Mortal Kombat 1 PC Crashes Are Devouring Space on Your Hard Drive, Too

If you are playing the PC version of Mortal Kombat 1 and have experienced crashes, you might be surprised to learn that NetherRealm’s latest fighting game leaves an extra digital footprint on your PC as it takes up more space on your hard-drive.

Spotted by PCGamesN, X user @X-Azeez posted screenshots from another user that show every time Mortal Kombat 1 on PC crashes, it creates a report file that includes information on the in-game crash, but the caveat is that each of these folders also takes 1GB of free space away from your rig. Another user replied to the post with their own screenshot of crash report files, showing it took up an additional 41.6GB of storage space on their computer.

Cory Taylor, the community manager for NetherRealm Studios’ parent company, Warner Bros. Games, replied to the post stating he had notified the team about the issue and that “[WB Games] are looking at it ASAP”. WB Games did not immediately respond to IGN’s request for comment.

Mortal Kombat on PC is already a hefty file size, with the system requirements noting you need to free up 100GB of space on your rig to install the file. If you encounter multiple crashes on your PC, that will undoubtedly exceed that number exponentially.

This is one of a handful of issues Mortal Kombat 1 has encountered since its release last month. The most infamous example is that Mortal Kombat fans and critics heavily criticized the Nintendo Switch version due to its visuals and technical issues, though a patch went out last week that claims to address a number of the problems that plagued that port at release. Mortal Kombat 1 players also discovered a disadvantage to some players as certain combos cannot be performed if you are not Player 1.

Nevertheless, Mortal Kiombat 1 has many interesting things that should excite players, including the fact that the first DLC playable character, Omni-Man, will be available starting next month. Not only that but additional DLC characters, such as Homelander, Peacemaker, and returning Mortal Kombat characters such as Quan-Chi will be joining the roster as part of the first Kombat Pack.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Best Xbox Deals Today (October 2023): Save on SSDs, Controllers, Games & More

When it comes to picking up new games, hardware, or accessories for your Xbox, it feels good when you can find those items at a discounted price. Here, we’ll keep you updated on all of the latest deals for Xbox, including during events like Black Friday coming up in November. Below, you can find a wide range of items on sale. Not only does this include games, but also items like controllers and headsets.

TL;DR – Our Favorite Xbox Deals

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How to Avoid Xbox Game Pass Price Hike ($44.99 for 3-Months of Ultimate)

By securing 3-months of Xbox Game Pass Ultimate for $44.99, you can actually avoid the Game Pass price hike. We recommend securing your current subscription for as long as possible. You can stack up to a maximum of 36 months of Game Pass, meaning you have the option to accumulate 3-month subscriptions up to 12 times.

Admittedly, this approach might put a strain on your wallet, totaling $539.88 if you purchase the 3-month package from the link above. However, when you compare it to the new cost of Game Pass Ultimate for 36 months at $16.99 per month, amounting to $611.64, you’ll realize you’re saving $71.76 on your subscription for the next three years. Otherwise, secure your membership for at least a year to lock in at least some savings overall.

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Select Xbox Controllers Are Down to $49 (Save Up to 18%)

In need of another Xbox controller? Well, you’re in luck, as there are a few great picks on sale right now. That way you can add player two (or three, or four) whenever the need arises. Plus, the colors are pretty great. In my opinion, you can never have too many controllers. You never know when someone will pop on by and want to play Overcooked or It Takes Two, or any local multiplayer game.

More Xbox Controller Deals:

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Xbox: Budget to Best

Buying new items for your Xbox doesn’t have to make a massive dent in your wallet, either. Here, we’ll feature a variety of excellent games, accessories, and hardware that are available at more affordable prices regularly or are the just option available when gaming on Xbox.

More Xbox Budget to Best Picks

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Dying Light 2: Stay Human is Down to $25

There are several games on sale right now for Xbox, but one of our favorite deals at the moment is on Dying Light 2: Stay Human, which is available for 57% off at $25. To see more games that are on sale right now for Xbox, check out the links below.

More Xbox Video Game Deals:

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Get 5% Off the Official Xbox Wireless Headset

Does your family complain when you stay up playing loud shooters late into the night? They’ll stop complaining if you pick up an Xbox headset that lets no one but you hear the delightful explosions you cause on the screen. Right now, you can get 5% off the Official Xbox Wireless Headset, bringing the price down slightly to $94.99 from $99.99.

More Xbox Headset Deals:

When Should I Buy an Xbox?

In general, it is advisable to keep an eye out for sales and restocks throughout the year, as availability has improved since the initial launch of the console. Unlike the Nintendo Switch, there is no specific recommendation to wait for a sale regardless of the time of year. Instead, it’s a good idea to monitor various retailers and online platforms for restock announcements and promotional offers.

