The 10 Best Dog Pokemon of All Time

Dogs are considered to be mankind’s best friend. Pokémon that look like dogs, however, make even better companions than normal dogs. No offense to the dog reading this with you.

Since the dawn of time, dogs have stuck with us through thick and thin, helping us track down our missing loved ones by sniffing the items they’ve left behind, sensing the auras of good people to trust and bad people to stay away from, and even detect when we are sick so that they can help us. Dog Pokémon are able to do all those things, but with enhanced abilities.

If you’re looking for a trusty canine to join your Pokémon team, here’s a list of the 10 best Pokémon dogs we believe will always be a good fit. You can also check out our list of the best video game dogs if you’re looking for more pups.

Lucario

Lucario may not look like a dog because it stands on two feet, but it does possess some of the best canine qualities. This Pokémon is well renowned for its ability to sense aura, which many dogs in the real world read from the magnetic field emanating from humans with positive energy.

Lucario evolves from Riolu when you give it tons of love during the day, something many dogs require from their human companions. In battle, it stands on tiptoes instead of having its feet fully planted on the ground, which some dog breeds tend to do. The one advantage it has over every dog on the planet is it can enjoy chocolate without dying after eating an entire chocolate bar.

Arcanine

The evolved form of Growlithe via the Fire Stone, Arcanine is a classic Pokémon known for its majesty, beauty, and speed. It can run 6,200 miles in 24 hours with a flighty grace. That’s giving the Siberian husky a run for its money, as it runs for 100 miles daily.

Arcanine’s bark is so loud and commanding that any person or Pokémon who hears it grovels before it. It’s rarely seen in the wild, but when it is found, it can be seen living either in prairies like Lassie or in active volcanoes, as seen in the Hisui region in Pokémon Legends: Arceus, where it takes on a different form thanks to the constant volcanic activity of its environment. It can also stash food in its mane and carries it to its nest for its young.

Houndoom

Evolved from Houndour, Houndoom live in packs just like wolves. You could tell it leads its pack by the horns raked sharply across its back. Houndoom determine leadership by fights within the pack, which are vicious given its dark nature. After all, it’s the Dark Pokémon, and the skull designs let you know it.

The toxins in its gut allow Houndoom to create a boiling fire mixed with poison, inflicting burns that will never heal no matter how much you try to treat it. Better watch out!

Stoutland

Inspired by the Scottish Terrier, Stoutland is as famous for its giant mustache that touches the ground as it is for its bravery, having a penchant for rescuing people who are lost at sea or in the mountains. If it rescues anyone in cold environments, its fur is thick enough to protect itself and others from freezing temperatures.

Stoutland makes a good partner of choice for many Pokémon Trainers, as it loves spending time with humans and can warm up to them in just three days after being introduced to them. That’s what we call loyalty.

Yamper

Aside from being one of the best doggos in Pokémon history, Yamper is the only known Pokémon that can have Ball Fetch as an ability, which is helpful for catching failed Poké Balls. Like most dogs, it tends to chase after fast-moving things, including people, other Pokémon, and even vehicles — as long as it doesn’t get run over by a carl anyway.

Yamper can’t store the electricity it generates, so it will only give off sparks of electricity when it is running, thanks to an organ that produces it from the base of its tail. Its design is inspired by Queen Elizabeth’s band of royal Corgis, which fits the UK-influenced landscape of the Galar region, where it’s a popular choice for herding other Pokémon, like Wooloo. Just as Scooby-Doo helps solve mysteries for Scooby Snacks, Yamper will only help people in exchange for treats.

Snubbull

Snubbull has a pronounced underbite just like pugs, shih-tzus and bulldogs, to name a few breeds, but its jaws give off a powerful bite. Despite its frightening appearance, it’s a very playful and affectionate Pokémon, so it gets sad when others run away instead of giving it the love and attention it deserves.

In battle, Snubbull prefers to scare its opponent rather than fight it. Like most dogs, it uses its keen sense of smell to track things down. It will gladly find your cell phone if you drop it somewhere you shouldn’t have. It’s also the perfect companion for women, who will dress it

Furfrou

Furfrou may not evolve to or from other Pokémon, but it can have its fur trimmed into nine different styles: Star, Diamond, Heart, Pharaoh, Kabuki, La Reine, Matron, Dandy, and Debutante. However, it will only allow those it trusts to cut its hair.

Having a haircut allows Furfrou to move swiftly when battling other Pokémon. If you go five days without trimming it, its hairstyle will revert to a regular trim — any pampered poodle’s worst nightmare! Furfrou used to guard the King of Kalos in the region’s medieval times, so every aristocrat worth their salt competes to see which Furfrou hairstyle is fit for a king.

Fennekin

Before you fight me on why Fennekin is on this list despite being classified as the Fox Pokémon, foxes belong to the Canidae family of the animal kingdom. Fennekin is a mix of a fox and a small dog, but it leans toward the fox side as it chews on twigs.

It’s as temperamental as any other small dog, but with a tendency to set things on fire, using its ability to vent hot air from its ears to scare away opponents. Fennekin having the best of both worlds makes it the most popular Kalos starter Pokémon ahead of Froakie.

Rockruff

Rockruff looks to be the most normal-looking puppy in the Pokémon universe, and that’s saying something. People often recommend it to beginner Pokémon Trainers because its friendly disposition allows it to bond with Trainers very easily, but its wild and independent nature makes it tougher for most Trainers to raise.

Rockruff never forgets an odor after smelling something once, having a keen sense of smell that spurred stories about it reuniting with its Trainer after getting separated by following the faintest traces of their scent. The rocks around Rockruff’s furry neck make it look like it’s wearing a necklace, which makes it the cutest doggo that even Paris Hilton would fawn over.

Smeargle

Smeargle is a beagle-like Pokémon that’s a born artist — and perhaps a better artist than Snoopy. The top of its head is designed like a beret, and its tail acts as a paintbrush, with the color of the paint depending on the individual Smeargle. The paint could be green, red, blue, yellow and brown, with the hue changing with its emotions.

Smeargle uses paint to mark its territory with over 5,000 different markings — a more creative method than peeing everywhere — and uses Sketch to copy the moves of other Pokemon it fights. If you’re an artist who wants a creative Pokémon for a partner, Smeargle is it.

Looking for more Pokemon? Check out our guide to the best Pokemon games as well as the best Pokemon movies to bark further up the tree.

Cristina Alexander is a freelance writer for IGN. She has contributed her work to various publications, including Digital Trends, TheGamer, Twinfinite, Mega Visions, and The Escapist. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal.

Foamstars is Splatoon With a Different Lick of Paint | gamescom 2023

When Foamstars first splashed onto screens earlier this year, the initial reaction was that it desperately wants to be Splatoon. Now, having played a handful of matches, I can confirm that, although it tries a few new things, the comparisons with Nintendo’s inky shooter are completely valid.

