All Baldur’s Gate 3 PC Improvements and Fixes Will Make It Into the PS5 Version

Larian has told PlayStation 5 owners that all the fixes it’s putting out for the PC version of Baldur’s Gate 3 will carry over to the release version on Sony’s console.

In a tweet (below), Larian director of publishing Michael Douse confirmed all of the improvements and fixes to the Steam hit will be reflected in the PS5 version “and beyond”.

This suggests Larian plans to update Baldur’s Gate 3 on PC and PS5 in lockstep, which is encouraging for console owners. There’s still no word on a release date for the Xbox Series X and S versions, however, thanks to a complex problem surrounding Microsoft’s feature parity policy. You can read all about Larian’s struggle to get Baldur’s Gate 3 running well on Xbox in IGN’s report.

Since Baldur’s Gate 3 launched on Steam last week, Larian has released a handful of updates, including one that brought much-needed fixes for genitals and undies, and an emergency hotfix that changed the way personal story databases work because players had maxed them out.

The latest hotfix, 2.1, also reactivated cross-saves ahead of the PS5 launch. Hotfix 3 is “in the oven”, Larian said, and adds further fixes in the near future. Expect those to make the cut, too. The PS5 version of Baldur’s Gate 3 is set to come out September 6.

There’s so much going on in the virtual world of Baldur’s Gate 3, from a community debate about save scumming to players who are convinced they can “fix” Shadowheart. Find out what we think of the game in IGN’s recently updated Baldur’s Gate 3 review in-progress. Oh, and be careful when you Long Rest in Baldur’s Gate 3.

For more info, check out how our guide to building a character in Baldur’s Gate 3 as well as our guide to Baldur’s Gate 3’s races and subraces.

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.

Overwatch 2 Steam Launch Immediately Flooded With Negative Reviews

Overwatch 2’s Steam launch got off to a rough start with thousands of players leaving negative reviews.

Just 14% of the over 25,000 user reviews are positive, Steam’s own stats reveal, which has caused Overwatch 2 to carry an “overwhelmingly negative” rating on Valve’s platform.

Most of the negative reviews focus on one thing: monetisation. Blizzard was heavily-criticised when Overwatch 2 launched late 2022 as it forced its premium predecessor to update into a free-to-play sequel, rendering the original Overwatch unplayable.

Since then, Overwatch 2 has endured a number of controversies including the cancellation of its long-awaited PvE Hero mode — the one feature, players said, that justified the sequel’s existence.

Yesterday’s Steam launch, which came alongside the Invasion update, was seen as a surefire way to expand Overwatch 2’s playerbase. Indeed, Blizzard has said it now considers Overwatch 2 to have moved on from its early access phase. And while Overwatch 2 broke into the top five best-sellers on Steam by revenue and hit a peak concurrent player count of 52,349, reviewers have cast a shadow over the release.

One review, from Steam user Ornge, sums up the sentiment: “Overwatch 2 has no respect for you, it’s an attempt to pry open your wallet while masquerading as the game it used to be.”

The backlash revolves around Overwatch 2’s free-to-play nature, with heroes in the battle pass, the battle pass itself, and Blizzard’s new approach to cosmetics all highlighted as negative changes from the original Overwatch.

Fans also remain bitterly disappointed in Blizzard’s decision to ditch Overwatch 2’s planned PvE hero mode, despite the addition of new story missions with the Invasion update. These new story missions can only be played by forking out $15 for a dedicated bundle, and many Overwatch 2 players have said they’re not worth the money.

Blizzard recently told reporters it’s calm on declining player engagement with Overwatch 2, putting it down to the natural ebb and flow of being a free-to-play game. But, clearly, there’s a lot riding on this Invasion update, although Blizzard has downplayed its importance. All eyes will be on Activision Blizzard’s next financial report, where it will be expected to make some comment on the success or otherwise of Overwatch 2. If you’re considering jumping in, here’s everything you need to know about Overwatch 2 Invasion.

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.

