. These named characters act as a sort of hybrid between a simple loadout choice and a bespoke hero, which fits the jack-of-all-trades theme persistent throughout Delta Force. If you are being overrun by vehicles, it might be a good idea to spawn with a rocket launcher, or if the fight is taking place in open spaces, it could be time to bust out the trusty sniper rifle. Each character has unique abilities that are helpful in battle too, like Luna’s Detection Arrows that can periodically be fired to reveal enemies, but none are so powerful as to outright win a skirmish, let alone a whole match, for you.

I just wish the actual action felt better. Bullet arc and trajectory factor heavily into shooting, so leading your targets is essential for firing accurately at a distance. That, combined with a fast time-to-kill, makes for gunplay more in the spirit of a military sim like Arma. That’s all well and good on its own, but feels deeply at odds with the aggressive pace of play that the objective-based Attack and Defend mode drives. Slow bullets at the mercy of gravity that kill you instantly feel a little too airsoft-like for an intense battle over a key chokepoint.

Get in, get loot, get out

On the other side of things, the Operations mode follows the familiar extraction shooter framework; you and up to two friends can form a three-person squad to enter an area, shoot, loot, and scoot. Whatever you bring back to your base between rounds you can either sell, store, or use in the next attempt, and whatever is on you if you die or don’t escape in time is lost for good. It’s a tried-and-true formula that Delta Force follows to the letter, but the high quality of its execution makes up for that unoriginality. q

Each level is an open sandbox that is dense with potential objectives. Maps easily highlight points of interest for things like bounty targets, safes to plunder, and intel to decode. That might seem like a small detail to praise, but in a genre dominated by games like Escape from Tarkov that are designed to be intentionally opaque, making important information accessible is a nice differentiator. I like being able to just drop a waypoint and know what I’m in for when I get there without having to memorize the maps.

So far I’m a fan of the enemy variety in the Operations mode.

Once you pick your destination, you’ll need to shoot your way through squads of AI soldiers, and occasionally human-controlled enemies. You never know who’s around, or in what numbers, so every enemy encounter starts with some fast risk assessment: do you take the shot and risk letting everyone know where you are, or do you sneak by for the stealthy approach, leaving a potential threat on the field? Making quick decisions with limited information does a good job of keeping the action strategic and interesting. That’s particularly true if you see other people, as they are certainly more dangerous than the bots, but could be loot-rich targets worth taking on.

So far I’m a fan of the enemy variety. My squad has taken down roving bands of riflemen, ducked into buildings to avoid sniper fire, and executed on-the-fly flanking maneuvers to get around riot shields. One memorable moment saw my team pinned down by a massive armored baddie blasting at us with a minigun as we lobbed grenades from behind cover. Another time, a member of our trio was cracking a safe while the other squadmate and I provided cover, and I almost jumped out of my chair when a giant alligator came around the corner and tried to put a stop to our fun.

My primary worry about Operations at this point is the loop loot. There are all sorts of containers everywhere, like file cabinets, coat pockets, fallen enemies, etc. – but after just a few hours with the mode, I rarely bother to check them anymore now that I have a good idea of where to go for the actual high-ticket items. I’m hopeful there won’t be a point where the maps feel “solved” anytime soon, but they are already feeling less dynamic with each run.

The time between them is spent at the Black Site, which functions as your home base. This is where you buy, sell, and make upgrades, particularly to the amount of storage space in your stash. It’s also where you manage the well-built loadouts option. This lets you save a few different kits you can take into battle and rebuild them with just a few clicks. Pieces will be pulled from your inventory first, and then automatically purchased from the store as needed. It’s a fast and slick way to get back in the action, which helps take the sting out of a failed extraction.

