Concord First Hands-On: Plenty of Balancing Left to Go, and Not Much Time

Concord was originally teased last year with a simple video that showcased a ship cruising through space. I think a hamburger was involved. Anyway, after seeing that short teaser, I honestly expected to see a story-driven FPS – this is a first-party Sony game, after all – but maybe it’d be something like an MMO, a la Destiny. I was on board for a new experience regardless, but then I was somewhat surprised to learn that Concord is, in fact, a 5v5 shooter.

And now that I’ve played it, I’m very glad that Concord does plan on keeping up with its world lore and ongoing storyline, since some of my favorite FPS games like Overwatch and Apex Legends do this seasonally as well . Additionally, each season that releases will be free to all players, who only have to purchase the game and enjoy future updates to come.

While I enjoyed my time in the limited hands-on preview overall, I have several concerns for the longevity of Concord and what it has to offer. Concord’s meat-and-potatoes formula is a pretty standard 5v5 set up, with two teams choosing their preferred character before diving into an objective-based team battle.

During the preview, I was able to play three of six modes that will be available at launch: Trophy Hunt, Cargo Run, and Clash Point. Trophy Hunt was the only one that featured respawns in the match and was basically Kill Confirmed team deathmatch.

While I enjoyed my time in the limited hands-on preview overall, I have several concerns for the longevity of Concord and what it has to offer.

Cargo Run, meanwhile, was a single-life match where the objective was to run to the center, steal a Blue Buddy package and plant it at one of two sites. If planted, the enemy team could go and stand on the package to diffuse it and take it back. And finally, Clash Point was a round-based single-life game mode with the objective being to control the only capture zone in the entire map multiple times to get the victory.

The single-life modes were tough to warm up on while still getting to know the game, as failure obviously means you’re out of the action for a bit. And while Concord is a fairly straightforward FPS, I have a core criticism a mere two months from its August 24 launch: in the build I played, the movement felt extremely floaty and required a bit of time to get used to. This is exacerbated by the fact that each Freerunner character you can play has a unique set of movement and skills they bring to the team, so each time you swap to a new character, you’re then attempting to learn and configure your brain to how they work. So you can imagine that it gets a bit disorienting.

And while Concord will be released on PC day and date with PS5, I was only able to preview this on the PS5 with a controller, and so with that in mind, I’d say the movement is heavily reminiscent of Destiny and Halo. Again, it is incredibly floaty, which could be a fun element if it is done well. However, the way the preview build felt, the feather-light jumps and hang time really did not match the amount of fast-paced fights that could occur at any time in the matches.

While Halo does utilize a similar floaty jump mechanic, the rest of the mechanics and gameplay in Halo justify that reasoning and do not make it feel like the odd element out. Grenades also feel light when lobbed through the air, the various abilities in Halo all have the same weight and cadence to them, and the match pacing reflects the balancing between the base game mechanics. Players in Halo, even in competitive ranked matches, do heal over time after avoiding taking damage for a while.

Similarly, Destiny is a game that’s more PvE related and thus does not need the incredibly snappy mechanics that Halo or Concord need in PvP fights. Even in the PvP fights in Destiny, the usual TTK is slower since the fights can be drawn out due to the different class abilities allowing for slower or faster play, depending on how players choose to engage (i.e. more directly or more reserved). Each class also has different movement capabilities and healing abilities that ensure match pacing stays consistent throughout.

So the problem in Concord, at least in this preview version, is that it takes little pieces from games like Halo and Destiny and mixes them together in a formula that doesn’t quite come together for me as of yet. Concord actually utilizes the same type of dodge animation from Destiny that pulls you out in third person. While I liked this element in Destiny, in Concord it doesn’t quite work because there’s a brief-but-noticeable delay between your input of the dodge and the actual deployment. This can make or break your life since timing is everything in competitive play and a single hesitation, or simulated hesitation through the delayed input, can punish you greatly.

Sony says there will be six total maps at launch, so perhaps some of the game modes will feel better paced and optimized on the others when spread out. But the way things stand currently, most maps felt very oddly misshapen. Some lanes were too long or big and barely saw rotations while the second lane in another map would just feel entirely too small and cause prolonged team fights due to its claustrophobic size.

Concord touts its competitive nature and fast-paced fights. I love all of that but found that the competitiveness risks being unwelcoming to new players attempting to learn the game because most of the game modes are single-life-focused.

It’s important to note that even if you are an incredible player, Concord is not a game that allows for many 1v2 fights to be won. Unlike a game of Apex or Halo where you can potentially outsmart your opponents and win in 1v2 scenarios, Concord is so heavily a team game that you’re not able to succeed if you’re on your own. While this is the point of team FPS games, it’s pretty punishing for modes like Trophy Hunt where you’re encouraged to go off and get kills for the objective.

Another reason these lopsided matchups are impossible to win is the fact that each character in Concord has their own health pool and hitbox. This would be fine if these characters had your traditional classes, but Concord doesn’t utilize your typical class system. Usually, each class has their own health stats that you can expect each character in that label to have.

