Ninja Theory Studio Head Sends Heartfelt Message to Hellblade 2 Fans

With less than a day until Senua’s Saga: Hellblade 2 releases, Ninja Theory studio head Dom Matthews has issued a heartfelt statement to fans.

Posted on the official Ninja Theory X account, Matthews shared a touching message to fans, expressing gratitude for their support, along with the development team for working on Senua’s Saga: Hellblade 2.

“From the very beginning of Senua’s Saga: Hellblade 2, we have had you in mind,” Matthews wrote. “And I truly hope that when you play the 2nd chapter of Senua’s story, you will find that familiar connection once again, and so many more people will find their way to Senua and her world too.”

Matthews’ message points out how many fans have reached out to Ninja Theory to express how important Senua means to them and how much their faith has inspired Ninja Theory to continue her story. Ninja Theory’s first chapter in the series, Hellblade: Senua’s Sacrifice, was released in 2017, and both fans and critics praised it for its visuals, story, and depiction of psychosis, which many have said was the most remarkable thing about the original Hellblade.

“Its incredibly smart use of audio and visual distortion and trickery to convey the frightening effects of psychosis, hallucinations, and delusion, are married with the gameplay elements for an experience that rarely ever grapples over whether it’s a game or a story,” we wrote in our review of Hellblade: Senua’s Sacrifice.

During the 2019 Game Awards, Ninja Theory announced that it was working on Hellblade 2. Some fans were disappointed with a few revelations ahead of its release, such as Hellblade 2 not receiving a physical release and the console version being locked at 30 frames per second (FPS).

Senua’s Saga: Hellblade 2 is out tomorrow on PC and Xbox. For more information, check out IGN’s Hellblade 2 preview and our piece on how Ninja Theory has leveraged technology, such as Epic Games’ MetaHuman animator technology, to take immersion to the next level.

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

How to Watch the 2024 tinyBuild Connect

TinyBuild, the publisher behind popular indie titles like Graveyard Keeper, Potion Craft, Streets of Rogue, and Punch Club, will give gamers a look at some of their upcoming titles in this year’s tinyBuild Connect showcase. It’ll be a 20-minute show jam-packed with exclusive trailers, announcements, and new details — no fluff, just games.

TinyBuild Connect Date, Time, and How to Watch

The showcase will be livestreamed on Tuesday, May 21. Things will start with a countdown at 9:30 a.m. PT, and the show will begin promptly at 10 a.m. PT. That’s 1 p.m. for viewers on the East Coast, noon Central, and 11 a.m. Mountain. IGN will stream the event, and you can watch live on any of these channels:

IGN.com (our homepage)

IGN’s Facebook

IGN’s Twitter

IGN’s Twitch

IGN’s YouTube

Make sure to be there for the start of the show — the trailers and info will start immediately.

What to Expect from This Year’s Connect

Expect this to be a dense show featuring many games, including new info on announced titles, brand-new announcements, teasers, demos, and new content for already-released indie games, including a big content update for I Am Future as well as DLCs for Punch Club 2 and Not For Broadcast.

Duckside, which recently announced the launch of a Steam beta, figures to be part of the fun. It’s a multiplayer survival game with PVP, PVE, crafting, and base building. Oh, also: You and everyone else are hat-wearing ducks. Not cartoony, anthropomorphic ducks. Regular, everyday ducks. Wearing hats. A trailer in April showed off some gameplay, followed by an open beta, and it’s as fun as it sounds. Here’s hoping we get to see even more.

Speaking of wanting to see more, there’s Sand, an upcoming multiplayer extraction shooter. It’s a PvPvE game where players operate mechanical walkers called Tramplers to explore the remnants of a once prosperous planet, now left in ruin. Explore a massive, procedurally generated world, survive encounters with rival scavengers, engage in Trampler battles, and make it off the planet with any valuables found throughout the world. A reveal trailer last summer gave us a glimpse of Sand’s world, and now feels like the perfect time to see some gameplay.

Among the key titles to be highlighted is Astor: Blade of the Monolith, an action RPG closing in on its May 30 release date on PC and console. It stars Astor, a young warrior determined to unveil the secrets behind his creators’ unforeseen demise. A recent trailer showed us several vibrant, colorful environments and its fluid, fast-paced combat.

That’s only a taste of what could be featured in this show. TinyBuild has several other games coming up, including the gothic hack-and-slash RPG Voin, the multiplayer tactical horror FPS Level Zero: Extraction, and the open-world sandbox RPG Streets of Rogue 2. Viewers can also expect a new look at Kingmakers, an over-the-top medieval mix of action and RTS that was announced in February. And there’s bound to be some unexpected new game reveals and announcements. Tune in May 21 to see it all.

MultiVersus Trailer Reveals First Look at Jason Voorhees From Friday the 13th and Agent Smith From the Matrix

MultiVersus has a new cinematic launch trailer that has revealed two new playable characters: Jason Voorhees from Friday the 13th and Agent Smith from The Matrix.

MultiVersus, which launches on May 28, is a free-to-play platform fighter similar in vein to Nintendo’s Smash Bros. series, but with characters from across Warner Bros.-owned properties.

Jason Voorhees and Agent Smith join the MultiVersus roster alongside DC Super-Villain The Joker (voiced by Mark Hamill) as part of Season 1: Puns & Villainy. Jason Voorhees will be available at launch, while Agent Smith will release later in the season.