Lollipop Chainsaw Gets an Official Title and a Release Date Delay

Dragami Games’ remake of Lollipop Chainsaw officially has a name. Unfortunately for fans of the series, it also has a delay.

Dragami Games revealed today that the remake will be titled Lollipop Chainsaw RePOP while also announcing that its release is being pushed back in summer 2023. It had previously been slated for summer 2024.

“Although development of RePOP was carried out with the intention of a 2023 release, our commitment to providing the best possible quality experience to our players led us to making the hard decision to extend the development period in order to ensure this,” Dragami Games wrote in a statement.

“We sincerely apologize to all who had been waiting for the latest installment in the Lollipop Chainsaw series, and kindly ask for your understanding in this matter.”

Lollipop Chainsaw RePOP was first announced back in 2022. It’s a remake of the original 2012 hack-and-slash action game from Grasshopper Manufacture, though neither Goichi “Suda51” Suda or writer James Gunn (yes, that James Gunn) are involved.

We weren’t the biggest fans of Lollipop Chainse, writing in our original 5/10 review, “Lollipop Chainsaw doesn’t even attempt to differentiate itself from the genre, and most of what it does try new in the realm of its characters and writing ultimately ends up taking away from an incredible-on-paper action game.”

Nevertheless, it became something of a cult hit, and fans have pined for a re-release as it has become harder to play on modern consoles. With Lollipop Chainse RePOP, they’re finally getting one… eventually.

Lollipop Chainsaw RePOP will be out in summer 2024. It has not yet announced which consoles it will be supporting.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Atomic Heart: Annihilation Instinct Review

Making one of Atomic Heart’s quirkiest side characters the star of its first dose of DLC is a clever touch. Few moments in the main game were more memorable than those spent with NORA, the sex-mad Soviet AI running riot within the lewd and lustful upgrade machines dotted throughout Facility 3826. Annihilation Instinct’s story picks up after the weaker of the main game’s two anticlimactic endings and pits us against NORA, who’s gone completely rogue. Unfortunately, unlike the main campaign itself, the gauntlet you run in Annihilation Instinct is a largely linear and fairly forgettable few hours, with a stripped-back suite of weapons and power-ups giving it less of an opportunity to distinguish itself.

The added context Annihilation Instinct eventually provides about why NORA has consistently had the hots for our main man P-3 in the first place feels inessential, but it fits firmly within the fiction. What’s less elegant is the fact that, since Atomic Heart has two entirely different endings, Annihilation Instinct can only pick up from one of them and – at least for a while – it didn’t seem entirely clear which one that was. If you’ve only finished Atomic Heart once (and battled all the way to Sechenov’s office in the process) you’re probably going to be thoroughly confused at the outset.

It also creates a weird kink in the storytelling where we know more about certain characters than P-3 does himself in this timeline, thanks to a pivotal encounter that appears now to have never occurred. I will admit, there were also times where Annihilation Instinct leans a bit too heavily into its techno-babble, to the point where I found myself simply nodding along politely. It’s a little like trying to explain nuclear fission to your dog.

All of this takes place in Mendeleev Complex, an entirely new location which is under the iron grip of the naughty NORA, and once again there’s admittedly little to fault in Annihilation Instinct’s visual design. It features a terrific set of environments that are easily on-par with the atompunk-inspired labs and facilities of the original, and the retro-futuristic aircraft hangar is particularly strong – even though it’s not actually somewhere you need to linger long. However, while it includes some open space above ground, Annihilation Instinct otherwise funnels us through a linear set of encounters that don’t give us a great deal of scope to explore its interesting world.

The new robot types are well designed – not surprising, following the strength of the enemy designs in Atomic Heart – but there are only two of them.

The new robot types are well designed – not surprising, following the strength of the enemy designs in Atomic Heart – but there are only two of them. The new humanoid robots – which are characterised by a more crash test dummy appearance than the sleek, moustachioed attack bots we were carving up back in February – creepily tiptoe towards us like deadly dolls. They also toss their limbs like boomerangs, which is a neat idea cheapened by the fact that this attack could be effective through walls.

