Like a Dragon: Pirate Yakuza in Hawaii Is a Decent Bit Longer Than Previous Spin-Off Like a Dragon Gaiden

Like a Dragon: Pirate Yakuza in Hawaii is a decent bit longer than previous Yakuza spin-off Like a Dragon Gaiden: The Man Who Erased His Name, developer Ryu Ga Gotoku Studio has said.

In an interview with Famitsu translated by Game Rant, series producer and RGG Studio head Masayoshi Yokoyama said the incoming pirate adventure’s story is roughly 1.3 times to 1.5 times longer than Like a Dragon Gaiden.

This last game, which arrived just a few weeks ahead of the colossal mainline entry Like a Dragon: Infinite Wealth, could be completed in around 12 hours if players ploughed through the main story, though completing everything took upwards of 32 hours, according to How Long to Beat.

Based on this, Masayoshi estimates the story of Pirate Yakuza in Hawaii will take around 15 to 18 hours to complete. This appears to be reflected in the price, as Pirate Yakuza in Hawaii will be available for $59.99 compared to Like a Dragon Gaiden’s $49.99 and the standard video game price point of $69.99.

Perhaps the Yakuza / Like a Dragon series’ wackiest spin-off yet (besides the zombie apocalypse one), Pirate Yakuza in Hawaii stars Goro Majima as he wakes up on a beach with amnesia and becomes a pirate, obviously.

It’s a spin-off to Infinite Wealth in particular, taking place roughly six months after its story concluded but not starring too many of the same characters. Only Majima’s sworn brother Taiga Saejima is confirmed to return so far, as the game largely focuses on a new cast of pirates including a Tiger played by main game protagonist Ichiban Kasuga’s voice actor.

Trailers and gameplay shown so far shows more of the flashy and fast-paced action the series was known for before switching to a turn based role-playing game with Yakuza: Like a Dragon. Plenty of Assassin’s Creed 4: Black Flag vibes are present too, as the game features ship combat, pirate hideouts, and plenty of brutal action.

It was revealed in September with a February 28 release date but, after Monster Hunter Wilds announced the same launch date just five days later, RGG Studio shifted its own up a week. Like a Dragon: Pirate Yakuza in Hawaii therefore now launches on February 21, 2024.

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

Batman: Arkham Shadow Review

I know what you’re wondering: does the VR Batman game make me feel like Batman? Well, the answer is no. Never once in Batman: Arkham Shadow’s long playtime did I feel like I had a billion dollars, and without that the simulation will never be complete. That said, it did do a remarkably good job of making me feel like I was playing an actual Arkham game by including all of the signature elements of Rocksteady’s legendary series: literally punchy combat, intricate metroidvania-style level design that unlocks more and more as you gain new abilities, and some genuinely tricky optional puzzles. It’s a little clumsy and buggy at times, but enough of it translates well to VR that it’s more like a real game than a gimmick – and the mystery story pays off well without retreading too many of the Arkham series’ plots. And sure, while grabbing at your sides and raising your arms to glide around on your cape may look absolutely absurd to anyone who happens to be in the room with you as you play, I’d be lying if I said it wasn’t pretty fun.

This sequel to a prequel is wedged into the space between Arkham Origins (and Arkham Origins: Blackgate) and Arkham Asylum – a time period where a younger Batman is bluntly but capably voiced by Roger Craig Smith rather than the late, great Kevin Conroy. After a brief intro sequence in Gotham’s sewers and rubbing elbows with Jim Gordon and a young, one-faced Harvey Dent, we go undercover into Blackgate Prison, where Batman first encounters the likes of Doctors Harlene Quinzel and Jonathan Crane, Arnold Wesker (The Ventriloquist), Barbra Gordon, and a few more. Naturally the developers at Camouflaj can’t help retread things we’ve seen done to death: It wouldn’t really be an Arkham game without a Scarecrow hallucination sequence, for instance – and, of course, we’re treated to yet another reenactment of Crime Alley. However, the new mystery villain known as The Rat King and his populist cult, paired with the over-the-top sadist prison warden Bolton, give Arkham Shadow enough of its own material to work with that it doesn’t feel too derivative.

Another novel approach is to have Bruce Wayne visit his makeshift Batcave under Blackgate (like the one under Arkham Asylum) to swap between two costumes. He wears his full Batman regalia by night, but when the Batsuit’s back on the rack he slaps on a Mission: Impossible mask of a two-bit thug named Matches Malone, who’s been thrown in with Gotham’s worst for petty arson. There’s some gadget-less prison yard brawling to be done as Malone, but these sections are much more about ingratiating yourself to incarcerated mob boss Carmine Falcone and the other prisoners, and getting the lay of the maze-like prison yard as the days tick down to The Rat King’s grand plan. I won’t say I wasn’t eager to put the cape and cowl back on by the end of each session as Matches, but the change of pace and perspective isn’t unwelcome considering that there’s only so much variety one can find within the walls and absurdly high-tech doors of a prison, and the dark caverns below.

