Gamescom Opening Night Live: The Good, Bad, and Ugly – Unlocked 609

Gamescom is underway, and this week’s episode is dedicated to a recap and analysis of everything from the Opening Night Live showcase — from the beauty of Alan Wake 2, Black Myth: Wukong, and Lords of the Fallen to our disgust at the knucklehead stage-crashers who are going to ruin access these events for fans. Plus: We can tell you that we’re playing Starfield, and though we can’t share any opinions on it yet, we let you know when you can read IGN’s review.

Subscribe on any of your favorite podcast feeds, to our YouTube channel, or grab an MP3 of this week’s episode. For more awesome content, check out my recent interview with Todd Howard, who discussed the realization of his vision for Starfield after eight years, how Red Dead Redemption 2 was something of an inspiration, what his future holds, and more!

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

The Biggest Announcements From gamescom Day 1: The Fallout TV Series Makes a Surprise Appearance

With gamescom ONL kicking things off yesterday, the first full day of the trade show started off strong with new information on Starfield, Alan Wake 2, and RoboCop: Rogue City. Of course, we also saw some great surprises, including a brand-new teaser for the Fallout TV series.

IGN is on the ground in Cologne and you can expect lots more coverage as the week continue. This article highlights everything that came out from the first day of gamescom, which you can read more about below.

gamescom Day 1: The biggest announcements

Bethesda showed off the first teaser for the Fallout TV series

During a presentation for Bethesda’s upcoming open-world RPG Starfield, Todd Howard surprised those who attended with a sneak peek at the forthcoming Fallout TV series.

The TV adaption based on the popular post-apocalyptic franchise was announced in 2020 and is a collaboration between Bethesda Softworks and Prime Video. However, there’s been comparatively little news on the series. Howard mentioned in the presentation that there will be bigger tease, and Prime Video confirmed the series would premiere sometime next year.

We got to see Starfield’s first mission

We also got to see the first mission for Starfield at gamescom 2023. The first 15 minutes of Starfield follows its showing at Opening Night Live, which include a live-action trailer among other highlights.

The first mission of the game has players on the Argos Extractors Mining Outpost on the Moon of Vectera, mining for ores before wandering in a tunnel alone, where we discover and interact with a weird blue deposit, which leaves us unconscious with a transition into you waking up and commencing the start of your character creation.

We had a chat with Xbox Boss Phil Spencer

Phil Spencer sat down to chat with us about a variety of things: from sharing his opinions on Baldur’s Gate 3, to teasing more Final Fantasy games coming to Xbox consoles, and reiterating that there is no plans to offer a mid-generation upgrade to the Xbox Series X/S consoles.

Circling back to the Final Fantasy comments, we asked him if Final Fantasy 7 Remake and Final Fantasy 16, two games that have been big heavy hitters on PlayStation consoles, would ever make its way onto Xbox. While we did not get an outright confirmation, Spencer noting that Square’s previous commitment to Xbox sounds hopeful for RPG fans in the Xbox ecosystem.

Zack Snyder talks Rebel Moon and his idealgGame to adapt for the big screen

At Opening Night Live yesterday, we got new details on Zack Snyder’s upcoming sci-fi films Rebel Moon. Part 1, subtitled A Child of Fire, which we already knew will hit Netflix on December 22, but Part 2: The Scargiver, will arrive on April 19, 2024.

At day one of gamescom, Snyder revealed the approixmate runtimes for both films in an interview with us, with both films lasting roughly four hours. But if you are craving for longer run times for both, Snyder did reveal that there are director’s cuts of the films also in the works, too.

More interestingly, Zack Snyder told us that he would love to adapt Gears of War for the big screen, while also mentioning that he is interested in the Halo franchise. While Halo is already being adapted for the small screen with a second season on the way at Paramout+, a Gears ofWar movie and adult animated series were announced last year.

Remedy was on hand to show off 40 minutes of Alan Wake 2

With Alan Wake 2 released in October month, Remedy Entertainment showed off a full chapter comprising some 40 minutes of its horror sequel. The chapter is set in an ominous replica of New York City called The Dark Place. Remedy previously noted that Alan Wake 2 was going to be its first survival horror game.

The Dark Place offers a stark contrast to what Alan Wake fans have previously seen; its roads are populated with oil-spill-like pools od darkness and newspapers litter the streets. Outside of its NYC-infleunced design The Dark Place is filled to the brim with Easter Eggs, including a cameo from creative director Sam Lake, who is already confirmed not to be reprising his role as Max Payne and instead playing another character in Alan Wake 2.