Truthfully, playing four matches of a single mode during gamescom is nowhere near enough to get a proper feel of the game. It’s barely long enough to familiarise yourself with the controls. But having played a bunch of Splatoon 3 recently, the very same mechanics of shooting brightly-coloured goop and moving quickly around the arena is at the centre of what Foamstars does. Naturally, there are subtle differences: the foam you fire has a much more three-dimensional effect on the match – so much so it’s possible to lay down a wall of bubbles that provide a barrier between you and the enemy – but the way it impacts movement is identical to Splatoon’s paint. You can move quickly and freely across your team’s colour, but scooting through the opposition’s foam is like wading through treacle. Similarly, you don’t dive into the foam like Splatoon’s Inklings but surf across the surface instead, but the combination of laying down fire and then zipping towards your target is very familiar.

The mode I played was a four-vs-four battle called Smash the Star and the aim was simple enough: ‘kill’ players on the opposing team seven times, at which point their best player becomes the ‘star’; knock them out and it’s game over. There were eight characters on offer, split into four types: some carry rapid-firing blasters that offer a good balance between firepower and speed, while heavies carry shotguns that fire bubbles capable of pushing the opposition back. There are precision characters who rely on laser-guided shots to increase hit rate, and lastly Foamstars who carry huge cannons capable of laying down a ton of foam. Each also has two unique special attacks too, like grenades that send a burst of foam on impact to a giant shark torpedo the launches at the opposition.

There’s a lot going on and quickly it becomes a sea of pastel blue and pink, with little contrast between your team-mates and the opposition

There’s obviously a sweet spot in terms of team set-up, using support characters to cover as much of the arena in foam to allow the faster players to move more easily, but understanding the meta of each character takes time – something that wasn’t afforded for this demo. Instead it felt chaotic, even when we tried working together as a team. This is partly due to the presentation: there’s a lot going on on-screen and quickly it becomes a sea of pastel blue and pink, with little contrast between your team-mates and the opposition.

I found this the most challenging when you or your team-mates are covered in a ball of foam, which happens when you take too many hits. It’s Foamstars’ equivalent of being downed and you’re left to slowly roll around in a big ball of bubbles until either an opposing player surfs into you – which knocks you out entirely, costing one of the seven lives and forcing you to restart from the edge of the arena – or one of your team-mates gets to you first, putting you straight back into the fight. But downed enemies are covered in the same-coloured foam as what covers the battlefield so they’re hard to pick out in the frenzy of a firefight, and getting into the rhythm of attacking and keeping your team-mates up and running was more challenging than it should be.

Undoubtedly this is something that will likely get easier over time, and there’s also the possibility it might be adjusted during the remainder of development, but it’s definitely a drawback in the demo I played. That said, Foamstars does have the foundation to be a fun game. The gunplay feels tight and the movement is fluid, and the idea of dramatically changing the battlefield by making bubble mountains that need to be clambered over is one that has huge potential.

Visually it has plenty of flair, mixing the style of Persona with the speed of Jet Set Radio, and it ran smoothly with no stutters, despite the arenas being swamped with foam that constantly changes the shape and surface of the battlefield.

There are more modes to be revealed too, including a single-player game I’m hoping will help players get familiar with the intricacies of Foamstar’s mechanics. Will it be enough to pull players away from Splatoon? I think that’s unlikely, but if it can fulfil its potential in the run-up to release, it might catch the eye of those who don’t have a Switch.

Alex is IGN’s Features Director and Head of UK Studio, and has an unhealthy obsession with LEGO. He used to have a Twitter account before it was shut down.

Texas Chain Saw Massacre: Best Tips for Victims and Family

Now is your chance to relive the cult movie classic Texas Chain Saw Massacre in all its gory glory. This new multiplayer asymmetric horror survival game pits you as either a Victim or a member of the ruthless Family, a group of senseless murderers who delight in killing for sport.

Whether you awake in the basement as a Victim or choose to dominate the match as one of the Family, the odds are never guaranteed to be in your favor. Mastering the art of slaughter or escape is crucial to winning in this horrific game. Here are some tips to carry you through your first few matches as either a Victim or the Family.

Tips for Family

Welcome to the Slaughter Family. For reasons unknown, you have captured and tortured four Victims, chaining them up in the basement until you decide what to do with them. As luck would have it, all four have escaped from their bonds, and if you don’t kill them soon, they could end up escaping. But perhaps you like playing with your food? Here are some tips for getting started as a bloodthirsty killer in The Texas Chain Saw Massacre game:

Look For Blood Trails

Seems like all that work you put into torturing your captives has paid off. As the game goes on, Victims will begin to leave a trail of blood behind them. If a Victim is taking too long to escape, the trail will become more and more visible. Don’t forget to keep an eye on the ground or risk overlooking the most direct hint to a Victim’s location.

Pay Attention to Sound Cues

Whenever a Victim makes a lot of noise, a red circle will temporarily appear in that location on the map. This audio indicator can mean a number of things – a Victim opening a door, someone running through bones, alerting chickens. It could even be another member of the Family. Check out these disturbances when they appear to rule out a sneaky Victim’s hiding spot.

Level Up Grandpa

The first thing you’ll want to do as the Family is wake up Grandpa. The Family patriarch might not be mobile, but he has a powerful ability to detect Victims wherever they are, highlighting nearby Victims on the map.

Find him and feed him as much blood as possible before your Victims escape to the surface. To do this, you’ll need to gather blood via blood buckets that can be found scattered throughout the map. Once you collect blood, return to Grandpa and feed it to him. If you’ve fed Grandpa enough blood, his Victim detection ability will grow stronger at an alarming rate.

Tips for Victims

While searching for your missing friend Maria Flores, you were caught by the infamous Family. Now you are gravely wounded and chained up in the basement, with escape being your only option to survive. If you plan to get out, you will need to not only avoid the killers, but be resourceful in how you search for an escape. Here are some tips if you are just starting out as a Victim in The Texas Chain Saw Massacre:

Don’t Be Afraid to Make Noise at the Beginning

When you first load into a game, you’ll be chained up in a basement and have to escape. If it’s you’re first time playing, you may not want to make a lot of noise to escape your shackles. But don’t worry. This is the one time you can afford to make some noise. Mash the escape button until you fall. Once you hit the ground, you’ll need to start being as silent as possible.

Take Advantage of Escape Animations

Whenever you’re crawling through a space, squeezing through a wall, or falling into a well, you cannot take damage. You may see some family members attacking you but don’t worry because you can’t take damage as long as you’re in that animation.

However, it’s worth pointing out that you’re not fully protected. Leatherface is the only Family member capable of hurting you while moving through walls. He can stick his chain saw through wall cracks to hit you, so be wary when facing off against Leatherface.

All Chickens Must Die

Be careful when you’re near a chicken – even they’re trying to kill you to some degree. If you get too close to a caged chicken or make enough noise in the vicinity, they’ll begin to to cluck up a storm.