On that note, despite this running on a tiny machine that’s strapped to your face, Arkham Shadow is easily on par with Arkham Asylum as it looked on the Xbox 360 in terms of its character models and textures (and obviously running at a much higher resolution and frame rate), if not quite up to that level of art direction or the scale of its open areas. Of course, that’s an extremely high bar, to be fair. It’s certainly the best-looking Quest-exclusive game I’ve played, likely because it’s exclusive to the Quest 3/3S and doesn’t have to compromise for compatibility with older models. Glimpsing my bat-eared shadow as I walked down a hall or glided around with a light behind me was always a treat. Those heavy doors do often take a while to open, though, since they’re masking a lot of loading of the new area you’re traveling to. And be ready to recharge your Quest 3 four or five times to get through Arkham Shadow’s story, which can run 10 hours if you’re not stopping to smell the many Rat puzzles along the way. (It’s probably good to come up for air after a couple of hours in VR, anyway.)

The fact that you’re usually being circled by several other thugs means you have to work fast to put an enemy down.

Brawling works surprisingly well and, after things ramped up a bit to introduce enemies with armor, stun batons, shields, knives, and guns, most requiring different takedown moves, I was working up a sweat throwing physical punches that do more damage if you swing like you mean it. Here it’s less about timing punches and more about pausing for a split second after the first smack – which can send you lunging about 10 feet toward a target – to see which sequence randomly opens up: sometimes you’ll do a right, a left, or a gut-punch, others you’ll have three spots to jab at, or sometimes you’ll grab a leg and be prompted to snap it like a twig. It occasionally interprets a swing from the side as a straight-on punch or vice versa, but otherwise it’s pretty satisfying. That’s enough to keep it from being mindless flailing, but the fact that you’re usually being circled by several other thugs means you have to work fast to put an enemy down before you see an incoming attack icon in your peripheral vision and have to detour to block it with a Michael Keaton-esque no-look punch to the side, which pulls you to a different target, so the pressure is on.

Certain enemies need to be staggered before you can beat on them, so you’ll have to use abilities like confusing them with a cape swing, or flipping over them with a forward flick of the right stick and punching them from behind. It’s easy enough to do this in the most straightforward way possible, but the opportunity to run up the score with unbroken combos and mixing in multiple gadgets like batarangs and explosive charges brings in a very stylish element of challenge beyond simply staying alive. You also have to dodge unblockable attacks with the thumbsticks and physically duck under knife attacks. There’s certainly plenty going on – with more regularly opening up as you unlock new gadgets by progressing the story – to keep these fights and the optional standalone challenges interesting (and repeatable!).

Predator battles work almost identically to the way they do in traditional Arkham games.

The stealthy Predator battles, on the other hand, work almost identically to the way they do in traditional Arkham games in that you’re staying hidden as you take down gun-toting enemies who can quickly kill you if they spot you, but they’re a little more frustrating because the controls lack the precision needed to consistently avoid detection. The number of times I snuck up behind an enemy, and reached out to grab and silently choke him out, but accidentally punched him in the head and alerted his friends instead was, to be frank, too high by a lot. I eventually learned to do this extremely carefully – with emergency escape smoke bombs at the ready – to avoid taking a lead shower, but that felt like working around a problem rather than learning a system. Even so, it’s never anything less than gleeful to drop down from a gargoyle perch, grab a thug, and leave him helplessly dangling like a pinata for his friends to find.

We also get a handful of boss fights – mostly against the obvious opponents – and although these are a nice change of pace while they last, only one late-game one is all that memorable and none of them are especially interesting on a mechanical level.

Without the Riddler around to stash question marks everywhere, the Rat cultists have picked up puzzle duty in Blackgate, and their work ranges from trivially easy to respectably tricky and rewarding to solve. Reaching smashable rat statues and radios spreading the King’s propaganda is often a matter of turning left where the obvious path goes right, but frequently involves unlocking doors, crawling through vents, climbing pipes, and more to get the right angle – or deciphering patterns to work out codes to door locks by switching in and out of Detective mode by tapping your temple. Most of Detective mode is pretty straightforward, though – there’s none of the more ambitious crime scene reconstruction stuff from Arkham Knight. Most of it, especially the crime-scene investigation sequences, is basically just doling out plot information one piece at a time.

There are plenty of Easter eggs to find around Blackgate.