Mortal Kombat 1 devs talk Lore and invasions while addressing the animation criticism

We had a few interviews on day one of gamescom from Netherealm Studios, and they were all about its upcoming fighting game Mortal Kombat 1.

IGN sat down with Netherrealm’s story and voiceover director to discuss the lore and how it has changed in Mortal Kombat 1 as the next main installment serves as a reboot for the series. A separate interview had us talking to Mortal Kombat co-creator Ed Boon, where he addressed the criticisms made about certain attack animations featured in Mortal Kmbat 1.

My colleague Mitchell Saltzman published his final preview for Mortal Kombat 1, discussing the new Invasions mode, which he described as an “RPG mixed with a board game.” You can watch the video version of that preview above.

The first 16 minutes of RoboCop: Rogue included a ton of ED-209s

In 2021, a RoboCop first-person shooter was announced. And today, IGN can exclusively reveal the first 16 minutes of RoboCop: Rogue City. The 16 minutes is filled with elements fans of the films can expect, including a gaggle of ED-209s.

The Lord of the Rings: Return to Moria received a PS5 and PC release date

IGN can exclusively reveal that The Lord of the Rings: Return of Moria is coming to PC and PS5 on October 24. An Xbox Series X/S version was previously announced as well, but Indie developer Free Range Games and publisher North Beach Games said that version will arrive early next year.

Star Wars: Dark Forces remaster announced

Nightdive Studios, the developer who previously gave the remaster treatment to System Shock and Quake 2 announced its next project: Star Wars: Dark Forces remaster. It’s in development for PC, PlayStation, Xbox, and Nintendo Switch.

Turok 3 is also on the way

Alongside a remaster for Star Wars: Dark Forces, Nightdive Studios also announced at this year’s gamescom that Turok 3: Shadow of Oblivion is also on the way. It’s slated to release sometime between October and December of this year and will launch on PC, PlayStation, Xbox, and Switch.

Song of Nunu: A League of Legends Story received a new trailer

Another exclusive IGN revealed outta this year’s gamescom is Son of Nunu: A League of Legends Story. The latest trailer featruures gameplay, a look at the fictional region of Freljord and an appearance from Braum, a champion from League of Legends.

Song of Nunu: A League of Legends Story does not have a release date (yet) but we do know it will release sometime this fall.

What to expect from gamescom Day 2

That’s about it for our recap of Day 1 of gamescom! Keep an eye on this space for lots more interviews, trailers, and announcements as we roll on to Day 2 of gamescom. Here’s a sneak peek of what to expect from our gamescom studio show tomorrow on all of IGN’s channels!

  • Mortal Kombat 1
  • Cyberpunk 2077
  • Marvel SNAP
  • Phil Spencer Interview
  • Tekken 8
  • Lies of P
  • Lord of the Rings: Return to Moria
  • And More!

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

Cyberpunk 2077: Phantom Liberty Preorder Bonuses, Where to Buy, and More

The original game may have had a bumpy rollout, but most open-world shooter fans agree that Cyberpunk 2077 is in great shape now. Which means lots of people are looking forward to the Cyberpunk 2077 expansion DLC, called Phantom Liberty, which arrives September 26. Phantom Liberty is up for preorder right now, and you can even pick up a nice assortment of Phantom Liberty gear. Below, you’ll find everything you need to preorder Cyberpunk 2077: Phantom Liberty and other items related to the expansion. Let’s dive in.

Preorder Phantom Liberty DLC

Before you smash that buy button, note that you’ll need a copy of Cyberpunk 2077 in order to play the Phantom Liberty expansion. If you don’t have one yet, read on for your options.

Cyberpunk 2077 & Phantom Liberty Bundle

If you don’t have a copy of the base game, you can pick up this bundle, which includes the base game as well as the DLC. I’m not sure what’s going on with the pricing between retailers, but it is what it is.

Cyberpunk 2077: Phantom Liberty – Secret Agent Gear Collection

Exclusively on the IGN Store, you can preodrer the Secret Agent Gear Collection, expected to ship in Q1 2024. It does not include the game or the expansion, but it comes with the following collectible items:

  • Magnetic Closure Box
  • Solomon Reed and Songbird Statue
  • NUSA Challenge Coin
  • Militech Chimera blueprint lithograph — printed on metallic paper
  • “Ten of Swords” Comic Book

Phantom Liberty Preorder Bonus

Preorder the Phantom Liberty expansion for PlayStation, and you’ll receive the following in-game items when it releases.