The racket a chicken makes when disturbed informs the whole Family that someone is nearby them. Luckily, even if a chicken is alerted, you won’t be marked. Only the chicken will appear to all the Family with an audio indicator, so ensure you get away quickly.

Did you know that there are multiple ways to escape from the Slaughter Family? Our How To Escape guide breaks down how to use the Fuse Box, Car Battery, and more to open an escape exit. Or perhaps you’re struggling to pick the best perks to unlock to build a loadout for your favorite character? Once you’ve figured out How To Level Up, check out our Best Perks page for our top recommendations!

Soulframe: Digital Extremes Reveals More Gameplay Details for Its Free-to-Play Elden Ring Competior

At TennoCon 2023, Warframe developer Digital Extremes shared new details on its upcoming free-to-play game Soulframe.

The presentation started with Digital Extreme showcasing an extensive gameplay demonstration resembling a Warframe and FromSoftware’s Elden Ring fusion. So far, the gameplay and controls looked fluid, and some gameplay showed some of the magic combat and stealth gameplay players can partake in.

Digital Extremes’ presentation included a look at the Plain of Souls and the Nightfold tent. The former, described by Digital Extremes, will serve as a village of your ancestors once you unlock more world history and progress through Soulframe.

We also saw a bit of the RPG elements coming to Soulframe, with Digital Extremes admitting that the RPG genre is “a little out of [its] wheelhouse.” The developer explained how the skillset in Soulframe is divided into three stats called Virtues: Courage, Spirit, and Grac, which are based on a fighter, magic, or assassin character seen in similar fantasy RPG games.

The gameplay deep dive touched on how inventory works in Soulframe. In addition to holding weapons and wear, players will also have a slot for collecting souls. In Soulframe, the Envoy (which the player controls) has their soul and heart taken from them, and the only way they can gain permanent skills is to reconnect with their ancestors and collect their souls.

One of the most interesting features in Soulframe, like Warframe before it has a feature where you can switch classes seamlessly. In Soulframe the feature is called Pacts, and each one offers three different perks; Digital Extremes showed off just two in the demo: Fey and Ode Tempest.

Soulframe was announced at TennoCon last year and is described as a free-to-play open-world adventure “heavily influenced by themes of nature, restoration, and exploration,” with some inspirations from projects such as Princess Mononoke.

Digital Extremes has yet to announce a release date for Soulframe.

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

How the New Sunset Map Brings ‘Golden Hour’ to VALORANT

VALORANT, Riot’s popular first-person tactical shooter, is all about quick reflexes, teamwork, and hard fought duels across a wide selection of maps. During the VALORANT Champions Tour Grand Finals, or VCT for short, Riot took time to unveil its tenth standard map, Sunset, which is heavily inspired by Riot’s hometown of Los Angeles. Sunset joins the map pool roughly five months after the release of VALORANT’s 21st agent (well, 22 if you’re big into the lore,) and native Angeleno, Gekko (You can check out his abilities in our VALORANT guide).

Sunset is as gorgeous as its namesake, featuring a neon sunset glow that highlights the cultural staples of LA scattered throughout the map. The map includes both Art Deco and Mission-style architecture, and even graffiti that Riot sourced from a few local LA artists. There are also unending traffic jams that plague LA and food trucks, which are one of my favorite staples when I visit. There are also a few areas like the clock tower and parking lot affected by Radianite, though why they have a different look compared to the Radianite affected areas on other maps is being kept under wraps for now.

The gorgeous neon sunset glow apparently wasn’t as simple as changing the color palette of the skybox. When asked about any unexpected challenges in designing the map Joe Lansford, the Lead Map Designer, explained “Getting the lighting right took a lot of fine tuning and collaboration between art and design. We wanted to hit the mood of an LA sunset with a pink skyline and long shadows, but those aren’t great for gameplay. After a lot of back and forth, we think we found that sweet spot that captures both the tone and clarity we want.” But how does it play? IGN got to fly around Sunset in spectator mode for a bit ahead of its official release.

Sunset is a three lane, two site map with the usual adornments of boxes, barrels, and other VALORANT staples to give both attackers and defenders various angles to cover. However, the big element of Sunset is its emphasis on controlling mid. By design, Sunset has nice long sightlines making rifles a great option for either side, perfect for fans of the Breeze map before the overhaul.

My initial time spent on Sunset wasn’t what I would call “successful” – experienced Rioters made quick work of me while I was still trying to learn a new map, plus I had been skipping VALORANT practice these last few months. I did, however, manage to plant the spike in one of the rounds and assist enough to allow a teammate of mine to clutch out the round, so I’ll take that as a small victory.

Though I didn’t get the glory, I was happy for us to take the round. Each round I noticed my damage output and survival time improving which was victory enough for me on the day, which I think speaks to the readability of Sunset. While VALORANT has been off my mind for the past month or two with – thanks to what feels like a neverending release schedule of amazing games this year. The neon glow of golden hour on Sunset might be the trick to get it back in my rotation.

Interview: Payday 3 Features Ice-T in a Bigger Role Than You Might Expect | gamescom 2023

Earlier this week, we learned that Ice-T himself will be making an appearance in Payday 3, courtesy of a reveal during gamescom Opening Night Live 2023. But the extent of his involvement in the game was still a little murky…until we sat down with the Payday 3 team at gamescom to clear things up.

Below is our full, detailed Q&A with Payday 3 lead producer Andreas Häll-Penninger and global brand director Almir Listo about everything Payday 3: it’s planned Unreal 5 update, the new Ice-T heist, its $40 price, and more:

IGN: Why did you decide to launch the Unreal 5 version of Payday 3 after the launch of the game?

Andreas Häll-Penninger: I can take that. So when we started the development of Payday 3, we just had Unreal 4. Unreal 5 wasn’t available, and as Unreal 5 became available, we did look into it and evaluated it. But we just saw that moving and transitioning during development would put some risk to the core experience of the project, and the most important thing for us right now is to make sure that the game is fun and it plays well. So the transition post-launch just makes sense for us from a development point of view.

We saw new footage of the new heist that is available later. Can you tell us a little bit more about this particular one?

AH-P: Yeah. So like you said, in the beta we had a bank, which…has a very classic bank robbery feel to it. It’s very close to the core fantasy. This one is a little bit different, most noticeable. It has a very different setting. It’s also a little bit more stealth-oriented, and it has a very interesting feature where when you steal the loot that you’re after, it degrades over time. So you need to be very quick and very coordinated with your team to get it back to its container before it loses its value.

Almir Listo: It also features a new contractor. So for this heist, we’re working together with Ice-T, who portrays the character of Mac. And apparently, we didn’t know this before, but Ice-T has been a fan of Payday since seven, eight years past. Yeah, Payday 2. So when we reached out to him, he was super excited to work with us. So he’s a new contractor, this is his heist in New Jersey, because he’s from New Jersey, so we had to do that for him.