Taking a look at Overwatch, for instance, most Tanks have a base health of anywhere from about 525 to 700 (with combinations of shields or armor in game for specific characters that have them like DVA and Reinhardt). In Concord, it was incredibly difficult to tell what exactly the health pool was for any of the classes since nothing was really quite established with their system.

For example, 1-Off is a cute robot who sucks up trash and is most definitely a tank character with his big physique and clunky movement and hard-hitting weaponry who has 300 health. However, Teo, who is essentially a DPS that plays like your traditional ground soldier-like character with no tank qualities, has 220 health as a Concord Ranger class. But Roka, another character who is essentially a DPS, is classified as a Haunt and has 170 health.

What these non-traditional classes mean is extremely confusing. In the preview, we weren’t given details on each class and what the terms mean, but it all seems a bit arbitrary when the health pools and damage numbers vary so much, causing an even further division of game balancing.

Overwatch also utilizes the system of ensuring there is a roster for the amount of characters allowed from each class. Concord currently does not utilize a mechanic like that and allows players to use whatever characters they want, since these class systems are not traditional. While this is fun in theory, in my brief experience playing a competitive game like Concord, it doesn’t pan out too well.

Another reason Concord is so heavily a team-based game is that each character has their own running speed and damage output. It could be argued that this is an extension of the lack of clear classes, but I did want to focus on this as its own balancing issue. The DPS on characters is pretty important since you’re allowed to have a team of whatever characters you want.

There were some definitely “overpowered” characters in the preview build that you really did need on your team if you wanted to win, especially in Trophy Hunt. Let’s look at the rocket launcher Freegunner, Roka.

She’s able to deal 43 damage with direct hits while firing rapidly and establishing her lock-on target almost instantly. After having done some watch backs, it seems there’s no real answer to what the distance of Roka’s splash damage is and how much it does consistently. So far I’ve seen it hit from a decent distance for 12 damage, then also hit for 27 damage closer to the target. Roka also has eight total rockets to use before she has to reload so these numbers add up.

The ever-ongoing battle between controller aim assist versus keyboard and mouse movement seems to just be aggravated here.

Comparing this to Overwatch’s Pharah, another rocket-launcher-wielding character, she only does 40 damage to an enemy when it is a direct hit, with her splash damage being about half that. She also only has six rockets before having to reload and does not have any abilities for lock on fire.

Obviously comparing these two games head-to-head isn’t fair to either, but it’s important to note the difference between balancing. It’s entirely possible that with time, Concord will be able to get a better grasp for how its balancing should be maintained. But the way it stands currently, I’m concerned for the more casual players’ experience and general approachability.

The option to play crossplay with PC and PS5 will be available at launch which is good news for players like me who have friends on both platforms, but it’s a bit of a double-edged sword. The preview build I played showcased heavy aim assist on controllers. It was most noticeable on Roka, the rocket launcher character, since her weapon locks-on. I would find myself having to really rip the thumbstick away to get her to turn away from the nearest enemy that I didn’t even want to target.

The other characters I played didn’t feature nearly as aggressive aim assist, but I could feel the magnetization there, which was a bit frustrating and concerning considering the option for crossplay would be enabled at launch. While yes, you can argue that on PC you can do more rapid movement adjustments on the fly, the ever-ongoing battle between controller aim assist versus keyboard and mouse movement seems to just be aggravated here.

Fortunately, there are still a couple of months to go until Concord’s launch – still a decent bit of time for the balancing and tweaking of every aspect of the game that always happens at this stage of the development process. Fingers crossed Concord is able to tighten up its floaty controls and address its character balancing before it drops on August 24 for PS5 and PC.

Rockstar Games Co-Founder Says Grand Theft Auto Movie ‘Never Made Sense’

Rockstar Games co-founder and former head writer Dan Houser has said a Grand Theft Auto movie “never made sense.”

As reported by GI.biz, Houser told The Ankler that making the film — which has faded in and out of obscurity over the years — was a “huge risk” considering the reputation of the GTA brand.

“Why would we do this?,” Houser and the other Rockstar leads asked the film executives. “What you’ve described is you making a movie and us having no control and taking a huge risk, that we’re going to end up paying for with something that belongs to us.”

“They thought we’d be blinded by the lights and that just wasn’t the case. We had what we considered to be multi billion dollar IP, and the economics never made sense. The risk never made sense. In those days, the perception was that games made poor-quality movies.”

They thought we’d be blinded by the lights and that just wasn’t the case.

Various concepts for a GTA film have risen and fallen over the years, including one reportedly starring Eminem, though Rockstar has remained firmly against it. This comes despite films stars like Jack Black unable to believe the likes of GTA and Rockstar’s Red Dead Redemption franchise haven’t been made into films amid the rise if video game adaptations such as Sonic the Hedgehog, Minecraft, Borderlands, and more.

The CEO of Rockstar parent company, Take-Two Interactive’s Strauss Zelnick, made a similar comment to Houser in 2019. “Part of it is, if we were to do something like that, we’d want to have complete creative control to make sure we expressed [GTA] in the way we wanted — and that would mean we’d need to finance that motion picture,” Zelnick said at the time.