Other characters we see in the trailer include Wonder Woman and The Joker (DC), Velma (Scooby-Doo), Bugs Bunny and Marvin the Martian (Looney Tunes), Iron Giant (The Iron Giant), Rick Sanchez (Rick and Morty), Stripe (Gremlins), and Finn the Human and Cake the Cat, a variant of Jake the Dog (Adventure Time).

Developed by Player First Games, MultiVersus will be available on May 28 as a free download for PlayStation 5 and PlayStation 4 consoles, Xbox Series X|S, Xbox One consoles, and PC (Steam and Epic Games Store), with full cross-play and cross-progression support.

Announced characters currently include Batman, Superman, Wonder Woman, Harley Quinn, Black Adam, and The Joker (DC); Shaggy and Velma (Scooby-Doo); Bugs Bunny, Tasmanian Devil a.k.a. Taz, and Marvin the Martian (Looney Tunes); Arya Stark (Game of Thrones); Tom & Jerry (Tom and Jerry); Finn the Human, Jake the Dog, and Banana Guard (Adventure Time); Steven Universe and Garnet (Steven Universe); Iron Giant (The Iron Giant), LeBron James (Space Jam: A New Legacy); Rick Sanchez and Morty Smith (Rick and Morty); Gizmo and Stripe (Gremlins); Jason Voorhees (Friday the 13th); Agent Smith (The Matrix); and an “extraordinary original creature” named Reindog.

In March, Warner Bros. re-announced MultiVersus with a new release date after Player First Games rebuilt the game from the ground up to improve online play and, with a move to Unreal Engine 5, improve visuals. MultiVersus officially shut down in June last year after launching with a battle pass, microtransactions, and DLC characters. This release was considered an open beta, but some expressed frustration at MultiVersus going dark after spending real money on it.

In our 8/10 review of the open beta, IGN said: “MultiVersus may not be a must-play at social gatherings, but its refreshing team-based battles make it a great platform fighter online.”

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.

Microsoft Destroyed Arkane Austin but the Studio’s Soul Is Indestructible

15 minutes into Prey, the 2017 sci-fi thriller crafted by Arkane Austin, protagonist Morgan Yu shatters their apartment window with a wrench. As hundreds of glass shards fall away, a newly revealed truth changes Morgan’s life forever. This genuinely shocking, perspective-pivoting opening is one of the most incredible introductions to a game world ever made.

Seven days into May 2024, Microsoft took up its own metaphorical wrench and shattered Arkane Austin. A veteran of immersive sims – those first-person, highly interactive games where RPG, simulation, and action systems interlock – it was one of the casualties of Xbox’s brutal dismemberment of Bethesda Softworks.

This is a heartbreaking situation. Staff laid off from Arkane Austin have been thrown into the toughest conditions the games industry has ever seen. But, if you’ll permit me to search for the light in this darkness, the soul of the studio has already proven itself incredibly resilient. This is not the first time that financials and parent companies have dictated the course of the immersive sim in Austin, Texas. Despite multiple hardships, the genre always finds a way to survive in this city.

First, let’s reflect on what has been taken. The messy and misguided co-op shooter Redfall may be Arkane Austin’s most recent release, but the studio is built on a rich history of single-player innovation. It crafted two timeless classics: the eldritch stealth sim Dishonored (built cooperatively with Arkane’s surviving Lyon studio) and Prey, a modern day reinterpretation of the brilliant System Shock. And according to Bloomberg, before Microsoft’s guillotine fell, Arkane Austin was already drawing up the blueprints for a new single-player game that drew on the team’s proven skills.

It’s impossible to know what that game would be, but if Dishonored and Prey are evidence of anything, then we’ve lost something with incredible potential. Dishonored demonstrates Arkane Austin’s talent for deeply interactive game worlds that respect and reflect player experimentation. Prey’s sprawling space station, meanwhile, is testament to the team’s vision when it comes to environment and campaign structure. Its roguelike DLC Mooncrash, with its overlapping stories of five protagonists, allows for inspired use of a single space depending on both who you play as and the order that you play their stories in. Both games also showcase Arkane’s unrivalled art design and fierce, anti-injustice narrative prowess – strengths even Redfall benefits from.

Arkane Austin’s soul is a community; a growing collective of immersive sim designers that have endured success and hardship in the city of Austin for three decades.

Arkane Austin’s approach to game design was genuinely beautiful – an elegance matched by few other studios. And, in a drive for soulless corporate number counting, Microsoft has destroyed it.

In Microsoft’s own multi-part documentary Power On: The Story of Xbox, a segment discussing the company’s woeful mistreatment of Lionhead Studios saw Phil Spencer say “You acquire a studio for what they’re great at now, and your job is to help them accelerate how they do what they do, not them accelerate what you do.”

You’d assume, then, that Xbox would want to foster Arkane Austin. To help it overcome the failure of Redfall and resume – to quote Xbox’s own Matt Booty – “making impactful and innovative games”. But if a highly profitable corporation worth over $3 trillion has no interest in absorbing one mistake and finding a way to shepherd its artists to success, then one thing is clear: that promise to help studios “accelerate” what they’re good at is empty.