However, certain events like Black Friday or other holiday seasons may bring about unique bundles, discounts, or promotional deals specifically for the Xbox Series X. These bundles may include additional games, accessories, or exclusive limited editions. While quantities for such promotions might be limited, they can provide an opportunity to get more value for your purchase.

Xbox Series X or Xbox Series S?

Choosing between the Xbox Series X and Xbox Series S ultimately depends on your gaming preferences, budget, and specific requirements. Let’s compare the two consoles to help you make an informed decision:

1. Performance: The Xbox Series X is the more powerful option, offering native 4K gaming, higher graphical fidelity, and faster loading times. It has more advanced hardware, including a larger storage capacity. On the other hand, the Xbox Series S targets a lower price point and offers a less powerful performance, targeting 1440p resolution gaming and upscaling to 4K.

2. Price: The Xbox Series S is more affordable compared to the Xbox Series X. If budget is a significant factor for you, the Xbox Series S provides a cost-effective option while still delivering a next-generation gaming experience. For example, the Series S can play Starfield at 1440p 30fps (vs 4K 30fps on Series X).

3. Storage: The Xbox Series X comes with a larger internal storage capacity, allowing you to store more games directly on the console. The Xbox Series S, however, has a smaller storage capacity, which means you may need to manage your game library more actively or rely on external storage solutions.

4. Disc Drive: The Xbox Series X includes a disc drive, enabling you to play physical game discs and enjoy a wider range of media options, including Blu-ray and DVD playback. The Xbox Series S, in contrast, is a digital-only console, meaning you can only play games downloaded from the digital store.

5. Graphics and Performance: While both consoles support ray tracing, the Xbox Series X provides a more immersive and visually impressive experience due to its superior hardware capabilities. If you prioritize cutting-edge graphics and want the best performance available, the Xbox Series X is the preferable choice.

Consider your gaming preferences, budget, and whether you prioritize top-of-the-line performance or cost-effectiveness. If you have a 4K TV, want the most powerful console, and are willing to invest more, the Xbox Series X is the recommended option. If you have a lower budget, a 1080p or 1440p TV, and don’t mind sacrificing some performance, the Xbox Series S offers excellent value for money.

With how expensive gaming is getting in 2023, we’re trying to save you as much money as possible on the games and other tech you actually want to buy. We’ve got great deal roundups available for all major platforms such as Switch and Xbox, and keep these updated daily with brand new offers. If you’re trying to keep costs down while maintaining your favorite hobby, stay tuned for more incredible discounts.

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

Super Mario Bros. Wonder Review

Every single Mario platformer game, 2D or 3D, seems to gleefully reinvent itself to some degree, doubling down on the unique delights that they bring me. Continuing that trend, Super Mario Bros. Wonder is very aptly named because, quite simply, it is full of wonder. Literally wonderful! Every frame oozes joy, from its bright colors to the Flower Kingdom’s ubiquitous talking flower, who’s never lacking in words of encouragement as you run and jump through dozens upon dozens of stages that are altered by unpredictable and often grin-inducing Wonder effects and, more often than not, the antics of Mario himself. Whether you enjoy it solo or with up to three friends, there’s a lot to love about Super Mario Bros. Wonder.

Wonder catches the eye immediately. It dazzles due to its typical and welcome use of a wide variety of colors, with a particular emphasis on vivid blues, reds, greens, and yellows. But it’s particularly impressive in motion. With apologies to Yoshi’s Island, it looks like what you’d imagine a proper Super Mario World sequel should be if it were made in 2023 instead of 1995.

Animations are the undeniable standout here: Mario reaches back for his hat when he dashes into pipes, critters’ eyes bulge in fear as they run in terror from a pursuing plumber, Goombas have snot bubbles on their nostrils as they nap, Elephant Mario squeezes his giant, round body into warp pipes and – awkwardly – tries to make himself as small as he can when crouching under a low row of blocks. There are so many more! Those touches go a long way toward bringing Mario’s first trip to the Flower Kingdom to life.

You can already guess: Mario finds himself caught up in another Bowser caper.

What is the Flower Kingdom? It’s a neighbor to the familiar Mushroom Kingdom, and it proved to be a refreshing setting mostly because it brought so many new and unique enemies for Mario to stomp on. Story-wise, you can already guess: A visiting Mario finds himself caught up in another Bowser caper, of course, as the reptile uses the land’s Wonder powers to fuse himself with the kingdom’s primary castle, making life miserable for its inhabitants. As always, the story is paper (Mario) thin, and you know you’re going to fight Bowsers Junior along the way.