What was the biggest challenge in developing Payday 3 on the new engine as well? You did talk about the different technical challenges it presented.

AH-P: I think, so Payday 1 and Payday 2 were developed in our in-house engine diesel, and Payday 3 is done on Unreal 4. And one of the biggest challenges that we faced very early on was making sure that we still capture that Payday feel, the moment-to-moment. Because it has a very particular feel. So we worked on that for a very long time and made sure that we had a prototype that felt like Payday before we started fleshing out a lot more features.

I also think something cool that we could prepare properly for Payday 3 was that when we made Payday 2, we didn’t know we were going to be working on it for 10 years. But making Payday 3, we’ve built the proper foundation so that we know that we can continuously update it over time. And with our partner Deep Silver, we can look forward to at least 18 months of post-launch content.

We see a lot of games coming out at the $70 price point. What was the reasoning for the $39.99 release price?

AL: I only have 40 bucks! No, but I think it’s a fair price point for a fair amount of content. Payday: The Heist to the highest, the first game had six heists on launch. Payday 2 had 12, and Payday 3 has eight on launch. But over time, we’re going to add more content, both free and paid, whether it’s characters, heists, weapons, gadgets, new outfits. So over time there’ll be more to enjoy. But I think $40 is a great price point, because if it would be a $70 title, maybe that would be two more years of development or whatever. But we feel this is a good price point for the amount of content you get.

The preview has some mechanics that we weren’t able to do before, like putting the mask on and being able to climb things to help with the stealth gameplay. So what were the biggest changes in Payday 3’s mechanics from Payday 2?

AH-P: What we did early on was really try to identify how we can get closer to what the heist fantasy is all about. So not necessarily looking at mechanics that are like, yes, this would be fun. That’s obviously a very important part of it, but starting with how do we enhance that? So I think, at least for me, and many of the people in the studio, all the new mechanics around hostage management, now you can grab civilians and guards as human shields, you can trade them with the police and negotiate with them, you can trade them between assaults to get resources back. So there’s a lot of things to play with there that really fits into what bank robbery is all about.

AL: For me, it was a lot about retaining the integrity of the game, like the world of Payday. I think with Payday 2 we went over time, we went all over the place trying different things and so on. And for Payday 3, even though the game is an evolution of the series, we still want to pull back the fantasy and make it more mature again. A bit more dark and gritty. So I think that’s reflected in the behavior of the world, how it looks, the atmosphere of it all, how New York feels and so on. But also our characters, that they look five years older. Because a matter of fact, it’s been five years since they retired in Payday 2, and that’s also an important part of making a sequel. That it’s the same world, it’s the same storyline. We haven’t gone and changed everything. It is your OG for coming back into a world of crime for whatever reason that is going to unfold in Payday 3.

Can you actually go into a little bit of the story? Why did they come out of retirement and what have they been up to?

AL: I think we don’t want to spoil too much, but what I can say is that what happened after the White House heist in Payday 2, when they stole their pardons, their presidential pardons, the gang retired, and there were more than 20 people in the Payday gang at the time, they retired and went their different ways, and for whatever reason that we’ll find out in Payday 3, they were forced back into a life of crime. And Mac, the new contractor that is portrayed by Ice-T, including others, are bringing them to New York to help them along.

For Payday 3, even though the game is an evolution of the series, we still want to pull back the fantasy and make it more mature again

You did mention earlier that there are going to be some expansions, some free, some not. So how many DLC do you have planned for this game so far?

AL: We’re looking at year one initially, because that’s what we have coming up. But of course we’re fantasizing about what’s to come and there is so much input. I really want to give a shout-out to the community. They’ve been with us through these past 10 years, always having great feedback on what to do, what not to do. And they’ll definitely influence us, I think, as soon as they get to try their hands on the launch content and as soon as they start feedbacking us, we’ll be taking that in and adjusting course probably slightly.

AH-P: Yeah. We want to work with them closely. And then also, even though we haven’t said exactly what we’re going to do for year one, what I can say is that it’s important to us that it’s not just a content treadmill, not only characters and weapons and cosmetics. We want to ensure that we grow the product and we take the experience where we want it to be, and we work together with the community on finding out what’s that going to be long-term.

AL: It’s funny with Payday 2 as well, I remember when we were making collabs initially, we made over 30 different collaborations for Payday 2 over 10 years, the fans were like, “Why did you do this? Why did you add this? Oh no.” And now with Payday 3, they’re like, “When am I going to get my favorite collab back?” So the tide has changed somewhat, but we still want to retain the integrity, focus on the core gang initially, and then over time we’ll try to see what collab should we do, what shouldn’t we do?

AH-P: Yeah. And I think retaining the integrity has a lot to do with collaborating with your community. We have people that have thousands of hours in the game, and Payday 2 has almost been … Almir and I have been at Starbreeze for almost 12 years now and working on Payday 2 for a long time, and Payday 2 for us has almost been like a test bed. We’ve been trying and experimenting a lot with different things, some stuff that works, some that doesn’t really. So I think we’ve learned a lot from that and really learned that working together with our fans on making sure where their expectations potentially aren’t met.

AL: Especially being really clear on when we screwed up, because we have … In over 200 updates over 10 years you’re bound to screw up at some point. And I think being very honest and open about that and telling the community, “We’re sorry, we should have done this, we should have done that instead,” and just listening to them and having that very truthful and straight relationship with them, I think that’s done a lot over the years.

For more from gamescom 2023, you can catch up on all the news with our roundups of day one, day two, the gamescom awards, and Opening Night Live. And for more Payday 3, we got a hands-on first look earlier this year.
Rebekah Valentine is a Senior Reporter at IGN.

STALKER 2 Recaptures the Tense and Awkward Soul of the Cult Series | gamescom 2023

It has been 16 years since STALKER: Shadow of Chernobyl. That means it’s also been 16 years since I last played a STALKER game. I admired the original but never loved its wonky, ambitious heart enough to explore its two follow-ups. But despite that decade-plus time away from the series, when I sat down to play STALKER 2: Heart of Chornobyl at gamescom 2023 it felt like I’d never been away. As if reactivating a long-dormant muscle, I found its creeping pace and scrappy gunfights instantly familiar. That’s good news for devout fans of the cult PC series, but perhaps more of a challenge for the potential legion of newcomers that will arrive at launch via Game Pass.

Despite its Unreal Engine 5 base and prominent Microsoft support, the fifteen-minute gamescom demo suggests that STALKER 2 still sits in the ‘eurojank’ category; the colloquial term for eastern European games that are overly ambitious and technically wobbly. This sequel’s animations are stiff, its human faces look like haunted waxworks, the AI struggles to stay smart, and inventory management is fiddly. But in exchange for that you get a Soviet bloc world that feels authentic and layered with opportunity. This demo may have been short, but its small areas featured numerous angles for stealth or action approaches, fun flanking routes, and a variety of side objectives.