Exploration is, of course, a big part of any Arkham game, and there are plenty of Easter eggs to find around Blackgate. Much of it comes in the form of phone numbers that can be dialed at the prison pay phone to hear recorded messages from various characters. References to Batman lore in chatter from other prisoners and scattered around the environment didn’t appear quite as thick as they are in Rocksteady’s games – which is honestly another off-the-charts standard to hold any game to, especially when the best material has already been thoroughly mined – but it’s not in short supply.

One thing that’s a little too easy to find at this point, though, are bugs. I’m told there’s a patch in the works to address at least some of this, but even after launch this review was delayed by about a day because I wasn’t able to complete the story thanks to a repeated crash while trying to disarm a bomb, due to the fact I’d done things in an order other than what was precisely intended. That was after multiple crashes before that point, and I also had to reload saves because I fell through the world multiple times and got stuck on level geometry. I had plenty of audio stuttering, saw long load times when returning from the map screen, lost the ability to use my batarang during a boss fight that required it, and had a couple of puzzles made much more difficult than they should’ve been because key items didn’t highlight in Detective mode.

It wasn’t as smooth a ride as I’d have liked, but I did see the ending and was pleased with it. I won’t say much about how it turned out other than that, while I did see one big reveal coming a mile away, there was more to it that caught me off guard in a way that made me smile. I don’t think it’s much of a spoiler to say that the Rat King does not turn out to be The Joker, and in fact Camouflaj is admirably restrained in its use of Batman’s nemesis. After the big, eye-rolling reveal of Arkham Origins, and the enormous posthumous role he played in Arkham Knight, leaning on that crutch once again would’ve annoyed me to no end; I breathed a sigh of relief when other characters got some time in the spotlight.

On the whole it’s a very well done Batman story, and the dialogue is generally strong except for a few very on-the-nose lines where Batman bluntly declares “I will find the Rat King; I will stop his night of wrath!” or when Barbara Gordon acts like an annoying tween fangirl. There’s also a very conspicuous loose end left dangling at the end of the story that concerned me until I was told it’s intentional, so we’ll just have to see where that goes.

Pick Up a Pair of Rechargeable Batteries for Your Xbox Controller for Under $13

If you’re tired of swapping out AA batteries from your Xbox wireless controller, here’s a super inexpensive alternative. Amazon is offering Amazon Prime members a two-pack of aftermarket rechargeable batteries for your Xbox controller for a mere $12.79 after you apply a $7.20 off coupon code “30ZYF6UF“. That’s only $6.40 per battery pack. As a comparison, the official Play & Charge Kit will run you $25, and that is for a single battery pack.

Two Xbox Controller Battery Packs for $12.79

These rechargeable battery packs from “6amLifestyle” are compatible with both the current generation Xbox Series X|S controllers and the older Xbox One controllers. The rechargeable battery itself is a universal fit, however the Xbox One and Xbox Series X have different style battery doors. Fortunately, both door covers are included in the package (the one labeled #1 is for Xbox One, and the one labeled #2 is for Xbox Series X|S). Note that unlike the Play & Charge Kit which has a USB-C port, this pack uses a Micro USB port. We would have liked to see this pack equipped with a USB-C port as well, but at this price we’re not complaining. Besides, a Micro USB cable is included.

6amLifestyle states that each battery pack can last up to 40 hours of continuous playtime and can charge from empty to full in about four hours. That’s pretty similar to the Play & Charge Kit’s claim of 30 hours of playtime and four-hour charge time, which makes sense since both packs have the same 1,400mAh capacity. There’s also a little LED indicator that changes from red to green when it’s fully recharged. Having two batteries also means you can immediately swap over to another pack when the first one is depleted, thus minimizing your downtime. At this price, you can’t go wrong.

Looking for more Xbox deals? Check out all of the best Xbox deals today.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Prince of Persia: The Lost Crown Team Disbanded After Critically Lauded Platformer Fails to Meet Expectations – Report

The team behind Prince of Persia: The Lost Crown has been disbanded, according to a report from French media outlet Origami.

In a video posted today in French (for which IGN has independently verified a translation posted on ResetEra), Origami reports that the team behind The Lost Crown was disbanded despite seemingly positive reports from developers on their experiences working on the game.

Per a tweet by Gauthier Andres: “I’ve heard and read ‘It was the best game production in my entire life’ three or four times in a single weekend while getting information on the game’s development. One after the other I was told it was seen as a beacon of hope to create a safe space for people that were burnt out by Beyond Good & Evil 2. The team has been disbanded by Ubisoft.”

The video also states that the game’s fate was effectively decided just a few weeks after its release. The core game development team reportedly fought to get a sequel or at least more expansions beyond the single “Mask of Darkness” expansion, but Ubisoft allegedly needed more help on other projects that had better sales potential. Per the report, The Lost Crown did not meet Ubisoft’s sales expectations, and executives expressed concerns that a sequel would cannibalize long-term sales of the first game.