The others are BEA-Ds, which are basically inflatable gym ball-sized bots that can combine to form more powerful foes. There are two scripted boss fights against a few-dozen BEA-Ds that have formed what essentially looks like a giant, weaponised Mr. DNA from Jurassic Park. It is, however, just the same boss fight twice, so the second time around it’s a lukewarm and repetitive way to close out the chapter.

The sparse new enemy types would be less of a downer if there were a lot of new ways to dispose of them and their older counterparts, but disappointingly, there aren’t actually many weapons available in Annihilation Instinct. Only two are new – there’s a melee weapon that’s part halberd and part gardening tool, and a jerry-rigged light machine gun that doesn’t quite have the stopping power I’d expect from something so large and menacing. These can be upgraded, although I don’t know that it’s worth schlepping back and forth across the Mendeleev Complex to do so. A hugely explosive power-up disguised as a chocolate bar makes an appearance too, but I ransacked a lot of rooms and only ever came across a couple of them. It’s a grand effect – and crucial in a late, unfair encounter that pins P-3 in a small room to fend off a ridiculous wave of robots – but it’s a rare sight.

I did get a lot of use out of the new ability to slow down time within a bubble around me, but most of the other powers from Atomic Heart (like ice and telekinesis) are absent in this DLC for reasons that aren’t entirely clear. Combined with the fact the only original weapons that reappear are a pistol, a shotgun, and a club, there are times when Annihilation Instinct feels more like a demo that gives you a taste of the main campaign than post-release DLC that adds on new stuff.

Baldur’s Gate 3 Players Thrilled by How Much Karlach Has Changed Since Early Access

As players delve deeper and deeper into the full launch of Baldur’s Gate 3, certain companion characters are standing out as especially beloved to fans. There’s problematic faves Asterion and Shadowheart, who players are convinced they can “fix.” There’s (of course) the bear everyone wants to bang. And then there’s Karlach, who early access players are discovering has gotten one heck of a glow-up in the full release:

As many players have pointed out on Reddit, Karlach used to look, well, quite different. As you can see above, her earlier look left a lot to be desired. It was early access, after all. She’s gone through multiple appearance changes throughout early access, from her very first character model shown above to her current (quite literally) hot self. In fact, fans are so happy with her glow-up that some are taking the opportunity to see the old model off in, well, dramatic ways (CW: violence).

However, other fans have pointed out that there’s yet another version of Karlach they’d prefer that’s neither the early access version nor the current version. During early access, fans found a datamined Karlach appearance with a scarred face that they like so much some are modding it into the current game. Though the scarred appearance didn’t make it into the final version, many feel it suits Karlach’s battle-hardened backstory, contrasting well with her lighter, goofier personality.

But one thing everyone can agree on is that we all love Karlach and would protect her with our lives. If you haven’t tracked her down yet in Baldur’s Gate 3, I highly recommend you get on top of that with our Karlach companion guide. And for everything else you didn’t know you didn’t know about Baldur’s Gate 3, check out our guides to Races and Subraces, Classes and Subclasses, and How to Build a Character before you get started, and take a peek at our walkthrough whenever you find yourself stuck.

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

PSA: Be Careful When You Long Rest in Baldur’s Gate 3

Picture this: Faerûn, 1492 DR. You’re walking down the road with your pals when you suddenly smell smoke. Around the bend, you come across an inn engulfed in flames. Inside, you can hear multiple voices screaming for help. You know you should rush in and save them, but your party is a bit battered from the last battle with the local goblins. So you sit down, make camp, and take a long rest to make sure you’re fit to save everyone. Hours later, your health replenished, you stand up, only to discover the inn has burned to ash and everyone died.

Well, yeah, what did you think was going to happen?

There’s been a lot of discussion lately in the Baldur’s Gate 3 community about the intersection of long rests, missable events, and quest progression. A number of people have reported finding themselves in situations where a quest seemed to progress without their input, a character moved on from the location they were supposed to meet them in, or someone died because the player didn’t help them fast enough. Several theories have been thrown around as to why this is happening, and one prevalent suggestion is that taking too many long rests can push the clock forward and cause certain events to progress.