Arkane Austin may be gone, but the people still remain. And that brings me back to the studio’s soul. That soul is a community; a growing collective of immersive sim designers that have endured success and hardship in the city of Austin for close to three decades.

The city’s link to immersive sims began in 1995. Looking Glass Studios, the East coast-based creator of the genre’s formative trio – Ultima Underworld, System Shock, and Thief – tasked System Shock producer Warren Spector with opening a new office in Austin, Texas. But while Looking Glass’ games proved critical hits, financial difficulties eventually saw the company collapse in 2000. The design language it established proved indestructible, though, and had already fled the nest.

Spector had been coaxed away by John Romero, the rockstar designer of Doom. Recently fired by id Software, Romero had set up his own studio, Ion Storm, and he wanted Spector to take charge of the Austin office to make, well, pretty much whatever he wanted. That project was the landmark immersive sim Deus Ex. Hired to help Spector craft this conspiracy thriller were designers Harvey Smith, Steve Powers, Monte Martinez, and Ricardo Bare.

This new Austin studio didn’t just keep the immersive sim recipe alive. When Looking Glass collapsed, Ion Storm’s parent company, Eidos Interactive, secured the rights to Thief and helped Spector relocate many former Looking Glass staff to his Austin studio to continue work on the franchise. But this second home for the immersive sim wasn’t to last. In 2005, financial struggles at Eidos doomed Ion Storm to the same fate as its spiritual predecessor.

Good art transcends board room statistics. And against all odds, the immersive sim has always found a way to bloom in Austin.

The demise of Ion Storm could have been the end of the road for the immersive sim community in Austin. Even worse, the genre was endangered. Few other studios were interested in making this style of game. One that was, however, was Arkane. A French studio founded by Raphaël Colantonio, its first title, Arx Fatalis, was a love letter to Ultima Underworld. And in 2006 Arkane expanded into the US. Austin was an obvious choice.

Arkane Austin became a rally point to reunite key members of the Ion Storm team. Colantonio hired Harvey Smith as co-creative director, and he was soon followed by Powers, Martinez, and Bare. Once again, the city of Austin had another studio in which to foster and grow the creativity and ingenuity that began at Looking Glass Studios.

Thanks to Arkane’s two-studio system, the immersive sim mindset that made its home in Austin now extends across continents. Over at the thankfully unscathed Arkane Lyon, visionaries such as Dinga Bakaba, Sébastien Mitton, and Dana Nightingale are keeping the genre’s values alive, despite many of them not having direct ties back to Ion Storm or Looking Glass. Meanwhile, Raphaël Colantonio’s new company, WolfEye Studios (set up in 2019 following his departure from Arkane after directing Prey) is staffed by a variety of immersive sim veterans, including Monte Martinez, as well as enthusiastic newcomers. And beyond these headline developers, a multitude of indie games inspired by Arkane’s lineage, such as Gloomwood and Ctrl Alt Ego, are adding new voices to the fold. The genre endures because good art transcends board room statistics.

But what of Austin and its long-surviving immersive sim community? Harvey Smith, Steve Powers, and Ricardo Bare, creatives who have seen the city’s studios live and die, were all at Arkane Austin the day that Microsoft’s destruction order came through. Things are, admittedly, different this time. Arkane Austin’s shuttering wasn’t because of the so-called “immersive sim curse” of the genre being doomed to commercial failure. When a $3 trillion corporation won’t even support a studio whose game is a success “in all key measurements and expectations”, then it’s not about money. It’s sadly just cultural vandalism by capitalism, which is something of a new hurdle for immersive sims to navigate.

But, as I said earlier, good art transcends board room statistics. And against all odds, the immersive sim has always found a way to bloom in Austin. In a thread of thoughts on X/Twitter, Harvey Smith wrote “part of me is also wondering about team size, the role of certain types of creative groups, the role of bigger companies, etc. Maybe there is a sweet spot for the types of games I am driven to make in terms of team size?” Finding that sweet spot might be the first step to whatever comes next.

We can’t ignore that 2024 is the worst time for video game creatives in history, and Arkane Austin’s former staff face an uphill battle that can’t be solved with simple faith in the genre’s resilience. Nonetheless, the soul of Arkane Austin has roots that have been proven to be seemingly indestructible. And history does have a knack of repeating itself.

Matt Purslow is IGN’s Senior Features Editor.
Header art: Fred Augis, Arkane Studios / Bethesda

Call of Duty Modern Warfare 3 and Warzone Season 4 Gundam Crossover Confirmed

Activision has confirmed a Gundam crossover is coming to Call of Duty Modern Warfare 3 and Warzone with the launch of Season 4.

Season 4, due to start on May 29, will feature Bandai Namco’s famous sci-fi franchise in some shape or form, as confirmed by the Call of Duty teaser tweet below.

The Gundam crossover comes as no surprise given dataminers found reference to it while digging into Call of Duty Modern Warfare 3’s Season 3 Reloaded update. But Gundam wasn’t the only eye-catching crossover suggested in the files — dataminers also found reference to Fallout and The Crow crossovers for Season 4.

The Fallout crossover is clearly timed to coincide with the breakout Prime Video TV show, which itself has boosted interest in all things Fallout in recent weeks. Indeed, Fortnite is set for a Fallout crossover of its own.