Flower Power

But it leaves no cloud hanging over the Flower Kingdom, because the dozens of stages across six main worlds – along with the Petal Isles hub that contains stages of its own – offer so many different looks and wild hooks that the typically forgettable story simply didn’t matter. Most levels include at least two Wonder Seeds, with one of them at the end and another hidden somewhere within it. Getting access to that hidden seed usually involves finding a Wonder Flower – sometimes hidden in blocks, bad guys, or in secret areas – that makes something unexpected happen. Sadly I’m not allowed to show you most of the best ones, but Mario might transform into a rolling spiky ball, or the camera might shift to a top-down perspective, or Mario and his enemies alike might morph into stretchy ink silhouettes, or he might turn into a Goomba who can’t jump or attack, or there might be a dance party. You just never know what will happen next. As such, I looked forward to the Wonder effects on every stage. They’re so much fun to experience that if I missed one in a level, I had plenty of motivation to run back in to find it. In short, the Wonders make the game.

In short, the Wonder effects make the game.

It certainly doesn’t hurt that each world packs entirely different groups of enemies that include mostly new foes, but with some callbacks to both staple classics like the cloud-riding Lakitus and deeper cuts like the Pokeys from Super Mario Bros. 2. Among the newbies, the Bulrushes come rushing at you and cannot be defeated by traditional stomping. But they can be ridden, which Wonder takes clever advantage of. The derpy looking Maw-Maws, meanwhile, look sweet, chill, and innocent – until they spot you, at which point their gaping maws open wide and will swallow you whole if you don’t jump very high very quickly. The Mumsies, on the other hand, pose little threat aside from their difficult-to-leap-over height, and I never got tired of grabbing onto their loose piece of cloth and unraveling them into oblivion. I hope we get to see the Flower Kingdom again someday because I don’t want this to be the only appearance for this fresh group of interesting new enemies.

Actually, We Need the Stinkin’ Badges

Another wrinkle in the 2D Mario formula comes in the form of Badges, a group of roughly two dozen unlockable active or passive effects you can choose to take into each level. Boosting Spin Jump lets you tap the right shoulder button to effectively double jump. Grappling Vine means even Mario games have grappling hooks now, Safety Bounce will let you survive a fall into lava, and Sensor pings more frequently as you get closer to key objects like large purple coins and (crucially) Wonder Flowers. These Badges give you some welcome control over how you tackle stages in a way that best suits your playstyle, not to mention offering a bit of replayability as a cherry on top.

Some Badges can be purchased at shops, while others are earned when you complete Badge Challenge stages designed around that particular powerup. By comparison, buying a Badge with purple coins was unsatisfying, especially considering I was never short on them – I wish each of them had a fun challenge associated with it instead of just some of them.

The online component is surprisingly seamlessly integrated.

Speaking of new additions, Super Mario Bros. Wonder offers familiar four-player local and brand-new online multiplayer, with the online component being surprisingly seamlessly integrated. I don’t see it as appointment multiplayer gaming – couch co-op is still where it’s at in any multiplayer Mario game – but it works, and the friend races you can initiate on most stages can be a fun distraction from the primary platforming action. And whether you play on the same screen together or online, it is nice to see Nintendo put forth a more concerted effort to make multiplayer feel like a more organic part of the platforming, rather than a tacked-on afterthought, through things like Standees – which let you leave respawn points for your friends – and turning your pals into Ghosts that won’t physically get in your way during a precise jump or maneuver.

Smart Like an Elephant

But let me circle back to Elephant Mario for a second. Is he explained? Does he make any sense at all? Does it matter? No. Is he awesome? Yes. He is a dominant, Shaq-like force in Super Mario Bros. Wonder, complete with absolutely hilarious animations. A tap of the Y button sends smaller foes flying away when he swipes at them with his trunk. He can hold water in said trunk, too, dousing hot blocks and watering thirsty plants where needed. His sheer bulk even allows him to smash bricks with his trunk. He’s just a blast.

Drill Mario is also a welcome addition. With a drill bit on his hat, he can burrow into the ground – or the ceiling! – to access hidden areas and spring up from below on unsuspecting bad guys.

Elephant Mario is a dominant, Shaq-like force, complete with absolutely hilarious animations.

I can’t quite say the same for Bubble Mario. He blows large bubbles that can snag coins, slightly home in on and ensnare enemies, and be used as jumping pads, which is all useful enough. But when given the choice of which Mario form I wanted to take (just like in past Mario games, you can keep a powerup in reserve to switch back and forth as needed), I typically opted for Elephant Mario or good ol’ Fire Mario.

Despite the joy radiating from most of the 2D Super Mario Bros. Wonder, it’s not quite up to par with the last mainline 3D Mario masterpiece, Super Mario Odyssey. The music, while not at all bad, is surprisingly forgettable this time around, and while there are some five-star difficulty stages – including an entire group of them I won’t spoil here – Wonder is a bit light on the challenge side of things, so there’s not as much here for seasoned series veterans as its predecessor has. Though in fairness, Mario is for everyone, and my daughter appreciated the inclusion of Nabbit as a playable character – when we played together, enemies couldn’t hurt her and we had more fun progressing through many of the stages. I nevertheless remain hungry for Mario’s next 3D adventure, especially as I watch the calendar surpass six years since Odyssey.