  • In-game access to the Quadra Sport R-7 “Vigilante”

Preorder it on PlayStation, and you’ll also get 3 premium Phantom Liberty-themed avatars for your PlayStation Network profile.

What Is Phantom Liberty?

Phantom Liberty is a meaty addition to the base game, which had you running around the Night City underworld and altering your body in all kinds of cybernetic ways. In the upcoming expansion, you still play as V, but you get to explore a new area called Dogtown. You also have access to an arsenal of new weapons, redesigned cyberware augmentations, a new skill tree, plus new perks and vehicles. The police response has been revamped, and they’ve added vehicular combat.

The developers are pitching Phantom Liberty as a spy-thriller adventure. Story-wise, V joins on as a government secret agent under the supervision of Solomon Reed, played by Idris Elba. You’re sent on a mission to rescue the NUS president. This means you have to make alliances with various dangerous parties in Dogville and complete missions for them.

Even if you don’t purchase Phantom Liberty, the base game is also getting updated with some of the 2.0 features.

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 (long inhale) Threads, Bluesky, Mastodon, and the social network formerly known as Twitter.

Exclusive: Song of Nunu: A League of Legends Story Trailer Features Gameplay, Graum, and More

IGN can exclusively reveal a brand new trailer for Song of Nunu: A League of Legends Story, and it features, gameplay, a look at the “beautiful but treacherous” region of Freljord, and even an appearance from fellow champion Graum.

The trailer starts with Nunu and Willump being surrounded by wolves before Graum comes and gives them a helping hand. The pair reveal they are looking for the Heart of the Blue at some winged mountain, and Graum offers to guide them.

What follows is a look at Song of Nunu in action, and it looks to be a fun adventure through the frozen land of Freljord that’s filled with platforming, climbing, sledding atop Willump, puzzles, dancing, and more. Developer Tequila Works and publisher Riot Forge have also confirmed that Nunu and Wilump will run into even more LoL champions as the adventure progresses.

“Nunu and Willump’s relationship is the driving force of the game and we can’t wait for players to join this inspiring duo on their epic journey,” said Rowan Parker, Creative Director at Riot Forge. “We are thrilled to partner with Tequila Works to tell the story of these fan-favorite characters as they traverse the frozen wilds of the Freljord.”

Tequila Works is known for such games as Gylt, Rime, The Sexy Brutale, and Deadlight. As for Riot Forge, they are a publisher within Riot Games that has been behind such other League of Legends Story games like The Mageseeker, Ruined King, CONV/RGENCE, and Hextech Mayhem.

Song of Nunu: A League of Legends Story will be released in Fall 2023 and its release date and collector’s edition will be released in the near future.

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

Brand New Broken Sword Game Announced Alongside Remaster of First Game | gamescom 2023

Big news in the world of Broken Sword: developer Revolution Software has announced a brand new game in the series alongside a remaster of the much-loved first game.

Broken Sword – Parzival’s Stone, the sixth chapter in the Broken Sword series, is currently in development for console, PC, and mobile. This game uses a new “super 2D” approach that applies hand drawn backgrounds to 3D geometry, and reunites series stars George and Nico for a new conspiracy that involves Nazi treasure hunters, medieval histories, and quantum physics.

Here’s the official blurb:

“Take on the roles of George and Nico as they investigate an ancient manuscript and find themselves drawn into a terrifying conspiracy and into a world of Nazi treasure hunters, ancient medieval histories, and quantum physics. Navigate the manuscript’s clues to uncover the secret location of the Grail (but not as one might expect): a mythical treasure, lost for a thousand years. Rival ruthless technology entrepreneurs, corrupt government agencies, and billion-dollar global energy corporations which are also out to beat our heroes to the ultimate goals. Because George and Nico might just well be the only thing stopping the whole world from armageddon.”

Meanwhile, Broken Sword – Shadow of the Templars: Reforged is a 4K remaster of the first Broken Sword game, and is in development for console, PC, and mobile for release in early 2024. This reinvention of the 1996 point-and-click adventure classic has “crisper” visuals via updated animations and redrawn backgrounds, upscaled audio, and launches before Broken Sword – Parzival’s Stone. Revolution hopes this remaster will act as the perfect introduction for newcomers to the series.

As you might have noticed, Broken Sword – Parzival’s Stone drops the ‘6’ from its title. Revolution said it took the decision “because it’s time to talk to new people – to welcome them to the loyal community the Broken Sword series has fostered over the decades”.

