The Game Awards 2024: How to Watch and What to Expect

The Game Awards 2024 is almost here – a night celebrating recognition of the biggest games released throughout the year. The event will take place on Thursday, December 12, and we’ll share below exactly how you can tune into the livestream and what to expect for awards.

How to Watch The Game Awards 2024 Livestream

The Game Awards 2024 will kick off on December 12 at 4:30pm PT/7:30pm ET and is expected to run for roughly three hours, according to The Game Awards.

If you live in the GMT or AEST timezones, this translates to 12:30am GMT/10:30am AEST on December 13.

IGN will be hosting a pre-show for The Game Awards that takes place at 4pm PT/7pm ET before the official festivities begin. We will also be back after The Game Awards for an IGN post-show to break down all the biggest moments, reveals, and winners from the show!

Where to Watch The Game Awards 2024 Online

We’re hosting the livestream for The Game Awards 2024 here, on IGN.com, and on our accounts across all major platforms including YouTube, Twitch, Twitter, and Facebook. Here are all of the links where you can watch the stream online:

What to Expect From The Game Awards 2024

There are 29 categories in total for The Game Awards 224, with the most anticipated category, “Game of the Year” having a handful of popular games. The contenders include Astrobot, Balatro, Black Myth: Wukong, Elden Ring: Shadow of the Erdtree, Final Fantasy VII Rebirth, and Metaphor: ReFantazio.

The category for “Most Anticipated Game” includes biggies with Death Stranding 2: On the Beach, Ghost of Yotei, GTA 6, Metroid Prime 4: Beyond, and Monster Hunter Wilds.

Dragon Age: The Veilguard, Prince of Persia: the Lost Crown, Star Wars Outlaws, CoD: Black Ops 6, and Diablo 4 are all up for “Innovation in Accessibility,” with “Games for Impact” comprising of Life is Strange: Double Exposure, Neva, Indika, Closer the Distance, Senua’s Saga: Hellblade 2, and Tales of Kenzera: Zau.

You can check out the full list of The Game Awards 2024 nominees, where it shows Astro Bot and Final Fantasy VII Rebirth leading with seven noms each, and Metaphor: ReFantazio following with six noms.

Invincible: The Hero-Building Board Game Review

Invincible is a comic famed for its unusually high levels of gore and character mortality. Back in 2021 it got an animated TV treatment, expanding its fan base considerably and opening the door to other spin off products such as this cooperative board game. In the show, the protagonists are teenagers, struggling to learn how to use their powers to defend the world after a massacre of older, more experienced superheros. So here, you get to create them from the ground up in Invincible: The Hero-Building Game.

What’s in the Box

Although it’s very much a board game, Invincible: The Hero-Building Game doesn’t have much of a board. Instead of anything fold-out, there are three separate boards that sit next to one another, representing three different areas of wherever the scenario you’re playing takes place. Each has spaces for heroes, villains, minions and civilians. They’re very basic, presumably so that they work as whatever location you’re supposed to be in, but they’re perfectly functional.

Assuming you like the style of the original Invincible comic, the remainder of the components are much more engaging. There are standees for the four playable heroes, plus Omni-man, lots of civilian and minion tokens, and multiple decks of cards for things like events, villains and hero powers, all resplendent with licensed comic art from Invincible, although the typography on the cards is a little gauche.

Aside from various cardboard and wooden markers, the other components are related directly to the playable heroes and scenarios, with a tracking board for each of these, again festooned in relevant comic art. With all those panels assembled together on the tabletop, your play area begins to look like a comic book in and of itself.

Rules and How It Plays

Rather than a point-by-point rulebook, Invincible: The Hero-Building Game walks you through the introductory scenario step by step, and then has an addendum for more advanced rules. This is a divisive approach, but it works well here, allowing you to get into the basics of the game with a minimum of fuss. Everyone picks a hero from the available roster of Invincible, Atom Eve, Rex Splode and Robot, seeds a bag with a variety of colored cubes, and dives in, working together to save the globe from an alien invasion.

There are three board areas, each one of which has spaces for heroes, villains and a mass of innocent bystanders, who fluctuate between safe and dangerous zones. On your turn you’ll start by drawing three cubes from your bag and assigning them to your hero powers, allowing you to do things like move, attack, or rescue civilians. Colored cubes have to be assigned to matching color powers: yellow is fighting, for instance, while blue tends to be more about rescue and recovery. Black cubes are wild and can be assigned anywhere, but there’s a catch: you can keep drawing and assigning cubes as long as you like, but if you get more than four black cubes, you’re exhausted and out of the round.