My sample misadventure through the rusted carcass that is the Chornobyl Exclusion Zone begins with a rabid dog mauling away at my ankles. The mutt is dispatched by kicking it into an anomaly; the rippling miniature storms that litter STALKER’s world. The dog explodes into a dozen gory chunks, demonstrating that these anomalies are to be steered well clear of. I’m also given some bolts, which can be thrown into anomalies from a safe distance to cause them to erupt and open up a safe path. These storms don’t turn up again for the rest of the demo, but I hope in the full game they fulfil a dual role as environmental hazard puzzles and traps to lure enemies into.

Further down the road I discover a man fighting off more of those mutated dogs. My over-cautious nature sees me blast a hole in the side of his head (why would I trust anyone in this god-forsaken place?), which results in a notification that I’ve failed an optional objective. Thankfully I’m able to reload the demo and approach in a more friendly manner, but this slip-up shows off STALKER 2’s push for realism; NPCs are not safe from stray or purposeful shots, and objectives will change with their fates.

With the dogs dispatched on this fresh attempt, I have a quick chat with the survivor and his injured friend. The conversation really highlights STALKER 2’s graphical limitations; these characters look like Bethesda NPCs from the previous generation and move with a similar lack of grace. Beyond this room, the wider world feels a lot like a cutting-edge PC game from ten years ago; still detailed and sharp in a grungy way that suits the decayed setting, but clearly not of the modern era. Graphics are obviously not a vital part of the experience, but considering its next-gen exclusivity and Unreal Engine 5 foundations, I did expect STALKER 2 to be more of a looker.

These are tense, dirty firefights with plenty of character and just a dash of fear.

The survivors, named Zhorik and Gloomy, turn out to be fellow STALKERs who have been attacked by bandits. Zhorik laments that their attackers have seized the nearby boiler house. I volunteer to take on the bandits, knowing it will be the ideal testing ground for the combat systems. It turns out to be a pretty classic outpost-style location; a building and courtyard arrangement surrounded by a perimeter wall. A gateway provides a direct route in, but crumbling brickwork to the side signals an alternate route in for a stealthier approach. I duck through the hole and behind a large fuel drum, peering beneath it to spy on the patrolling bandits. And then, one slightly fumbled headshot later, I’m thrust into a skirmish that feels completely true to the origins of the series.

STALKER 2’s guns are snappy and punchy in the way you’d expect of firearms that have survived being lugged around a rusting world. But, in an approach that puts them a world apart from weapons in modern shooters, they feel almost entirely unreliable. In Call of Duty, if you shoot an enemy in the head, that enemy is dead, and you even get a visual and audio cue to confirm that. STALKER 2, in keeping with both its predecessor and real life, offers no such feedback. Bullet spread is difficult to predict, and that gets trickier at longer ranges. It makes for tense, dirty firefights with plenty of character and just a dash of fear. There are very few games like this on the modern FPS scene, especially on consoles, and I admire that developer GSC Game World is doubling down on its unique flavour.

But, as with everything in this demo, the good comes with the jank. The bandits are not exactly the sharpest tools in the zone, and spend their time either bumbling in the open or glued to cover. I hope that in the months between now and launch, GSC can sharpen the AI’s senses. This is not to say that they are incapable of being a danger in their current state; I’m unceremoniously gunned down on my first attempt at clearing the camp. This does highlight STALKER 2’s approach to death, though, which resurrects me a few metres outside the boiler house and keeps the world state intact. I’d much rather death send me back to a previous save and allow me a fresh attempt at a challenge.

With the bandits cleaned up, a voice on my radio informs me of an incoming ‘emission’, and advises that I take cover. I sprint through the woods in search of a building and eventually find my way into a shabby cabin just as my Geiger counter goes into overdrive. Through a gap in the roof I watch as the sky turns a vibrant red, pierced occasionally by searing forks of white lightning. My subsequent death amid the unending rattle of radiation warnings signals the end of my short demo, but this concluding moment hints at emissions being regular occurrences that will force you to drop whatever you’re doing and run for your life. I hope the AI is as responsive to these situations as you need to be, because the idea of battles breaking out as characters fight for access to radiation-safe buildings is a thrilling one.

And that’s all I saw. This was an incredibly short and simple demo for what is presumably – based on its predecessors, at least – going to be a fairly complex FPS. I’m left wondering what the bigger picture is, how the systems interlink and overlap, and how flexible its combat encounters are. But what I did learn from this slim sample is that STALKER 2 feels somewhat of a remake of the original game. Not physically – everything here is new. But spiritually and mechanically, this slice felt almost exactly like my memories of the 2007 original.

Heart of Chornobyl’s old-school approach is great news for the original game’s dedicated fanbase, but I’m not sure what it means for more mainstream players who are being coaxed into its orbit by Microsoft’s big Game Pass push. They are likely better served by Metro: Exodus, the other Soviet bloc shooter that – despite being four years old – feels more modern than anything in this demo. But for those with a tolerance for rough edges and a hunger for something that’s unlike anything in the contemporary console space, STALKER 2 could be something to keep an eye on. We’ll need a much more substantial demo to truly know if it’s worth being excited about, though.

Matt Purslow is IGN’s UK News and Features Editor.

The Biggest Announcements From gamescom Day 4: Black Myth: Wukong, Lies of P, Off the Grid, and More

IGN is on the ground at gamescom 2023 where we’re checking out all the latest and greatest in games in Cologne, Germany. In the wake of Opening Night Live, where we got to see updates for Mortal Kombat 1, Modern Warfare 3, and lots more, we had a chance to sit down with a ton of developers over the course of our multi-day live show.

This article will highlight the biggest and best moments from each day of gamescom. You can find more info on what to expect as gamescom 2023 continues into the weekend, including the awards show and lots more with our gamescom 2023 schedule and how to watch.

gamescom Day 4: The Biggest Announcements

It may be hard to believe, but we are already on day 4 of gamescom. IGN had a ton of games on our liveshow, and we wanted to share them with you so you can see the latest from some of the most exciting upcoming games.

Alongside a new look at Black Myth: Wukong, we also got to see new gameplay and speak to the teams behind other such games as Lies of P, Off the Grid, Sky: Children of the Light and its animated series spin-off, Like a Dragon Gaiden: The Man Who Erased His Name, Homeworld 3, and much more.

Check Out Our Hands-On Impressions of Black Myth: Wukong and Watch 19 Minutes of Boss Battles and Gameplay

Black Myth: Wukong has been making a big splash at gamescom 2023 and we had the chance to not only get our hands on the much anticipated Unreal Engine 5 soulslike, but also share with you 19 minutes of glorious and intense gameplay.

In our Black Myth: Wukong hands-on demo, we said, “It’s shaping up to be one of the most exciting action RPGs of the soulslike era, one with its own fresh approach to challenge, pace, and abilities.