Lords of the Fallen Patch 1.1.203 Makes ‘Substantial Performance Improvements’

The Lords of the Fallen developers continue to make improvements to the game, with the latest update targeting performance issues.

Hexworks’ dark fantasy action-RPG launched last week to a “mixed” user review rating of 57% on Steam. Most of the complaints revolve around performance issues, with crashes chief among them.

Patch v.1.1.203 makes “substantial performance improvements”, Hexworks and publisher CI Games said in a post on the Lords of the Fallen Steam page. “This is aimed at freeing up VRAM to provide additional headroom for GPUs that are operating at the limit of their capabilities. This process is taking some time because we are committed to ensuring that you do not lose any quality.”

Here are the Lords of the Fallen 1.1.203 patch notes in full:

Stability

  • Fixed a crash that could occur when an NPC was talking, under very specific conditions.
  • Fixed a rare crash that could happen when enemies were targeting players when using some of their abilities.
  • Fixed a rare crash that could occur when interacting with certain in-game elements.
  • Fixed a crash that could happen with some Niagara particles that left a trail behind them.
  • Fixed a crash that could occur when running out of ammo and trying to perform an action that consumes ammo.
  • Fixed a rare crash related to player spawning in multiplayer by the host when the client is still not fully ready.
  • Fixed a rare crash that could occur when resurrecting at an anchor.
  • Fixed a crash when being invaded by a player who happens to lose connection at the right frame.
  • Moved 2 parameters from local saves to settings save to provide more configurable options to GeForce Experience.

Performance

  • Adjusted Soulflay texture sizes and materials to make them easier for the GPU to handle VRM-wise.
  • Reworked some UI elements to free up memory.
  • Reduced memory allocation for environment interaction to free up approximately 16MBs of memory.
  • Anchor images are now loaded only when interacting with vestiges.
  • Fixed several textures used throughout the game to reduce VRAM consumption by approximately 10MBs.

Bosses

  • Crimson Rector’s parasites will no longer trigger heavy reactions on the player.

NPCs

  • Sparky has received some additional lines of dialogue.

Balancing

  • Balancing adjustments have been made for NG+ bosses and regions, especially in the almost end-game stages of NG+. We felt we were too enthusiastic and the previous curve was too steep.
  • Molhu has decided to reduce the price of seeds in his store from 2,500 vigor to 1,200 vigor.

Gameplay

  • Fixed player behavior during interactions with NPCs and vendor screens, which could lead to weird orientations.
  • Modified Vestige interactions to allow camera movement while interacting with the vestige.

Collisions

  • Fixed a small collision bump that could cause AIs to get stuck near Agatha’s vestige.
  • Fixed a missing Umbral navmesh in Pilgrim’s Perch East section that would make umbral inhabitants stop pursuing players.
  • Fixed a small ground issue at Skyrest bridge.

VFX

  • Umbral nail attack from a secret boss has been optimized for AMD cards.
  • Adjusted banners FX angle that could sometimes be rotated too much.
  • Reworked both poison and Umbral mists to look better, addressing issues with pixelization observed on some streams.
  • Optimized Barrage of Echoes spell.
  • Steps VFX now disappear when off-screen instead of being frozen but still calculated.
  • Improved the Lightreaper jump attack particles to make it even more spectacular.
  • Fixed skinning issues for the sword of a very important person.
  • Crossbowmen now have more noticeable and persistent arrow trails for increased visibility and directionality.

UI

  • Modified the maximum length for online session passwords to 8 characters, as players typically use 4-6 character words.
  • Added additional sounds to the splash screen.
  • Now, if you equip ammo or a spell that cannot be used, the (X) button is also displayed in the widget.
  • Fixed a bug where the character name pop-up couldn’t be closed with the gamepad when spamming (A) or (B) while opening it.
  • Reverted the “any button shows (A) to skip” in cinematics, as it wasn’t working well on some devices.

3D Photo Mode

  • Fixed an issue where the camera of a saved 3D scene in 3D Photo Mode could be in the wrong position, adding failsafes to prevent this from happening.
  • Fixed a bug where the state of doors (opened/closed) and a few other interactables was not being saved in the 3D photo.

In IGN’s Lords of the Fallen review, we said, “Lords of the Fallen is a great soulslike, and its killer new idea of swapping between two versions of the world to solve puzzles and slay enemies is an excellent twist to set it apart from the pack. That concept is unfortunately hamstrung by numerous, highly annoying technical issues and weak boss fights, but awesome explorable areas and fantastic buildcrafting more than make up for those shortcomings.”

Check out IGN’s Lords of the Fallen guide for help with the game.

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.

CD Projekt Releases Its Final Update to Gwent: The Witcher Card Game, Giving Community Control

CD Projekt Red has released its final proper update for Gwent: The Witcher Card Game as full development ends and control of the game is handed to the community.