“This is the start of what we’re calling the ‘Broken Sword Renaissance’,” said Charles Cecil, Founder and CEO of Revolution Software. “With both Parzival’s Stone and Shadow of the Templars: Reforged, we’re making a big, bold, and broad offer both to those who have walked in the shoes of George and Nico before and hunger for a new adventure, and also just as crucially people who have never even heard of the franchise. As with all Broken Sword games, both titles exist as independent adventures with no prior knowledge required, though naturally for those invested in the world we’ve created, there’s a lot to tap into under the surface.”

If you need a catchup, here’s everything announced at gamescom Opening Night Live 2023.

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.

I Found Pokémon TCG Heaven and It’s at Creatures HQ in Japan

As a longtime Pokémon fan, visiting the place where they design the Pokémon Trading Card Game has long been a childhood dream of mine, and it finally came true when I visited Japan to cover the 2023 Pokémon World Championships. This is the first time Worlds has been hosted in Japan, the birthplace of Pokémon, so to mark this momentous occasion, The Pokémon Company International brought a group of press to the Tokyo office of Creatures for a tour.

As Pokémon fans know, Creatures is one of the owners of the Pokémon brand and is best known for producing the Pokémon TCG. We walked through Creatures’ incredible reception area, saw the common area, talked to the art team, did a hands-on art project, watched a playtest demo, and spoke to the lead game designer. Here’s all the juicy Pokémon trivia we learned along the way.

The Creatures Lobby Is the Stuff of Pokémon Dreams

Walking into the Creatures lobby is a bit of a disorienting experience. I expected it to be full of colorful creatures, characters, and places from the world of Pokémon, but instead it’s a completely white room.

The Creatures logo is softly glowing on the wall, and then as the wall continues, small, white metal Pokémon cards start to appear, until the whole wall is made up of nothing but thousands of them. The walls start to bend and bulge and curve around, like an ocean wave of Pokémon cards. As you can imagine, it’s a bit trippy walking around inside.

The best part of the lobby is the three massive stone tablets carved into Pokémon cards hanging on the walls. There’s the iconic Pokémon PokeBall card back and the original Charizard and Blastoise cards from Base Set. (Venusaur’s absence is a crushing blow to us Grass Starter Enjoyers.) They’re intricately detailed and impressively sculpted, paying tribute to the classic cards that started it all. Each of the stone cards is cracked and broken in various places, and out of those crevices, various crystals and precious metals are sprouting out. I feel like I’m in an ancient temple, a white void where the Pokémon card creative process begins.

We’re told that among the thousands of little Pokémon cards on the wall, there are nine Energy cards hidden among them, so we set out like kids on an Easter egg hunt trying to find them. In the end, I only managed to find Water (next to the Blastoise card), Fire (next to the Charizard card), Darkness, Metal, Fighting, and Fairy. Given that Fairy-Type cards were removed from the TCG a few years ago, I’m touched to see that Fairy is still remembered in this way here at Pokémon TCG HQ.

Creatures Has a Great Place to Kick Back and Relax

Next, we went downstairs to the Creatures “relaxation zone,” but we weren’t allowed to use our cameras because it’s next to the desks where they’re actively developing new secret Pokémon stuff.

The area is a space where Creatures employees can come to relax, eat lunch, and play games. There are several tables, a TV with a Switch and PS5 hooked up, and a coffee bar designed to look like the Hi-Hat Cafe from the Pokémon Detective Pikachu movie, complete with a furry Pikachu maquette sitting on the bar. There’s also a glowing neon sign of the movie logo.

Best of all, there’s all sorts of Pokémon hidden around the area, like a Snivy and Alolan Sandshrew hiding in the planters.

Not so hidden is the giant, life-size Snorlax plush laying on its back, with a Poké Flute resting on its tummy. Our tour guide encouraged us to pet the Snorlax, and it’s quite soft and comfy. I don’t know if naps are allowed here, but if they are, I know where I’d curl up.

Meeting the Illustrators Who Bring Pokémon Cards to Life

We sat down for a Q&A with some folks from the Illustration Team at Creatures, which included Illustration Director Haru Saito and artists Yuka Morii, GIDORA, and Teeziro. We were given an ear piece to wear so we could hear their answers in real-time in Japanese.

The artists talked about what kinds of Pokémon cards they draw. Teeziro said she loves drawing giant monsters, so they always assign her those kinds of Pokémon, like the colossal, UFO-esque Orbeetle VMAX abducting a poor kid.

GIDORA said he’s become known for showing aggressive Pokémon, such as Raichu and Lurcario preparing to launch into battle.

Conversely, Morii said it’s her job to make the Pokémon look cute. She’s known for her signature clay models that are photographed to make Pokémon card art. I’m a big fan of her work, which indeed is super cute.