GTA makes plenty of money sticking to its video game roots, of course. Grand Theft Auto 5 generated more than $1 billion within three days of launch in 2013, a number which will likely be blown out of the water when Grand Theft Auto 6 is released in fall 2025.

The GTA 6 trailer — which reintroduced fans to Rockstar’s take on Miami, Vice City — featured a ton of intricate details (here are 99 things IGN spotted) and plenty of references to wild and wacky real life events too. While the game was revealed as a PlayStation 5 and Xbox Series X and S game, PC players were left frustrated, though not necessarily surprised, that their platform was left off the list.

They weren’t the ones a little peeved though, as several developers from Rockstar itself took to social media to express their frustration at the trailer leaking early. In fact, the entire industry shared their disappointment that the exciting moment was dampened. Several streamers were also hit with content strikes and takedowns in the wake of the leak.

Regardless, it still surpassed Minecraft to become the second most-watched video game trailer of all time with more than 168 million views in the first three months.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Those Tough Elden Ring DLC Requirements Didn’t Stop Shadow of the Erdtree Sales — It Sold an Incredible 5 Million in Just 3 Days

Elden Ring DLC Shadow of the Erdtree is off to a flying start, selling five million copies in just three days.

“This milestone is the result of the tremendous support from fans all over the world, to whom we express our heartfelt gratitude,” publisher Bandai Namco said in a note to press. Shadow of the Erdtree launched across PC, PlayStation 5, and Xbox Series X and S on Friday June 20.

Bandai Namco had expressed confidence in Shadow of the Erdtree’s sales ahead of launch despite the fact two bosses, including a tough optional boss many players might have missed, must be defeated before the expansion can be accessed. Steam achievement data showed nearly two thirds of Elden Ring PC players had yet to defeat this boss going into the release of Shadow of the Erdtree. (If you’re still hoping to play, check out IGN’s guide on How to Prepare for the Shadow of the Erdtree DLC.)

Many would assume this to be an issue for developer FromSoftware and Bandai Namco, given the game itself is essentially stopping more than half its player base from accessing the DLC and therefore wanting to spend more money. But Bandai Namco Europe’s chief marketing and sales officer Anthony Macare told GI.biz that Elden Ring sold so many copies that it doesn’t matter.

“That statistic does present a unique challenge,” he said. “However, with over 25 million units sold, even a fraction of our player base constitutes a substantial audience. Our marketing efforts have been tailored to engage this significant segment effectively.”

Five million sales after just three days on sale is an incredible result for Shadow of the Erdtree, and suggests an impressive 20% of Elden Ring base game owners paid another $40 for the DLC. Sales will surely increase over time, as Elden Ring’s did over the course of 2022 and 2023.

After an initial ‘mixed’ Steam user review rating for Shadow of the Erdtree, sparked by a feeling its bosses are too hard as well as performance problems, the DLC is now up to ‘mostly positive.’ Shadow of the Erdtree has certainly enjoyed critical acclaim, and has become the highest-rated video game expansion of all-time by overtaking Witcher 3 DLC Blood and Wine on Metacritic. IGN’s Shadow of the Erdtree review returned a 10/10. We said: “Like the base game did before it, Elden Ring: Shadow of the Erdtree raises the bar for single-player DLC expansions. It takes everything that made the base game such a landmark RPG, condenses it into a relatively compact 20-25 hour campaign, and provides fantastic new challenges for heavily invested fans to chew on.”

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.

Meet the Nintendo 3DS Fans Hoping to Finally ‘Beat’ Puzzle Swap By Tracking Down its Rarest Puzzle

I vividly remember from young adulthood the thrill of pulling my 3DS out of my bag at the end of the day and seeing the familiar blinking light indicating I’d received a StreetPass while I was out and about. I’d open the app and see the Miis of the different people I’d passed that day, with cute messages and silly hats. And every time, I’d immediately open Puzzle Swap to see what puzzle pieces they had given me.

When I first started Puzzle Swap, I entertained delusions that I might someday complete every puzzle just by passing fellow 3DS owners on the street. I quickly learned this was a nigh-impossible fantasy for a number of reasons, one of which being that several of the available puzzles couldn’t even be unlocked unless I traveled across the globe for special, limited-time events where unique puzzles were being handed out. I settled for trying to finish the various Mario, Kirby, and Zelda-themed puzzles that came by default on the device, or through occasional online updates. Admittedly, I never managed that either.

Now, my 3DS is gathering dust in a cabinet somewhere, its online services having been permanently shut down earlier this year and my motivation to use it having long since dried up. But a dedicated group of fans are still trying to realize the dream of collecting every Puzzle Swap puzzle, and they’re doggedly working to find their white whale: ANA: the rarest puzzle of them all.