Meanwhile, The Crow crossover is clearly designed to coincide with the upcoming The Crow movie, starring Bill Skarsgard. This is a reboot and a remake of the cult classic 1994 original, and is set to hit theaters in August.

Activision is yet to fully unveil Season 4, but we do know it’s bringing back the popular Kar98k bolt-action rifle. There are also rumors of yet another crossover event with Prime Video’s The Boys, this time to coincide with Season 4.

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.

Starfield With Over 100 Star Wars Mods Looks Like the Mandalorian Game We Never Got

EA might have canceled a Mandalorian shooter in development at Respawn Entertainment, but one YouTuber has created the next-best thing via Bethesda’s Starfield and over Star Wars 100 mods.

YouTuber DeityVengy used the power of mods to turn Starfield into a cool-looking Mandalorian game, complete with the Mandalorian suit replacing the main character model, Star Wars aliens, weapons, characters, and units. There’s even a Star Wars-themed HUD to make Starfield feel even more in-universe. As for gameplay, we see an AT-ST fight, a blast-off with Imperial Security, a fight with Purge Troopers, and loads more. Starfield’s jetpack movement and shooting lends itself really well to recreating the Mandalorian fantasy.

DeityVengy said they added pretty much every single Star Wars mod for Starfield as a foundation, then started doing custom editing. “This is still a huge work in progress,” DeityVengy said in the comments. “Everyday I discover a mod or two to add to this as well as new mods releasing everyday. I can’t wait to see what the future holds with Bethesda’s upcoming Creation Kit. Hope to see you guys again in the future.”

In February, EA announced it was shutting down an early development Star Wars FPS action game as a part of an ongoing focus on its own owned brands and supporting its existing games. Not much is known about the Star Wars FPS, but it was rumored to feature a Mandalorian protagonist in some way.

EA does have a number of Star Wars video games in the works, including a Star Wars: Jedi 3 and a Star Wars strategy game. But there’s no known Mandalorian video game in the works, leaving Starfield modders as fans’ only hope. Bethesda has said Starfield will get a Creation Kit update, which will add official modding support and of course increase the game’s longevity. There’s no timeframe for its release, however.

Image credit: DeityVengy / YouTube

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.

Ghost of Tsushima Beats God of War to Become PlayStation’s Biggest Single-Player Game Launch on Steam

Ghost of Tsushima’s PC release is a hit after it became PlayStation’s biggest single-player game launch on Steam.

According to official numbers provided by Valve, Ghost of Tsushima hit a peak concurrent player count of 77,154 on Sunday, May 19. God of War’s all-time peak is 73,529, achieved when Sony Santa Monica’s action adventure hit Steam two years ago.

Of course, Arrowhead’s co-op shooter Helldivers 2 remains Sony’s biggest ever game on PC, and indeed the fastest-selling PlayStation game of all-time after shifting an incredible 12 million copies across PS5 and Steam in just 12 weeks, but Sony is sure to be delighted with the PC launch of the single-player Ghost of Tsushima, which launched first on PlayStation 4 in July 2020.

Ghost of Tsushima’s PC success comes despite Sony’s policy of requiring a PlayStation Network account for online multiplayer and the PlayStation overlay. This means Ghost of Tsushima on PC is not sold in countries where PlayStation Network is unavailable.

Sony executives have indicated that PC is key to the ongoing success and growth of the PlayStation business. Sony bought PC port specialist Nixxes Software in 2021, and it was Nixxes that handled the well-received PC port of Ghost of Tsushima. In a tweet, Ghost of Tsushima developer Sucker Punch thanks Nixxes for “their outstanding work” on the port. “Your technical expertise has been invaluable in making our first-ever PC release a reality,” the studio continued. “We couldn’t possibly have asked for a better partner.”

Of course, given the success of the likes of Ghost of Tsushima, God of War, and Spider-Man on PC, many are wondering which high-profile PlayStation exclusive will get the port treatment next. According to a recent report, God of War: Ragnarok is the next PlayStation exclusive to launch on PC. Bloodborne fans continue to live in hope.

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.

Daily Deals: Super Mario RPG, Dead Island 2, Persona 3 Reload

The weekend is officially here, and we’ve got some amazing deals rounded up for you! Whether you’re looking for a new game to play as we head into Summer or a new piece of technology to add to your EDC, we’ve got you covered. The best deals for Sunday, May 19, include Super Mario RPG, the Anker Prime Power Bank, Tekken 8, The Legend of Zelda Manga Complete Box Set, and more.

Super Mario RPG for $42.93

The remake of Super Mario RPG is $42.93 at Amazon right now, which is a great price for this classic title. If you’ve yet to either play the original or check out the remake, this is the perfect time to do so. Composer Yoko Shimimura returned to compose the remake’s original soundtrack, and each boss and environment has been expertly recrafted for the Nintendo Switch. It’s the perfect Mario title to check out if you’re looking for a fun title while awaiting Paper Mario: The Thousand-Year Door next week!

Save 40% Off The Legend of Zelda Manga Box Set

Amazon currently has The Legend of Zelda Complete Box Set on sale for only $60.71. In this manga, three stones are the key needed to access the power of the Triforce, and Link must ensure Princess Zelda has access to these stones. His journey to deliver the stone of the forest is one any Zelda fan shouldn’t miss. This box set includes all ten volumes of The Legend of Zelda manga, with a bonus poster included as well!