It is unclear from the report exactly what the status of the members of the Prince of Persia: The Lost Crown team is at this time. The game was developed at Ubisoft Montpellier, which employs hundreds of individuals and was last known to be working on the infinitely-in-limbo Beyond Good and Evil 2. It’s likely that team members were, as was suggested by the report, moved onto other projects such as that, but IGN has reached out to Ubisoft for further clarity.

Prince of Persia: The Lost Crown’s reported fate, if true, is a tragic one given how excellent the game is. We gave it an 8/10 in our review, saying it “captures not only what made games such as The Sands of Time so good, but it irons out a lot of the little issues that plagued the 3D games in this series by opting for a 2D perspective – and owning it.”

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Star Wars Unlimited TCG’s Twilight of the Republic Decks Spotlight Ahsoka and General Grievous

The upcoming Star Wars Unlimited TCG set, Twilight of the Republic, is almost here with the release slated for November 8. This is the third installment since the game premiered back in March. It’s still quite young, but there are already so many different types of decks that one can make. In fact, a two-player starter comes with every new set for anyone interested in jumping into SWU for the first time. The Twilight of the Republic starter includes a deck themed around the aggressive and heroic Ahsoka Tano and the Republic’s Clone Trooper army, as well as a deck led by the cunning and villainous General Grievous alongside the Separatist Droid army. With both decks in one package, it’s an easy way to kickstart a player’s venture into a new card game like Star Wars Unlimited with a friend.

When a card game is based on an existing series, we usually see game designers attempt to match what’s on the card with how the character or object is portrayed in their respective medium. It guides the playstyle and creation of other cards in the set, and we see some of that in both SWU starter decks. For instance, the Ahsoka Tano deck includes characters from the 501st Legion that she’s a part of, like General Anakin Skywalker and Captain Rex. The Jedi alongside the Clone army are known for skilled and organized combat, which brings us to one of the new mechanics in this set, Coordinate. This keyword or ability activates when a player controls three or more units on their side of the field. When its requirement is fulfilled, the player can then reap the reward of the newly activated action associated with the card’s Coordinate ability. In Ahsoka Tano’s case, she can command a unit to attack with a +1 power buff as long as her side of the field has at least three units. So if you’re playing with the Ahsoka deck, part of your goal is going wide on the board with units so you can always have more than enough to fulfill the Coordinate ability across all your cards that have that special keyword. That means your opponent will try to dwindle your numbers to prevent that from happening. Thankfully, the deck does include supporting cards to reflect the need to bolster an army like Batch Brothers or Jedi Master Shaak Ti, which can create clone trooper tokens to add to the unit count.

On the villainous side of this starter pack, we have General Grievou,s who leads the Separatist droid armies in their quest for dominance. Similar to the Ahsoka deck, the General Grievous deck has options to bolster the unit count as well with the help of Battle Droid tokens. Instead of the Coordinate ability, though, the Separatists rely on another new mechanic to the Star Wars card game: Exploit. Unlike Coordinate, Exploit does not buff or support the units already in battle. Instead, this new ability sacrifices units to play more powerful cards for a cheaper cost. For instance, if someone wants to play the Admiral Trench card, that player can defeat up to 1 unit they already control on the field to reduce his cost. Usually, this isn’t such a great trade, since you’re losing one of your units in the process, but cards like the Confederate Courier or Battle Droid Escort have a benefit from being defeated. If you combo the right cards, General Grievous can easily be joined by heavy hitters like the Separatist Super Tank or Hailfire Tank without losing too many units in the process. Of course, using the Exploit ability to its full effect means having units to sacrifice, so in a similar fashion, the General Grievous deck tries to go wide with units just like Ahsoka, but for a different purpose. Meanwhile, cards like Poggle the Lesser and Droid Deployment are a couple of notable options that can help the Separatist army stay in the fight.

Overall, both decks do a pretty good job of representing the two main factions of the hotly contested Clone Wars. Both rely on large armies, and you can see how different each deck plays with the lore in mind. For a dual starter deck package, it really showcases the new mechanics well, and they both seem pretty balanced right out of the box. In the end, these are starter decks and ultimately they are a jumping-off point to making unique and stronger decks with other cards in the new set, Twilight of the Republic. For more Star Wars Unlimited, check out both our review of the base set, Spark of Rebellion as well as a quick preview below of the Prerelease Box that will be available at your local game stores leading up to release.