Creating My Own Pokémon Model… With Questionable Success

Artist Yuka Morii prepared a very special activity for our group – making our very own clay model of the Pokémon Magnemite, just like she did for the new Magnemite card from the Pokémon TCG: Scarlet & Violet—151 expansion.

We were given a kit including different colored clays and an assortment of Magnemite’s various magnets and screws.

She showed us how to mix the colors to achieve Magnemite’s signature blue-gray metal color, then work the clay into a ball and create an expressive eyeball. I accidentally handled the clay too much and dried it out, so I decided to play into my Magnemite’s cracks and dents and make its eye look a bit sad and depressed.

To finish it off, we’re instructed to insert the screws and magnets, making sure to have the red and blue magnet ends on the right way, just like in the picture. Everyone else in the group made really good, expressive Magnemites, so maybe mine won’t be so depressed once he makes friends with theirs.

The Philosophy Behind Pokémon Card Design

Our next Q&A is with Atsushi Nagashima, Director at Creatures. As lead designer, it’s his job to oversee developing mechanics, game development, and art. My big takeaway from our talk was how impressive it is that he puts so much thought into making sure the game as a whole captures the fantasy of being a Pokémon trainer. I’m a competitive player who has competed at Worlds and only focuses on the best meta cards, but he says his job isn’t necessarily to make cards that help you win, but to create an environment where you can have fun. He said he always imagines the Pokémon on the cards battling in a big stadium, and creating that feeling is always at the forefront of his design decisions, so all aspects of a card from HP to attacks are done in service of attaining that exciting vision.

On the subject of the metagame, he said that they introduce strong cards on purpose and pretty much design what the metagame will be and aren’t often surprised. That said, there was one card that caught him off guard, Mega Audino EX, which was used by Japanese player Shinatro Ito to win the 2016 World Championship.

Most players considered it useless, and it clearly wasn’t designed to be that good, but a creative player found a way to use it in an unexpected way. I remember being in the crowd watching that happen, so it’s nice to know the game designers were just as shocked as we were.

Achieving Balance in the Pokémon TCG

So, whose job is it to ensure Pokémon cards are balanced? The Pokémon TCG playtesters, which sounds like a dream job if I’ve ever heard it. We went into a new room where they showed us the proxy cards they use to test new cards. They print out the cards on paper and glue it to a real card, not unlike I would do at home, but theirs look way better.

Satoru Inoue, Manager of the Game Design Team at Creatures, showed us an example of how they balance cards by setting up a scenario with three Venusaur-ex that have a healing ability. They had to adjust the amount it heals to ensure it would offer adequate healing (60 HP) but not create a squad of immortal Venusaurs.

They said an important skill playtesters need to have is the ability to come up with weird board states like that to really explore what a card can do, which is a lot different from the skills that make a good competitive player, and that’s when I realized, I would be terrible at this job.

Finally, they tell us they have a play-testing room where their group of 18 playtesters play the game seven hours a day, and in that room are all these filing cabinets containing a copy of every single card ever created. I’d always dreamed of what this place would be like, and I suddenly felt a bit emotional, like Charlie walking into Willy Wonka’s Chocolate Factory… but with fewer death traps.

Ending the Creatures Tour

That wraps up my visit to creatures. To say I had the time of my life is an understatement. I never wanted to leave! But seeing how much security they had around that place, it’s probably best I left of my own accord. Getting a look behind the scenes at how they make the Pokémon TCG gave me a new appreciation for the game I love so much, and at the very least, it showed me I’ll always have a career as a clay model artist waiting for me, should I choose to pursue it.

Check out our other coverage on Pokemon Worlds:

Project Q Is Actually Called PlayStation Portal

After teasing the device at the last State of Play showcase, Sony officially announced its handheld device’s new name, previously codenamed Project Q.

The PlayStation Portal (yes, really) is a “remote player” with an 8-inch LCD screen with up to 1080p resolution at 60 frames per second and a 3.5mm audio jack. Outside of what the device would do, the other underlying question was how much the device would cost. Sony confirmed that the PlayStation Portal will retail for $199.99, with a release date slated for later this year.

The name of the PlayStation Portal is interesting as its abbreviation is “PSP,” the same as the PlayStation Portable, Sony’s handheld game console first released in 2004. While the PSP was a dedicated game console, the Portal is designed to allow PS5 players to play their favorite games from the palm of their hand.