Gwent’s October season began October 17 and a blog post on the game’s website confirmed the simultaneous release of Update 11.10 would include the final card changes made by CD Projekt Red. “This means that moving forward, you will have control over all the changes made to the cards of Gwent,” the developer said.

In an unusual, if not unprecedented, move, CD Projekt Red is putting Gwent’s monthly balance changes directly in the hands of the community by letting players vote for which cards deserve an increase in strength and which deserve a decrease.

This will be administered through the Balance Council, a system that lets committed Gwent players vote on changes. Only those who’ve prestiged at least once (played the game long enough to max out its experience levels and start over, which usually takes several dozen hours) and worked their way up to Pro Rank, or won 25 ranked games that season, can vote.

“Monthly changes to the cards are an important part of the Gwent content cycle; we always tried to ensure that there is something new to consider at the start of each season,” CD Projekt Red said in another post.

“We want to — at least to an extent — preserve this part of Gwent. This is why we developed the Balance Council, a feature that ensures changes to cards will still be happening as long as there are people who want them.”

CD Projekt Red announced its sunsetting of support for Gwent in December 2022, though assured at the time the game would remain online for years to come. 2023 will be the final year of new cards and official esports support, however.

A small number of developers will keep Gwent running from this point onwards, and while some team members were transferred to other projects, CD Projekt Red is in the process of laying off around 30 employees by the end of 2023 as development winds down.

These job losses announced in May 2023 followed two other waves of lay-offs. The Molasses Flood, which is owned by CD Projekt Red and currently developing the troubled Project Sirius Witcher game, saw 29 team members laid off also in May.

CD Projekt Red also announced the closure of The Witcher: Monster Slayer in December last year, revealing that lay-offs would be made at developer Spokko as a result. Soon after in July, the studio announced plans to lay off 9% of its workforce.

This led to CD Projekt Red developers Paweł Myszka and Lev Ki founding the Polish Gamedev Workers Union in October 2023. “This event created a tremendous amount of stress and insecurity, affecting our mental health and leading to the creation of this union in response,” it said.

Gwent celebrated its five year anniversary of entering open beta in May 2022, but was first released in closed beta back in October 2016. Thronebreaker: The Witcher Tales was released as a full RPG spin-off in 2018 and a single-player standalone expansion called Gwent: Rogue Mage was released in 2022.

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

Phil Spencer ‘All in’ on Xbox Studios Revisiting Older, Owned IP

Phil Spencer really, really wants someone within Xbox Game Studios to make a new Hexen game. First, he wore that Hexen T-shirt at the Xbox Games Showcase earlier this year. And now, he’s name-dropping Hexen repeatedly as a franchise he wants someone within Xbox to revisit somehow. But, Spencer notes, only if the team doing so is genuinely passionate about it — or whatever other older franchise they’re plucking from Xbox’s catalog to refresh.

Speaking on the Official Xbox Podcast, Spencer spoke on the company’s strategy for how it allocates its owned catalog of IPs to its development studios, reassuring that Xbox isn’t out there compelling anyone to revive older franchises they aren’t interested in. He said he frequently meets with Xbox teams to learn what they’re passionate about, and is happy to let teams dig into the Xbox vault for franchises they’re personally interested in.

“I just don’t think that a team working on something that isn’t their passion leads to the best result,” Spencer said. “So I might have my list of things from my memories and history that I want to see made again. Everybody will.

“When I just think about, not just about Activision-Blizzard-King, you add in Bethesda, you add in Xbox’s history, Rare… the amount of franchises that we now have in our portfolio is kind of inspiring, it’s daunting, I feel that we have to be a great custodian for the content that we touch. These are memories for people on different platforms, different decades, and I want to make sure that when we’re going back and visiting something that we do it with our complete ability — a motivated team that wants to go work on something and make a difference, not just create something for financial gain or create something for a PR announcement and not deliver.”

Spencer continued, calling out Game Pass as a useful way to revisit franchises that might deserve a little love but might not necessarily warrant something more intensive. And he admitted he thinks that while Xbox has “done an okay job” looking back on its older franchises, it hasn’t “done an A+ job”, and he hopes to rectify that in the future both through Game Pass and through full-blown new projects.

This isn’t the first time Spencer has spoken on this subject, either. In fact, the Xbox head seems extremely keen to encourage studios to dig through the Xbox vault for gold, especially if that gold is 1995 Raven Software FPS Hexen, which Xbox now owns. “If teams want to go back and revisit some of the things that we have and do a full focus on it, I’m going to be all in on that,” he reiterated during the podcast today. In the same interview, he also reiterated “100% parity” for Call of Duty across all platforms, and explained why there weren’t any major Activision games on Game Pass just yet now that the acquisition has officially closed.

