Fallout London Review

Editor’s Note: Yes, we’ve reviewed a mod! It’s true that this isn’t something IGN normally does, but seeing as Fallout London is a project on a scale that rivals a full game, we’ve made an exception.

It’s easy to see how a long-running series could fall into a rut. As gameplay conventions become increasingly entrenched, lore bloats, and deviation from what fans expect becomes riskier, it creates a lot of inertia in one direction that can be hard to redirect. That’s where something like Fallout London can shine. FOLON, the mod group behind this enormous (and completely free) total conversion for Fallout 4, approached the project with fresh eyes and ideas and no fear of alienating the Fallout faithful. Setting it across the Atlantic, where the America-centric Fallout universe has never officially visited, frees the story from the burden of most of the series’ decades of lore. Sure, a fan-made Fallout lacks the polish and ease of use we expect from a major developer – but it’s not as if Bethesda RPG fans aren’t accustomed to toughing out some technical issues as part of the price of admission to these worlds, and Fallout London is effectively a whole new, fun game that takes the series to a cool new setting.

As big and grand as Fallout London is, it can sometimes be easy to forget that this is a mod and not an official sequel. London itself is massive, around the size of Boston from Fallout 4. It’s also extremely dense with buildings to explore, bandit dens to clear, and all manner of interesting sights to see. In addition to the city, there are separate zones for many of the individual boroughs, each with distinct styles and factions. It may be dirtier and more chaotic, but I can’t help but prefer the punk rock vibes of the Pistols in Camden over the clean but snooty Gentry that inhabit Westminster. That variety in locations does a great job projecting the fact that a city the size of London isn’t a cultural monolith, and visiting one of the areas for the first time and discovering what it’s like is exciting.

I’ve never been to the real London, but the realization of the city matches up to my expectations based on how I’ve seen it portrayed in movies and television. Tight streets with dense residences, interesting shops, and no shortage of pubs form the residential neighborhoods. Iconic landmarks like Big Ben and the Tower Bridge beckon in the distance, and provided me with a strong motivation to reach those areas to see what’s become of them in the post-apocalypse. And who among us hasn’t wanted to sneak around Buckingham Palace at least once or twice? Sure, there’s no Fenway Park, but it does have medieval history, with swords, maces, and armor to go with it – and that’s great. Whether it’s the Capital Wasteland or New Vegas, modern Fallout games are at their best when they let the setting be a starring character, and London has that in spades.

The atmosphere throughout is excellent. Whether it’s the classic Fallout radio stations bringing back the oldies (including some very, very British tunes) or the thick and gloomy rainfall, it’s easy to just stand on a street corner staring at a double-decker bus and feel pulled into Ol’ Blighty, as the current inhabitants call London. I was surprised by how much setting a Fallout game outside of North America made everything seem fresh, despite the now decade-old foundation of Fallout 4 (which, let’s face it, wasn’t exactly on the cutting edge of graphical fidelity in 2015). Small touches, like swapping out the wrist-mounted PipBoy for the handheld Atta-Boy, felt like cute nods and adaptations, while mixing in new fauna like irradiated foxes and badgers broke the routine that came with decades of fighting radscorpions.

Still, this game is clearly built on Fallout 4. If, like me, you enjoy gunplay, sneaking, and V.A.T.S. combat, then know that it does all that and it feels the same. Most of the perks seem lifted straight from Fallout 4, but a few options, like the Numbskull trait that boosts your strength, endurance, and luck at the expense of a very low ceiling on your intelligence, give options for fun new builds. Outside of the aforementioned melee blades and clubs, there isn’t much in the way of weapons that feel distinctly new. There are some neat gimmicky weapons like the Dirty Weldy, which launches enemies into the air, but I found pistols, rifles, and shotguns to be the most universally useful weapons, as usual. The apparel options, while dashingly British, don’t functionally change much. I do like that you can craft upgrades and build settlements just like before, too, if you’re into that sort of thing (which I am).

Again, though, there is a major barrier to entry here. It needs to be understood that you can’t just download Fallout London and jump in. This is a mod, and it requires that you jump through a series of hoops: You will first need Fallout 4 and all of the DLC, then go through a careful step-by-step process to downgrade Fallout 4 to an earlier version (the most recent update broke a lot of FOLON’s work and they haven’t been able to address everything yet), and finally install Fallout London itself. It’s not exactly rocket surgery, but it is much more complex than just pressing the install button, and some scary-looking windows pop up during the process.

Even with a proper install, technical issues are common, and a big enough problem that it can’t be just written off as, “Yup, that sounds like Fallout!” Crashes are all too frequent, and if you aren’t diligent about quicksaving, those can be major progress killers. This can be especially frustrating thanks to load times that are exceptionally long, even with an i9 processor and RTX 3090-powered rig. Every time I loaded a save or fast traveled I was stuck waiting for close to a minute. Given how often you’ll need to do those two things in a playthrough of Fallout London you can expect to stare at that loading screen for quite a while, which is a shame.

So as much as I enjoyed exploring post-apocalyptic London, the looming threat of bugs hung over my head the entire time. Sometimes companions would just disappear, and multiple times quests simply broke, with whatever was supposed to happen at key moments not triggering. Anytime this occurred I was able to find fixes online or in the Fallout London Discord, often involving inputting console commands, but that’s something that not everyone will have the patience or technical know-how for. To its credit, the team at FOLON has continued to work on fixes, and the first big patch has reduced – but not eliminated – the crashes. And if you want to mod your mod, I found that BUFFOUT and the Long Loading Times Fix helped a bit… or they could lead to more problems. That’s the risk of playing with mods.

The story benefits from the clean slate of being outside North America.