PlayStation Portal is an extension of the remote play feature Sony previously rolled out, allowing you to use your smart device to play your PS4 or PS5 games on the go. Though the most common way to use remote play was the remote play app via your smartphone, though connecting it was cumbersome when trying to leave your house and was better suited for playing at home.

For more information on PlayStation Portal, my colleague Bo Moore got to demo the gaming handheld and shared his first impressions of the device.

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

Alan Wake 2: The First Preview | gamescom 2023

What’s it like to be trapped in a hell of your own making? For writer Alan Wake, that’s the story he’s trying to tell. And after watching a full 40-minute demo, played from the perspective of Wake himself, it certainly looks set to be a tale worth telling. Taking place in an area called The Dark Place, this lengthy slice of the story follows Alan as he makes his way through an oppressive and haunting replica of New York City riddled with danger, gunfights, and puzzles. It’s classic survival horror but with the distinct edge of developer Remedy – smart, engrossing, and consistently odd.

First things first, it’s difficult to overstate just how visually striking The Dark Place is. Roads are populated by levitating, oil spill-like pools of darkness that glisten and contort as you move through them. Newspapers litter the streets, sticking to their remarkably detailed asphalt as Se7en-level amounts of rain crashes down. It’s a truly stunning nightmare rendering of New York that not only impresses in its scope and monstrous nature (this is a significantly more detailed and expansive environment than anything in the original game) but also feels convincingly claustrophobic when in its dark and deadly alleyways. While not huge in terms of pure square footage, the city block winds and connects in unexpected ways, representative of its unreliable narrator who quite literally writes in new sections of architecture as he presses onward.

A world apart from the small town, Twin Peaks-inspired Bright Falls setting of the other half of Alan Wake 2’s story, these mean streets owe more to Martin Scorsese than David Lynch. The 1970s Taxi Driver-influenced colour palette bursts out the screen. Red and green neon lights slice through the darkness and bounce off of puddles, reflecting Wake’s troubled and vivid imagination. An imagination that bleeds into the alleyways of The Dark Place without invitation. Easter eggs appear at every turn in classic Remedy fashion: Night Springs billboards, graffiti acting as ghosts of his haunted past, and the ominous Caldera Street Station – a clever bilingual nod to his Cauldron Lake prison.

But those Easter eggs are not always in the background. A standout moment in the demo comes as the titular detective of Alan’s Alex Casey novels confronting his creator in a smog-filled alley. Casey wears the face of Remedy’s own creative director, Sam Lake, who dusts off a familiar paisley-patterned tie and weathered leather jacket to max effect. He echoes Remedy’s past by shaping Wake’s future. The meta levels of Remedy’s unique approach reach winking new highs here as James McCaffrey’s scratchy voice performance transports me back to bullet time ballets once danced. The passing of the torch from one very different hero to another comes in the form of a common object between the two, however, as the cold metal of a revolver feels more like a warm friend.

It’s edge-of-your-seat stuff and yet another example of the sequel’s descent into full horror.

The combat navigated with it appears fundamentally similar to that fought by Alan Wake 2’s other protagonist, Saga. Alan uses a flashlight to burn away the dark armoured cloud shielding his enemies, before filling their slightly more human form with bullet after bullet. There’s an uncertainty as to which of the many shadows haunting the streets will actually be hostile, though. This seems to add an extra level of tension to every step; a moment of hesitation before the precious flashlight battery life is potentially wasted on nothing more than a dark shape. It’s edge-of-your-seat stuff and yet another example of the sequel’s descent into full horror.

It’s made all the more exciting by the infrequency of these encounters and just how many shots enemies look like they can take. It seems that even the most simple-appearing of fights could be a challenge. The developers have talked of their desire to move away from the wave-based flooding that the 2010 original indulged in, and it looks to only be for the betterment of the sequel. Despite not lacking in action, it’s hard to call Alan Wake 2 an ‘action game’ from what I’ve seen so far. It appears much more interested in testing your problem-solving abilities – some of which will involve weaponry – but all in service of unraveling its story and unlocking the horrors it’s hiding.

Outside of combat, environmental puzzles take centre stage. Ferrying light through shadowed streets reveals new opportunities and grants fresh paths of progress through the city and its story. You’ll do this by absorbing energy from nearby light sources into your handy Angel Lamp and unloading it into unpowered bulbs and streetlights. These newly brightened areas are immediately warped into something new; a shadowy garbage heap suddenly becomes an illuminated subway entrance, for example. It’s reminiscent of masterpieces of level design like Dishonored 2’s Crack in the Slab or Titanfall 2’s Effect and Cause, albeit more focused in scale rather than level-wide shifting realities.