The Star Wars Unlimited Two-Player Starter deck comes with:

  • Rules
  • Tokens
  • Two playmats
  • Two deck boxes

Ahsoka Tano and General Grievous pre-constructed decks lists:

Black Myth: Wukong’s Physical PS5 Edition Is Up for Preorder

Here’s some good news for collectors of physical games. Black Myth: Wukong is getting a disc version for PS5. Previously a digital-only game, Wukong’s physical edition doesn’t have a set release date, but it’s available to preorder now for $64.99 from most of the usual retailers (see it at Amazon) And for those who like physical editions to future-proof your ability to play games, the publisher has confirmed that the entire game is on the disc, with no download required.

Preorder Black Myth: Wukong (Physical Edition)

The physical PS5 edition of Black Myth: Wukong only comes in one edition, but it includes a code for the extra items included in the digital deluxe edition. Those include the following:

  • Bronzecloud Staff
  • Folk Opera Mask
  • Folk Opera Almsgiving Armor
  • Folk Opera Leather Bracers
  • Folk Opera Buskins
  • Wind Chimes
  • Selected Digital Soundtrack

What Is Black Myth: Wukong?

Black Myth: Wukong originally launched on PS5 and PC on August 19 (the game is also coming to Xbox at some point, though it’s unclear if a physical edition will be available for that platform).

The game, made by the Chinese developer Game Science, has been incredibly popular since launch. It’s an action-RPG based on Chinese mythology and the story Journey to the West.

In his 8/10 Black Myth: Wukong review, critic Mitchel Saltzman wrote:

“As GameScience’s debut action game, Black Myth: Wukong is mostly a great success, despite some major technical black marks and localization issues that are likely to cause some frustrations at launch. Combat is fantastic thanks to a great balance of careful resource management and lightning-fast, twitch-reaction gameplay that tested my skills as much as Elden Ring ever has, despite being a more traditional action game than FromSoftware’s style. Not only that, but there are a ton of exciting boss battles, a great variety of enemies, and the world they inhabit is an absolute treat for the eyes and ears. Its story has its moments but relies a bit too much on having prior knowledge of the events of Journey to the West, and it really could have used a map to make its rewarding exploration measure up to the strength of its combat. That said, its strengths more than carry it through, making Black Myth: Wukong a great action game that could be even greater if GameScience can squash the bugs.”

Other Preorder Guides

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Threads or Bluesky.

Throne and Liberty and Guild Wars Company NCSoft Suffers Layoffs Amid Significant Restructure

NCSoft, the South Korean MMO specialist behind the likes of Throne and Liberty, Guild Wars 2, and Lineage, has confirmed a significant restructure of the company amid a sweeping round of layoffs.

South Korean news agency Yonhap reported on comments from NCSoft co-CEOs Taek-Jin Kim and Byung-Moo Park, who blamed the incoming layoffs and reorganization on the company’s ongoing financial troubles. “We feel a deep sense of responsibility and offer an apology to all employees,” they said.

The co-CEOs added that “as a result of operating in a way that most of the manpower and functions are concentrated at the headquarters, financial performance has continued to deteriorate and we are at risk of becoming a chronically loss-making company,” and that this situation “is seriously damaging the creativity and challenging spirit that NCSoft originally possessed.”

NCSoft, established in 1997 and headquartered in Seoul, now plans to develop new video games in the form of independent studios, each with their own culture and process, it said. Throne and Liberty, recently published globally by Amazon Games to huge player numbers on Steam, is now its own game studio.

NCSoft is now split into four divisions: NCAI, Studio X, Studio Y, and Studio G. (Studio X is the studio behind Throne and Liberty.) It’s unclear at this stage what NCSoft’s troubles mean for ArenaNet, the Bellevue, Washington-based studio behind Guild Wars. Earlier this year, Guild Wars 3 was said to have been in development, although work continues on Guild Wars 2.

Some video games will be canceled, howoever, alongside layoffs via a voluntary retirement program, the co-CEOs confirmed. “Major changes are inevitable for the survival and future of the company, and we promise active support and compensation to those affected,” they said.

Earlier this month, Amazon Games announced that Throne and Liberty had seen more than three million players in just a week following its global launch. Originally billed as a Lineage sequel, Throne and Liberty is an MMO with PvE and PvP set in a dynamic and seamless world. It suffered numerous delays over the course of a development cycle spanning several years.

Throne and Liberty finally launched on October 1 across PC, PlayStation 5, and Xbox Series X and S, and soon proved a hit on Steam with an impressive player concurrent peak of 336,300. Throne and Liberty remains one of the most-played games on Valve’s platform. Neither Sony nor Microsoft make player numbers public.

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.