Fallout London’s story benefits from the clean slate afforded by being out of North America. The setup is simple: you awaken in a lab and are sent to track down Mr. Smythe, the mysterious person behind whatever led you there, for some answers and/or revenge. The fact that you don’t have to deal with the baggage of the Forced Evolutionary Virus, Super Mutants, Enclave, or Brotherhood of Steel means there are actual surprises and mysteries to uncover, which makes for a compelling and much less predictable story than we’ve seen out of this universe in a long time.

Impressively, there are multiple endings, each with branching paths of their own. The two versions of my ending that I saw after a nearly 40-hour playthrough were as surreal and cinematic as anything I’ve seen in the series, and left me intrigued to see what the other potential conclusions look like. I really enjoyed the story overall, and found uncovering who Mr. Smythe was, and what he was after, to be every bit as interesting as meeting President Eden in Fallout 3, though it lacked the emotional pull of Fallout 4. I particularly enjoyed my time as a Peaky Blinders-esque ruffian with the Vagabonds, and earning the respect of their dirtbag-with-a-heart leader Sebastian Gaunt.

There’s a lot to do, and I could easily invest another 50 hours working through every faction’s story and exploring all the points of interest. My biggest gripe, though, is that a lot of the hours I invested reaching the end, particularly in the middle act, was spent on busywork. As invested as I was in uncovering the truth of what was going on in Ol’ Blighty, the momentum would get stalled for hours at a time as I was sent to deal with problems and missions unrelated to the central plot to progress. At one point, just as I felt like the story was sucking me in, I had to spend the better part of a day literally collecting signatures. I’m all for giving us a lot to do in an open-world RPG, but making those things mandatory is an unnecessary pain and kills the story’s momentum.

The actual mission design is a bit of a roller coaster, with plenty of ups and downs. Much like the vast majority of RPGs, most quests simply send you to a spot to kill stuff, which is fun for a while but eventually gets old. Several really stand out, though: there’s an exciting ferry ride shootout, a battle against waves of ghouls as you wait for some laundry to wash, and more. The best missions include unexpected twists and turns, like one that inserted me into a battle for control over the Roundels, a faction vying for domination over the Hackney area. I backed the candidate I thought was the most pragmatic, with the best interest of the group at heart. What followed was an absolute bloodbath involving an accidental drug overdose, a miniature civil war, and a body count that would look at home in an ‘80s action movie. I didn’t see any of that coming, and it ruled.

The companions who can join you all have fun personality quirks, like Kiera, who has delusions of being a master thief. They have interesting stories of their own, and earning the trust they need to open up is very worthwhile. There’s a great Dogmeat stand-in in the lovable bulldog Churchill, or Archie, if you prefer a street urchin who isn’t much of a fighter, but is great at picking locks for you. There’s a half dozen or so to recruit, and each is fun and weird in their own Fallout way. I appreciate that the companions and NPCs throughout London are well acted and produced. It sounded professional, which helped immerse me in the experience.

The frustrating issue I kept running into, however, was that the layout of paths and objectives within missions was often unclear. For example, one very early section has you exploring an underground lab, and the only path forward is a pitch-black door hidden in shadow, while the lit hallway next to it is a dead end. Another otherwise fun exploration of the Bank of England is derailed by the need to find exceptionally easy-to-miss keys. Both of those were big enough problems that there are entire guides online now explaining what to do. It’s the sort of thing one would hope would be caught and corrected in playtesting, and it’s the one area where Fallout London comes off as amateurish – which is actually praise, since so much of the rest of it could easily pass for the work of a professional studio.

Last Day to Get Xbox Game Pass Ultimate for 40% Off, Stock Up Now and Avoid the Price Hike

Woot! (which is owned by Amazon) is offering the best deal on Xbox Game Pass Ultimate. Right now you can get a 3 month code for only $36.49. Microsoft recently raised the price of Xbox Game Pass Ultimate to $19.99 per month, so now you’re saving 40% off a 3 month membership. Note that you can purchase multiple codes and apply them to your account, up to a maximum of 36 months. Woot! has extended the deadline to August 16. That means today is the final day.

Note: There is a coupon code “VIDEOGAMES” that takes $3 off one order. If you purchase multiple gift cards, this code will only work on a single gift card.

3 Months of Xbox Game Pass Ultimate for $33.49

Xbox Game Pass Ultimate gives you access to a library of hundreds of Xbox games, including day one releases. You can play them for the entirety of your membership without any restrictions. You do lose access to them once your membership is over, but if you ever decide to renew, all your past achievements and progress will be saved. You’ll also have access to Xbox Game Pass for PC. Although there aren’t nearly as many games as there are on Xbox, there are still plenty of AAA titles to keep you sated. Other perks include exclusive membership discounts, the ability to play your games across multiple devices with cloud gaming, free access to EA Play membership, as well as bonus in-game content and rewards. It is an exceptionally good – almost essential – membership for Xbox gamers. New release games are not cheap, and being able to play them without buying them will save you a lot of money and easily recoup the cost of the membership.

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

Black Myth: Wukong Review

I’ve never been so utterly blown away, yet simultaneously so unbelievably frustrated by a game as I have been with Black Myth: Wukong. This is, undoubtedly, one of the most ambitious and impressive action games I’ve played. It’s stunningly gorgeous; its combat is fantastic; it’s incredibly challenging, but always satisfying to overcome; and the setting is refreshingly unique and steeped in rich Chinese culture, just to sing a few of its praises. Despite all of that, it often feels like it’s barely holding it all together. I suffered numerous crashes on PC (the PlayStation 5 version wasn’t made available for this review), despite having a top-of-the-line setup with a GeForce RTX 4090, not to mention the multiple times I fell through the ground and died just as I was on the verge of defeating a particularly tough boss, or the way characters would randomly switch from English to Chinese, or the way the dialogue audio would drop out all together and leave me completely in the dark during an important cutscene. It’s a rickety roller coaster for sure, and there were definitely spots during the ride where I was not having a great time, but taken as a whole this is one adventure where the bumps are worth it.