Chasing ANA

The missing puzzle is a bit of a strange one. It’s called ANAでDS, ANA for short, with ANA standing for “All Nippon Airways.” It’s a special puzzle distributed way back in 2012 from July 21 to September 30 in Japan, but only at three select airport locations: Haneda Airport Terminal 2 (Tokyo), New Chitose Airport (Hokkaido), and Naha Airport (Okinawa). What’s more, the puzzle itself cannot be passed to others via StreetPass. You can collect pieces from others who have them if you already have the puzzle unlocked, but with the event having concluded over a decade ago, there’s no “legitimate” way to acquire the puzzle if you didn’t receive it at the time. As a result, the puzzle is exceptionally rare compared to other puzzles distributed more widely, eluding many hunters over the years.

Which is where Benny and his fellow puzzle hunters come in.

Benny runs a Discord server called The Search for ANAでDS, where roughly 20 individuals have been collaborating over the last several weeks to track down the final missing puzzle. Benny tells me he became interested in finding ANA only recently, after his love for the 3DS was reignited thanks to a homebrew application called NetPass, which allows players to receive StreetPasses over the internet.

Through his interest in NetPass, Benny stumbled upon and joined the search for the Japan-exclusive マックでDS ビッグマック (a picture of a McDonald’s Big Mac), which was only just officially cataloged last month. Just before that, others in the community managed to track down another time-limited puzzle, EU-exclusive Mario & Happy. With the inclusion of both Mario & Happy and the Big Mac, 62 of Puzzle Swap’s 63 total puzzles were officially uploaded online and available for anyone to download. With just one puzzle left, Benny’s next objective was clear: ANA.

“Those puzzles were easier to recover because the required SpotPass data had already been dumped by users on the Internet; it was essentially just a matter of finding the data,” Benny explains. “In this case, it is more difficult because to the best of our knowledge, the ANAでDS puzzle data has not been publicly dumped anywhere, so we have to search for someone who has the puzzle so we can recover the required data from them directly”

What Benny and his fellow hunters need to document ANA is simple on its face: they just have to find one individual who has the puzzle unlocked on their 3DS who is willing to upload a file from their SD card to the internet. That’s it! No homebrew or modding required, and the individual doesn’t even need to have the puzzle completed. Just a single piece is enough.

Since May, the group has been spreading the word to news outlets, subreddits, forums, and other communities in an effort to find ANA. Once the file is uploaded, the community will take matters from there and incorporate the puzzle into a larger file with all the other puzzles, enabling anyone who wants a complete puzzle collection and doesn’t mind a bit of homebrew to download all 63 puzzles at once.

“If someone has the puzzle, they can contact us by email at puzzleswapana@gmail.com, send us a Twitter/X direct message at @PuzzleSwapANA, or join our Discord server at https://discord.gg/JTAJF3DgxY and we will guide them through completing the simple steps needed to recover the puzzle’s SpotPass data (it should only take at most 10 minutes),” Benny explains.

Puzzle Preservation

It may seem strange that a community has rallied around a game like Puzzle Swap especially after Nintendo officially discontinued online communications for the device earlier this year. While local communications are still possible, meaning StreetPass itself still works, not a lot of folks are carting 3DSes around in their bags in 2024.

But a number of those I spoke to in the community tell me that it was Nintendo’s discontinuation of services for the 3DS that motivated them to pick up the handheld device again.

“I’m personally using it about as much as my switch, but I think the shutdown motivated a lot of people (me at least) to start archiving, modding, getting replacement services (ie Pretendo), etc,” said Croton, another community member who’s been heavily involved in the hunt, “like I forget when the shutdown was announced but I only just modded on a random Tuesday in October, and when the SpotPass archival server started recovering game data I modded my family’s 4 other 3ds’s to archive more data.”

Even if it’s a relatively unknown or niche part of the legacy of the 3DS, it still matters.

Some of those in the community are in it simply for the collect-a-thon. One community member, MrNoobingtonThelll, tells me that after the Big Mac puzzle was found some of the energy for puzzle hunting started to die down. “[T]he missing puzzles topic kinda died but Benny was one of the few one [sic] actively searching for it, so with my collectors anxiety of [100 percenting] a game I started to offer a little help.”

Others, like Ninja Squid, see the hunt as critical to game preservation. “It’s rewarding to be a part of this team and see all the amazing work we’ve done,” he said. “Finding this puzzle is important because, even if it’s a relatively unknown or niche part of the legacy of the 3ds, it still matters and is a big part of eventually archiving most of the history of the 3ds. [I]t’s a very neat novelty from an interesting time in Nintendo’s history that I would love to know is accessible to anyone. Being a part of this gives me the opportunity to help archive an important and rare piece of this amazing console’s history, and it’s nice to know that we are getting to be one big step closer to archiving as much of the 3ds as possible.”

At the time this piece is being written, the ANA hunters do have one lead – a comment on a NintendoLife article from a user claiming to have ANA on their DS. The community has reached out and is waiting for a response. In the meantime, they’re keeping their eyes open for other leads on ANA in case this one falls through. But overall, the mood is hopeful.

“[D]ude since the file for every puzzle combined is new the first person to complete ana ds would be the first to actually beat puzzle swap,” observed MrNoobingtonThelll.