Anker Prime Power Bank for $90

This Anker Prime Power Bank holds 20,000mAh of power, making it perfect for any road trip or flight. You can charge numerous devices with the Anker Prime, with devices like Steam Deck and ROG Ally included. A Nintendo Switch OLED can be powered completely four times with this power bank, and it can also charge your laptop, iPad, or iPhone multiple times. Overall, this is a product that is worth your attention if you’re in need of a new power bank.

Dead Island 2 for $19.99

Right now, GameStop has Dead Island 2 for just $19.99. This is the lowest we’ve seen the game yet, and you can grab it for PS4, PS5, or Xbox. Dead Island 2 is the sequel to 2011’s Dead Island, where you take down hordes of zombies with all kinds of weapons and characters. If you missed out on this title last year, now is a great time to check out one of 2023’s most underrated titles.

Tekken 8 for $49.99

Tekken 8 is the latest major fighting game to be released for the current generation of consoles. Over 32 characters are already playable, far surpassing titles like Street Fighter 6 or Mortal Kombat 1. The online modes far surpass their predecessors, with good netcode and many different ways to play. In our 9/10 review, we stated Tekken 8 is ” an amazing new entry in the long-running series.”

Octopath Traveler II for $24.99

Octopath Traveler II was one of the standout RPGs of 2023. Featuring eight different characters, this HD-2D release depicts an expansive story told from the perspectives of these characters. Each traveler has unique abilities, making for a new and exciting experience with each story. This is one RPG you do not want to miss, especially for this price. You can get a free PS5 upgrade, too.

Save Up to 60% Off Like a Dragon: Infinite Wealth

Like a Dragon: Infinite Wealth is the latest title in the long-running RPG series. Kiryu Kazama returns following the events of Yakuza: Like a Dragon, uniting with Ichiban Kasuga in a wild adventure you won’t forget anytime soon. While you should absolutely try to play through the series in order, Like a Dragon: Infinite Wealth can be played and enjoyed standalone.

Metal Gear Solid: Master Collection Vol. 1 for $25

For only $25, you can own the first three Metal Gear Solid titles on PlayStation 5, Xbox Series X, or Nintendo Switch. This package also includes Metal Gear and Metal Gear 2: Solid Snake. Prior to the Master Collection, there was no method to play the Metal Gear Solid titles on most modern consoles, but you can now experience Hideo Kojima’s series from the very beginning anywhere.

Persona 3 Reload for $39.99

Persona 3 Reload is one of the best RPGs of the year so far. This remake recreates one of the most praised Atlus titles ever, with loads of new quality-of-life and gameplay features. An all-new voice cast debuted with this release, and each cutscene was remade with new assets for higher quality. With the Episode Aigis -The Answer- DLC set for this Fall, now is a great time to jump in and experience Persona 3.

Score Avatar: Frontiers of Pandora – Limited Edition for $34.99

Avatar: Frontiers of Pandora has hit $34.99 on Amazon, marking a new low. With the limited edition of the game, you’ll get a unique weapon and an exclusive character gear set to adjust your appearance. You’ll get to experience a full open world with Frontiers of Pandora, exploring and fighting enemies with plenty of Na’vi weapons at your disposal.

The Art of Star Wars Jedi: Survivor for $31.99

Star Wars Jedi: Survivor was one of the largest games released last year. The game expanded on everything from its predocessor, Star Wars Jedi: Fallen Order, allowing for new planets, worlds, and enemies to be discovered. This official art book released earlier this year, showcasing some of the gorgeous concept art that was used in the creation of this game. If you’re a Star Wars fan, pick this one up!

Daily Deals: Super Mario RPG, Anker Prime Power Bank, The Legend of Zelda Manga Box Set

The weekend is officially here, and we’ve got some amazing deals rounded up for you! Whether you’re looking for a new game to play as we head into Summer or a new piece of technology to add to your EDC, we’ve got you covered. The best deals for Saturday, May 18, include Super Mario RPG, the Anker Prime Power Bank, Tekken 8, The Legend of Zelda Manga Complete Box Set, and more.

Super Mario RPG for $42.93

The remake of Super Mario RPG is $42.93 at Amazon right now, which is a great price for this classic title. If you’ve yet to either play the original or check out the remake, this is the perfect time to do so. Composer Yoko Shimimura returned to compose the remake’s original soundtrack, and each boss and environment has been expertly recrafted for the Nintendo Switch. It’s the perfect Mario title to check out if you’re looking for a fun title while awaiting Paper Mario: The Thousand-Year Door next week!

Save 40% Off The Legend of Zelda Manga Box Set

Amazon currently has The Legend of Zelda Complete Box Set on sale for only $60.71. In this manga, three stones are the key needed to access the power of the Triforce, and Link must ensure Princess Zelda has access to these stones. His journey to deliver the stone of the forest is one any Zelda fan shouldn’t miss. This box set includes all ten volumes of The Legend of Zelda manga, with a bonus poster included as well!

Anker Prime Power Bank for $90

This Anker Prime Power Bank holds 20,000mAh of power, making it perfect for any road trip or flight. You can charge numerous devices with the Anker Prime, with devices like Steam Deck and ROG Ally included. A Nintendo Switch OLED can be powered completely four times with this power bank, and it can also charge your laptop, iPad, or iPhone multiple times. Overall, this is a product that is worth your attention if you’re in need of a new power bank.