Black Myth: Wukong’s story is somewhat of a follow up to the classic novel Journey to the West by Wu Cheng’en, a book that I only personally know thanks to very loose adaptations like Dragon Ball and Enslaved: Odyssey to the West. That surface-level familiarity didn’t help much though, as the interpretation that the developers at GameScience have crafted here is laden with references to characters and events from the novel without doing a great job of bringing you up to speed on who Sun Wukong is or what he encountered on his titular journey. I had to look online to understand who Zhu Bhajie was, what his history with Wukong is, and what the significance of certain encounters were, because otherwise I’d have been completely lost at times.

You play as The Destined One, a literal monkey who wakes up one morning and decides to set out on a roughly 40-hour journey to locate the six relics of Wukong. While the moment-to-moment storytelling is fairly unremarkable – largely due to a mute protagonist and side characters that aren’t given enough screen time to develop – each of the six self-contained chapters culminates with a stunningly gorgeous animated vignette that tells a short story about that story’s main antagonist. Each one is done in a completely different art style, with one drawn to look like a storybook, another using stop-motion animation, and another done in the style of an anime. Every single one of them is beautiful and poignant, and I couldn’t help but wish that the main story managed to move me in similar ways.

My initial read on Wukong was that it was a soulslike, given the checkpoint system, the stamina bar that governs your actions in combat, and the dodge-heavy fighting style. But as it turns out, Wukong has more in common with traditional action games like what you might expect from Bayonetta developer PlatinumGames than it does with anything FromSoftware has made. Most of the usual soulslike conventions are missing: There is no penalty for death outside of respawning at the nearest checkpoint (no corpse run is required to regain your loot); you don’t use a shared currency to level up your stats and purchase items or upgrades; and while there is gear and stats to consider, you largely just go and swap out the old equipment with the new as opposed to making choices as to what kind of weapon or piece of armor you want to hold on to and upgrade.

It’s more forgiving, but that doesn’t mean it’s any less difficult.

And even though I’m a big fan of soulslikes, ditching those mechanics feels like the right move for the game that Wukong is trying to be. It’s far more forgiving, focused on keeping you in the action rather than poring over menus or retracing your steps to regain your lost currency after dying, and Wukong is a better, more distinctive game for it.

To be clear, though, when I say it’s more forgiving I don’t mean that it’s any less difficult than a From-style game. In fact, I’d go so far as to say that between this and Elden Ring: Shadow of the Erdtree, I had more difficulty getting through Wukong’s toughest challenges (and, no, there aren’t any difficult options). But at the same time those challenges never felt unfair, and overcoming some of the tougher boss fights was always a satisfying combination of learning their attack patterns, figuring out where I could maximize my punishment windows, and tweaking my loadout in ways that made the best use of my chosen powers.

Combat in Black Myth: Wukong is simple and elegant, thanks in part to some tools that are really fun to play around with. Success hinges on a delicate balance of twitch reflex-style gameplay mixed with careful resource management that largely revolves around a Focus Meter which builds up when you land hits and perfectly dodge enemy attacks. You gain a Focus point whenever that meter fills up, which you could then spend in the middle of a light attack combo for a “varied combo,” or you can just use a heavy attack on its own for a powerful strike that can be charged even further if two, three, or even four Focus points are consumed all at once.

You also have access to a small handful of spells, governed by a mana meter, that are versatile enough to be useful in a wide array of situations. The Immobilize spell, for instance, freezes enemies for a short time, allowing you to get in some quick hits and potentially stagger them to allow for even more free damage; Cloud Step turns you invisible and creates a decoy for your enemies to focus on while you break away, heal up, and then hit your foe with a surprise attack that can crit; Rock Solid briefly turns you into a statue that will cause an enemy’s attack to bounce right off of you, giving you an opportunity for a counter-attack; Ring of Fire creates a barrier around you that will initially repel enemies, and grant you some health restoration and enhances any stat altering drinks you may use while standing inside of it; and finally there’s my personal favorite, a Pluck of Many, which lets you make multiple clones of yourself to all gang up on an enemy.

Separate from that you’ve also got transformations, which allow you to morph into powerful creatures that you’ve already bested in battle. What’s really cool about these is that they don’t cost any mana (they’re tied to a very lengthy cooldown instead) and they turn you into a totally different character, complete with an all new moveset, special moves that use your focus meter, and more. For example, one of the first bosses you fight is a wolf with a fiery dualblade that has a lightning fast dash attack. When you defeat him, you’ll gain his transformation and be able to do that very same dash attack to your enemies, and once you build up his focus meter, you’ll even get to do a hugely powerful leaping strike that can ignite foes and deal damage over time to them.

There is an excellent blend of different combat options.

And finally there are Spirit Skills, which are earned by defeating certain more powerful versions of enemies and absorbing their essence into your gourd. These are effectively transformations that only last for one attack and are also tied to a fairly lengthy cooldown, but it’s great to be able to, for example, use the Wandering Wight’s powerful headbutt attack to get an extra stagger after immobilizing an enemy. These Spirit Skills can also be leveled up, which makes it so that even early game Spirits never lose their strength as the campaign rolls on.

It’s an excellent blend of options, especially when mixed with some truly incredible boss fights, and Wukong introduces all of these elements at a thoughtfully measured pace so that I never felt overwhelmed. Make no mistake: The Destined One is extremely powerful, and being in control of him is definitely a heck of a power trip – even beyond the many powers and abilities he has at his disposal, nothing beats the feeling of just slamming a 50-foot bo staff down onto an enemy’s head – but I still had to be smart with how I used my spells due to the fact that mana restoration is actually very difficult.

This is where the resource management aspect of combat comes into play: I had to carefully consider what spells were actually worth the mana cost, whether I should save them for a more difficult second phase of a fight, and whether or not I could capitalize on the opportunity if I were to spend the mana in the first place. For instance, even though its my most powerful spell, I often had to hold off on casting my Pluck of Many spell that duplicates my monkey since it has an extremely high mana cost – if i cast it at a bad time, the boss could simply wipe all of my clones out with an AOE attack before they even got a chance to get some damage in. Sometimes the adjustment I had to make when I was stuck on a boss was a simple change in how I used my abilities, and the act of coming up with a new strategy and having it pay off was always extremely satisfying.