Of course, these are all still just my initial impressions – it takes time to get a comprehensive feel for how well a PvP mode like Warfare is working, and there are still a few Operations I haven’t explored, so I’m not quite ready to give a final verdict until I’ve played on the live servers. However, I can say that the extraction mode is a lot of fun in the early going, and I enjoy the scale of Delta Force’s PvP encounters even if I’m not yet sold that this style of gunplay is the right match for that action. It’s at least clear this is a competent free-to-play shooter that can cater to a few different FPS tastes, but it remains to be seen if it has the staying power to keep my interest once the initial novelty wears off.

Pokémon TCG Pocket Estimated to Have Crossed $200 Million Mark, Already Outperforming Pokémon Sleep and Unite

Pokémon Trading Card Game Pocket is estimated to have generated more than $200 million in revenue in its first month, already overtaking Pokémon Sleep and Pokémon Unite.

PocketGamer.biz cited figures from AppMagic that estimated the digital card game hit $208 million November 29th, just a month after it launched on October 30. Pokémon TCG Pocket is free to play but allows players to buy extra booster packs, cosmetics, and a monthly pass that awards one extra pack a day.

The app launched to immediate success, with AppMagic estimating it was making $3 million a day after hitting $12 million after four. That number has only grown, however, as daily spend is now estimated to average $6.5 million.

Its best day so far coincided with the release of the Mass Outbreak event, when spending rose to $8.4 million. This comes despite, ironically, many players in the community finding this event to be underwhelming.

Pokémon TCG Pocket follows the standard mobile and free to play game model, flooding players with rewards in the opening few days before soon drying up, with spending real world money the only real way to re-experience that early thrill.

It tasks players with opening booster packs to complete a collection of cards and build decks to battle, though the latter of these is fairly barebones at the moment with only the collecting aspect fully realised. Pokémon TCG Pocket offers players just two packs a day without spending money, however.

Completing Genetic Apex, the first set of cards which totals 226 officially but also contains 60 rare alternate art, will take players not spending money around two years according to one estimate, while those looking to make it rain can wrap up the collection after dropping around $1,500.

Getting every card in the game is already impossible without spending money, however, as an additional set of promo cards is also available and so far includes two which can only be obtained through the $9.99 a month Premium Pass.

Developer Creatures Inc. is looking to release another smaller card set in December, while its next big drop of the official set two is expected in January.

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

Elden Ring 2 Not Being Considered at FromSoftware, Hidetaka Miyazaki Says

Elden Ring director and FromSoftware president Hidetaka Miyazaki has said the developer is not currently considering making Elden Ring 2 but won’t shut down the possibility in the future.

Miyazaki said at the PlayStation Partner Awards 2024 Japan Asia, attended by IGN Japan and translated by Automaton, that FromSoftware has several projects in the works but none are continuations of Elden Ring, its most successful game to date.

“We’re not really considering developments such as an Elden Ring 2,” Miyazaki said, though made clear FromSoftware is open to returning to the Elden Ring franchise “in some form in the future.” The projects in development are works in progress at the moment but diverse in genre, with some directed by Miyazaki himself, he said.

FromSoftware has a varied history in game development but has become known for defining the Souls genre over the last 15 years. These games have varied in theme somewhat though are all role-playing games with a similar format of, at their most simple, progressing through an area before taking on a challenging boss.

The giant mech battling Armored Core series is also developed by FromSoftware though, and outliers to the traditional dark fantasy themes of its Souls games include the gothic horror entry Bloodborne and Japanese mythology-set Sekiro: Shadows Die Twice.

None of the incoming projects have been revealed by FromSoftware as of yet, though one of them is almost certainly the next signature Souls game akin to Elden Ring. Many fans are hoping for a return to the Dark Souls franchise, which has been dormant for close to a decade, while others are desperate for a Bloodborne sequel (and think an announcement is imminent).

Elden Ring would have been the most obvious choice for a continuation, not just because its FromSoftware’s best received game so far but, perhaps more significantly, it sold a staggering 25 million units.

In our 10/10 review, IGN said: “Elden Ring is a massive iteration on what FromSoftware began with the Souls series, bringing its relentlessly challenging combat to an incredible open world that gives us the freedom to choose our own path.”

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