Tekken 8 for $49.99

Tekken 8 is the latest major fighting game to be released for the current generation of consoles. Over 32 characters are already playable, far surpassing titles like Street Fighter 6 or Mortal Kombat 1. The online modes far surpass their predecessors, with good netcode and many different ways to play. In our 9/10 review, we stated Tekken 8 is ” an amazing new entry in the long-running series.”

Borderlands 3 Ultimate Edition for $19.99

The Nintendo Switch version of Borderlands 3 Ultimate Edition is available right now on Amazon for just $19.99. There is easily over 100 hours of content in this package, with plenty of mayhem to be had with friends. The game itself runs quite well on the Switch, with only occasional FPS drops in high-volume areas. If you haven’t yet played Borderlands 3, this is the perfect time to do so.

Save Up to 60% Off Like a Dragon: Infinite Wealth

Like a Dragon: Infinite Wealth is the latest title in the long-running RPG series. Kiryu Kazama returns following the events of Yakuza: Like a Dragon, uniting with Ichiban Kasuga in a wild adventure you won’t forget anytime soon. While you should absolutely try to play through the series in order, Like a Dragon: Infinite Wealth can be played and enjoyed standalone.

Metal Gear Solid: Master Collection Vol. 1 for $25

For only $25, you can own the first three Metal Gear Solid titles on PlayStation 5, Xbox Series X, or Nintendo Switch. This package also includes Metal Gear and Metal Gear 2: Solid Snake. Prior to the Master Collection, there was no method to play the Metal Gear Solid titles on most modern consoles, but you can now experience Hideo Kojima’s series from the very beginning anywhere.

Sins of a Solar Empire 2 Review

I have played Sins of a Solar Empire 2, and I am poorer for it. This sequel is extremely similar to the original real-time 4X strategy game from 2008 (including a lot, but not all of the content from its 2012 Rebellion expansion) with nicer graphics and needed engine improvements. That alone is more than welcome for a game that’s had such staying power, and revamps to its well-differentiated and complex factions give them even more depth to explore. However, the version that stealth-launched out of early access on the Epic Games Store feels rougher and less complete than a lot of games when they launch into early access. Expanding my empire, conquering planets, and watching my fleets do battle with rivals and bomb their planets to ash did grow on me a bit once a friend and I worked together and eventually taught ourselves its ins and outs, but getting to that point was so much less fun than it should’ve been that any joy was sucked out of it like atmosphere through a hull breach.

For context, I played Sins of a Solar Empire: Rebellion a fair amount a decade ago, and have been playing 4X and real-time strategy games habitually long before and since. And yet, after buying Sins of a Solar Empire 2 and jumping in, I felt completely lost. There are no tutorials for this enormously complex game (outside of a website with a quick-start guide that’s barely more than a glossary), and the in-game instructions you do get for things as relatively simple as climbing the research tree to unlock essential technologies often send you on wild goose chases through the confusing interface. For every ounce of interstellar entertainment I managed to laboriously mine like metal from an asteroid, there was always some major headache to accompany it. Between that sort of thing, bugs, grayed-out options in the map creation interface, and a lack of a server browser to play with people you don’t know, it clearly isn’t a finished product.

There is no way to talk about how Sins of a Solar Empire 2 ended up like this without addressing its strange exit from early access at some uncertain point earlier this year – a warning label it really shouldn’t have dropped in its current state. After arriving on the Epic Games Store back in early 2022 as a “technical preview,” it recently removed all caveats from its store page without so much as an official press release. Instead, the publisher, Stardock, has announced a Steam launch date for this August, which promises a major patch that will include significant new features, such as the third race called the Advent and its two factions that are already listed as playable on the store page but are currently nowhere to be found.

In comments around that announcement, Stardock CEO Brad Wardell stated that you “only get one shot at a Steam release,” (where the vast majority of PC games are sold). So the plan is to wait until then to get the word out properly. It’s not a crazy idea: any strategy game enjoyer will tell you that you should save your limited resources for the moment they’ll have the maximum effect, and the same is true of game marketing dollars. But while that may sound reasonable from a business perspective, the reality is quite misleading for anyone looking to play Sins of a Solar Empire 2 who stumbles across the Epic Games Store page right now. This isn’t some hypothetical misunderstanding, either: my friend and I actually did spend a while looking for the Advent as we played. Did we have to unlock them? Enable an option in some menu? Play a couple games with the other races first? Nope. They’re just not there yet.

As of today, Sins of a Solar Empire 2 is about as barebones as can be.

I’d like to tell you the rest of it is better, but as of today Sins of a Solar Empire 2 is about as barebones as can be considering how many systems are packed in on top of combat, including diplomacy, trade, culture spread, and pirate bounties among others. It’s disappointing that there’s no story campaign – there isn’t one in the original Sins of the Solar Empire, either, and it proved it didn’t require one any more than Civilization or Stellaris do, but it’s long been a fan-requested feature and it might’ve gone a long way toward gradually introducing us to how everything works rather than throwing you into the deep end. Instead, it took me and a friend several hours of fumbling through a couple of games against the AI to nail down how one of the two human factions even worked, and again, we’re both RTS and 4X veterans.