Kong: Survivor Instinct

If you’ve ever wondered what the arcade classic Rampage would be like if you had to play as a puny human rather than one of the skyscraper-smashing goliaths, then Kong: Survivor Instinct might be your answer. This 2.5D Metroidvania platformer takes place amidst a crumbling coastal cityscape while Kong and his kaiju combatants duke it out in the background, making it seem at first glance a bit like a Shadow Complex situated within Shadow of the Colossus. It’s a novel enough concept, but basic environmental puzzle design and uninspired combat mean that Survivor Instinct is unable to reach the towering heights of its ideas, and as I begrudgingly pushed crates and collected keys to make my way through each ruined urban rabbit hole I could never really shake the impression that Kong seemed to be having considerably more fun than I was.

Not that actually playing as Kong would be a guaranteed good time, of course – 2023’s Skull Island: Rise of Kong was such an unmitigated disaster that the aftermath of its self-destruction is probably still being studied by scientists from the Monarch organization. Kong: Survivor Instinct is a notably better game than that, but once the novelty of having the iconic angry ape messing about in the middle distance fades it just doesn’t have the level of creativity or player freedom that other superior games of this ilk released in recent years – such as Prince of Persia: The Lost Crown or Blasphemous 2 – have so expertly displayed.

It also doesn’t have much of a story beyond “Don’t get smashed by the monkey.” We play as David Martin, a single dad in search of his daughter who’s gone missing in the midst of the spectacular, city-ravaging royal rumble that’s currently sweeping along the west coast of the United States. The elevator pitch of David’s personality is basically a sort of middle-aged Nathan Drake who’s apparently forgotten how to be funny (almost every time he kills a labrador-sized spider he deadpans “I was never fond of spiders”), and the handful of survivors he meets along the way don’t even pretend to be real characters. There are also a couple of appearances from the villainous Alan Jonah, who was last seen in 2019’s Godzilla: King of the Monsters – there he was played by a typically cold and ruthless Charles Dance (AKA Tywin Lannister in Game of Thrones), but here he’s voiced by a somewhat subdued soundalike. None of these details really matter, though, since Kong: Survivor Instinct’s slight amount of story is stretched thin over its six-hour frame until it suddenly snaps apart during its jarringly abrupt and underwhelming conclusion.

Kong: Survivor Instinct’s slight amount of story is stretched thin over its six-hour frame until it suddenly snaps apart.

Surface Tension

The story may be weak, but the look and feel of its crumbling 2.5D environments is undoubtedly its strength. David’s quest leads him from smoldering suburban outskirts to devastated downtown areas and the mysterious subterranean facilities below, and each dilapidated diorama is rich with precise detail and convincing depth. Kong: Survivor Instinct does perhaps try a bit too hard to convince you that every structure you explore is an unstable one with the repetitive routine with which it collapses the floor beneath your feet or drops chunks of the ceiling onto your skull, and that does get old pretty fast. However, it also allows you to scamper along the roofs of cars suspended by the webs of a towering arachnid, and navigate your way through the slanted corridors of an apartment building that’s been violently upended by Kong, so there are some more interesting platforming sections among them.

It’s just a shame that so much of the exploration is built around the same pushing of crates and shooting of padlocked gates. The very best Metroidvanias – like Hollow Knight or Metroid Dread – gradually empower you with new tools and abilities that incentivise you to backtrack through the world and unlock previously unreachable areas, but Kong: Survivor Instinct is comparatively light-on when it comes to evolving the ways in which you interact with your surroundings. Here, by contrast, David is given a sledgehammer to smash through weakened walls and eventually a grappling hook to scale up to specific anchor points, but otherwise his progression is always painfully obvious and consists of the same rehashed circuit boxes to shoot or generators to repair, copied and pasted along the winding path towards each mission objective.

This general absence of ingenuity also drains the enjoyment out of its combat, which is primarily geared towards melee attacks since ammunition for David’s pistol is so scarce. There is some nuance to each scrap with Jonah’s soldiers – you can block or parry their blows to open them up for a counter attack or grab them to use them as a human shield when their more heavily armed comrades open fire, and I was pleased to discover that you can even shoot them in the leg to drop them to their knees so that you can deliver a series of finishing blows a la Resident Evil 4. At the same time, there’s a stiffness to each scrap, particularly when David finds himself surrounded, and since he’s unable to jump or climb while he’s locked in a combat stance there were times where I’d knock an enemy off a ledge, only to find myself unable to drop down and continue the fight. Annoyingly, the only way forward was to reload my save.

Furthermore, rather than introduce any interesting new enemy types that require you to adapt your methods of attack, Kong: Survivor Instinct just gradually ups the numbers of foes in each encounter while keeping your combat abilities exactly the same. David’s pistol can be upgraded to carry more rounds per magazine to help counter the swelling hordes, but there are no other firearms to find despite the fact that every other goon you come across in the story’s second half seems to be toting a pump-action shotgun. When you consider that outside of the human soldier types there are only a couple of small spider-like enemies to contend with – and absolutely no boss fights whatsoever – Kong: Survivor Instinct’s combat feels flatter than a kaiju’s couch cushion overall.