While boss battles are where Wukong is at its best, there’s also a highly respectable amount of enemy variety in its regular fights. Level design is of the “wide-linear” variety, usually with a clear main path that leads you from checkpoint to checkpoint, but plenty of opportunities to venture off that path to discover optional goodies. The rewards for exploration are great, too: I’ve found rare crafting materials to make new weapons or armor, special enemies that drop a new Spirit Skill, Curio items that I could equip to enhance my build, and treasure chests that might permanently increase my max health, mana, or stamina, all of which made the time I took to find them feel well spent.

Wukong is one of the most gorgeous games I’ve ever played.

On top of that, there are several secret boss fights to discover, key items with mysterious uses that I still haven’t figured out, and plenty more reasons to stray from the beaten path and keep an eye constantly scanning the environment. The main one being that Wukong is one of the most gorgeous games I’ve ever played – every environment is brimming with detail, from the chipped pieces of bark on the trees in the forest, to the real-time deformation of the snow as The Destined One moves through it while dragging his staff along. Not only that, but the animation is incredible too, with wonderful touches and flourishes like the way your character will do a little hop step while locked on to an enemy, then change to strafing around them as opposed to just straight on running while keeping their head turned. The music and sound design is fantastic as well, with epic drum-thumping battle themes and melodic flutes and chimes adding to the air of wonder and mystery as you explore the unknown.

All that said, this game would have benefitted from a map, plain and simple. The lands you explore in Wukong are beautiful, no doubt, but they’re far too big and too crammed with secrets to not give you some sort of navigational help, especially the second and third chapters. This, along with the fact that it’s aggravatingly hard to tell what obstacles can actually be climbed over and what’s an invisible wall, can make exploration quite cumbersome. It’s a good thing the rewards are worth it.

However, it’s hard not to feel like all of Wukong’s splendor and detail came at a great cost. I experienced numerous crashes, with one particular heartbreaker happening right after defeating an extremely tough boss that I then had to defeat again. Several others were more minor and would typically happen as I was loading up a new chapter or fast traveling to another level, but they eventually add up to a lot of frustration.

In addition to that, several times during important cutscenes, all dialogue audio and subtitles would drop out completely, leaving me without any clue as to what was being talked about and no way to rewatch the cutscene; characters would occasionally switch to speaking in Chinese all of a sudden despite me having the audio set to English; the lipflaps of the English dub do not even remotely match what’s being spoken; and most of the journal entries you find along the way haven’t even been localized yet into English.

I would love to be able to recommend it without the technical caveats.

The worst, though, was one particular fight in which the boss would plunge me down through the ground during the transition to its final phase, only to have me fall through the world once I regained control of my character. This kept on happening to the point where I thought my game was unavoidably bugged and I wouldn’t be able to reach the end, but my insanity of trying the same thing over and over again eventually yielded a different result for no discernible reason.

These are the kinds of technical problems that GameScience will hopefully look to address in post-launch patches – and it’s not outside of the realm of possibility, as even Cyberpunk 2077 was eventually whipped into shape after its own buggy launch (another game that conspicuously didn’t let anyone try its console version before release). I hope those fixes come swiftly, because while I still wholeheartedly think the things Black Myth: Wukong does so right are worth dealing with those problems, I would love to be able to recommend it without those caveats.

Best Buy Opens Preorders for Pokémon TCG: Stellar Crown Ultra-Premium Collection

Pokémon TCG: Scarlet and Violet: Stellar Crown is shaping up to be one of the most anticipated sets in recent memory. We know many of the cards from the Japanese “Stellar Miricle” set, with at least four special illustrations rare Pokémon, two Special Illustration Supporters, and three Gold cards. We also know that the West is getting a Terapagos ex Ultra-Premium Collection, which is available for preorder now at Best Buy.

The Terapagos ex Ultra Premium Collection contains:

  • 1 foil promo card featuring Terapagos ex.
  • 1 foil promo card featuring Lapras ex.
  • 1 foil promo card featuring Cinderace ex.
  • 8 foil Basic Energy cards.
  • 1 magnetic 3-card protector with base.
  • 1 playmat.
  • 1 deck box.
  • 1 metallic coin.
  • 6 damage-counter dice.
  • 2 condition markers.
  • 18 Pokémon TCG booster packs.
  • A code card for Pokémon TCG Live.

The only question is, which Terapagos ex are we getting in this set? The standard ex card could be a bit underwhelming, considering the price of this set. We’re betting on the full art ex or the stunning Special Illustration Rare ex. It really is anyone’s guess at the time of writing. Still, the SIR Terapagos ex has a unique rainbow border, making it a desirable chase card for the set.

The full art is still stunning, featuring Terapagos ex against a holo silver background with multicolored stars. It also features the rainbow border, which is a lovely addition to this set for all Stellar Forme Pokémon.

We’re also putting our money on the base ex variants of the included Lapras ex and Cinderace ex. However, getting their complete arts in this set would make this one of the best Ultra Premium sets we’ve had. Returning to 151, we got two illustration rares featuring Mewtwo and Mew and a Gold Mew, so we could be surprised with this Ultra Premium Collection.

Looking for more Stellar Crown? We’ve also got the skinny on the best places to preorder Elite Trainer Boxes, Booster Boxes, and more for Stellar Crown. We also recently previewed the most recent Scarlet and Violet expansion, Shrouded Fable, if you’re interested in checking that out as well.

Pokemon TCG and MTG Deals at Amazon and Best Buy Today

There’s always a good deal for Pokémon cards lurking on the internet, so keep checking our best Pokémon TCG daily deals page, too. Otherwise, see all the discounts on Pokemon TCG, or every big offer on Magic The Gathering at Best Buy here. Otherwise, check out our favorite picks from the sales just below.