For instance, one player reported a situation with an early quest involving a druidic ritual they wanted to stop. They claimed they went off to do some other things, but when they came back the ritual had completed and they weren’t given a chance to stop it. Multiple other users replied, suggesting the player may have taken too many long rests.

But is that really what’s going on? Should we all be terrified of long resting? We checked in with Larian Studios to see if long rests do, in fact, progress the clock forward. This was the studio’s reply:

“It’s not about how many long rests you take. but when you choose to take a long rest can have an effect. For instance, if you enter a town and see an inn on fire and you immediately decide to go to bed, that may have consequences.”

But that answer from Larian leaves one unanswered question: what’s happening, then, with all those people reporting quests moving forward without their input? The answer varies based on the situation, but in most cases, it sounds like players are completing other quests elsewhere that are then influencing events elsewhere in the world. For example, most players meet Lae’zel near the wreck of the Nautilid, but my party accidentally missed her. When we came back to find her, she had moved on. We’re not sure what exactly triggered her to disappear, but we’d completed dozens of quests by then, so it’s extremely likely something else we did caused her quest to progress. Given the situation she was in, it would have been silly to expect her to hang around anyway.

Additionally, it’s worth pointing out that moving from Act 1 to Act 2 will automatically complete most possible Act 1 events and make it impossible to backtrack and pick up those dropped threads. So if you beelined your way through the first act and then wondered why you missed stuff back in Emerald Grove, that’s likely the reason.

There you have it, then: If you are in an immediate, urgent situation where someone’s about to be murdered or an inn is burning down, don’t camp out overnight right in front of it; solve the problem first. But if you’re dealing with a more long-term problem, like an infestation of goblins in the next town over, it sounds like you can long rest as much as you like and still have goblins left to boot out.

For more details about how all this stuff works, we’ve got a guide to all the things Baldur’s Gate 3 doesn’t tell you, and another guide to resting specifically. And for everything else you didn’t know you didn’t know about Baldur’s Gate 3, check out our guides to Races and Subraces, Classes and Subclasses, and How to Build a Character before you get started, and take a peek at our walkthrough whenever you find yourself stuck.

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

Quake 2 Remaster Surprise Releases on Xbox Game Pass After Months of Leaks

To kick off QuakeCon 2023, Bethesda and ID Software have released a remaster of Quake II.

Complete with visual enhancements, a new expansion, multiplayer, and the Nintendo 64 version of Quake II bundled in, this remaster is available now on Xbox One and Series S | X, Nintendo Switch, PC, and both PS4 and PS5. It’s also available through both Xbox and PC Game Pass and is playable via Xbox Cloud Gaming.

This shadow drop mirrors that of Quake 1’s remaster which hit Xbox, Switch, and PC, and was announced at QuakeCon and released the same day in 2021. QuakeCon, one of the world’s biggest LAN parties, has been around since 1996.

The bring-your-own-controller event has always been a hotbed for arena shooter-style multiplayer, but it’s also perched almost exactly halfway between summer events like E3 or Summer Game Fest and the holiday shopping season, making it ripe for ID and Bethesda to show off what they’ve been working on before their games hit store shelves. For example, leads from ID Software took the stage in 2018 to reveal extended gameplay for DOOM Eternal.

Some fans expected the remaster since numerous clues hinted towards its existence. In June, IGN reported on a listing for ‘Quake II Enhanced’ on a South Korean ratings board, which was initially spotted by Gematsu, in June. More recently, reliable video game industry leaker, billbil-kun, predicted the announcement, even nailing the game’s release time and USD $9.99 price point.

This isn’t just a remastered version of the beloved 1997 FPS. In addition to a fully remastered version of the original game and its Nintendo 64 port from the same year, this remaster also includes 28 new campaign levels and one new Deathmatch map developed by MachineGames, the studio behind the recent Wolfenstein games and the upcoming untitled Indiana Jones game.