Raze the Roof

While there might not be any traditional boss fights, Kong: Survivor Instinct does feature a handful of sequences that could best be described as boss flights. At specific points during the story, Kong or one of his rival titans will spot you through the window of a structure and you’ll be suddenly forced to flee, with the monster punching wrecking ball-sized holes in your path that require some pinpoint platforming to evade. (Sadly, none of these titans is Godzilla.) These sections certainly inject a burst of excitement and urgency into the adventure, although they also involve a fair amount of trial and error to get around instant deaths, which did lead to some frustrating repeated checkpoint restarts at times. Still, watching one of these monolithic beasts unwrap the building you’re trapped inside of like a kaiju kid on Christmas morning is undoubtedly one of the most spectacular tricks that Kong: Survivor Instinct has up its sleeves – even despite the seismic impact these high-intensity moments seem to inflict on the frame rate while playing on PlayStation 5.

Unfortunately, those are the only times that Kong and company have a measurable impact on the action. Elsewhere, these goliaths are only ever glimpsed – either having an incidental tussle in the distant background, or when you summon one by collecting the requisite number of biowaves scattered around each level to clear a blocked path towards a level’s exit in a game of supersized simian Simon Says. It’s certainly a treat to watch Kong casually pick up a connected row of train carriages like they’re steel sausage links and violently wrench them apart, but the operative word here is “watch.” Once these path-clearing actions have been performed, it’s straight back to the same plodding puzzle-platforming and uninspired combat.

The Best Call of Duty: Black Ops Missions, According to the Devs

Call of Duty: Black Ops is often more overtly gung-ho and violent than Modern Warfare and other Call of Duty series. But for every Michael Bay-style blockbuster moment there are flashes of betrayal, psychological warfare, and plenty of undercover operations that skirt the grey zones of morality. But, of the 50-plus campaign missions across the Black Ops series, which is the best?

IGN sat down with senior Call of Duty Black Ops developers to ask them what their favorite campaigns are from across the entire Call of Duty: Black Ops franchise. Have your favorite missions made the cut?

Vorkuta (Call of Duty: Black Ops)

One of the most popular Call of Duty: Black Ops campaigns among the development team is Vorkuta. Three separate, senior Call of Duty devs named Vorkuta as their favorite campaign in the whole series, and for good reason.

A key mission in the very first Call of Duty: Black Ops, Vorkuta sees hero Mason attempt a daring escape from the Soviet labor camp of Vorkuta in 1963. The ensuing great escape sees Mason fleeing through the mines while fellow prisoners are dying alongside him and it culminates in an explosive motorcycle chase. As a single mission, it’s packed with action and heartbreak.

“It’s the great escape from the mine and the motorcycle chase,” says expert level designer and Nuketown creator Adam Hoggatt on why Vorkuta sticks with him after all these years.

“Vorkuta is an obvious choice,” says Raven Software lead audio designer Jake Harley. “It’s just an incredibly memorable map. Reznov leading you out from the mine, the sacrifices of the other Russian prisoners pushing the mine carts as you’re taking cover behind them. It was just an epic map that was full of a lot of action and big moments.”

“It had a lot of strong narrative and gameplay beat changes from beginning to end, especially the escape on the motorcycle. But I’m a big motorcycle guy…” adds Raven Software lead designer Damon Shubhastari.

Rebirth (Call of Duty: Black Ops)

Another popular campaign mission cited by multiple Call of Duty developers is Rebirth, also from the first Black Ops game. This mission, where a big plot twist reveals the character Reznov was actually a figment of your mind the entire time, highlighted Black Ops’ psychological thriller themes. The mission set the whole tone for the twisty, grimy world of the Black Ops in the years to come.

“That moment when you realize that Mason and Reznov are one and that Reznov was actually dead and in Mason’s mind is such an ‘Oh my god,’ moment,” says Treyarch associate creative director Miles Leslie. “It really cemented what Blacks Ops is internally, and you could feel that in the studio when we were developing it… I’d walk over to the team making it and we would talk [about Rebirth and I would just go], ‘you’re blowing my mind.’”

Judgment Day (Call of Duty: Black Ops 2)

Another of Leslie’s favorite missions is Judgment Day from Call of Duty: Black Ops 2. A tense assault on a secret Haitian facility led by Mason, this operation eventually culminates in a player choice on whether to kill the game’s primary antagonist — Menendez — or capture him alive. The player’s choice determines which ending the player gets.