What Black Myth: Wukong Does Differently From Other Action RPGs

Since it exploded onto the scene with its stunning debut trailer in 2020, Black Myth: Wukong has had an air of something different about it. At first glance, the gameplay is reminiscent of other action role-playing games, but its monkey protagonist, visual fidelity and wide variety of enemies have continued to excite players eager to explore the rich fantasy world inspired by the classical Chinese novel, Journey to the West. As the game prepares to launch on PS5 and PC on August 20th here’s a few things we’ve noticed that set Black Myth: Wukong apart from other games in the genre.

Respec and Retry

Many players have already identified the similarities between Black Myth: Wukong and other action RPGs, and in some cases the comparisons are apt. Black Myth: Wukong is designed to be challenging, and its gauntlet of big bosses with even bigger health bars will keep you on your toes. But with every unsuccessful attempt at besting your foe, you have the option to take a new direction.

As the Destined One defeats enemies throughout the world and accrues experience, they level up and gain Sparks which are used in the Self-Advance skill tree to awaken more abilities and spells. What makes Black Myth: Wukong different however is the ability at any point to visit a Keeper’s Shrine (the game’s equivalent of a bonfire or checkpoint) and ‘Reignite the Sparks’, returning all the spent Sparks to you, ready to reallocate.

If one particular boss is a problem for the primate protagonist, take the opportunity to explore new combat options and tailor your abilities to the fight at hand. Not only does this mean you have a wider range of options in combat, but it also means you’re never locked in to one type of playstyle as you’re free to shake it up whenever you want.

Put a Spell on You

Throughout your adventure as the staff-wielding and spell-casting simian you’ll encounter a wide variety of enemies, known as Yaoguais, who are diverse in their designs and their attacks. To counter the threat they pose, the Destined One has a number of abilities to invest in, from unlocking Staff Stances that switch up heavy attacks, to spells that can be used to control the battlefield.

The spells themselves are derived from Chinese mythology, and are designed to complement that game’s proactive and nimble combat. Immobilize is a control spell that freezes enemies, and even bosses, in place, interrupting their attacks and opening them up to attacks of your own. Cloud Step is a mobility spell that leaves a decoy of the Destined One behind while they turn invisible, so you can reposition and unleash a powerful attack from thin air. Then there are the transformations which turn you into monsters you have defeated along your journey.

Unlike other action RPGs where the pressure is high but options are limited, Black Myth: Wukong encourages players to cycle through all the abilities on offer and take the fight to enemies. With only dodging available to avoid attacks, playing offensively and utilizing spells as part of a combat strategy is key to succeeding against these formidable foes.

Transformations

One of the most fascinating aspects of Black Myth: Wukong is the protagonist’s ability to transform into monsters, taking on their abilities and using them against enemies. These transformations are inspired by the original classical Chinese novel, Journey to the West, and happen in two ways. In the first instance, defeating certain enemy bosses and taking their weapon grants a transformation spell that is used to morph into them, so you can embody their look and abilities.

The second form of transformation is done with Spirit Skills. After building up enough Qi during combat, unleash the powerful signature ability of a Yaoguai. To unlock more Spirit Skills, defeat challenging monsters and absorb their left-behind spirits⁠⁠–similar to Sparks, the spirits of Yaoguais can be cultivated and swapped out at Keeper’s Shrines.

With a unique mythological Chinese setting, fluid animations and varied combat options, Black Myth: Wukong is looking to make its own mark on the action RPG genre, and you can experience it soon when it launches on PS5 and PC on August 20th.

The Epic Games Store Officially Launches on Mobile Devices

We already knew Epic Games plans to release its digital storefront on mobile devices via the iOS App Store and Android’s Google Play later this year. Months after the initial announcement, the prolific game and technology company announced today that the Epic Games Store is now available for iOS and Android devices.

In a press release, Epic confirmed that the Epic Games Store is available to download on Android devices worldwide, in addition to iPhones, but only for Apple smartphone owners based in the EU. Epic also provided steps to install the Epic Game Store on mobile devices, citing that the process is long “due to Apple and Google introducing intentionally poor-quality install experiences” plagued with complex settings, lengthy steps, and “scare screens.”

As Epic previously confirmed during the State of Unreal earlier this year, the mobile version of the Epic Games Store (EGS), the digital storefront, is poised to become the “first-ever game-focused, multi-platform store,” expanding its reach onto Android and iOS, alongside its already available apps on macOS and PC. Like the computer app and desktop version, mobile developers benefit “from the same fair terms,” with an 88/12 split revenue share, among other incentives.

Fortnite is back on mobile devices

Beyond the release of the mobile version of the Epic Games Store, the company also revealed today that Fortnite is officially back on mobile devices through the company’s digital storefront. In addition to launching on the Epic Games Store mobile version, EU Android and iOS owners can access Fortnite through the AltStore, a third-party digital storefront available thanks to the DMA.

This marks the first time Fortnite has been available natively on mobile devices after Apple and Google pulled the free-to-play battle royale app from the App Store and Google Play in 2020. Previously, if you wanted to play Fortnite on mobile devices after its removal, you could only play it via two cloud gaming services: Xbox Cloud Gaming and Nvidia GeForce Now.

Alongside Fortnite, Epic confirmed that Fall Guys and Rocket League Sideswipe are also available to download on Android devices worldwide and EU iPhones via the mobile version of EGS and the EU’s AltStore. This is the first time Fall Guys has been made available on mobile devices, following its initial release in 2020 for PS4 and Windows and subsequent ports for PS5, Switch, and Xbox in 2022.