If the glimpses of gameplay we’ve seen from the Saga side look more inspired by the original Alan Wake and recent Resident Evil remakes, this Dark Place mission seems to owe much more to the warping weirdness of Control. As briefly mentioned previously, Alan is able to change the layout of the city as he goes – it’s a place of his own dark creation, after all. For example, after venturing down into the dead end of a subway station, Alan sees visions of Detective Casey investigating a case. It’s a source of inspiration; a creative spark that writes a new path. Where a wall once stood, an open tunnel now beckons. It’s an intelligent design decision that not only wows visually but crucially fits Wake as a character – a tortured writer looking to type his way out of the hell of his creating.

The Dark Place seems to owe much more to the warping weirdness of Control.

When these points of inspiration for his latest novel are discovered, you’re notified that a new plot is available to use. From here you can enter Alan’s writer’s room, a sort of 3D menu that manifests as a log cabin complete with a typewriter and a chalkboard ready to be filled with ideas. It’s on that board that you can recap what has been learned so far, and — more crucially — decide where the story goes next. As Alan descends deeper into the tunnels below the city, he is able to remix and rewrite certain locations to give different contexts to objects in the world.

For example, Alan discovers a derailed train that blocks his path. But, using information from a previously discovered source of inspiration, he’s able to re-write the scene to open the train and provide a path onward. But this new storyline paints over the train with the symbols of a terrifying murder cult and fills its seats with the horrifying, burnt remains of commuters who were cooked alive. Their long-since-screamed cries pierce through the haunting sound mix.

I don’t want to reveal too much of what’s going on here story-wise, and truth be told some of it is so cryptic and bizarre that I couldn’t even begin to guess where it could go next. Stacked walls of TVs broadcast a late-night talk show. Disconnected voices whisper advice and shout warnings. Quantum Break’s Shawn Ashmore even pops us as somebody called Tim Breaker, a mysterious man in a police uniform looking to help Alan.

It’s layered, dense, and written with the same pulpy yet poetic flourishes that you’d expect from Remedy ever since Max Payne’s noir-drenched comic book panels. This is one Dark Place where subtext definitely isn’t for cowards. Yet despite that pulp, the words are all convincingly performed, with voice actor Matthew Porretta conveying the fear of the situation Alan finds himself in just as brilliantly as Ilkka Villi — who provides Alan’s physical form — does through his eyes.

The Dark Place opens up and reveals what appears to be a Metroid-like nature.

As the chapter progresses, the Dark Place opens up and reveals what appears to be a Metroid-like nature. Lessons seem to have been learned from Control here as useful shortcuts are created, secrets discovered, and optional puzzles discovered that you’re welcome to return to later. From what I understand, this slice of New York isn’t a map you’ll visit once for a mission and never see again, but a hub you’ll revisit time and time again across the length of Alan’s side of this ambitious sequel’s story.

Alan Wake 2 looks to be bottling up what I love about the original and mixing it with some of the newest tricks Remedy has added to their repertoire post-Control. I truthfully don’t know if I’ve seen many better-looking games before; a genuine graphical and artistic powerhouse with a powerfully odd and oppressive tone to match. And while it may be survival horror, don’t go in expecting a bloodfest. This is a much more cerebral approach to the genre and one I couldn’t be more encouraged by. Alan Wake may be living in a hell of his own design, but it looks like I might soon be playing in a heaven of Remedy’s making.

Simon Cardy frequently goes to a dark place. Follow him on Twitter at @CardySimon.

Exclusive: The Lord of the Rings: Return to Moria Gets Release Date for PS5 and PC

Indie developer Free Range Games and publisher North Beach Games will be releasing their co-op survival crafting title, The Lord of the Rings: Return to Moria, on Oct. 24 on PlayStation 5 digitally and Windows PC via Epic Games Store, IGN can exclusively reveal today.

For those disappointed by its digital-only release in October, don’t worry: a physical release for the PS5 will come on Dec. 5. As for when it’s coming to Xbox Series X/S, we don’t yet have a date for that other than early 2024.

As the title alludes, Return to Moria will put a focus on the Dwarves of J.R.R. Tolkien’s beloved fantasy world, following them as the embark on a quest to reclaim and restore the glory of their homeland during the Fourth Age of Middle-earth. Players will create their own custom Dwarf, and venture into the Mines of Moria either alone or in the company of fellow Dwarves online.

And as a survival crafting game, Return to Moria will no doubt make use of the Dwarves’ legend inventiveness as they delve into the labyrinthine mine known for producing the extremely resilient mineral of mithril.