What else might Spencer and co be interested in? At Tokyo Game Show, Spencer said he would love to see a MechAssault revival. Meanwhile, fellow Xbox executive Sarah Bond said she was aware of fan requests to revive Blizzard’s StarCraft series, and wondered aloud whether the much-loved real-time strategy series could enjoy a comeback.

As soon as Microsoft announced it had bought Activision Blizzard, fans set out their resurrected games wishlist. Activision’s dormant Guitar Hero series was a popular nod for a revival, as well as Tony Hawk’s Pro Skater.

But all that aside, the message Spencer is screaming loud and clear is that he’s “all in” on revisiting classic Xbox-owned games, especially if they are Hexen. Now someone, please, for Spencer’s sake, go pitch a new Hexen game so the man can rest.

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

Phil Spencer Explains Why There Won’t be any Activision Games on Game Pass in 2023

So, Xbox owns Activision-Blizzard now, right? So why are Call of Duty and Diablo not on Game Pass yet? That’s been a question on many people’s minds lately now that Xbox’s massive acquisition has finally closed. And today, Xbox head Phil Spencer showed up on the Official Xbox Podcast to try and answer it.

During the podcast, Spencer was questioned about the recent news that we wouldn’t see a massive drop of Activision-Blizzard games on Game Pass immediately after the deal finalized, as many had expected. As it was pointed out, a major flood of Game Pass newcomers happened when Xbox acquired Zenimax. Twenty Bethesda games dropped onto the service just days after, including some of the company’s biggest franchises.

Where, then, are all the Activision Blizzard games? Why is this different?

Per Spencer: they’re coming. Eventually. But the regulatory challenges surrounding this acquisition made it a bit trickier to navigate than the Zenimax deal, and adding games to Game Pass isn’t as simple as flipping a switch to put them on there.

“The truth of the matter is with Activision/Blizzard/King that the regulatory process took so long, and frankly there was a lot of uncertainty in that process up until really a week before we closed, or the week of, when the CMA finally came down to their decision, that we weren’t able to get in and work with mostly Activision-Blizzard in this case, on that back catalog work,” Spencer says.

“So now that the deal is closed, we’re starting that work, but there is work. And…the Twitter handle did put out something that talked about 2024, I think that’s accurate. I would love it if there was some kind of secret celebration drop that was coming in the next couple of weeks, there’s not.”

So now that the deal is closed, we’re starting that work, but there is work

Spencer went on to acknowledge that the lack of a celebratory, sudden drop was “a little bit of a downer” but reassured that the games are coming, eventually, including Diablo 4 and Call of Duty: Modern Warfare 3. In the same interview, he also reiterated “100% parity” for Call of Duty across all platforms, including PlayStation, in keeping with Xbox’s 10-year deal with Sony.

Xbox’s acquisition of Activision Blizzard officially closed last week, with Xbox paying $69 billion to fully absorb the giant gaming publisher after over a year of legal and regulatory battles in multiple countries.

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

Phil Spencer Reiterates 100 Percent Parity for Call of Duty, No Exclusive Skins or Betas

Xbox’s Activision Blizzard merger is finally done, but that doesn’t mean that Phil Spencer is suddenly ready to reverse course and make Call of Duty an Xbox exclusive. Speaking on the Official Xbox Podcast, Spencer reiterated that the platform’s goal is “100 percent parity” on content across all platforms.

“The players on PlayStation and in the future on Nintendo… I want you to feel 100 percent part of the community. I don’t want you to feel like there’s content you’re missing out on, skins you’re missing out on, timing you’re missing out on. That’s not the goal,” Spencer said. “The goal is 100 percent parity across all platforms as much as we can for launch and content.”

That means no exclusive betas, skins, or other content will be reserved for Xbox players. This follows a 10-year deal with Sony to keep Call of Duty on PlayStation platforms.

Spencer clarified that there may be technological issues that separate individual platforms — an apparent nod to the Switch. However, from a content perspective, Spencer says that Xbox’s ultimate goal is to make everyone feel like they’re part of the “Call of Duty nation” no matter what platform they’re on. He also subtly criticized PlayStation’s previous exclusivity deals with the franchise.

We have no goal of trying to use Call of Duty to try and get you to buy an Xbox console

“We have no goal of trying to use Call of Duty to try and get you to buy an Xbox console,” Spencer said. “We’ve been on the other side of some of those skins and times… Even this beta, it wasn’t on Xbox the first week. I don’t think that helps the community, I don’t think it helps the game.”

The battle over Call of Duty

Call of Duty was at the center of the battle over the Activision Blizzard merger that raged through most of 2023, with outgoing PlayStation president Jim Ryan claiming that he believed Xbox intended to use Call of Duty to “disadvantage PlayStation in terms of the availability or the manner in which the game is made available on PlayStation consoles, and to drive PlayStation gamers to the Xbox platforms, specifically Game Pass.”

Xbox, for its part, has been steadfast in saying that Call of Duty will not be made exclusive on any one platform.