“I have fond memories of people [asking me],’ Oh, you killed Menendez? How could you do that? That’s not the way,’” recalls Leslie who’d respond by adamantly explaining that Menendez “had to die.”

“It was really cool that even internally we would have these debates on the branching story,” Leslie adds.

Break on Through (Call of Duty: Black Ops Cold War)

The branching paths would become a staple of the Black Ops series, with player choices leading to different scenarios. Take Break on Through, a mission from the recent Call of Duty: Black Ops Cold War, as an example. Unable to get the location of a nuclear bomb, Russell Adler drugs the player in the hope psychoactive chemicals will uncover the hidden location. The drug trip that ensues forces Bell to either obey or disobey Adler through a series of drug-fueled scenarios.

While the drug-fuelled interrogation was an exhilarating experience, Treyarch lead game designer Joanna Leung says that the level’s repeated use of the red doors to teleport the player through different vision quests was a personal highlight, having worked on a similar mechanic for the multiplayer map, ‘Deprogram’.

In Darkness (Call of Duty: Black Ops 3)

Treyarch senior level designer Matt Coutras fondly remembers the first campaign he worked on when he joined the Call of Duty: Black Ops 3 development team.

“It was called ‘In Darkness’ and it takes place in Singapore during a bad storm. Singapore is partially destroyed and it was a cool location to go through,” he says. But as a designer, the real challenge with In Darkness for Coutras was how the map integrated the four-player co-op and how the large map allowed multiple players to explore different parts of Singapore. “You have a bunch of cool locations — from docs to a flooded subway to a downtown space.”

Brick in the Wall (Call of Duty: Black Ops Cold War)

One of the first missions developed for Call of Duty: Black Ops Cold War, and a favorite mission of audio designer Jake Harley, is Brick in the Wall, a spy-thriller stealth mission where Bell and his associates hunt down one of Perseus’ men in East Berlin, meeting with informants and sneaking past Stasi guards in the process.

“I love stealth missions to begin with and I really liked seeing how the team brought East Berlin to life and just sneaking through the ghost tunnels. It was a really cool experience.”

Karma (Call of Duty: Black Ops 2)

One mission in Call of Duty: Black Ops 2 called Karma sees the player entering an opulent club and fighting on the dance floor with dubstep blaring in the background.

“As an audio person, that was so cool to me and memorable,” says Harley, who says Karma is his second favorite campaign mission behind only the crowd favorite, Vorkuta.

Those are the favorite Call of Duty Black Ops campaigns according to the developers. Let us know what your favorite Call of Duty Black Ops campaigns are in the comments and keep an eye out for all the latest updates on Call of Duty Black Ops 6 right here on IGN.

Matt Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.

Smash Bros. Creator Masahiro Sakurai Quits YouTube With Final Video Teasing Mystery New Game

Smash Bros. creator Masahiro Sakurai has ended his popular YouTube channel by teasing the upcoming announcement of a mystery new game.

In the final video from the Masahiro Sakurai on Creating Games YouTube channel, Sakurai revealed that he received a video game development proposal in July 2021, as he was busy putting together the Super Smash Bros. Ultimate Kazuya reveal video as well as DLC character Sora.

Sakurai added that, assuming this video game gets made, it should be announced “sooner or later,” though didn’t say anything more specific.

“I received a request to write a game proposal, which I finished at lightning speed,” he said. “I’m sorry I can’t share more about this project, but assuming we’re able to get it made, it should be announced sooner or later.”

(Sakurai also revealed that until recently, all the footage of him for his channel was recorded two-and-a-half years ago, if you were wondering why he all of a sudden looks older.)

There’s little to go on, but it’s good news for Sakurai’s army of fans who had wondered what he’d do next having wrapped up work on Switch exclusive Super Smash Bros. Ultimate earlier this year. Some even speculated that Sakurai might have retired.

Super Smash Bros. Ultimate launched in 2018 and Sora arrived as its final expansion fighter in 2021. The Kingdom Hearts character wrapped up an 89 character roster for the game, which includes fighters from The Legend of Zelda, Pokémon, Banjo Kazooie, Dragon Quest, Persona, Mega Man, Final Fantasy, Metal Gear Solid, Minecraft, and many more.

Sakurai said in October 2023 he’s not sure where to take Super Smash Bros. next, because “it’s difficult to imagine an increase of this magnitude happening again.”

What might Sakurai’s next game be? Nintendo is preparing to announce its Switch successor console, and there will surely be more Smash Bros. games given the incredible success of Ultimate (34.66 million sales and counting). Perhaps yet another sequel is now in the works, but is Sakurai involved?

Image credit: Masahiro Sakurai on Creating Games: Finale Special / 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.