He may just be right – and it only took 13 years.

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

Donkey Kong Country Returns HD Costs $60 and Fans Aren’t Sure How to Feel

The upcoming Nintendo Switch remake Donkey Kong Country Returns HD costs $60 and fans aren’t sure how to feel.

The Nintendo eShop listing for Donkey Kong Country Returns HD — a remake of the Nintendo Wii original which was also ported to Nintendo 3DS — revealed the $60 price point. While many are saying it’s too much for what was originally a 2010 game, others are okay with it.

“To the surprise of no one,” wrote linkling1039 on a Reddit post discussing the cost. “That’s way too expensive,” said shadow0wolf0. “I was expecting $40.” X/Twitter user @myriad_truths agreed: “$60 for Donkey Kong Country Returns is f**king ludicrous by the way. I do not care how good that game is.”

$60 for Donkey Kong Country Returns is f**king ludicrous.

Many hoped for a $40 price tag as Metroid Prime: Remastered, which brought the original GameCube game to Nintendo Switch with HD graphics and earned a 10/10 in IGN’s review, was sold for that amount.

This arrived the same day Nintendo announced The Legend of Zelda: Tears of the Kingdom would be its first $70 game, however, and many believe it released Metroid Prime: Remastered at a lower price ot offset that a little. “They wanted to release it as proof they would be releasing games at different ranges of prices,” said TackoftheEndless on Reddit. “Only to never do something this generous ever again.”

Other fans understand and accept the $60 price, however, pointing out that Metroid isn’t as recognizable a franchise as Donkey Kong among other things. “Probably helps that DK was a major focus in the recent Mario movie, is getting his own section in the Mario theme park, and is very recognizable,” said OK-Flow5292 on Reddit. “Metroid, however, doesn’t have that kind of reach and generally pulls smaller numbers compared to Nintendo’s big hitters”

Another commented on the realities of extreme video game development costs. “As a consumer, I’d like cheap games obviously. But as a long term fan I’d also like a sustainable industry,” falconpunch1989 said.

It’s not just Nintendo releasing remakes at $60 either. Disney’s Epic Mickey: Rebrushed comes to PlayStation 4, PlayStation 5, Xbox One, Xbox Series X and S, Nintendo Switch, and PC on September 24, 2024 also at $60, with a $200 Collector’s Edition being sold too.

Another remake of a Wii title, Epic Mickey has drawn similar ire over its price point. “I was looking forward to this, but $60?,” asked Lukar on ResetEra. “Epic Mickey is destined to die another death.” But regardless of opinion, this is a game published by Embracer Group-owned THQ Nordic and at least shows companies other than Nintendo are charging the same price.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Frostpunk 2 Beta Feedback Sparks 2 Month Release Date Delay

11 Bit Studios has delayed Frostpunk 2 from July 25, 2024 to September 20, 2024.

Frostpunk 2 is a promising city-survival sequel set 30 years after an apocalyptic blizzard ravaged Earth, transforming our world into a harsh, icy wasteland. IGN recently played the first three hours of Frostpunk 2’s story mode and found it to be “brutal, cruel, and very fun.”

The developer said feedback from the recent beta as well as prioritizing certain features it’s already working on sparked the decision. “We know that this is not the news you wanted to hear,” 11 Bit Studios said. “However, we believe that these additional features are something you deserve to see in-game from day one, not in a patch added after the release.”

In an additional message posted to Steam, game directors Jakub Stokalski and Łukasz Juszczyk said the average rating players gave the beta was 8/10. As a result, it intends to “bring to the front” certain features and modifications the developer believes players will “enjoy the most.”

Highlights include new additions to the game mechanics, “extensive” UI and UX enhancement and, “by popular demand”, a new city feature called Zoom Stories, which are basically zoom-ins available in specific city parts that allow you to watch the day-to-day life of your citizens. Early feedback on these additions have been very positive, Stokalski and Juszczyk said.

“That’s why we hope these few weeks of additional waiting time that we need to implement all the new features will be met with your understanding and won’t test your patience too much,” they added. “From now until the release, we will share with you behind-the-scenes updates so you can see how these additions are coming to life.”

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.

Someone Is Already Beating Elden Ring: Shadow of the Erdtree Bosses at Level 1

Elden Ring DLC Shadow of the Erdtree has been out for less than a week, and we already have absolute sickos beating the new content’s bosses at level 1. Just because they can!

A content creator known as LastDarkHope has been quietly plugging away on their YouTube channel for the last few months, defeating Elden Ring boss after Elden Ring boss with absolutely no rune levels gained, and no equipment leveled up. That’s impressive enough on its own, but when the Shadow of the Erdtree DLC dropped last week, this incredible player simply started beating those bosses too. Again, this is without using runes to level up at all, and without using any smithing stones to upgrade equipment.