“The tide is turning, and the mobile ecosystem is finally opening up to competition. We are grateful to the European Commission for making it possible to launch the Epic Games Store and offer our games to iOS users in the European Union,” Epic Games Founder and CEO Tim Sweeney wrote in a press release. “Now, European iOS users and all Android users can access our store and games, as they’ve always been able to do on open platforms like PC and Mac. The fight is far from over, but this is tangible progress for developers and consumers who can begin to benefit from competition and choice.”

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

Modern Warfare 2 Multiplayer Mod Canceled the Day Before Launch After Activision Sends Devs Cease and Desist

Call of Duty: Modern Warfare Remastered mod H2M, which sought to revive Modern Warfare 2 (2009) multiplayer on PC, has been canceled on the eve of its launch after its developers said they received a cease and desist letter from Activision.

The mod team’s official X/Twitter account broke the news today, letting players know that they are bringing their work to a halt after receiving the letter today. The date of the cease and desists arrival almost exactly coincides with H2M’s August 16 release date, which was announced last Friday. Its X account’s biography now only says “SHUTDOWN.”

“Today, our team members received a Cease & Desist order on behalf of Activision Publishing in relation to the H2M-Mod project,” the team’s last post says. “We are complying with this order and shutting down all operations immediately and permanently.”

The H2M team’s posts date as far back as July 2023 when they announced the project, noting that they had already been working on a Modern Warfare 2 multiplayer remastered mod for a while. At the time, the team said, “If Activision won’t do what the fans want, we the community will.” Although the Call of Duty publisher did remaster the original Modern Warfare 2 campaign and release it in 2020, it never went as far as to remaster its multiplayer component.

H2M aimed to fill the hole with not only upgraded visuals for maps, weapons, and characters fans have loved for more than a decade but also new content, too. It meant new gun camos and animations as well as a crate of new maps based on iconic Call of Duty locations and more. This blend of old and new driven from the perspective of fans had players excited enough to drive sales of Modern Warfare Remastered seeing as the game was needed to play H2M. According to SteamDB, the 2017 title saw a sharp increase in player count in the last few weeks and even managed to climb Steam’s top selling list (via PC Gamer).

Now, however, Modern Warfare Remastered’s recent Steam reviews read “Mostly Negative,” with many recent comments from players calling for Activision to reverse their cease and desist request. Call of Duty fans in general have taken to social media to express their sadness at H2M’s demise, with some prominent content creators asking for Activision to reconsider, too.

A few developers behind H2M have also posted their thoughts online, including X user @TheWatchfulWolf and @alstr_. The former posted an apology and then teased that the H2M will now set out to create its own project, saying, “Fine. We’ll just make our own unique game.”

“Genuinely heartbroken,” @alstr_ said. “Over a year of work from a dedicated group of people working for FREE to relive a fan favorite Call of Duty. Not a penny earned despite generating THOUSANDS OF SALES FOR ACTIVISON, all to get shut down AFTER PEOPLE SPENT THEIR MONEY. I’m sorry everyone.”

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Madden NFL 25 Review in Progress

If football is a game of inches, then Madden typically manages to perfectly recapture that feeling in the minutiae of its year-to-year iterations. Every August, fans sit around and obsessively try to figure out what has changed, if the under-the-hood adjustments actually matter, if the new systems do what EA says they do, and if things truly feel any better. Usually, that is. Not this year. I haven’t played enough of Madden NFL 25 to render a final verdict just yet, but I can already tell that things feel very different than they do in Madden NFL 24 – and I don’t need to bring out the chains to see that good progress has been made.

EA has been hyping up Madden 25’s updated looks, and honestly, that’s where its improvements are most immediately clear. The menus are much cleaner – your options are big, clearly delineated, and easy to understand, and, miraculously, largely lag-free. This may not seem like a big deal, but if you played Madden 24 at launch, it feels like mana from heaven. It truly is the little things. My wife, who specializes in UX design and has watched me play entirely too much Madden 24 over the last year, walked by while I was playing this year’s iteration and casually remarked that “this looks like an actual menu designed by an actual person.” Hallelujah, brothers and sisters. They heard us.

All right, Will. Yeah, new menus. Big whoop. Tell us about something more substantial than that. Well, dear reader, the major modes benefit from this new focus on presentation, too, and I feel like a lot of what’s good here can be traced directly back to the improvements we saw in College Football 25. In Franchise mode, you can finally create female coaches, and there are more customization options than ever before in terms of heads and apparel. There are still only ten head options for women compared to forty for men, but it’s cool that they’ve been added at all.

Superstar also benefits from this new coat of paint, despite ditching the pretense of an opening storyline (and based on what I’ve seen, voice acting) entirely, which is a shame. The upside is that once you complete the Combine, things get better. The draft actually looks and feels like the NFL draft. When the almighty Joe Throw got drafted by the Falcons 8th overall, Roger Goodell, the most hated man in football, came out and hugged him before presenting him with a Falcons jersey and posing for a picture — just like in real life. Did Joe look like some hideous golem animated by black magic compared to the mute, wax figure of Madden 25’s Roger Goodell? Yes. Does that matter? Not really. It still looks a hell of a lot better than what we had, and I appreciated all of the additional customization options I was given when recreating Joe Throw in Madden 25 — another thing this year’s Madden feels like it owes in part to College Football 25.

The draft actually looks and feels like the NFL draft this year.

Once I was in the Falcons facility, I walked around with head coach Raheem Morris and we discussed my goals for the preseason. Again, it’s a little weird to see everyone’s mouths move and have no sound come out, but graphically? Way better than last year, and I appreciated the moment-to-moment visual updates, whether I was chatting with my teammates in the locker room or out on the field. No longer are we trapped in hotel rooms.

Speaking of the field, there’s some neat stuff to see here, too. Things just look better all around, whether it’s character models, animations before, during, and after plays, or the new and improved touchdown graphics that pull up the scoring player’s photo. Again, it’s the little things.