QuakeCon isn’t the only event on Bethesda and Xbox Game Studios’ calendar this month. Gamescom, the world’s biggest gaming convention, kicks off on August 23. Microsoft has confirmed that it will have a presence at the Cologne, Germany-based convention with plans to show off new gameplay from Starfield, Forza Motorsport, and more.

Charlie Wacholz is a freelance writer at IGN.

Overwatch 2: Invasion Story Missions, New Support Hero Illari, and All Season Updates Explained

Overwatch 2: Invasion is out now August 10th on all platforms including, for the first time, Steam. Invasion brings in Story Missions, new Support Hero, new game mode Flashpoint, and more. Here’s everything you need to know about the Invasion season update in Overwatch 2.

New Support Hero: Illari

Illari is the 10th Support Hero to be added to Overwatch 2. Illari gets her power from the sun, and her kit revolves around solar powered attacks and healing. Here’s how she plays:

  • Primary – Solar Rifle: Illari uses a long range auto-charging rifle | Secondary Fire: A medium range healing beam that consumes solar energy.
  • Ultimate – Captive Sun: Illari shoots a fire ball of solar energy that slows hit enemies and explodes them after taking significant damage. (Similar to how the Needler works in Halo)
  • Tactical – Healing Pylon: Drops a pylon that heals allies (it can last however long as long as it is not shot down).
  • Shift – Outburst: Launches Illari in the direction she’s moving and knocks back enemies while giving her a slight health boost. Holding the ability will cause her to jump higher.

Story Missions

Story Missions on Invasion take place in three maps: Rio de Janeiro, Toronto, and Gothenburg. Your mission is to fight back against Null Sector, a rogue Omnic group that invaded Paris at the start of their global takeover. Chronologically, this Story Mission takes place after Winston’s Recall short when he put out a call for help to band together Overwatch. So Lucio hasn’t even met Reinhardt yet and this story will follow how these heroes met each other and what happened before the invasion happened.

Each mission will take about a half hour or forty minutes depending on difficulty level and player coordination (we all have that one friend who can’t seem to stick together). I was lucky enough to have played the previous Rio de Janeiro Story Mission at Blizzcon 2019 when the original demo for that mission was available.

There have been some updates since that build but it was honestly hard to point out all of the changes since it had been so long. The two noticeable changes are that you’re allowed hero choices now and AI improvements have been made for your PvE team when you load in and are missing a player and a bot takes their place.

In order to access story missions you have to purchase the Overwatch 2: Invasion Bundle for $15. This grants you access to the story missions during the season and permanently after, 1000 Overwatch Coins (which is how much the Premium Battle Pass costs), new Sojourn Legendary skin, and permanent access to Sojourn as a playable hero for new players after completing Story Mission Challenges.

New Limited Time Event: King’s Row – Underworld

Underworld is a new co-op event that is free to play for everyone. Players will be going to King’s Row to stop Null Sector from completetly taking over the Omnic Underworld by reactivating a combat bot to help omnics escape.

The Null Sector force will be more challenging this time around in Underworld and a new support bot will be healing the big boss OR-14 attack bot you’re facing off against. There will be new challenges added to Underworld throughout the limited time it’s available. Underworld will only be availabe from August 10th to September 5th.

New Game Mode: Flashpoint

Flashpoint is the new core game mode added to Quickplay and Competitive this season. In this mode, two teams of five will face off and have to secure rotating capture points called Flashpoints. The first to three capture points will win the game. There will be five different Flashpoints randomly activated throughout the map.

The two maps available for Flashpoint are Suravasa and New Junk City. These matches are a bit quicker than Control since the capture speed is 50 seconds faster in Flashpoint. The Control capture time is 120 seconds and Flashpoint capture time is 70 seconds.

These matches should take about 8-15 minutes to complete and will be coming to Competitive queues after a few weeks of launch and balancing.

Gameplay Changes

With the new season launch, there’s a new way to warm up and practice with a new Hero Mastery mode. Hero Mastery consists of training courses that are specially designed for testing your abilities with each hero. These Hero Mastery missions will be free and have global leaderboards if you want to compete for the top spot for specific heroes.