We’ve seen this kind of push-your-luck bag-drawing before in games like Quacks of Quedlinburg, and it’s really fun. By allowing players to control their own risk, it offers a neat balance of excitement and strategy. But it’s particularly good here because most hero powers require more than one cube to activate, meaning you’ve got to be incredibly careful about your priorities. If you really, really want to attack this round, it’s tempting to throw black cubes into your yellow powers, but then yellow cubes drawn are less useful. And on the flip side, if you haven’t quite filled and activated a power when you close in on that five-cube limit, those you’ve assigned will be wasted unless you risk another draw.

It’s superpowered swings and roundabouts and the right choice is situational, depending on whether you’re on the verge of taking out an enemy, or suffering a catastrophic number of civilian deaths. Running it close to the line when there’s a critical outcome on the line is hugely exciting and, as a bonus, it alleviates the common pitfall of cooperative play where the most experienced player directs the others. It’s your turn, it’s your bag, and it’s up to you how risky you want to play it, then down to fate whether you’ll live up to your character’s heroics or blow it for the whole team.

After all the players have finished drawing cubes and taking actions, it’s on to the training phase. You’ll each have a hand of five cards representing potential superpowers your teenage hero might learn to manifest. Orange cubes drawn during your turn can be assigned to confidence, which is essentially a currency you can use to buy these cards. This adds a whole new layer of strategy to proceedings as you look for combos between your starting powers, those in your hand and the cubes in your bag, a multi-way mash-up of bag-building and tableau building from an enormous deck of powers, for a colossal amount of variety and strategic flex.

As fun as this is, it does leave some thematic question marks hanging over the game. While the heroes do grapple with learning their powers in the comic, the idea that it’s a revolving door of different abilities they can try on for size and discard feels like a stretch too far. Similarly, while each hero starts with a signature purple power keyed to their abilities – Rex Splode can damage all enemies in the vicinity with an explosion, for example – there’s nothing to stop you choosing a roster of entirely unrelated powers to go along with it. You could make Rex, who is selfish and reckless in the source material, a caring, sharing support character with lots of healing and buff powers if you so wish.

Invincible: The Hero Building Game earns back some thematic brownie points in the villain phase. Here, you draw an event card that has different instructions for villains and their minions, which will see them damaging heroes, killing civilians and using special powers, at least until such time as you do enough damage to them to get them off the board. You may also get a boost from some outside help, or include optional challenges like having to zap back and meet shifts at work to make things even tougher.

Each scenario has a selection of randomly drawn and scenario-specific enemies that enter play as the game progresses, as well as some thematic special rules. The whole package gives each scenario plenty of thematic heft as well as variety for replay value. In the second scenario, for instance, you’ll face the annoying Doc Seismic, who won’t enter play until the final round, giving you limited time to defeat him. And in the meantime, you’ll have to watch out for him accumulating damage to Mount Rushmore, which will lose you the game if it takes too much. Other ways you can lose include an excessive civilian death toll, or too many hero knock-outs from enemy damage.

To try and avoid this fate, you’ve always got the option to fly back to HQ and rest up, recovering some health and your defiance token, a handy option that lets you re-draw cubes if you don’t like what you pulled. However, doing so takes you away from the frontline, so this is very much robbing Peter to pay Paul, as while you’re away, your team-mates and civilians will be left to face the punishment. But this is typical of the game, which does a great job of keeping the tension high and making you feel like you’re stretched too thin, walking a strategic knife-edge between victory and defeat. And this matches the tone of the comic, too.

Where to Buy

Square Enix Reveals Foamstars’ Next Season Will Be Its Last, But the Game Will Remain Online

Square Enix has announced the next season of its live service shooter Foamstars will be the last, though the game will remain online.

A blog post revealed the Party Goes On season, which begins December 13 and runs until January 17, will be the final season of Foamstars but Square Enix will continue to support the game in a handful of other ways.

Square Enix will introduce “expansions” that will “enhance gameplay, such as the ability to customise shots of each character, and new enhancement elements, such as Prism Gems, all aimed at ensuring players can continue to enjoy the game for the foreseeable future.”

The Foamstars Cup will also be hosted across a series of events named after each character, which presumably means eight separate events since there are eight player characters in the game.

“Furthermore, to ensure that new players can fully enjoy Foamstars, previous Season Passes will be made available again,” Square Enix said. “Players can switch between Season Passes at any time to proceed along the Season Pass track of your choice and obtain items from past seasons. This will make it possible for players to obtain all the items from each season.”

While this isn’t as disastrous a move as a full shutdown which other triple-A live service games have suffered recently, the removal of seasons certainly doesn’t bode well for the future of Foamstars. Square Enix only released the game in February, meaning the dedicated live service support that was seasons will come to end less than one year after launch.