“What remains to be seen is how developer Game Science has approached wider RPG systems, such as character development and leveling up. Should that, plus the level design of further chapters, match up to the quality bar of the bosses we’ve seen, then Black Myth: Wukong will be the success everyone is hoping for.”

Lies of P Gets Another Stellar Showing at gamescom 2023

Lies of P, the upcoming soulslike that is based on Pinocchio and is set for release on September 16, got another great demo at gamescom 2023. We came away very impressed and believe this could end up being an A-class soulslike that could hopefully stand toe-to-toe with FromSoftware’s finest work.

In our demo, we got a chance to check out the King of Puppets boss and some new weapons that will hopefully keep you from a horrifying death.

Off the Grid Is a Satirical Cyberpunk Game Within a Game from Director Neill Blomkamp

District 9 director Neill Blomkamp stopped by gamescom to discuss Off the Grid, a game he is directing that is being billed as a dystopian battle royale. While it promises battles with up to 150 people in its battle royale mode, Off the Grid will also have a 60-hour narrative campaign that will help build out the world.

Off the Grid also got a gameplay trailer at Opening Night Live and it showed the battle royale in action, traversal via trucks, cars, grappling hooks, and jetpacks, and much more.

Sky: The Two Embers Teaser Shows Off the Animated Series Based on Sky: Children of the Light

Journey developer thatgamecompany has revealed a new look and title for Sky: The Two Embers, its upcoming animated series arriving in 2024 that’s based on the world and lore of Sky: Children of the Light.

thatgamecompany CEO and creative director Jenova Chen also stopped by our gamescom studio to talk about Children of the Light, its animated series spin-off, setting a Guinness World Record, and much more.

New Details and Gameplay Revealed for Like a Dragon Gaiden: The Man Who Erased His Name

Like a Dragon Gaiden: The Man Who Erased His Name is a spin-off game starring Kazuma Kiryu that looks to connect Yakuza 6: The Song of Life and Like a Dragon: Infinite Wealth.

At our gamescom studio, Like a Dragon series chief producer Hiroyuki Sakamoto joined us to share new details about the game’s combat, fighting styles, customization, and how its Colossseum battle arena will work. He also reveals why Kazuma Kiryu, who is no working under the codename Joryu, is a lot like Superman.

For more, be sure to check out our preview of Like a Dragon Gaiden: The Man Who Erased His Name.

Homeworld 3 – New War Games Mode Adds Co-Op Roguelike Missions

Homeworld is returning for the first time in 20 years with Homeworld 3, and game director Lance Mueller and lead writer Martin Cirulis stopped by our studio at gamescom to share more about what makes this game so special.

One of the biggest revealed was the new War Games mode that adds co-op roguelike missions, and that should make for an even more exciting game when it is released in February 2024.

For more, check out the Homeworld 3 story trailer from gamescom Opening Night Live.

Payday 3 Will Receive Major Content Updates for 18 Months Post-Launch

Payday 3 lead producer Andreas Häll Penninger and global brand director and head of community Almir Listo were on-hand to not only answer all our questions about the upcoming heist game, but also share some brand-new gameplay.

Come listen to them talk about developing in Unreal Ending, working with Ice-T and new mechanics, how they plan on supporting the game with major updated for at least 18 months post-launch, and more.

Project Mugen Offers Spider-Man-Inspired Anime Action

Project Mugen was one of the bigger surprises at gamescom 2023. This free-to-play urban open-world RPG not only looks to be a fusion of Cyberpunk 2077 and Genshin Impact, but it also looks to have players traversing the world in a way that would be right at home in Spider-Man’s universe.

Project Mugen senior marketing director Riten Huang came to IGN’s gamescom studio to talk about the game’s anime art style, its many characters, and share some new combat gameplay.

Tomorrow will be the last day of gamescom and we’ll be hosting gamescom’s Cosplay Contest! Be sure to stop by to find out the best costume, best dress, best built, and fan favorite. We will also be showcasing even more trailers troughout the show.

gamescom Day 3: The biggest announcements

gamescom Day 3 has arrived and we kicked it off by hosting the gamescom 2023 Awards! We also revealed a ton of new trailers, got a closer look at Path of Exile 2, and lots more. Keep reading for a full rundown of everything shown in Day 3 of gamescom 2023!

We hosted the gamescom 2023’s Awards, and Little Nightmares came out on top!

The gamescom awards took place today, and Little Nightmares 3 was selected as Best in Show! Here’s a full list of all the winners.

We also revealed a ton of new trailers

Awards were not the only thing announced at the gamescom awards — lots of new games appeared, too. Here’s all the trailers shown at the 2023 gamescom awards.

We got an exclusive look at new gameplay and images from Path of Exile 2

Path of Exile 2 appeared at this year’s gamescom. And IGN can exclusively reveal that we saw some new images and gameplay for the upcoming RPG.

The first bit focused on the Druid, which included a narration from Jonathan Rogers, the co-creator of the game. The second piece of gameplay focused on seven minutes the Warrior and the Huntress, which again includes Rogers providing a voiceover describing what is going on in the demonstration.

Grinding Gear Games also shared a ton of new screenshots for Path of Exile 2, which focused on bosses, in-game environments, and spell effects.

We got our first look at Neill Blomkamp’s Off the Grid

We got to see the first gameplay trailer for Off The Grid, a new battle royale third-person shooter directed by Neill Blomkamp (District 9). Off The Grid throws players into a covert corporate war between three companies on the tropical, dystopian Teardrop Island. Blending PvE and PvP, you’ll experience hectic 150-player battle royales as a cyberlimbed Zero, fighting to survive while simultaneously taking on a 60-hour narrative campaign. Extract high-value loot and upgrade your body with cybernetic limbs to give yourself the edge to reach the top.

AMD announced two new Radeon RX 7000 GPUs

One of a handful of tech announcements coming out of the gaming-focused trade show, AMD took the stage on Friday to unveil two new desktop GPUs it’s adding to the Radeon RX 7000 series: the RX 7800 XT and 7700 XT. According to AMD, both GPUs are designed for PC gamers who prefer high-FPS 1440p gaming.

Additionally, AMD shared some details on FSR 3.0, which it revealed will introduce a new native anti-aliasing mode. No release date yet for FSR 3, but AMD says the third generation of its supersampling tech is “coming soon.”

We talked to Sam Lake about Alan Wake 2

We sat down with Sam Lake at gamescom 2023 to talk about Alan Wake’s horror inspirations, its need for a little bit of comedy, and not wanting to go neck and neck with Spider-Man 2. Read the full interview here!

We got a closer look at Forza Motorsport

IGN’s Destin Legarie had a chance to check out a demo of the next major installment of Forza Motorsport at gamescom. My colleague described a bit of a new game mode called the Builder’s Cup, describing how it’s a mode where you can obtain XP by racing “as cleanly as possible,” and noted that the demo showed Audis, Mercedes, and BMWs racing each other.