Once, when I was trying to build something I had insufficient research points for as the alien Visari race, I was told to build more orbital labs. The problem is that you don’t get research points for building orbital labs – they just speed up your research rate. You get the actual research points by buying upgrades on each planet’s development tracker menu, but you’d never know that unless you happened to mouse over the tooltip on the right button instead of doing what you’re told to do.

Sometimes buttons don’t seem to do anything at all… until they do. Here’s an example: the construction ships you get from colonizing planets have a button literally labeled “Build Structure,” but clicking it has no discernable effect because nothing you click on afterward, be it a planet, ship, asteroid, or anything else will give you the option to build something… unless you click on an orbital structure that’s already queued to be built, which then tells the ship to prioritize that building over any others in the queue. If you actually want to build a new building, you’ll select it from a separate menu; the ship will build it without you ever having to be controlled directly.

It’s a problem that the interface is confusing because you’ll spend a lot of Sins of a Solar Empire 2 in menus. When you’re not grouping your ships into fleets and ordering them to jump from one planet’s gravity well to the next or focus their fire on an enemy capital ship, you’re going into a menu, clicking a button, and waiting for the thing you’re researching or the ship you’re building to complete, and then you’ll click another button in another menu and wait some more. That’s fine because that’s just the kind of game Sins is – it has as much or more in common with Crusader Kings 3 as it does with StarCraft 2, so there’s very little micromanagement of individual units beyond retreating them as they’re damaged or triggering capital ship abilities manually. Managing an efficient build order offers satisfying challenges, but you want those challenges to be about interesting choices rather than figuring out how to make them in the first place.

Through hours of experimentation, I finally discovered that the developers at Ironclad have actually added some nice quality-of-life features to the interface. If you want to build or research something but don’t have the necessary prerequisites, the Intelligent Construction System will queue all of the things you need up to be researched in order and let you check their progress in real-time. The new Empire Management screen lets you, well… manage everything in your sinful solar empire – planets, fleets, starbases, the whole space enchilada – from one page. That beats the heck out of clicking around the star system for each of them, shortcuts or not.

Then there’s the new Fleet Management System, which allows you to request reinforcements for any of your specific fleets directly from that fleet’s menu – no heading back to a planet to queue them up and setting the rally point required. New ships are then built at the closest factory and rallied to that fleet automatically (though you can opt for traditional rally points if that’s more your speed). These are all good, smart additions that make Sins of a Solar Empire 2 easier and more engaging to play, once you figure them out.

Most of the fun combat stuff is saved for the late game.

When it comes to space combat, the basic idea hasn’t changed: you mostly build big fleets and throw them at your opponent, then watch them duke it out in entertainingly flashy battles that – as you’d hope – put the original Sins’ to shame in terms of detail and ship behavior. Instead of ships largely lining up and plinking away at the other side until someone explodes like a Civil War reenactment in space, we now have smaller classes that dart around like large fighters, and larger ships are loaded with gun turrets that swivel to track targets, bringing much more of a sense of action. Long-range missiles can be intercepted by point defenses or blocked by other ships before they hit something expensive, which is a nice nibble of tactical depth for those looking to micro something. And at the top of the Warfare tech tree sits the Titan, a single enormous, faction-specific behemoth that can take on entire fleets by itself. Watching all of these ships shooting all these different weapons, exploding, and making emergency phase jumps out of a system before their hull points tick down to zero looks pretty cool when you’re zoomed in, but early skirmishes with basic units are generally pretty dull.

Like its predecessor, Sins of a Solar Empire 2 saves most of the fun stuff for the late game when you unlock tech that can do a lot of damage in a hurry. The pinnacle of that is the human’s Novalith cannon, which can shoot massive, literally world-ending shells across the solar system and take out enemy planets in one hit, as opposed to bombarding them into submission with a fleet after bashing through whatever turrets or starbases the enemy has built up to defend it. That’s awesome normally, but it’s even more so (and way funnier) when you have two Novaliths target the enemy’s home planet – you know, just to be sure – and eliminate them from the match without ever moving a fleet into orbit. Then you’ve got the Visari’s Orkulus starbase, which is essentially just a bigger, angrier version of the Cylon Basestar from Battlestar Galactica. Armed to the absolute teeth and containing several support fighters, it’s all but unstoppable by conventional weapons and, once you upgrade it, it can jump to other planets like a spaceship. Nasty.

Speaking of the two current races, they’re fairly different from one another, which means there’s a lot of learning to do but also a ton of opportunity to experiment with tactics and strategies geared toward their strengths. The human Trader Emergency Coalition (TEC), for instance, needs credits to manage their economy and build things. The super-advanced alien Visari don’t, though money gives them access to the galactic markets where they can buy resources. There are unique ships and structures for each race, including several that are unique to one of their two sub-factions. The TEC, for instance, currently has the only ship that repairs others on the fly, while the Visari can build Phase Gates that allow them to immediately jump between planets that aren’t connected by phase lanes.