“As they venture ever deeper,” Free Range and North Beach tease, “the Dwarves will need to ensure their metal is ready to meet the dangers that lie within, crafting resilient armors and finely honed weapons capable of protecting against and defeating all manner of goblin, arachnoid, or more mysterious foes they may encounter.”

Today’s reveal of the release date is just the latest drip of information about The Lord of the Rings: Return to Moria. Free Range and North Beach most recently revealed a story trailer during Summer Game Fest, where they also announced that it would be debuting this fall.

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

Like a Dragon Gaiden: The Man Who Erased His Name – The First Preview

Kazuma Kiryu may have faked his death and quietly walked away from a life of street brawls, tense hostage situations, and mini-games galore at the end of Yakuza 6. But an iconic character like that will never be shelved for too long. With the Yakuza series retitled to more closely match the Japanese translation, Like a Dragon Gaiden: The Man Who Erased His Name has roped in Kiryu for one last simple job. And we all know how well “one last simple jobs” tend to go. Even though it was a bit disappointing that my playthrough strayed away from details of the main story arc, what I did see strongly justified bringing our boy out of retirement for another go-around.

Now working under the codename Joryu, our badass protagonist is tasked with a basic security gig that goes wrong, spiraling into a whole new story in the criminal underworld of Japan. Leaving the streets of the fictional Kamurocho, Tokyo, this new spinoff entry heads to Osaka, Yokohama, and the Castle – a container ship in the middle of the ocean fully decked out as a casino where anything and everything goes.

The Castle, featuring the centerpiece of a full-sized replica of Osaka Castle, was the only area available in my playthrough, which flew by as I canvassed the deck full of bright lights, loitering people, and seedy distractions. Immediately upon entering the Castle, Joryu got jumped by a not-small group of guys questioning whether or not he belongs there, and he proved his qualifications with his fists and new gadgets in a throw-down. This was my introduction to the two fighting modes in Like a Dragon Gaiden: the classic Yakuza style where powerful punches and leg sweeps rule, and the James Bond-esque Agent style where Joryu has four handy, on-brand gadgets at his disposal.

There are two fighting modes in Like a Dragon Gaiden: the classic Yakuza style where powerful punches and leg sweeps rule, and the James Bond-esque Agent style where Joryu has four handy, on-brand gadgets at his disposal. 

It’s easy enough getting a handle on deploying these AI combat drones, rocket-propelled shoes, bombs that look like cigarettes, and lasso wires, and they add a satisfying touch when Joryu’s faced with an impossible matchup. Tossing out wires can wrangle a horde of bad dudes which Joryu can fling around like air before smashing their faces in with a close-up, slow-motion finishing blow.

Once I fought my way into the Castle, it was time to experience the ship’s many delights, including darts and tables of high-stakes poker, black jack, and Koi, which are still as much of an addicting time-suck as fans of the series will remember. Similarly, the Cabaret has made its grand return, featuring live-action footage of women who auditioned for hostess roles. I spent time with Kaname, building up relationship points with Joryu’s suaveness and gifting her presents before my time was up and I was kicked back to the curb.

It’s mandatory to preview the wardrobe picks in a short clip that hilariously sends Joryu down a spotlit runway, striking a pose at the end. 

Next I visited the boutique, where I could customize Joryu’s outfits for the first time in the series, and it did not disappoint. Pretty much every piece of clothing is customizable, from a wide selection of headwear and glasses, makeup, shoes, and even little pins or a boutonniere. Whichever getup makes the cut — whether it’s classy, tough as nails, or ridiculous — it’s mandatory to preview the picks in a short clip that hilariously sends Joryu down a spotlit runway, striking a pose at the end.

Having put Joryu in a latex bodysuit, steel-tipped shoes, facepaint, and a straw hat straight out of One Piece, I headed to the Coliseum, the Castle’s centerpiece for solo or team timed cage matches. Besides Joryu, the novel lineup of fighters pulls deep from the series to include familiar faces and even the likes of a man with a sheep head, referencing a movie from a minigame in Yakuza: Like a Dragon. Given that options range from a basic brawl to fighting 100 guys at a time, the Coliseum has endless opportunities to hone both fighting styles and rack up huge chunks of change to spend later.

My time spent in the Castle was fun, no doubt, but it left me wanting more — in a good way. This taste of action and minigames had me excited for the main storyline, especially after watching the drama unfold in the trailers Sega has released so far. What else is waiting for Joryu on the other side of a code name? Seemingly a lot of life-or-death battles, and a lot of cigarettes.