Legarie also notes how the XP is key in Turn 10’s “Level, Build, Dominate” philosophy it has implemented in Forza MOtyorsport. Explaining that the new game mode and its mechanics should help him (and maybe others) learn the ins and outs of a vehicle.

We checked out Deathground, a new survival horror game where you fight dinosaurs

If you are looking for a survival horror game where you’re fending off dinosaurs instead of something like zombies or the paranormal, Deathground might be what you are seeking.

Developed by Jaw Drop Games, Deathground has you playing solo or with a friend as you survive a world that is infested with lethal AI dinosaurs. There’s no word yet on when the game is coming out, but the developer says it’s “coming soon.”

gamescom Day 2: The biggest announcements

The second day of gamescom 2023 kept the momentum going. Some games that made an appearance on day two include STALKER 2, Marvel Snap, and The Lord of the Rings: Return to Moria. The full list is below.

We revealed exclusive gameplay for The Lord of the Rings: Return to Moria

IGN can exclusively reveal the 13 minutes of gameplay for Lord of the Rings: Return to Moria. Yesterday we exclusively revealed the next game in the popular fantasy series inspired by the books by J.R.R. Tolkien.

The Lord of the Rings: Return to Moria will be released on October 24, 2023, on PS5 and PC as an exclusive on the Epic Games Store, while an Xbox Series X/S version is targeting an early 2024 release.

We got a new look at S.T.A.L.K.E.R. 2

Despite the game being pushed back to early 2024, S.T.A.L.K.E.R. 2: Heart of Chornobyl developer GSC Game World appeared at gamescom to share a slew of new gameplay for its upcoming first-person shooter.

Additionally, the CEO of GSC Game World sat down with us to answer all questions we had about the development team and its project. We also shared our first impressions of S.T.A.L.K.E.R. 2’s gameplay, which you can watch right here.

CD Projekt Red talked about how Phantom Liberty is the last big update before Cyberpunk 2

My colleague Stella Chung had a chance to sit down with game director Gabriel Amatangelo to discuss the new content coming to the next expansion of Cyberpunk 2077, including a quick look at a new zone called Dogtown.

More interestingly, Amatangelo revealed that Phantom Liberty is the last big expansion fans will see before a sequel to Cyberpunk 2077 launches. Check out the full interview here!

We learned that Kazuma Kiryu was always meant to be the dual protagonist in Like a Dragon Gaiden

We sat down with Like a Dragon series producer Hiroyuki Sakamoto at gamescom 2023 to get some answers to our questions on Like a Dragon Gaiden: The Man Who Erased His Name, including new details about the game’s setting, fighting styles, battle arena, Kiryu’s fashion sense, and more.

Since the reveal of Like a Dragon: Infinite Wealth, many veteran fans of the series have been perplexed by the decision to bring back long-time series protagonist Kazuma Kiryu as a dual protagonist. However, Like a Dragon series producer Hiroyuki Sakamoto claims that Kiryu’s return has been in the cards for a long, long time.

Second Dinner’s Ben Brode talked about Marvel Snap leaving Steam Early Access

Ben Brode, the Chief Development Officer at Second Dinner sat down with us to discuss Marvel Snap’s PC launch and his favorite deck in the game.

At Opening Night Live earlier this week, Second Dinner announced that Marvel Snap was finally out of Early Access. Last October, the game was released on PC (via Steam), in addition to macOS and mobile devices, but only the Steam version was left in Early Access.

Wayfinder revealed as a new MMO that looks like a fusion between Destiny and WoW

If you’re a Destiny and/or World of Warcraft fan, Wayfinder might be up your alley. This upcoming MMO. IGN sat down with AJ LaSaracina, the director of marketing and engagement for the game. He explained the game’s journey so far and what fans can expect when it finally releases sometime next year.

Project Mugen is a new open world RPG where Cyberpunk meets Genshin Impact

After teasing the game a few days prior, NetEase Games and Naked Rain announced Project Mugen, a free-to-play urban open-world RPG that resembles a fusion of Cyberpunk and Genshin Impact.

Despite no release date, we do know Project Mugen is coming to PlayStation, PC, and mobile devices. Pre-registrations are open now for those interested in giving the game a try.

gamescom Day 1: The biggest announcements

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.

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 ideal game 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.

We learned lots more about Hellboy: Web of Wyrd

IGN’s Max Scoville sat down with Hellboy creator Mike Mignola and Art Director Patrick Martin to talk about Hellboy’s new game, Hellboy: Web of Wyrd.

Patrick and Mike talk to Max about multiple elements of the new game. They discuss the game’s heavy emphasis on melee combat that still includes shooting. More than that, they also dug deep into the game’s rogue-like elements, like Hellboy’s different upgradable abilities and what players could expect to customize from run to run.

We learned how Assassin’s Creed: Codename Jade made the leap to mobile

Assassin’s Creed Jade is the first full game in the franchise to be made exclusively for mobile devices. Playable at gamescom 2023, we took to the level Infinite booth to get some quality time with Assassin’s Creed Jade to see just what the developers were able to achieve on the mobile platform.

What to expect from gamescom Day 4

That’s about it for our recap of Day 2 of gamescom! Keep an eye on this space for lots more interviews, trailers, and announcements as we roll on to Day 3 of gamescom. Tomorrow are the gamescom 2023 awards! Here’s a list of what to expect.

  • Mortal Kombat 1
  • Lies of P
  • Where Winds Meet
  • Tekken 8
  • Payday 3
  • Like a Dragon Gaiden: The Man Who Erased His Name
  • Sky Children of the Light
  • The Plucky Squire
  • Black Myth: Wukong

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

Sky: The Two Embers Teaser Shows Off the Animated Series Based on Sky: Children of the Light

Journey developer thatgamecompany has revealed a new look and title for Sky: The Two Embers, its upcoming animated series arriving in 2024 that’s based on the world and lore of Sky: Children of the Light.

Sky: Children of the Light is thatgamecompany’s follow-up to 2012’s Journey and is a social adventure that tasks you and your friends to restore a fallen kingdom above the clouds to its former glory. To do so, players will explore seven realms, solve puzzles, fly through the sky, and work together with others to push back the darkness and bring back the light.

As for the new series, we only catch a small glimpse, but it has a striking art style and teases that “a new world awaits.” While the story has yet to be fully revealed, it looks as though the main characters may need to search for a new home after a war or some threat comes to their doorstep. That threat is seen via a striking shot in the rain of a dragon-like creature flying above an army of sorts.

In our review of Sky: Children of Light, we said it is “a breathtaking follow-up to thatgamecompany’s previous hit, Journey, that surprised and delighted me from start to finish with its subtle story of exploration and healing.”

Sky: Children of the Light was recently in the news as it broke the Guinness World Record for the Most Users in a Concert Themed Virtual World with 10,000+ players in one virtual stadium. Soon, it will be going for a second record when it tries to have The Most Players Emoting Together at the Same Time in a Video Game.