Critically, LastDarkHope does seem to be using Scadutree Fragments. These fragments only impact the DLC content, but they do give damage negation and damage output increases that are far from negligible. As we’ve mentioned elsewhere on site, the Elden Ring community has been really struggling with the difficulty of some of Shadow of the Erdtree’s bosses. Scadutree Fragments are the DLC’s way of countering its heinous difficulty, and you’re very much encouraged to seek them out if you’re having trouble. But it seems that even these buffs weren’t enough for many, pushing FromSoftware to drop a patch today that increases the benefits from earlier Scadutree Fragments before leveling out their buffs later on.

That said, what LastDarkHope is doing is still a wildly impressive feat. Most people who are struggling with these bosses and stocking up on Scadutree Fragments are doing so at levels well beyond 100, while LastDarkHope is still stuck at 1. No 60 Vigor, no wildly high Intellect or Strength, and no ability to wield certain weapons with specific stat criteria. What’s more, they don’t even seem to be going that hard on Scadutree Fragments despite collecting a few. Checking out their most recent stream, it looks like LastDarkHope was barreling around Castle Ensis with just three Scadutree levels. That’s certainly lower than I’d personally be comfortable with, and I’m running around with a level 168 mage trying to sneak attack dudes with Comet Azur.

At the time this piece was written, LastDarkHope had just published a video defeating Chief Bloodfiend and seems to have tackled at least some of Jagged Peak – though no video of the very curse-able Bayle just yet. What’s extra interesting is that LastDarkHope doesn’t seem to have finished all of the regular Elden Ring bosses yet – ultra-hard Malenia, for instance, isn’t listed, nor are the final bosses of the base game. We’ll be keeping an eye on their run to see how it progresses…as well as on the certain parade of ridiculously hard runs that other content creators start to drum up in the coming weeks and months. We reached out to LastDarkHope for comment for this story but haven’t yet heard back.

If this somehow isn’t impressive enough for you, as we were on the cusp of submitting this story, another wild kill emerged from a different content creator and threw us for a loop. GinoMachino posted their own video of a Level 1, no weapon enhancement, no Scadutree Fragment, no hit kill on legacy dungeon boss Rellana. GinoMachino has been on a roll performing all sorts of challenging Elden Ring feats, but this is one of their first cracks at the new DLC, with more almost certainly to come. Absolutely incredible.

We love talking to people beating Elden Ring bosses in cool ways. In the past we’ve interviewed community hero LetMeSoloHer, as well as MissMikkaa, who inexplicably beat Malenia using a dance pad. But if you just want to finish the DLC for yourself before reading about what others are doing, we highly recommend loading up on Scadutree Fragments even if you’re level 500. Here’s a guide to get you started.

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

The Legend of Zelda: Echoes of Wisdom Is Available for Preorder

The Legend of Zelda: Echoes of Wisdom is set to release exclusively for Nintendo Switch on September 26. In the best kind of surprise, Nintendo announced this brand-new mainline Zelda game during the June 2024 Nintendo Direct. Better yet, it’s coming soon. And it stars Princess Zelda. And it features a unique and clever gameplay hook. Preorders are currently rolling out at the usual retailers. Read on for the details.

Preorder The Legend of Zelda: Echoes of Wisdom

There are no special editions of the game, so the standard one is the one to get. And if you’re waiting on it to go up for preorder at Amazon, you may be waiting a while. Recent Switch games have only become available at launch – not for preorder.

What Is The Legend of Zelda: Echoes of Wisdom?

Echoes of Wisdom is the first mainline Zelda game to star Princess Zelda, which is pretty cool. Fans have been asking for that literally for decades, so it’s nice to see Nintendo finally listen. It also uses the same almost claymation-looking art style as the remake of Link’s Awakening. It looks great.

As the game kicks off, purple rifts start opening in Hyrule and swallowing people up. Link gets sucked in, but Zelda escapes. So it’s up to her to save the kingdom (because apparently her military can’t do it for her while she runs the realm? I don’t really understand how the details hash out).

The standout gameplay feature is the use of echoes. Zelda has something called a Tri wand, which lets her summon items and enemies she’s encountered previously. She can use these summoned echoes to fend off other enemies and to solve puzzles and to access previously out-of-reach areas. It looks like it will require players to be creative, which was also a big part of Tears of the Kingdom. It’s cool to see that kind of creative puzzle solving come to a 2D-style Zelda game.

Nintendo Switch Lite Hyrule Edition

In addition to the new Zelda game, Nintendo is releasing a stylish new edition of the portable-only Nintendo Switch Lite console. It’s not available to preorder yet in the US, though it is in the UK (and it ships to the US). The casing is gold, with black buttons and sticks. It has a tiny Triforce symbol under the right stick. The back of the device sports a big version of the winged Triforce Zelda symbol thingy. It looks great.

It also comes with a free 12-month individual subscription to Nintendo Switch Online + Expansion Pack. That lets you play a whole bunch of classic games from Game Boy, NES, Sega Genesis, SNES, Nintendo 64, and Game Boy Advance. You also get free access to massive expansions to games like Mario Kart 8 Deluxe, Animal Crossing, and Splatoon 2.

Other Preorder Guides

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Threads.