Not everything’s a home run here, however; I hate the new play arts, at least the ones we see in the playbook. They’re harder to parse than the ones in Madden 24 and, conveniently, look just like the ones in College Football 25. They can’t all be zingers, I guess, but man, these can’t be replaced fast enough.

There are also a lot of big changes, like the new kickoff rules, which feel… really weird. I don’t think I like them, but that’s an NFL problem, not necessarily a Madden problem. Either way, it will take a while to get used to. Other things are more positive. I love being able to choose coverage shells rather than just appearing in base align, and I’m a big fan of being able to shift both sides of my O-line independently of one another… yet another feature we first saw in College Football 25. It might just be me, but Madden 25 even feels closer to College Football 25 in terms of speed – maybe I’m crazy, but if that actually proves to be a thing as I play more, I like the direction things are headed.

I also like that there are more mini-games to play, and that there are finally mini-games for O-linemen you can use to Focus Train them in Franchise mode. I don’t particularly enjoy these mini-games, admittedly, but at least they’re there and I can use them – and overall the mini-games here are hands down an improvement over Madden 24. Getting messages from my GM when I’m playing as a coach in my Franchise is also a nice touch, and I’m a big fan of the new commentary teams, particularly Kate Scott and Brock Huard. (Say it with me: it’s the little things.)

I have a lot of Madden NFL 25 left to play before I’m ready to give it a score. I have a Franchise to run, more Superstars to guide to Lombardi glory, my yearly slog in the EA Money Machine that is Ultimate Team, and so on. But I find myself… optimistic? Is that even a thing you’re allowed to be about Madden? Maybe I’m totally off base, and I’ll notice more issues the more I play. Football’s a game of inches, after all, and the smallest mistakes can lead to disaster. But right now, man, those little things? They’re feelin’ pretty good.

GTA San Andreas VR Delayed ‘Indefinitely’ As Meta Focuses on Other Projects

About three years ago, Meta caused some profound head tilts when it revealed that it was going to try to do a VR remake of Grand Theft Auto San Andreas. Unfortunately, the project is not coming anytime soon, as Meta has officially confirmed that it has been put “on hold indefinitely.”

A Meta spokesperson confirmed to IGN via email that the game has been put “on hold indefinitely.” Additionally, the official Meta Quest VR YouTube account responded after users commented on a trailer for an upcoming Meta Quest game, Behemoth, developed by Skydance Games. “GTA: San Andreas is on hold indefinitely while we both focus on other projects,” Meta Quest VR’s official YouTube account confirmed in the comments. “We look forward to working with our friends at Rockstar in the future.”

GTA San Andreas VR was announced during Facebook Connect in October 2021. No gameplay footage or a release window was shown during the event. In a blog post highlighting games presented at the event, Meta described GTA San Andreas VR as “a project many years in the making.”

GTA San Andreas VR would not be the first time that Meta has provided a VR remake to a game, as the company previously worked with Armature Studio and Capcom to bring the original Resident Evil 4 to Meta Quest headsets. Additionally, GTA San Andreas VR would have been the second VR project Rockstar Games has worked on following L.A. Noire: The VR Case Files, which was initially released in 2017 for the HTC Vive, before making its way onto Oculurs Rift headsets and PSVR in 2018 and 2019, respectively.

Grand Theft Auto: San Andreas was originally released in 2004 for the PS2. Set in the early 1990s in the fictional southern California city of San Andreas, players control Carl “CJ” Johnson, who returns to his old neighborhood to investigate the murder of his mother.

GTA San Andreas’ indefinite delay comes as Meta is losing billions of dollars in the VR gaming market. In a new report published by Yahoo Finance earlier this month, the outlet said that the Reality Labs division was burning through money, with $16 billion in losses accrued from the VR-centric division in 2023 alone.

IGN has reached out to Take-Two Interactive for comment.

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

Too Many Bones: Board Game Buying Guide and Expansions

Considered a quintessential dice-rolling RPG by many long-term tabletop gamers, Chip Theory Games’ Too Many Bones is a deeply strategic and difficult fantasy game that can be enjoyed solo or with up to four players. Brimming with flavor and lore, it has players choose a unique Gearloc from the land of Daelore and optimize their builds as they fight through endless daily encounters with baddies, gain progress points, store bones, and ultimately defeat the Tyrant of the current story mission. This game is very dice heavy, with over 100 unique skill dice to attack, defend, and complete encounters with. You even make narrative decisions with them.

A fairly challenging game, Too Many Bones offers a ton of replay value through its unique classes and abilities, mechanical changes, additional Gearlocs, and sheer number of encounters, making checking out the expansions well worth your while.

The Base Game

Too Many Bones: A Dice Builder RPG

  • Price: $159.95
  • Players: 1-4 players
  • Age Range: 14+
  • Play Time: 60-90 minutes

First released in 2017, the base game includes everything one (or four) players will need to enjoy their first dice-builder RPG. The awesome neoprene character mats that are included help keep track of your Gearloc’s stats and store your dice, and the chips and cards help you through encounters. Setup is relatively simple, as each player will start by choosing their own unique Gearloc to play as and build out. Then daily encounters begin, where you’ll earn progress points for each successful encounter. Earn enough progress points, and the party will face off against the Tyrant associated with that scenario. Defeat the Tyrant to win.

Expansions

Too Many Bones Undertow Standalone Expansion

  • Price: $109.95

Too Many Bones’ first expandalone*, released in 2018, sees the Gearloc heroes chasing after the dastardly Duster after defeating the original seven Tyrants. This enormous expansion includes new baddies and baddie types, an equally exorbitant amount of dice as the original, new encounters, and two new characters.

*Expandalone here refers to the fact that Undertow is playable straight out of the box without the base game, although adding to it will make for a better experience overall.

Too Many Bones: Unbreakable Standalone Expansion

  • Price: $107

The second expandalone came out in 2023 and serves as the conclusion to the Too Many Bones storyline, which features a new cast of Gearlocs as they battle for The Break, an underground cavern that could change the fate of Daelore. Unbreakable also includes two new playable Gearlocs, new baddies and encounters, and a gorgeous double-sided Lava Battle Mat to immerse yourself in.

Too Many Bones: 40 Days in Daelore Expansion

  • Price: $33.95

Not a full expansion like the Undertow and Unbreakable, 40 Days in Daelore adds – you guessed it – 40 new encounters and 15 new baddies to the base Too Many Bones game.

Too Many Bones: Rage of Tyranny Expansion

  • Price: $33.95

Another smaller expansion that changes mechanics for the Tyrants from the base game as well as Undertow. Includes over 50 new Tyrant and encounter cards.

Too Many Bones: 40 Waves in Daelore Expansion

  • Price: $33.95

This one is made to alter the mechanics of Undertow, and includes 40 new encounter cards and 16 baddie chips.

Too Many Bones: 40 Caves in Daelore Expansion

  • Price: $33.95

Noticing a pattern? This small expansion is the same concept as 40 Waves in Daelore, but for the Unbreakable expandalone. Neat!

Too Many Bones: Age of Tyranny Expansion

  • Price: $33.95

This add-on to the base game brings with it a challenging new twist. Using the Campaign Snapshot Mat, players can now keep track of their campaign progress as they defeat the seven original Tyrants, earning new Boons (or Scars, if they’re defeated!), adding even more replay value.

Too Many Bones: Splice and Dice Expansion

  • Price: $64.95

If you’ve ever wanted to create your own Tyrant, here’s your chance. As they play through a regular game of Too Many Bones, players can now use the Build-a-Tyrant mode to craft their own creature to defeat at the end of the scenario. Additionally, the Nobulous Apprenticeship Program is a brand new game type using components from both the base game and Splice & Dice.

Additional Gearlocs

In addition to the traditional expansions, Too Many Bones also offers numerous other playable Gearlocs to add to your collection!

Ghillie

  • Price: $33.95

Specializing in ranged attacks and trapping, Ghillie is great for dealing damage from afar and hindering baddies. Compatible with the Ally Pack, which adds six chips for both Ghillie’s pets and Tink’s spiderbots.

Static

  • Price: $33.95

The first hand-to-hand rumbler in the game, Static can store his power for a turn and unleash devastating power the next.

Polaris

  • Price: $33.95

Like her namesake implies, Polaris uses the power of magnetism to take down baddies. Using her Trajectory Board, Polaris is extremely versatile.

Carcass

  • Price: $33.95

A unique and mechanically-complex Gearloc, Carcass scavenges the remains of defeated baddies and can turn them into buffs for the party.

Nugget

  • Price: $29.95

Nugget the treasure hunter is a fun Gearloc for players who like risk. Sporting both ranged and melee combat potential, Nugget’s arsenal is great for tactically-minded players.

Tink

  • Price: $33.95

High risk and high reward, Tink enters the fray with his signature spiderbots, which can help defend the party. Compatible with the Ally Pack, giving his spiderbots their own chips.

Gasket

  • Price: $33.95

Gasket the Hydro-Mech is Too Many Bone’s answer to traditional tank roles, and with his water-based abilities he can even change the layout of the battlefield.

Dart

  • Price: $29.95

Too Many Bone’s first double-sided Gearloc, Dart starts out calm and collected, but her angered side is a force to be reckoned with. Heavy on the crowd control, Dart is essential to any party.

Lab Rats

  • Price: $29.95

The game’s first multi-Gearloc character (characters?). Swap between Slank, Gerbil, Flan, and Helix and use their unique stats and abilities to experience a mind-melting challenge unlike the rest.

Premium Game Pieces

The base game and its expandalones come with everything you need to play straight out of the box, but sometimes you want to spice up your play space or go full-on immersion.

  • Control ‘Ur Roll Dice Tray: TMB Unbreakable – $14.95 – In any dice-builder RPG, odds are you’ve rolled off the table and had to search far and wide for your dice. With this 9in. x 10in. Foldable dice tray, you’ll never lose ‘em again!
  • Adventure Map 2.0 – $17.95- This beautiful neoprene playmat is used for campaign tracking in both the base game and the Undertow expandalone.
  • Unbreakable Adventure Map – $19.95 – This double-sided mat helps keep track of your progress throughout Unbreakable, and features a map of Daelore on one side and South Daelore on the other.
  • Premium Health – $33.95 – These beautifully polished, weighted health pieces act as your chips and are easier to move about the map with, and harder to knock over! Includes 65 pieces.
  • BrassMag Figures – $99.95 – Replace your dinky little Gearloc chips and show off your build in style with these weighted figures featuring every available Gearloc! The miniatures attach magnetically to their corresponding Gearloc’s chip, making it easier to keep track of them.

Other Goodies

These goodies aren’t needed to play the game, but who wouldn’t want Too Many Bones’ fantastic art on display?

  • Too Many Bones Chip Coasters: Original Gearlocs and Baddies – $16.95 – If you’re like me, you probably enjoy the occasional drink or two while tabletop gaming. Do so in style with these oversized chip coasters, featuring the art of the original Gearlocs and baddies!
  • Bones Coffee: Liquid Life and Obendark Roast – $14.99 – That’s right, Too Many Bones themed coffee. In collaboration with Bones Coffee, these special brews are a delicious add-on to your gaming experience, and each bag comes with a unique coffee-themed Loot card and a random promo Gearlock skeleton chip.

The Bottom Line

I’ll be the first to admit that, as board games go, the barrier to entry to get the full Too Many Bones experience is uncompromisingly high, with even the base game being over $100. But over time, you just might get addicted to its strategic RPG gameplay and be craving the new mechanics from the expandalones, or want to try out a different Gearloc’s unique skills with one of the many add-ons available. You’ll definitely be getting your money’s worth.

Myles Obenza is a freelance commerce writer for IGN. Follow him on Twitter @Myles Obenza.