Foamstars debuted to a middling reception and Square Enix seemingly hasn’t been able to turn interest around. It earned a 6/10 in IGN’s review, in which we said: “Foamstars’ combat mechanics are unexpectedly engaging, but confounding time-gated modes and aggressive monetization make them harder to enjoy.”

Live service games such as Foamstars have had a rough year, with many falling to reach high levels of engagement. The model is so attractive to publishers as, instead of just making a single payment to buy a game, players are given a continuous stream of purchasing options such as battle passes, season passes, and other microtransactions.

A live service boom of sorts has occurred in the video game industry as a result of incredibly successful games such as Fortnite, Rocket League, and Fall Guys, but many publishers have seemingly fallen short by looking to capitalize immediately instead of building up a dedicated audience first.

Foamstars may be included in this list, though others such as Suicide Squad: Kill the Justice League have also fallen flat. The most infamous live service game of the year, however, and perhaps ever, is in PlayStation hero shooter Concord.

It debuted to a tragic 697 peak concurrent players on Steam, a number that made the 12,786 players of the aforementioned Suicide Squad, which was dubbed a disappointment by Warner Bros. Discovery and caused a $200 million hit to revenue, look like a titan.

Sony then made the decision to shut down the game less than two weeks after launch, and while some debated a potential return, all hopes were dashed when developer Firewalk Studios was shut down a few weeks later.

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

Fortnite OG Details Revealed Ahead of Its Launch Tomorrow, December 6

Fortnite OG, which will once again take players back to the first days of Fortnite Battle Royale, will launch tomorrow, December 6, and The Fortnite Team has revealed more details on what fans can expect from this trip down memory lane.

Fortnite OG will begin with Chapter 1 – Season 1 and the team plans to recreate those early days of the battle royale, complete with “loot pool changes and feature introductions.”

Season 1 will end on January 30 at 11pm PT/January 31 at 2am ET, which will end up being shorter than Season lengths in the main game, so fans can expect their anticipated additions to arrive in a timely fashion. Don’t worry, though, as Solos, Squads, and Zero Build will be available at launch.

The loot pool will include much of what was found at the beginning of Fortnite, including Assault Rifle, Burst Assault Rifle, Scoped Assault Rifle, Pump Shotgun, Tactical Shotgun, Pistol, Revolver, Submachine Gun, Tactical Machine Gun, Bolt-Action Sniper Rifle, Semi-Auto Sniper Rifle, Grenade Launcher, Rocket Launcher, Damage Trap, Ceiling Zapper, Wall Dynamo

While Fortnite OG is taking players back in time, there will be some Quality of Life changes put in place to make for a better overall experience, and you can check them all out below from The Fortnite Team;

  • Building mechanics will be uniform with Battle Royale as it is today.
  • As far as traversal goes, players will be able to sprint, slide, mantle, door bash, and move while healing.
  • Some of the rough edges from that era have been preserved, while others have been polished. For example, players will find Reboot Vans and be able to see the glare from a sniper scope, but Max building resources are set to 999 and Double Pump is enabled for Shotguns (for now).
  • Of course, the original map that Fortnite Battle Royale launched with in 2017 is back! Great care has been taken to ensure that every tree, Chest, car, and object is right where players remember it. In Zero Build, there will be Ziplines and Ascenders to help players get to hard-to-reach locations.

Players will also be able to purchase the Fortnite OG Pass and work their way to earning 45 tiers of “retro rewards with a modern twist on classic items and Outfits.” Speaking of Outfits, Renegade Rebel, Aerial Assault Bomber, and Skull Commander are the ones players will work towards in Season 1, and each will have an unlockable alt style as well.

It’s important to note that Epic Games did just raise its Battle Pass price for the first time ever ahead of Fortnite OG, so we wanted to make sure everyone was aware of that ahead of this upcoming launch.

Fortnite OG first launched back in November 2023 and the reception was overwhelmingly positive. In fact, it saw Fortnite enjoy its “biggest day” ever with over 44.7 million players.

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

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Infinity Nikki Website Temporarily Hacked to Display Offensive Message and Reference to Genshin Impact

Sensitivity Warning: The following article contains references to self harm which some readers may find disturbing. Please proceed with caution.

The official website for Infinity Nikki, the open-world dress up role-playing game from former The Legend of Zelda director Kentaro Tominaga, was temporarily hacked to display an offensive message and reference to Genshin Impact.

The highly anticipated game arrived on PlayStation 5, PC via the Epic Games Store, iOS, and Android today, December 5, but many users visiting the official website to download it were instead met with the offensive message.