That’s taken even further by some of the biggest additions to Sins of a Solar Empire 2, such as the Empire System bonuses. The TEC’s Trade Port structures were in the original game and provided a steady stream of credits, but now they allow you to allocate points to boost your production of metal, crystal, or credits on the fly. The Visari, meanwhile, can build all-new Phase Resonators that let you allocate points to upgrade ships, their research rate, and so on. I love these additions; they add some spice to each race’s already distinct flavor while offering interesting strategic choices that allow you to build your economy or military in cool, unique ways.

Drilling down further into the subfactions, there are a lot of options to suit different playstyles. The Loyalist TEC, for instance, are more defensive, gaining access to planetary garrisons of ships that are produced automatically and don’t take up population cap, but have limited range. They can also build two starbases around a planet instead of one, which can make conquering their systems an especially difficult nut to crack. The TEC Rebels, however, are much more about offense: They get the aforementioned planet-destroying Novalith cannon, can ally with pirate factions and build a pirate base in a system they control, get economic bonuses for going on the attack, and can use propaganda abilities to make their ships more effective in combat.

Your chosen faction makes a big difference in how you play.

The Visari are similarly divided between defensive and offensive factions. The Exodus are here for a good time, not a long time, so they’re happy to force humans into labor camps, strip mine the cores of planets they don’t need, and gain resources by destroying things. The Alliance, meanwhile, is all about fostering cooperation with other races, trade, and good table manners. They want to put down roots and stick around for the long term.

These distinctions sound subtle, but they make a big difference in how you play (and serve as the majority of the lore you’ll find). I was more fond of the Rebels for the TEC because I tend to prefer an aggressive playstyle, and in my experience, purely defending in Sins of a Solar Empire 2 isn’t going to win you the war. Like any good – sorry, successful – empire, you have to expand or you’ll eventually get overwhelmed. But when I needed to hold out long enough so my teammate could provide support against the two AI opponents I was facing down, those Loyalist garrisons sure did come in handy. With the Visari, though, I much preferred making alliances with the Minor Factions (small AI players who don’t expand) and supporting my teammate, though I had a couple of nasty fleets capturing planets by the end. I like that the Factions provide so much variety, and when Sins of a Solar Empire 2 works, it feels good (mechanically, not morally) to build your empire up, expand, and conquer your neighbors.

And, in a nice touch, there are a lot of options for map generation, ranging from recommended player counts (between two and 10) on procedurally generated star systems to specific scenarios with unique challenges. Most of that is carried over from the original, but Sins of a Solar Empire 2 introduces planets and other astral bodies that rotate around stars, which can open up new phase lanes between them when they get close enough. That sounds a bit cooler than it is in practice because it can take hours for rotations to sync up in a way that truly matters (and on smaller maps, it might never happen at all), but when the stars literally align it can let you hit an enemy with a surprise attack on a world they thought was protected by heavily defended neighbors. You have a Future Orbits button that shows you how phase lanes will change for up to an hour into the future, so it’s not left up to chance or guesswork.

But, man, so many things just feel incomplete or underbaked. Take the Minor Factions, for instance. You gain favor with them – and special bonuses – by spending Influence Points; when I was playing the Visari Alliance, Influence Points were easy to get, so I earned lots of bonuses, but once I’d more or less unlocked everything I could only use the points to bid on auctions for resources. Being buddy-buddy with a Minor Faction doesn’t really do anything for you aside from getting you some abilities and making it so they’re (sometimes?) not actively hostile. Like most things in Sins of a Solar Empire 2, it’s hard to tell because there’s not much in-game to clue you in until you’ve pieced together a lot of disparate tooltips and experimented enough to you find the right answer.

Then there are the bugs. I’ve already mentioned misleading audio cues telling me to build the wrong thing, but I’ve also had incorrect notifications telling me an enemy had conquered a planet I’d just colonized and so I spent a minute trying to figure out what happened before realizing, “Oh, it was me who conquered the planet, actually.” Once, I started a team game with a friend where we were clearly set to be allied, only to be told we weren’t once we got into the match, forcing us to fix it in-game.

There are also entire menu options grayed out that control things like “Orbiting Planet Speed,” or “Research Rates,” or “Ship Build Rates” when you try to adjust pre-game settings – you know, things you might like some say in when you’re setting up a match – that just aren’t available. There’s a tooltip telling you that these options are disabled “as we collect balance feedback,” which is fair, but these limitations just drive home how unfinished everything is.

When it works, it really works – it just needs to get us there with less frustration.

All of that said, when Sins of a Solar Empire 2 works, it really works. There’s a lot of nuance when it comes to choosing your upgrade paths, deciding which structures to build on your planets, how to spend each planet’s limited orbital slots, and constructing your fleets. Do you go for an economic opening or a military one? Which capital ship do you start with, and why? What upgrades do you give it? What kind of research do you prioritize? Do you trade with other players, or buy the resources you need on the market? How much, if at all, do you engage with the Minor Factions on the map? If a battle looks like it will come down to the wire, do you pull your fleet out and live to fight another day, or go all in and bet on the victory?

The consequences of those choices, and the choices your opponents make in response to them, determine how games play out. The right decision at the right time – even one as seemingly small as prioritizing one research upgrade over another or choosing a specific capital ship to lead your first fleet – can snowball and make all the difference in an interplanetary power struggle that can last for a dozen hours or more. In its best moments, Sins of a Solar Empire 2 understands that, and that makes for compelling, memorable matches. It just needs to get us there much faster and with less frustration along the way.