Hero Mastery Mode will launch later into this season but you can access a brand now Practice Range right away. The Practice Range has an updated way of testing your aim and warming up with more dynamic bots, shielded bots, and customizable settings on the bots you’re testing aim and skills with.

There will also be a Hero Progression system that tracks the way you play individual heroes through different categories and level up. So players are going to be assessed for their skill in using each hero’s abilities and factors like damage done, damage mitigated, and healing done will all factor in depending on the hero’s abilities.

As you move up the levels for any heroes, you’ll earn different emblems for each of the heroes you play with for this new progression system. Progression will also be available to view on your player profile with each hero you play.

There is also a new Weekly Challenge called Making Progress that earns you 8 Progression Levels instead of additional Battle Pass XP. This challenge will reward 150 Overwatch Credits to buy items from the Hero Gallery. Overwatch: Invasion is out now for all platforms, including Steam.

Stella is a Video Producer, Host, and Editor at IGN. Her gameplay focus is on competitive FPS games and she’s previously reviewed Apex Legends, Hyper Scape, Halo Infinite Multiplayer, and Battlefield 2042. She regularly hosts and shoutcasts competitive Apex Legends and Halo Infinite tournaments when she isn’t streaming on her Twitch channel after work outs. You can follow her on Twitter @ParallaxStella.

Metro Author Sentenced to 8 Years in Prison for Discrediting Russia’s Armed Forces

Dmitry Glukhovsky, the author behind the Metro books, has been sentenced to eight years in prison.

As reported by the Associated Press, on August 7, Glukhovsky was found guilty of intentionally spreading misinformation about Russia’s armed forces by the Moscow court. Glukhovsky revealed over a year ago that he was placed on a Russian federal watchlist after being accused of discrediting Russia’s army in a post on his Instagram account. While Glukhovsky does not live in Russia, he was tried in absentia, according to the Associated Press.

Glukhovsky is a Russian journalist and author best known for his post-apocalyptic sci-fi novel Metro and its subsequent sequels. In addition to a list of successful novels, the franchise has spawned a video game adaption developed by 4A games, with the most recent installment, Metro Exodus, released back in 2019.

Glukhovsky has been vocal about his support for Ukraine after Russia invaded the country in February 2022. His sentence is one of many as Russia has cracked down on those who speak out against the government due to the ongoing war. Shortly after invading Ukraine, the Russian parliament passed a bill imposing up to 15 years in jail for anyone spreading “fake news” about the war in Ukraine.

Image Credit: ANDRE PAIN / Getty Images

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

Lords of the Fallen: Hands-On Preview

The original Lords of the Fallen holds the distinction as being one of the first non-From Software developed Soulslikes to put its own unique stamp on the genre. It’s a stamp that, nearly ten years later, is very faint and hard to make out, and also has itself been stamped over many times. That said, this new Lords of the Fallen, developed by the newly formed Hexworks studio, is looking to put a new stamp on the genre as the first truly “next-gen” soulslike, thanks to visuals powered by Unreal Engine 5, an ambitious parallel realm mechanic, and a release that leaves previous gen consoles in the dust. I got to play through about two hours, and based on those early impressions, Lords of the Fallen is certainly shaping up to leave quite a mark.

My memories of the original Lords of the Fallen have largely faded away, with the exception of one sticking point: I remember the movement and combat feeling very slow and lumbering, even when using the class that’s supposed to be the quick one among the three starting choices. This new Lords of the Fallen corrects that right out of the gate. I started with the Exiled Stalker, an agility focused class who fights with twin daggers and employs a playstyle of very fast and rapid strikes and found him to be just as quick and responsive as I would have hoped.

There’s a great fluidity to Lords of the Fallen’s combat.