Spencer touched on numerous other topics during the interviews, including why Activision Blizzard games won’t be available on Game Pass in 2023 and whether or not Xbox has done a good job of revisiting franchises.

For now it’s business as usual Activision prepares to launch Modern Warfare III. The beta kicked off on October 12 and ended on October 16, with the release date set for November 10. You can read our initial review impressions right here.

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.

Wizard with a Gun Review

With a ridiculous on-the-nose title like Wizard with a Gun, you know exactly what you’re getting into. You’re a wizard, and you have a gun. But the gun is also your wand, so even though you’re shooting all manner of creatures, it’s magical shooting. This silly premise has a lot going for it, opening the door for plenty of unique combat scenarios in its sandbox world. But despite a great opening, Wizard with a Gun starts losing momentum once it becomes clear that it just doesn’t feel finished. Pulling off spell combos and crafting new bullets can be a lot of fun with a friend in co-op, and there is a good amount to explore for fans of survival sandboxes, but balance issues and the lack of a proper ending leave it feeling like it’s missing an Early Access label. As my friends and I kept saying, “it’s got good bones,” but the robes on top of them don’t take long to wear thin.

Wizard with a Gun immediately gets you to the shooting and the wizarding, with a campaign that’s easy to understand on its face: With only five minutes left before the world ends, you have to keep turning back the clock in order to defeat chaos and save all existence. How you choose to use each five-minute chunk is up to you, be it gathering resources for a complex but rewarding crafting system, or maybe facing off against a mini boss to gather gears that allow you to unlock more areas to explore. At any point you can choose to escape to the Tower, where you can spend as much time as you want doing research to gather more bullets — I mean spells — for your many guns, or decorate your headquarters using recipes you get through exploration (although there isn’t much to gain for doing so). Then, once you’re ready, you reset the clock and venture back out.

You can run through the campaign solo or with one partner, and the co-op is super easy to set up. You just start a save file in multiplayer mode, and a friend can hop in and out. While they won’t join your game with any items, it’s easy to stash some of your own in the Tower for them to use — you’ll have plenty, too, as there are four types of guns available to find at various levels of power, and you can carry up to six at a time. Because progression is tied to your guns and upgrades, you can easily jump back and forth into each other’s save files, or just use the same save file when playing alone to progress on your own.

The most fun I had was with a friend, largely because the overall experience differs wildly from playing solo. While Wizard with a Gun attempts to make the map more difficult when you’re playing in co-op, that mostly comes down to more enemies: Instead of one chaos monster spawning, you’ll get two. It’s an intuitive way to balance having multiple players, but there are a lot potentially unintended side effects. For one, when you defeat a chaos enemy, you can then reduce the overall chaos, which means you get more time added to the countdown to the end of the world. This works well when you’re by yourself since you’ll get an extra 30 seconds every so often, but when there are two of you, you get way more added time. There were expeditions where my friend and I had nearly doubled the available time, which let us gather a ton of resources and get to the boss at the end of each area much faster than it felt like we should have.

Enemies can be too easy co-op but too difficult by yourself.

Foes seemed to take and deal the same amount of damage whether I had a partner or not, and which enemies pop up in higher numbers during co-op didn’t seem to be consistent across the different enemy types. That meant I had to run back to the Tower more often solo because many encounters were significantly more difficult. That’s especially true of bosses, since they essentially take double damage when you’re with a friend. Plus, they can usually only attack one of you at a time, which is a reprieve you obviously don’t get in solo mode. The result is that neither mode feels balanced properly, with enemies that are too difficult by yourself and too easy when you’re with a partner.

The balance problems are even more apparent when it comes to the spells. You start off with a basic damage bullet, but you can unlock multiple research stations that give you access to more bullet types. There are the obvious ones, like burning, poison, and ice, but the more you upgrade, the more humorous and fun they become. Each research station is tied to a certain type of bullet, so one can upgrade your ice bullets to do more damage, for example — but you can also unlock more interesting options like freezing bullets that encase an enemy in a block of ice, or a drill that can deal more damage once they’re frozen. Move on over to the physics station and you can get force bullets that knock enemies around, or an upgrade to get ones that summon boulders that fall from the sky and block movement. There are bullets that can revive your friend immediately, or cool ones that can make enemies either your friend or terrified of you.

You can also craft powders, which are basically bullet attachments that generate other effects for devastating combos. Some just increase damage, but others might leave a trail that can boost the efficacy of your bullets. Put a water trail on a cold bullet and it will increase how quickly you can freeze an enemy. Put an oil trail on a fire bullet and watch everything go up in flames. One of Wizard with a Gun’s great joys is trying out different combos and seeing what happens. And because each of the map’s three areas has a different biome (there’s a burning desert, a poisonous swamp, and a frozen waste), you’ll want to change out your bullets and try different combos to combat enemy immunities.