For more, check out our recap of the biggest moments of both gamescom and Opening Night Live.

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

Black Myth: Wukong’s Combat Feels As Good as It Looks | gamescom 2023

When it was revealed to the world back in 2020, Black Myth: Wukong set the soulslike community on fire. And with each new gameplay video, that fire burned hotter and brighter. Among a growing crowd of FromSoftware imitators, Black Myth: Wukong stood out thanks to what appeared to be lightning-fast, responsive combat that doesn’t fall into the staple sword-and-board rhythms the genre found its feet with. But that impression has always been based on what we’ve watched. Now, after actually playing 30 minutes of Black Myth at gamescom 2023, I’m thrilled to report that seeing really can be believing. It genuinely does feel as good as it looks.

First, let’s address where Black Myth: Wukong sits along the action RPG spectrum. While it definitely falls under the soulslike umbrella thanks to its punishing centre-piece boss fights and bonfire-like checkpointing, Black Myth isn’t directly comparable to any FromSoft game. It sits somewhere between Sekiro and Bloodborne; it has the relentless speed of the former and emphasises evasive dodging much like the latter. But while the combat encounters pull on some of the same strings as the genre’s established titans, the actual act of fighting feels like its own slick beast.

Much of that comes down to the aforementioned evasions. Your staff-swinging monkey protagonist, based on Sun Wukong of China’s classic Journey to the West story, cannot block incoming attacks. Instead, dodges and leaps are your primary method of avoiding damage. This creates an incredibly kinetic foundation for the combat system, one in which you are constantly running circles around foes. While the lack of a traditional block means there’s not the satisfaction of a perfect parry, the feeling of dashing just before an enemy lands a blow is just as sweet.

Switching stances allows you to fluidly mix different strike patterns, from spear-like lunges to a twirling assault.

The best thing about this speed-focused foundation is that it never feels as if it’s slipping away from you. Black Myth’s controls are incredibly responsive, and that flows from the movement to its stance-based attacks. Switching stances allows you to fluidly mix different strike patterns, from spear-like lunges to a twirling assault reminiscent of Jedi: Survivor’s double-bladed lightsaber. Light attacks build into spectacular heavies that have you pole vault upwards, or even spin on the end of your staff and strike enemies with each rotation. It’s in these moments that Black Myth’s Chinese mythology and martial arts roots really come alive, and each acrobatic feat feels all of your making.

The gamescom demo was split into four segments – three standalone boss battles, plus a longer section with regular enemies and exploration pulled from a dusty, rocky area known as Fright Cliff. Details on those bosses – Centipede Guai, Macaque Chief, and Tiger Vanguard – can be found in our previous hands-on preview, but what I will add is that each provides a wonderful sense of theatre. These are incredibly memorable fights, with smartly designed attack patterns, that take place in absolutely beautiful locations. The brutally fast Tiger Vanguard is especially true of that last point; the brawl takes place in a pool of blood that splashes and ripples with each pouncing movement.

The Fright Cliff chapter is the new showing for gamescom 2023, and it demonstrates that as good as Black Myth: Wukong is shaping up to be, it maybe won’t always be delivering its A-game. The level design leading up to its two bosses snakes through sandy and arid terrain. Fallen Buddha statues lie embedded in the earth, and occasional incense burners mark your journey’s checkpoints. Regular enemies guard each turn and fork in the road; some with shields that make the fight a little tricker, others with giant heads made of stone that can be shattered by using the ‘Smash’ stance that swings the staff like a club. Occasionally a branching path will lead to a dead end, forcing a touch of backtracking.

It’s all perfectly fine, but compared to the aforementioned bosses, I found navigating this area of Black Myth’s world a little action RPG-101. I’ve generally found the architecture of urban environments tells a better story and creates a better path network than rural locations. But I can’t help but think back on natural world triumphs like Sekiro’s Sunken Valley and wish that Black Myth’s Fright Cliff had more of that location’s fun verticality and hazardous paths. You play as a monkey, after all, and so it would have been fun to use his leaping and swinging talents to explore this world in a more dynamic fashion. But as we know from prior gameplay videos, our primate protag can turn into a fly, so there’s every chance that further levels have more engaging layouts and opportunities than those seen in this demo.

Black Loong’s attacks had to be leapt over or dodged through with an almost rhythm action game-like sense of pace and precision.

Towards the end of the stage the path branches with more purpose. To the left lies a wide open space that makes it immediately obvious that a boss is waiting on the sidelines. To the right is a staircase that leads to a huge set of ominous doors that also make it immediately obvious that a boss is waiting behind them. The space on the left is the stomping ground of the Stone Vanguard, an optional boss made up of boulders arranged in a roughly quadrupedal arrangement. Its front legs slam down to create powerful shockwaves that hurl you around like a ragdoll. As a side challenge, the Stone Vanguard isn’t the set-piece that Black Myth’s main bosses are, but it’s a fun time all the same.

Behind the doors, though, is the real star of the show: Black Loong. Best described as a fifteen-foot-tall pig/dragon/man hybrid, he swings massive electrified batons that crash through the rocks that litter his arena. He’s slower than the previously mentioned bosses but hits much harder, building his attacks into lengthy combos that force you into extended defensive manoeuvres. My favourite of these was a series of lightning pulses that burst outwards from his location in patterns that had to be leapt over or dodged through with an almost rhythm action game-like sense of pace and precision.

Should the beat of those lightning rings pose too much of a challenge, you can use the Immobilize skill to freeze Black Loong in place and prevent him from unleashing the attack. This paralysis ability is just one of many different spells that can be used mid-battle. Rather than the sorceries of FromSoft’s games, these are cooldown-based abilities similar to those seen in the likes of Diablo or the recent Assassin’s Creed games. They take a long time to recharge but work as fun punctuation marks throughout a combat encounter.

As you’d expect, these spells cover a wide range of utilities, from Cloud Step, which temporarily enhances your dodge and sharpens up those evasive qualities, to the Fireblade Wolf; a transformation that turns you into a slightly slower but powerful demigod-like character with flaming glaive and a brand new health bar. My favourite, though, was The Pluck of Many, which summons a mini army of monkey clones that immediately unleash their aggression on your target. Locking a boss in place with Immobilize and then activating those clones provides a healthy burst of damage, and I can see that being a go-to technique in the final game.

It’s always a development risk to reveal your game too early. Such a move can build up years of heightened and unrealistic expectations. But, at least as far as this gamescom 2023 demo goes, Black Myth: Wukong has successfully navigated that risk. It’s shaping up to be one of the most exciting action RPGs of the soulslike era, one with its own fresh approach to challenge, pace, and abilities. What remains to be seen is how developer Game Science has approached wider RPG systems, such as character development and levelling up. Should that, plus the level design of further chapters, match up to the quality bar of the bosses we’ve seen, then Black Myth: Wukong will be the success everyone is hoping for.

Matt Purslow is IGN’s UK News and Features Editor.