SteamWorld Heist 2 Unannounced for Game Pass, PR Says Logo Was a Mistake

SteamWorld Heist 2 is no longer confirmed for a Game Pass launch despite previous messaging from developer Thunderful.

When the studio originally revealed its steampunk strategy follow-up in April of this year, it promised fans that they would see it launch on August 8, 2024, for PC, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X | S, and Game Pass. However, as spotted by XboxEra, social media posts mentioning a Game Pass release have since been deleted, and trailers that included the Xbox service’s branding have seemingly been modified and reuploaded without the logo. Its inclusion can still be seen in re-uploads from third-party accounts like YouTube channel GN Game Trailers.

A representative with Fortyseven PR confirmed with XboxEra that SteamWorld Heist 2 is no longer coming to Game Pass, adding that the Xbox service’s logo was mistakenly added. Thunderful and Fortyseven did not reveal how the Game Pass logo managed to worm its way into an official trailer, but in a statement sent to Kotaku’s Ethan Gach, a spokesperson further clarified that distribution plans for SteamWorld Heist 2 are still being ironed out.

“We inadvertently included a Game Pass logo in our reveal trailer,” the statement says. “We have not finalized our distribution plans for SteamWorld Heist 2 at this time. We’ll share news about our distribution plans closer to launch.”

SteamWorld Heist 2 is still planned to launch for all other previously announced console and PC platforms. The sequel follows Captain Leeway and their struggle against a new menace that threatens the Great Sea. Spicing up the turn-based combat this time around is real-time naval combat, more crew customization, more story, and more steampunk weapons.

Although it’s looking like SteamWorld Heist 2 won’t sneak its way into Game Pass when it launches this August, the service does currently offer other SteamWorld games to enjoy. Included in the PC and console tiers today are SteamWorld Dig 2 and SteamWorld Build. Console players also have access to the original SteamWorld Dig. We interviewed the team at Thunderful about SteamWorld Heist 2 when it was revealed earlier this year. During our chat, we learned more about how the team keeps the SteamWorld franchise chugging with each new release as well as how the sequel gives tactical players more to explore.

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.

Best Secret Identity Games (2024)

Secret identity board games, or social deduction games, are incredibly popular among casual and hardcore audiences, and it isn’t hard to see why. Perhaps it is the thrill of lying to your friends’ faces and knowing that everything will still be okay between you when the game ends, or maybe it’s the excitement of learning that the quiet one in your group secretly harbors an excellent poker face. Either way, these titles often make for some of the best party games, thanks to the memories they frequently create.

Most already know about genre staples like Mafia and Werewolf, but the category is incredibly deep, with diverse games for various audiences. The secret identity genre features longer epic experiences as well as quick playthroughs – games for large groups and titles for just two players. Regardless of skill level and general interest in the hobby, no matter what you’re in the mood for, social deduction games are a surefire hit to break out at your next get-together.

TL;DR The Best Secret Identity Board Games

Blood on the Clocktower

  • Age: 15+
  • Player: 6-21
  • Play Time: 30-120 mins

While Blood on the Clocktower isn’t quite as accessible as some other titles on this list, its additional rules aren’t simply bloat, either. Instead, Blood on the Clocktower adds new wrinkles that often solve problems some players have with other games in the genre. It requires a larger group and a bit more time than some other recommendations in the space, but if you can find the time and the players, Blood on the Clocktower is easily one of the best board games money can buy.

The core mechanics of Blood on the Clocktower play out in a manner that those familiar with the genre will immediately grasp: players each receive a secret role with accompanying abilities, the demon kills another player during the nighttime phase when players’ eyes are closed, and during the daytime phase the townsfolk get together to try and deduce who the villains are and ultimately sentence someone to death. The goal of the good team is to execute the demon, and the goal of the evil team is to survive until the end. However, things get truly interesting when Blood on the Clocktower deviates from classic secret identity games like Mafia and Werewolf.

One notable difference is that executed players remain in the game. They lose their various abilities, but they can still contribute to the deduction and even retain one final vote on who to put to death. Additionally, players can share their secret identities, but this is a double-edged sword as it will also give the demon valuable information. It’s also challenging to know who to trust because the demon gets to see three different unused identities at the beginning of the game, meaning they can pretend to be one of these characters. Blood on the Clocktower is one of those games that your group will have just as much fun discussing afterward as they did actually playing it.

Deception: Murder in Hong Kong

  • Age: 14+
  • Player: 4-12
  • Play Time: 20 mins

Players take on the roles of investigators hoping to solve the titular murder in Hong Kong. However, one of the investigators is secretly the murderer. As a twist, one player knows the killer’s identity but cannot say it. Instead, they are only allowed to give clues concerning aspects of the crime, such as the cause of death or location. In front of each player are cards with potential murder weapons and clues, leaving the investigators to solve the rest. There is still enough ambiguity within the cards that players are left to discuss who they believe the culprit is, resulting in some classic moments of deduction and a mountain of lies. In a sense, Deception: Murder in Hong Kong plays out as a hidden identity version of Clue, making the stakes feel much more personal as a result.