There’s a great fluidity to Lords of the Fallen’s combat too. You can seamlessly flow from light attacks to heavy attacks, and can even change weapon stance in the middle of a combo as well. I could start with two light attacks, press the stance switch button, and do another light attack, I’d get a unique attack in which my character seamlessly goes from a dual-wielded slash, into a two-handed thrust. This is even better when you add magic to the equation, as you’re able to easily swap between melee and magic attacks even mid-combo. It opens the door for a lot of freedom of expression through combat, which is something you don’t see all too often in the Soulslike genre.

I did have some issues with the camera making sudden, jerky corrections when I was locked on to an enemy, which threw me off occasionally, and the sound effects felt a little off, but outside of those minor nags, I had a great time with Lords of the Fallen’s combat. It is a bit more forgiving than most other Soulslikes I’ve played, with very generous parry windows, lots of invulnerability frames on your dodge roll, and enemy attacks that feel very deliberately timed to allow you to just get out of the way if you dodge right after you attack. But that said, there’s a lot of challenge that comes from the level design and the situations you’re put in.

One area, Pilgrim’s Perch, is built entirely along the side of a mountain, with instant-kill falls being a threat at literally every turn. Add to that the fact that enemies have a nasty habit of hiding behind boxes and then lunging out at just the right moment to try and shove you off the edge. But fortunately, you can also turn this to your advantage thanks to both a strong kick that can be executed by pressing in both bumpers at the same time, and a technique called Soul Flay, which allows you to rip the soul out of an enemy and yank it in a direction, causing the body to follow along with it, leading to a very Looney Tunes esque-fall to their death.

I also got to try a handful of boss fights that ranged from the imposing holy knight Pieta, to the absolutely disgusting beast known as the Boglord. Every boss I encountered was a multiphased battle, with the boss becoming substantially tougher as the fight progressed. After taking enough damage, Pieta for example would suddenly sprout wings, giving her access to a devastating dashing attack that left a downpour of heavenly swords in her wake. It was a fun fight and struck a great balance between being tough, but also having very clear tells and easily discernible attacks with intuitive ways to avoid taking damage.

The Boglord fight I was much less of a fan of, though I only reached him at the end of my demo and only got a couple of attempts in before I had to put down the controller. When things moved to the corners of the arena, the camera felt like it was actively working against me and I had a hard time telling what attack was coming my way.

That was the most underwhelming part of the demo, but by far the most exciting and unique element in Lords of the Fallen is the relationship between the two parallel realms: Axiom and Umbral. Axiom is the world of the living, and is bathed in a warm, comforting glow, while Umbral is oppressively dark and depraved. There are gross flesh-like tendrils that spread all over the place, eyeballs that constantly watch you, bodies all plastered against the wall. It’s very unsettling stuff.

To bridge the gap between the two realms, you have a lantern that lets you peer into Umbral and see the differences between the two realms, sometimes revealing a path that only exists in Umbral, such as a bridge or a gap in the wall. Sometimes though you’ll need more than just the lantern – you’ll need to cross realms and fully enter Umbral in order to interact with certain objects in order to clear a path. Doing so is dangerous though, because dying in Axiom is fine – you’ll respawn right where you are a few seconds later, only in Umbral. If you die while in Umbral, though, it’s back to the last checkpoint for you as you do the usual Soulslike song and dance of having to fight your way back to the spot you died in order to reclaim your lost currency.

We have a full deep dive going into the Axiom/Umbral mechanic, so I won’t go into it in too much more detail here, but what stood out to me was that even though the idea of having two parallel but thematically different realms is not a new idea in games, here in Lords of the Fallen it never feels like a gimmick. Instead, just about every element of the game is enhanced by it. Exploration is more exciting when you have to make that call of whether or not you should make the jump into the Umbral realm, combat is much trickier when you must also consider having to use your lamp in Axiom to try and burn away the hidden Umbral parasites that make enemies stronger, and discovering gear and items is far more rewarding when you’re able to spot a chest or item pick up that exists in one realm and not the other.

It’s clear that a lot of lessons were learned from the first Lords of the Fallen, to the point where this new version feels like it’s entirely its own thing, and from my early impressions, so far it seems like it’s heading in the right direction.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit