I Don’t Want Tears of the Kingdom to End

I haven’t beaten Tears of the Kingdom yet. I also don’t think I want to. I don’t have anywhere near as much time in it as I should, between work commitments and a short family trip, but I’m over 60 hours now and I feel like I should be nearing a place in my heart where I want to see things wrap up. But I don’t even have the slightest twinge. Finishing Tears of the Kingdom’s story feels completely against the way I’ve chosen to enjoy its beautiful and gigantic world. It’s the first game since Red Dead Redemption 2 to make me feel like I never want it to end, and only the third game I’ve deliberately avoided finishing in spite of absolutely loving it.

The other two are the aforementioned Red Dead 2, and before that, Metal Gear Solid V. They all have something in common: all three of them completely overtook all my free time at the expense of all other games. In the case of Tears of the Kingdom, in spite of my relatively limited play time, I’ve gotten less sleep, completed fewer of my weekly tasks, and basically fallen behind in life just a little bit. And I’m OK with that! Sinks were made to have dishes piled up in them. I believe it’s in the original patent. Maybe I should look that up.

Tears is only the third game I’ve deliberately avoided finishing, in spite of absolutely loving it.

Both Red Dead 2 and MGS5, and now Tears, presented me with a world where I was basically free to wander and do whatever I pleased without needing to progress the story. I never even opened up the full map on RDR2 in spite of having over 150 hours in it, because I was just enjoying the world, the setting, the way it made me feel like I was actually on the last vestiges of the American frontier and living a life as someone would have in the turn of the 20th century. Metal Gear was like a giant playset and I had all my GI Joes in there with the best vehicles and weapons, and I constantly revisited guard posts and story missions to try and get that elusive S-rank on all of them (all of them I’d already completed, at least). Tears of the Kingdom is a magical combination of both those things. It’s a toy box filled with the funnest LEGO sets I can stick together to create weird and often ridiculous creations. It’s a world with increasingly difficult enemies, who drop tantalizing rewards after defeat, sparking a curiosity in me that wants to see what results I can come up with after fusing them to my weapons.

It’s a toy box filled with the funnest LEGO sets I can stick together

But then there are three different complimentary layers: the sky world, with its golden hues straight out of Greek mythology, the newly changed Hyrule that manages to feel unfamiliar in spite of being essentially the same map from the first game, and the depths. The depths are where I feel the most rewarded for my exploration, with only slices of it being visible until the activation of a lightroot, and even then it’s merely a tiny sliver of the entire underworld map. Each section almost feels like it could stand on its own, and to be fair, Hyrule did, but then there are caves and shrines and dungeons and gigantic monsters and side-quests and armor pieces to find and collect and upgrade.

It’s just so tremendous, the wizardry involved in making it always feel fun is astonishing to me. I never suffer from a crisis of choice, nor do I ever feel like I’m making my way through big empty areas. I love Ghost of Tsushima quite a bit, but as gorgeous as that world is, it did sometimes feel empty to me. Not so in Tears. Everything is exactly placed to maximize satiating my curiosity without feeling barren nor overcrowded.

The immense opportunities to enjoy Tears of the Kingdom outside of its main story are keeping me extremely busy. And I’m loving it. I look forward to playing it at every opportunity I have. It’s a joy to play, and as much as I love the story it tells and the way it tells it, I don’t have any desire to see it wrapped up any time soon. I’m still having way too much fun.

Seth Macy is Executive Editor, IGN Commerce, and just wants to be your friend. You can find him hosting the Nintendo Voice Chat podcast.

Beware the Diablo 4 Treasure Goblin, Which Cannot Attack but Is Killing Hardcore Characters Anyway

The Treasure Goblin is not meant to instill fear in the hearts and minds of Diablo 4 players. It is, after all, an enemy that spits out loot and cannot attack. And yet, players across Sanctuary have a newfound fear of the unassuming demon after it killed a raft of high-level Hardcore characters.

Let’s start with Diablo 4 player Killthuzad. Icy-Veins reported this Hardcore character unexpectedly died to a Treasure Goblin while running a tier 37 Nightmare Dungeon. Stunned into silence, Killthuzad has no option but to return to the character creation screen. They eventually get up from their gaming chair and put their head in their hands.

What happened here? Killthuzad had the Death Pulse affix enabled. This means “killing a monster releases a deadly lightning pulse after a short delay”. Watch the clip carefully and you’ll see the Death Pulse emit from the dead Treasure Goblin, killing the character in one hit.

Let’s not forget, in Diablo 4, when a Hardcore character dies it is lost forever. IGN has reported on multiple instances of high-level Hardcore characters dying due to a disconnect or even while in a loading screen. Now, Treasure Goblins are getting in on the act.

Killthuzad is not alone. Some players believe the Treasure Goblin Death Pulse is doing way more damage than it should, so much so they reckon it’s bugged. Diablo 4 player “faraddox” took to the Blizzard forum to report his character death as a bug, complaining about the loss of their Hardcore level 60 Druid while in a tier nine Nightmare Dungeon with the Death Pulse affix enabled.

“I had more than enough damage reductions and armor to tank anything, all previous explosions from Death Pulse affix caused almost no harm,” faraddox said. “In last room of this section I saw Goblin, there were no other monsters nearby (one monster left for task, no other marks on minimap). I had full life and fortify since I didn’t take any damage fighting Goblin. As soon as he died, my Druid died too.”

Faraddox said Diablo 4’s Hall of Fallen Heroes, which documents lost Hardcore characters, states they were slain by an “unknown killer”.

Another player, called Chillout, said they lost their level 76 Necromancer after a Treasure Goblin died while running a tier 26 Nightmare Dungeon. “I am a casual player and losing 86 hours to such a bug is really bad” they said.

“All I did was kill the Goblin. It says I killed myself. So… I have some questions for Blizzard.”

MythiZena recorded the shocking moment they lost their level 97 Druid to a Death Pulse from a Treasure Goblin. “I can’t believe how much damage that did,” MythiZena says in the clip. “Is that a bug? That’s got to be a bug, right? I’m so confused right now. It’s just the Death Pulse. All I did was kill the Goblin. It says I killed myself. So… I have some questions for Blizzard.”

There are multiple reports online from players who suffered the same fate. Blizzard has issued a number of patches since Diablo 4 came out. Perhaps the next hotfix will force the Treasure Goblins to calm down a bit.

Diablo 4 launched big, becoming Blizzard’s fastest-selling game ever. It is also a hit with critics, and, generally, has gone down well with fans. However, the cost of Diablo 4’s microtransactions has raised eyebrows, and, surprisingly, Whoopi Goldberg called on Blizzard to release Diablo 4 on Mac.

Check out our interactive Diablo 4 map to start tracking your progress as you play.

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.

The Legend of Heroes: Trails into Reverie Review

Ever wanted to experience the Marvel Cinematic Universe of RPGs? The Trails series is exactly that. More specifically, The Legend of Heroes: Trails into Reverie is the Avengers: Endgame of RPGs. It’s the culmination of three different subseries within Trails and two decades’ worth of meticulous storytelling, easily totaling over 100 hours of gameplay time between its story, combat, and post-game activities. Despite a bloated cast of characters resulting from combining the expansive Trails series, impeccable pacing makes every event and interaction manageable. With its politically engaging story and strategically fun turn-based gameplay, it’s one of the best RPGs of 2023.

Reverie is able to pack so much content in because its overarching story is split into three routes, each with a different main character. By switching between perspectives, it’s able to keep its various plot twists and revelations fresh, and I never felt like I was lingering on one particular route too long before I had to make progress on another.

Fans of the Trails series will undoubtedly recognize the first protagonist, Rean Schwarzer. I’d gotten tired of playing as Rean as the main character of the four games in the Cold Steel saga – in particular, the story around him involving some worldwide catastrophe in Cold Steel IV was messy and convoluted. However, Reverie redeems Rean by giving him a much more focused storyline for his route, and I was impressed at how cleverly it expanded on his arc from Cold Steel IV.

The second protagonist, Lloyd Bannings, surprisingly has the weakest route of the three. I immensely enjoyed the Crossbell ‌duology that he originated from; Trails from Zero and Trails to Azure tell the story of Lloyd and the Special Support Section fighting for the city of Crossbell’s independence. Reverie retreads that same story, making Lloyd’s route a bit boring compared to the other two. It’s also central to Reverie’s overall story, which is a little disappointing since I’ve seen it all before.

Reverie redeems Rean by giving him a much more focused storyline.

The third route follows a new character named C, and it’s easily the best Reverie has to offer. Much of the mystique in C’s cast comes from all of their unknown backgrounds and amazing chemistry: C, the one adult in the group, wears a mask and a deep voice modulator – what’s his true identity? Swin Abel and Nadia Rayne are both child assassins, but why were they roped into a dangerous profession at such a young age? And while Swin and Nadia had to grow up fast in order to survive, their amnesiac companion Lapis has this innocent childlike curiosity about the world. Their mix of personalities is incredibly entertaining, and interactions between them are always fun to watch.

You can switch between the three main characters at any time using the cleverly named timeline system, Trails to Walk, but there are certain points in each that remain locked until you’ve made progress in another route. For example, in one section, both Lloyd and C have to work together in order to make their way through two different facilities as their respective locking mechanisms work in tandem. I really enjoyed the way mechanics like this make the three stories feel intertwined, but also allows space for their individual stories to shine.

Reverie does have an issue with a massively bloated cast – there are over 50 playable characters.

Reverie does have an issue with a massively bloated cast – there are over 50 playable characters coming together from all of the previous Trails games, which is a lot of faces and names to remember even if you’ve played every single one. However, it manages to let each character get relatively equal amounts of the limelight, and in doing so it allows people to interact with each other where they never could in their respective origin games.

For example, watching Crossbell Police Department detective Alex Dudley and Rean’s classmate Machias Regnitz praise each other’s studious personalities is so satisfying. Even other characters who overhear their conversation note how they’re both so similar. It’s moments like these where I felt like Trails into Reverie was fanfiction done right.

However, by its very nature it’s not an approachable game for newcomers. The story fully expects you to know who these characters are, and it wraps up the entire arcs of the Crossbell duology and the Cold Steel saga; if you don’t know what those are you’ll be entirely lost. Plenty of characters from the Trails in the Sky trilogy make appearances as well. It’s a daunting task, but it’s highly recommended to play all of the other games before Trails into Reverie. Having played them, the overwhelming familiarity and nostalgia were worth it.

Having played all the Trials games, the overwhelming familiarity and nostalgia were worth it.

Trails has one of the most meticulously designed battle systems in any RPG series – unlike Final Fantasy, Trails has stuck to its turn-based guns here – and Reverie is no exception. You can have up to four different party members on the field at one time, but other characters in your active party can be switched in and can also provide support from the sidelines. There is quite a lot of nuance that goes into the different options you have during battle, from positioning your characters on the free roam-based battlefields to managing a turn-order timeline. You have a high degree of freedom in how you can approach and dictate the flow of battles.

A particularly satisfying one is how you can use certain attacks, called Crafts, to not just impact a character’s placement on the move-order timeline but also expose them to bonus damage effects. If an enemy’s timeline icon shows a critical hit effect, that’s an opportunity to delay that enemy’s turn so that the turn order changes to one of your characters, thus guaranteeing a critical hit. These incentives kept me engaged and focused throughout the entire campaign’s worth of battles, especially on higher difficulties where capitalizing on those openings is crucial. One wrong move and the enemy could wipe out my party, but overcoming a challenging boss felt rewarding.

As a whole, the Trails series emphasizes the theme of teamwork, and Reverie’s battle system has a few other cool features to reinforce that. For instance, enemies are weak to certain weapon types, and hitting them with the appropriate weakness allows one of your allies to do a follow-up assist attack to earn Bravery Points (BP).

With three BP stacked up, you can launch a Rush dual attack with an ally, and five BP can be spent to launch a Burst attack where all four party members pile up on the enemies, similar to Persona’s All-Out Attack mechanic. But that’s nothing compared to the newly introduced United Front attacks, in which your entire party, even the ones on the sideline, rushes in from off screen to attack. I love this assist system because I felt the camaraderie through gameplay, not just ‌in the cutscenes and story.

I felt the camaraderie through gameplay, not just ‌in the cutscenes and story.

BP can also be spent on Orders, which are party-wide buffs that can turn the tide of battle. Is the boss charging up their ultimate attack on the timeline? Three BP activate Lapis’ Order, Pallas Coppelion, which reduces incoming damage by 60% for the next six turns. However, we’re given good cause to be careful about when to use these powerful bonuses: Bosses can also launch their own abilities, called Dis-Orders, which can have similar effects like reducing your party’s damage output, canceling your current Order in the process. Whenever bosses pulled them out, I’d immediately have to adjust to a more defensive playstyle in order to hunker down and wait until the effect wore off. Dis-Orders are a great way to shift the momentum back toward the boss just when I thought I held the upper hand, keeping me on guard even when a fight seemed like it was already over. It kept battles dynamic and exciting, forcing me to think quickly on my feet.

Reverie also has a bunch of customization options for how you can build out your characters. Want to make Rean’s ninja assassin, Fie Claussell, an evasion tank so enemies miss their attacks all the time? Just slot her up with gems (called Quartz) that boost her evasion stat – and also her counterattack range if you want to give her a free attack on the enemy’s turn. There’s no role I couldn’t tailor specific characters toward, be it a healer or magic user. I could spend hours optimizing my Quartz setup for my party – it’s that engrossing.

The features that Reverie’s battle system introduces may seem overwhelming at first, but it’s nothing that a Trails veteran can’t pick up quickly – and again, if you’re not a Trails veteran, you probably shouldn’t be playing this until you are.

In a game that’s so focused on its characters it’s important that they look convincing, and Reverie does its cast justice. While they aren’t what I’d expect from a big-budget game like Final Fantasy XVI or Persona 5, they’re still an admirable improvement over previous Trails games. In particular, character models look less stilted and don’t awkwardly move their limbs when walking or waving their arms while talking.

Reverie’s soundtrack is excellent, too. Rean, Lloyd, and C all have different battle themes and they fit appropriately and reinforce their respective characters. Rean’s electric guitar-heavy theme reflects the energy that he embodies during battle, while Lloyd’s sounds like an anthem, fitting for a nationalist hero like himself. C’s theme incorporates more piano, giving it a more graceful feeling to match his calm demeanor.

Constant Customization

Characters can also equip costumes that don’t have an impact on stats – it’s just there if you want to play dress-up with various items like hats and swimsuits. You can earn a few of those costume items just by playing through Reverie’s main story or fulfilling side quests, but many of them are earned through a randomized dungeon called the Reverie Corridor. Here, all three protagonists and their parties have been whisked away to a different dimension where they can interact outside the main story’s events. The catch is that they won’t remember what they were doing right before arriving, and they also won’t remember what transpired in the Reverie Corridor when they exit. It’s a weird but very clever way to have all the characters gather in one place to interact with each other before the finale when their paths ultimately converge. Additionally, any character levels gained inside the Reverie Corridor will transfer back to their home dimensions.

Reverie Corridor’s randomized nature is similar to that of Persona 5’s Mementos: you’ll fight through a few floors and then battle bosses at the mid and endpoints. There’s also a gatcha system, but don’t worry: there are no microtransactions or real-world currency involved at all. In fact, Trails into Reverie even told me to reload a save just in case I didn’t receive what I wanted! Some of those rewards include extra characters who appeared in past Trails games but didn’t have a presence in the main story. While these characters can’t be used outside the Reverie Corridor, they can be used as Tagalongs, meaning that you can still activate their specific Orders and they’ll also participate in United Fronts.

You’re only required to progress through the first two Stratums as part of the main story, but afterward, you’re free to put it off for as long as you want. The Reverie Corridor is the only aspect of Trails into Reverie that feels a bit out of place in the story, as the characters are puzzled by why such a place even exists. However, there’s plenty of post-game content that unlocks more Stratums and reveals extra story context behind the Reverie Corridor, as well as a final post-game boss and an additional ending, and that was a fantastic send-off for these combined series and an exit ramp to tell new Trails stories in the future.

Baldur’s Gate 3 Standard Playthrough Takes 75 to 100 Hours, Larian Says

Wondering if you’ll be able to squeeze in a playthrough of Baldur’s Gate 3 before Starfield comes out? Be warned: one run takes on average 75 to 100 hours, developer Larian has said.

Baldur’s Gate 3 is a sprawling open-ended role-playing game from the makers of the Divinity: Original Sin series. Larian announced it had brought the PC version release date forward a month, from August 31 to August 3, in order to avoid a clash with the likes of Bethesda’s upcoming behemoth Starfield in early September. The PlayStation 5 version, meanwhile, is delayed slightly to September 6, and the Xbox Series X and S versions are without a release window (more on Baldur’s Gate 3’s Xbox hold-up here).

Speaking to IGN, Larian boss Swen Vincke said the developer is seeing a standard playthrough of Baldur’s Gate 3 take 75 to 100 hours. However, players who want to “do everything” should expect to double that figure.

“Between 75 and 100 hours, that’s what we’re seeing,” Vincke said. “That’s not doing everything, that is just going to be a playthrough. There will be people who will be way over that, the ones who want to do everything. They will probably hit 200 hours, I think. On average we’re seeing people who are going through take about 75 to 100 hours.”

“There will be people who will be way over that, the ones who want to do everything. They will probably hit 200 hours.”

Vincke pointed out, however, that Larian expects to see different playstyles upon Baldur’s Gate 3’s release. Those who play the game in multiplayer, for example, may take over a year to finish the game as they organise regular sessions with friends.

“There are multiple ways of playing it, right?” Vincke said. “We saw that with [Divinity: Original Sin 2] and it will be no different here. People who are going to be playing in multiplayer, they’ll take a year, a year-and-a-half. They will make their regular sessions where they play, like D&D.”

Baldur’s Gate 3 is divided up into discreet chunks by big transitions that move players from chapter to chapter, much like in the original Baldur’s Gate. These transition points provide natural stop / start moments for players who may fancy giving Baldur’s Gate 3 a rest in favour of another game.

“There will be moments where you can say, ‘you know what? I’ll stop here and try something else,’ and then I’ll pick it up again. It’s big enough,” Vincke said.

Even after a playthrough is complete, players may feel compelled to re-roll due to the nature of Baldur’s Gate 3 itself, Vincke suggested.

“It has an enormous amount of replay because there are so many ways to do things,” Vincke said. “I think people will re-roll a lot. We have this insane amount of classes, sub-classes, races, sub-races. This is not a small game you’re going to be done with in a month. You will be playing it in bits and chunks. Maybe you will drop in with a friend in multiplayer – we have drop-in / drop-out multiplayer also. There are so many ways of playing it.

“We saw with [Divinity: Original Sin 2] also, people played it for years. There are still quite a lot of people playing DOS2, still discovering new things that are in there. This one is significantly bigger, with significantly more layers of depth to it also.

“I don’t think you’ll be done in a month, is what I’m saying.”

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.

IGN UK Podcast 703: The Best of 2023 So Far

We’ve officially made it halfway through 2023. Congrats to everybody. To celebrate, Cardy, Mat, and Wes are here to share their favourite games, films, and TV shows from the year so far. But that isn’t all, they then look ahead to the rest of 2023 to what they’re most excited for.

Want to let us know which games you’re most excited for later this year, or just want to tell us the weirdest thing you’ve had as a pizza topping? Drop us an email: ign_ukfeedback@ign.com.

IGN UK Podcast 703: The Best of 2023 So Far

Say Goodbye to the Iconic Gulf War Game Boy

Gulf War veterans have lost another comrade today, especially veterans who were gamers. The Nintendo Store in New York City has retired the iconic Game Boy that survived an explosion during the war.

Tanooki Joe, the Twitter user behind the account @VideoGameArt&Tidbits, which delivers high-resolution video game and retro gaming memorabilia, took to the social media platform and said the externally damaged Game Boy was officially retired from Nintendo NY after its exhibit was absent for some time. They said that during a recent visit to the store, an employee confirmed it was because it had been returned to Nintendo of America’s headquarters in Washington State.

“The Gulf War Game Boy has officially been retired from @NintendoNYC,” they said. “After not seeing it on display for a while, I asked one of the workers about it. He told me it was returned to Nintendo’s headquarters in Redmond, Washington.”

In 1991, the original Game Boy was nearly destroyed in a barracks bombing during the Gulf War. Its plastic casing got scorched by the fire, the motherboard was exposed, and the A and B buttons were melted along with the D-pad buttons — all damages that rendered the toy useless. According to Esquire, Stephan Scoggins, the medic who stored the handheld system in the barracks, sent the damaged Game Boy to Nintendo for repair with a note that read: “Fortunately, this Game Boy, several Game Paks, and sundry other personal items were the only casualties claimed by a fire.” When the Nintendo technicians tested the Tetris cartridge that came with it, they were shocked to discover the Game Boy still worked.

While we don’t know what retirements plans Nintendo of America has in mind for the charred Game Boy, it’s truly a miracle it managed to survive the Gulf War and live to tell the tale from within the Nintendo Store near Rockefeller Center. It’s a piece of gaming history that belongs in a museum.

Cristina Alexander is a freelance writer for IGN. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.

Xbox vs. FTC Trial: 7 Big Things We’ve Learned So Far – Unlocked 601

With the Microsoft vs. FTC trial concluding, with a verdict expected next week, we discuss and analyze seven big things we’ve learned so far, from the fate of Bethesda game exclusivity to the other publishers Microsoft considered buying and more! Plus: our own investigative report into the state of The Initiative and the Perfect Dark reboot.

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

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

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

Annapurna Interactive Showcase 2023: Everything Announced Including Blade Runner 2033: Labyrinth

The Annapurna Interactive Showcase has returned for 2023 and it was filled with a wide range of unique and wonderful-looking games. From the first Blade Runner game in 25 years that also happens to be the first in-house game for Annapurna Interactive to release dates for Thirsty Suitors and Cocoon to the news that Stray was headed to Xbox, the 30-minute show was not a disappointment.

However, it did go by pretty quickly and it can be hard to keep track of everything announced, so this article will gather all the biggest reveals and the trailers that went along with them so you don’t miss a thing!

Blade Runner 2033: Labyrinth Is Annapurna Interactive’s First In-House Game

Blade Runner 2033: Labyrinth is not only the first Blade Runner game in 25 years, but it will also be Annapurna Interactive’s first in-house game. We don’t know too much about the game quite yet, but it was confirmed that it will take place in 2033 in a dystopian Los Angeles after the Blackout and will fit in between the original Blade Runner and Blade Runner 2049.

Its development is being led by Solar Ash and What Remains of Edith Finch’s Chelsea Hash, and we had the chance to speak to her about the project that will supposedly have a strong focus on narrative.

Cocoon Gets an August 2023 Release Date and a New Gameplay Trailer

Cocoon, the much-anticipated world jumping game from Geometric Interactive and the lead gameplay designer of Limbo and Inside, will officially be released on PS5, PS4, Xbox Series X/S (On Game Pass!), Xbox One, Switch, and PC via Steam on September 29, 2023. We were also treated to a new gameplay trailer alongside the release date announcement.

Stray Is Finally Coming to Xbox in August 2023

Cat lovers, rejoice! Stray is finally making its way to Xbox Series X/S and Xbox One on August 10, 2023. In our Stray review, we said, “The new ideas it introduces along the way help keep things as fresh as a new bag of litter, too, even if not all of those ideas work quite as well as others. But whether I was scratching at a carpet or curling up into a ball and taking a catnap, Stray does a great job of setting itself apart in a way that feels like more than just a novelty.”

Thirsty Suitors Gets a November 2023 Release Date

Thirsty Suitors is a very unique game that features turn-based combat, skateboarding, cooking, and so much more, and it will be released on PS5, PS4, Xbox Series X/S (Game Pass!), Xbox One, PC, and Switch on November 2, 2023.

Thirsty Suitors stars Jala, who, throughout the game, will have to confront her exes, deal with her demanding parents, get ready for her sister’s wedding, and so much more in this game that is also a stylish celebration of South Asian culture.

Lorelai and the Laser Eyes Gets a New Trailer That Shows Off the ‘Journey into the Nightmare Surreality’

Lorelei and the Laser Eyes is a striking game that promises to take players on a “journey into the nightmare surreality.” Annapurna Interactive’s showcase presented fans with a new trailer and it teases some of the mysteries and puzzles players will need to solve in this non-linear adventure game when it arrives later this year.

Lushfoil Photography Sim Encourages Players to Capture the Beauty of Our World on Film

Lushfoil Photography Sim has players exploring true-to-life recreations of real-world locations with a fully-featured camera and it looks to be a beautiful adventure across our planet. Gameplay takes place in first-person and there are secrets and hidden objectives waiting for players that understand what it takes to capture the perfect shot.

To a T Is a New Game From the Creator of Katamari Damacy and It Stars a Character Stuck in a T-Pose

To a T is a hilarious-looking game from the creator of Katamari Damacy that stars a character who is stuck in a t-pose position. To a T is billed as an “episodic 3D adventure” that has a “strong focus on character, interaction, story, and exploration,” and the main character is just trying to live a normal life while being stuck in a not-ideal position at all times. However, they soon learn they may just be perfect the way they are.

Flock Is a Co-Op Game That Has Your Flying Through the Skies with Your Friends With a Bunch of Flying Creatures

If you’ve ever dreamed of what it’s like to be part of flock of birds flying through the sky, the aptly named Flock may just be what you’ve been waiting for. The goal of the game is to fly through a fantastical world and recruit new and wonderful flying creatures to join your flock, and you can do everything with a friend by your side.

Ghost Bike Is a Thrilling and Speedy Biking Adventure Through the Afterlife

In 2024, players will be able to play Ghost Bike, a game that tells the story of the attempted revival of the “magical couriers who rode between the world of the living and the world of the dead.” This adventure will take players to the afterlife and will challenge them to defeat ghosts in an attempt to bring back “the true spirit of biking back to Wheel World.”

Mundaun Is a Haunting Hand-Penciled Horror Tale That Is Now Available on PS5 and Xbox Series X/S

Not only is Mundaun now available on PS5 and Xbox Series X, but this hand-penciled horror tale also has a new update that adds 4K/60fps support on current-gen platforms, bug fixes, new languages, and more. Set in a dark part of The Alps, Mundaun was first released in 2021 and is filled with deadly creatures, devious puzzles, terrifying moments, and more.

Bounty Star Is a Compelling Combination of Mech Combat, Base Building, and Farming

Bounty Star is a complelling combination of mech combat, base building, and farming and it stars a ex-soldier named Clementine McKinney. As you work to help Clem get over the guilt of her past, you will get to partake in thrilling 3D mech combat and so much more in a post-post-apocalyptic version of the American Southwest.

Storyteller Is Headed to Netflix With New Content

Storyteller, the puzzle game that plays across multiple panels like a comic book, will be available to all Netflix subscribers on September 26, 2023, with new content, scenarios, and more.

Annapurna Interactive Has Partnered with Marumittu Games and Glass Revolver

While these wren’t full game announcements/reveals, Annapurna Interactive has revealed it has new developer partnerships with Marumittu Games and Glass Revolver. Marumittu Games’s title takes place in a “future that could actually happen” and will include problems that are familiar. Glass Revolver’s game is called We Kill Monsters and it was revealed it was originally going to be in 2D before studio head Jacob Williams decided to delete the entire project and committ to 3D. Oh, and you can camp!

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

To a T Is a New Game From the Creator of Katamari Damacy That Stars a Character Stuck in a T-Pose

To a T is a new episodic 3D adventure from Katamari Damacy creator Keita Takahashi and Uvula that stars a teenager stuck in a t-pose.

To a T, which has no release date or window as of yet, was featured in the Annapurna Interactive Showcase and the trailer was a hilarious look at the world that promises to have a “strong focus on character, interaction, story, and exploration.”

The teen you play as only wishes to live a normal life, and you will join them on their journey to realize that their “unique posture” has much more than meets the eye and that they are “the perfect shape.”

Alongside going to school, exploring your small coastal town, dealing with bullies, and adventuring with your mom and adorable dog, you will also learn about a “new ability granted to them by their extraordinary posture” and “uncover more about their mysterious lineage.” We get a glimpse of this ability that sees them spinning very fast and flying away.

For those unfamiliar, a t-pose is a default pose for animated characters before they are animated to do what the creator wants that sees their arms outstretched horizontally, effectively making the character look like the letter T.

To a T was first announced at last year’s Annapurna Interactive, but it was done so without a title reveal or the confirmation the main character would be stuck in a t-pose.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

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

The Witcher: Old World Board Game Review

The Witcher: Old World has all the warning signs. As a crowdfunded board game, it follows the common trend of launching alongside a half-dozen expansions which shove years worth of content into the product line. The core box is big enough as is, occupying a healthy amount of space and throwing the lofty weight around of its intellectual property. The chance to fall into the role of a Witcher and trek across a board in pursuit of ferocious beasts is clearly appealing and sells itself. What’s surprising is how this manages to be so compelling and outright joyful in its adaptation.

This game is not a lark. Łukasz Woźniak’s translation of this Polish media wonder into a board game is impressive. It allows you to wield the twin blades of a Witcher, traversing across the continent and visiting locations such as Cintra and Stygga. It’s set long before the time of Geralt, with Witchers belonging to one of several orders which they represent with honor and courage. They set upon the world to vanquish beasts and turn the darkness to light.

Players seek four trophies–primarily through felling creatures in card-fueled violence — with the first to attain that number bringing fame to their name and to their school. In terms of game design, it’s a race with each player acquiring skills and developing their character before setting upon various wandering monsters.

The Witcher: Old World belongs to the well-established genre of adventure games. Similar to the Skyrim board game, players engage in various activities that ignite narrative encounters, all in pursuit of additional resources to improve their character’s abilities. Instead of the goal being the completion of quests, everything here is in service to combat. There’s remarkably little fuss or extraneous cruft clinging to that iron core.

The battle system is dynamic. Each player develops their own deck of cards over the course of the game by plucking choice options from the public market at the end of each turn. These cards are used to move about the board as well as to deliver massive blows, dodge attacks, and wield powerful magic. There is a definite arc to play as your deck strengthens over time, affording more options and synergies.

There is a definite arc to play as your deck strengthens over time, affording more options and synergies.

Strategic tinkering occurs around building combos. In combat, you can chain abilities together by connecting colored tags present on certain cards. This allows for potent turns where you throw down three or four abilities, buffing your defense and laying out massive damage. Monsters retaliate by another player drawing a random card from the top of their attack deck which offers variable amounts of damage or debuffs. It’s surprisingly brisk yet meaningful.

This is a relatively simple system, but it packs tremendous bite for its weight. You can feel your Witcher accumulating strength and skill over time, and with enough effort, you will outpace the monsters that form your prey as they escalate more slowly. This is a key design element that can prove contentious.

An understandable criticism of The Witcher: Old World is that the beasts you hunt are not tough enough. By the end of the game, nothing serves much challenge and you can topple these lumbering frights with ease. This element of pacing is a core principle of the design — it’s important to understand this is a race. You’re expected to tackle obstacles as soon as the odds are even somewhat passable. Failing a battle results in little pain, as it’s an experience which incentivizes offense and momentum.

Witchers should be engaging in combat early and often. It should be a risky proposition, for waiting too long means you are giving ground in the race. Furthermore, you are awarded one of the four necessary trophies by besting another player in combat, establishing an underlying sense of tension whenever another combatant is nearby.

While there is not typically significant interaction in this style of game, Old World includes just enough to make for a satisfying multiplayer experience. Besides dueling another protagonist, you can engage in the quick and simple dice poker mini-game. You also take turns controlling foes and push the tempo of play by racing to the enemies that pop up on the board like moles peeping out their hole.

Old World includes just enough interaction to make for a satisfying multiplayer experience.

The systems are sustained for solitaire play as well, although this mode lacks the necessary edge due to the absence of a timer. There is simply no pressure or reason to hurry, besides to beat a previously set score. It’s rather lifeless compared to their thrills of the multiplayer experience.

It is unfortunately a long game. With four players it’s nearly unbearable, though it sits much more comfortably with two or three. With this reduced count, the naturally thin systems at work tend to yield their best results, allowing for an experience that is relatively fast and surprisingly satisfying.

The Witcher: Old World Expansions

A number of expansions are available alongside the main game. The best of the bunch is the Skellige addition, adding a sideboard of islands to visit. There is a real personality and identity to this new locale which adds texture to the overall narrative.

The Legendary Hunt extension is the most appealing for fans of the combat. It provides a new system for fighting an end game boss of sorts. This feels like it belongs, slapping a huge miniature down on the table and swapping out the win condition to the champion that smites the feral monstrosity. And it works well by establishing a proper climax and avoiding the occasionally dull ending of someone just sneaking out a lackluster final trophy. But it adds a good 20 or 30 minutes to playtime, which extends an already lengthy game into uncomfortable territory.

The final expansion available at retail is a box of mages. This is noteworthy because it adds female character options, an option sorely lacking from the base game due to lore considerations. The mages themselves are interesting, but they highlight the rough seams of the design as you begin to add all of this additional material. Mages for instance are never mentioned on encounter cards or in any of the base game material. You are instructed to mentally swap out the word “Witcher” with “Mage”, which is awkward and clumsy. It makes this material feel like an afterthought, and is the most clear example of this new content being somewhat clunky and uneven. It stands in contrast to the straightforward nature of the base game as things begin to feel a little bloated and unrefined once you begin to bolt on multiple expansion modules.

It’s odd that the seemingly most vital additions are not yet available to purchase. Kickstarter backers received material that buffed out the encounter cards, as well as added detail to the procedure of hunting monsters. Both of these feel nearly essential. The base game’s encounter card quantity is meager at best, and you will start to see repeat of the choose-your-own-adventure snippets as early as your second play. The core abstracted hunt sequence isn’t a sore spot, but it feels a little unfulfilling and bland, which begs for the more sophisticated processes of the Kickstarter expansion. Both of these are expected to eventually be available for purchase, but it’s a strange decision to delay them in favor of less necessary content.

It’s also worth stating that the base game is available either with or without miniatures. These add considerable cost to the title, but foregoing the large monster figures does reduce some of the title’s visual presence and heft. As the fighting is the core experience of play, the plastic pieces add a sense of presence for the monsters that’s otherwise missing.

If you can keep all of the expansion guff to the side, this is a very effective high-level translation of the Witcher spirit to the tabletop. Most everything is where you want it, with the bulk of details enhancing the core focus of combat. The areas that bear more abstraction — such as hunting foes, swigging potions, and improving your RPG-like character skills — provide a soft silhouette for fans of the property to fill in and appropriate. Those who are less invested in The Witcher may find it a little uninspiring and particularly tedious with larger groups. This feels as though it was designed by a legitimate fan of the lore, and at its best, it’s a suitable playground for frollicking and carnage.

Where to Buy

Base Game – Standard Edition

Base Game – Deluxe Edition (includes 28 miniatures)

Expansions