The Resistance: Avalon

  • Age: 13+
  • Player: 5-10
  • Play Time: 30 mins

The Resistance: Avalon is a team-based social deduction game set against the backdrop of Arthurian legend. It’s a classic good versus evil showdown but with hidden identities. Players work to get elected to positions of power to advance their team’s goals, but they attempt to do so without revealing their alliances. Only the player taking on the role of Merlin knows who is who, but disclosing this information risks losing their team the game, meaning there are layers upon layers of deception going on simultaneously. Fans of the Secret Hitler board game will recognize many of the rules and mechanics in The Resistance: Avalon, but the latter title is far less likely to offend anyone at your next get-together.

One Night Ultimate Werewolf

  • Age: 8+
  • Player: 3-10
  • Play Time: 10 mins

One Night Ultimate Werewolf has cemented itself as one of the most accessible party games, thanks mainly to an excellent audio app that walks players through each phase. It’s so easy to pick up and play that One Night Ultimate Werewolf has become a favorite among nongamers as well as more serious hobbyists. This bluffing game offers players a single card, each with a different role. Some are villagers, some have special abilities, and some are the titular werewolves. For the most part, the villagers want to identify the werewolves, and the werewolves want to remain anonymous.

One Night Ultimate Werewolf has two phases: night and day. During the nighttime phase, players put their heads down as the app narrates them through various card-swapping, identification, and general trickery. In the day phase, players open their eyes and attempt to deduce what happened the night before. Following the thread of who had what card at what time can get quite confusing, helping to cloak the deceit in uncertainty.

A Fake Artist Goes to New York

  • Age: 8+
  • Player: 5-10
  • Play Time: 20 mins

A Fake Artist Goes to New York is a fun twist on deductive games and drawing-based titles like Pictionary. Players take turns collectively drawing a single picture one line at a time. The twist is that every player except for one knows what the final drawing is supposed to look like. The fake artist must guess what the image is supposed to be and add a line to the drawing when it is their turn, using only a vague category and the picture forming in front of them. After each player draws two lines, the group can guess who they believe the fake artist is. Identifying the phony artist may seem simple, but as many people are simply bad at drawing, it is more challenging to decipher who the trickster is than you might think.

Spyfall 2

  • Age: 13+
  • Player: 3-12
  • Play Time: 15 mins

Spyfall 2 is an ingeniously simple game where players try to deduce who the spy is with only a card and a location. Each player receives a single card, all of which, except for one (or two if you’re playing with multiple spies), has a location on it. The outlier card simply says the word “spy.” Players must discover who the spy is among them by asking questions about the listed location. The key is to pose questions and give answers that won’t reveal the setting so the spy doesn’t catch on. Unless you’re the spy, then the goal is to bluff your way to victory. After just a few minutes, the group concludes the interrogation process and votes on who they think the spy is. Not only is the game fun and addictive, but it’s also simply a joy to locate the cartoon spy lurking in the background in each card’s artwork.

Inhuman Conditions

  • Age: 12+
  • Player: 2
  • Play Time: 5 mins

A true rarity in the secret identity space, Inhuman Conditions is a social deduction game for only two players. It’s not just the player count that makes Inhuman Conditions unique; it’s also that this Blade Runner-inspired bluffing game is centered around a five-minute conversation. In each game, there is one investigator and one suspect. The investigator’s goal is to identify whether the suspect is a human or a robot, and the suspect’s goal is to pass as a human. However, this is easier said than done, as robots are given specific prompts to follow. The trick is to naturally work these prompts into the conversation, which can quickly become tricky when every word you say is being analyzed by the other player. As Inhuman Conditions’ writing can be a bit wacky, it is best suited for two players who can embrace its sillier role-playing elements.

Feed the Kraken: Deluxe Edition

  • Age: 12+
  • Player: 5-11
  • Play Time: 45-90 mins

While most social deduction games omit the board altogether, Feed the Kraken: Deluxe Edition brings players to the figurative and literal table surrounding a beautifully constructed board and stunning minis. Players in Feed the Kraken are split between three secret roles: sailors, pirates, and cultists. The players’ goal is to simply move the ship from one side of the board to the other, but each team is secretly working to navigate toward a different game-ending location. Each game starts with one player selected as the captain, and that player chooses their lieutenant and navigator. This trio ultimately decides the direction the ship will head for that turn, but opportunities for mutiny ensure fate isn’t always left in their hands.

Along the way, the ship might move to spaces with icons that enable the captain to perform various tasks, such as seeing another player’s role or even keeping someone from talking for the rest of the game. If the ship reaches a Kraken tile, the captain will fulfill the title by feeding the sea beast a crew member. However, feeding the cult leader to the Kraken will result in victory for the cultist team, so players should tread carefully.

If you’re looking for more great titles to play with larger groups, check out our picks for the best six-player board games and the best four-player board games.

Bobby Anhalt is a contributing freelancer for IGN covering board games and LEGOs. He has more than 8 years of experience writing about the gaming industry with bylines at Game Rant, Screen Rant, TheXboxHub, and Ranker. You can follow him on Twitter.