However, you might not actually want to try new things, because there’s one bullet tree that trumps all the others, and it works in just about any environment: lightning. There are two kinds, general shock bullets and ones that call down lightning strikes for massive damage. The long cooldowns might initially deter you from using them, but as one of my friends soon pieced together, if you put lighting strikes on each of your guns, you can get around the cooldown by switching between them. So while it took me close to 25 hours to finish Wizard with a Gun as I moved between the different bullet types and upgraded multiple research stations, he got through the entire campaign in less than 10 hours just by spamming lightning abilities.

One of the great joys is trying out different bullet combos.

The bullet types are just horribly uneven, whether it’s due to how much damage they deal, how many of them it takes to instill an effect, or how early they’re introduced in the campaign. It makes sense to lock more powerful bullet types behind weaker abilities in their research trees, but you can get lightning strikes before you even beat the first boss, which is only after maybe an hour or two. Even when you decide to switch to some of the more interesting types, you may find they have very limited uses or don’t work as advertised. Charming bullets theoretically make enemies friendly, but I found that it took too many bullets to try and turn just one, which is an impossible task when you’re getting bombarded on multiple sides.

There’s also the Order bullet, which only deals damage to chaos enemy types, but just barely. Even with a few upgrades, it only made a difference when fighting the lower-level ones, and anything it could do, another bullet type could do it better. So many of the spell types have the potential to be exciting, and I get that not every option can be damage-heavy and powerful, but more work could have been put into making sure you actually want to try out different combinations. At a certain point, I was unlocking research trees for the sake of completion, not because they were interesting.

Another thing I did just for the sake of it is figure out the story. You know that the world has ended and chaos is running rampant, but you don’t know where everybody went or why. There’s a good amount of environmental storytelling that you can unlock by scanning parts of the world, along with NPCs that give you a bit of obtuse and poetic dialogue about what happened, but little of it felt worth listening to or learning about. As you unlock areas in the Tower by finding more gates, you’ll come across tomes that discuss the bosses and how they became trapped, too. There’s even one guy that’s literally trapped in a block of amber, but the details of these things don’t necessarily matter. You can stop and read every piece of lore if you want, but it doesn’t do much besides slow down the flow of gameplay.

Plus, it’s tough to think about if any of it really matters when getting to the end and defeating the final boss is an extremely anticlimactic affair. Usually, I would avoid talking about the ending of a game to avoid spoilers, but Wizard with a Gun’s is, frankly, incomplete. Some of the bosses, like the barbarian Kolanna, have a set attack pattern you have to navigate, or a specific weakness you can exploit. But the final boss doesn’t utilize much strategy at all. You can spam whatever weapons you have and take them down. Then once you defeat them, there’s a little dialogue, a congratulations, and the credits roll. That’s it.

There’s still a lot more to do in Wizard with a Gun since you can continue playing after the campaign to unlock everything, but when you work so hard to get through four unique, sometimes very difficult bosses, only to get to a final boss far less interesting than any of them and the news that you have to wait for future updates to see more of the story, I started to wonder if I should’ve waited for those additions in the first place.

Koji Kondo’s Mario Wonder Pitch Was a Super Tall Live Action Mario That Said ‘Boing’

The developers at Nintendo had thousands of ideas for the latest Mario game, many of which made it into Super Mario Bros. Wonder through the game’s world-shifting Wonder Flowers. But some ideas didn’t: including sound director Koji Kondo’s whacky idea for an “eight-heads-tall, life-sized, live-action Mario.”

This wild idea for Mario was mentioned in an Ask the Developer interview published by Nintendo today for Super Mario Bros. Wonder, in which the development team shared insights from the creation of Mario’s latest adventure. In the interview, they talked about the process of coming up with the Wonder effects.

Originally, they had everyone on staff writing game ideas on sticky notes, ending up with over 2,000 ideas to sift through. Later, after Wonder Flowers were created, they went back to these sticky notes for ideas on different Wonder Effects, and used many of the suggestions they found.

But one idea that didn’t make it was Kondo’s, as he explains:

“I shared the idea of an eight-heads-tall, life-sized, live-action Mario humming along with the background music as he goes along,” Kondo said. “When he jumps, he says to himself, ‘Boing!’ …The idea was never used, though…I felt I had to take the lead in going to the extreme.”

Kondo’s giant Mario idea isn’t too far off Mario’s usual size-changing abilities, but what really makes it is the idea of a Mario doing all his own music and sound effects. It’s even sillier when you consider that if Kondo’s idea had been used, all these sounds would have been done by new Mario voice actor Kevin Afghani. It was recently announced that Afghani has replaced long-time Mario voice Charles Martinet after Martinet’s retirement from the role.

The interview with the team comes just ahead of the release of Super Mario Bros. Wonder at the end of this week. We ran a final preview covering our early impressions of the game last week, and while our preview is spoiler-free, be warned that spoilers have leaked online elsewhere already.

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