Though it usually, and does again, feature colorful advertisements, information, and the actual download links for Infinity Nikki, alongside details on how to claim the launch rewards released by developer Infold Games, the website temporarily featured a blank white screen and the message: “Kill yourself! Or just better try Genshin Impact PRIVATE SERVER!” A QR code was also featured.

Many users posted the message on social media including Infinity Nikki’s Reddit page, though IGN won’t include links to such posts for security risks surrounding the QR code, which should not be accessed.

As for the reference to Genshin Impact, this likely comes as a result of vague comparisons between the two games. Though there are more differences than similarities between Infinity Nikki and Genshin Impact, both are open world gacha games with colorful anime art styles.

The brief website hack is seemingly just a small blemish on an otherwise successful launch, however, as players are sharing positive feedback for the game itself and it performed well with critics too.

In our 9/10 review, IGN said: “Infinity Nikki has deep open world exploration, a quirky story, and some of the most beautiful in-game outfits you’ll ever see – you just have to be ready to navigate a maze of menus to get them.”

If you are having suicidal thoughts, the National Suicide Prevention Hotline in the U.S. is available 24 hours a day at 1-800-273-8255. A list of international suicide hotlines can be found here.

Blade Ball Festivities Update Adds Gingerbread Spin and Holiday-Themed Crate

Roblox sports experience Blade Ball is charging into the holiday season with a Festivities Update to help celebrate winter.

The latest update to developer Wiggity’s strategic dodgeball game, titled V6.5, arrived over the weekend. It comes with a new Gingerbread Hourly Spin and a special festive crate alongside a host of bug fixes, new swords, emotes, and more. It’s unclear exactly how long the Festivities Update-related goodies will be live, so make sure you start getting those spins in sooner rather than later.

The Festive Crate can be found in the lobby and grants access to specific rewards. Wiggity didn’t reveal everything the crate can hold and instead teased just one item: an OP-tier sword called Northstar Reaper. Players who advance to the Gingerbread wheel’s center, meanwhile, will be rewarded with the OP-tier sword, Frostbane.

Blade Ball’s latest update also comes with changes to a few abilities. The team says Calming Deflect and Quantum Arena have both received buffs, while Dragon Spirit, Swap, Golden Ball, Necromancer, and Phantom have been nerfed. Some clan tweaks include the ability to change your clan’s name for 99 Robux, while players are also now able to contribute up to 100 crowns every 10 minutes.

The Festivities Update follows November’s Thanksgiving Event update, which included a number of new themed additions, features, and bug fixes. Highlights included an in-game turkey NPC to visit as well as other unique rewards. That event is still underway and will remain available until December 7.

For more on Blade Ball, you can check out all active codes here. You can check out everything included in the latest update in the full patch notes below.

Blade Ball V6.5 Update Patch Notes

Festivities!

Festive Crate

– Find the Festive Crate in the lobby to unlock awesome rewards like:

– OP Tier sword “Northstar Reaper” (VFX, Slash) – 0.05%

Gingerbread Hourly Spin

– Get a free spin every hour!

– Advance to the center to unlock a LIMITED QUANTITY sword:

– OP tier sword (VFX, slash) “Frostbane” (5K Exists)

Clan Changes

– Contribute up to 100 crowns every 10 minutes

– Change the clan’s name for 99 R$ (under the manager, as the first option).

– Vote 2 abilities to ban in clan wars.

– New OP 2.5K Existing BACKSWORD “Celestial Whisper”.

Ability Changes

– Calming Deflect Buff

– Quantum Arena Buff

– Dragon Spirit Nerf

– Swap Nerf

– Golden Ball Nerf

– Necromancer Nerf

– Phantom Nerf

Bug Fixes

18 Swords

5 Explosions

6 Emotes

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.

Friday the 13th: The Game Developer IllFonic Hit With Layoffs

Friday the 13th and Predator: Hunting Grounds developer IllFonic has been hit by layoffs as the team has “re-aligned to a refined strategy.”

IllFonic CEO & Co-Founder Charles Brungardt shared the message on X/Twitter saying, “Today we had to accept the harsh reality that the state of the industry has impacted us here at IllFonic.”

“It is with the heaviest of hearts that cuts to our team had to be made as we re-aligned to a refined strategy,” he continued. “There is a lot of talent in this group and if you or your team is hiring, please reach out so people can be connected to open roles. Thank you.”

IllFonic was founded in 2007 and has studios in both Lakewood, Colorado and Tacoma, Washington. It is currently unclear how many people were impacted by these cuts, but these layoffs are taking place just a few months after the release of the studio’s latest game, Killer Klowns from Outer Space: The Game.

In our Killer Klowns from Outer Space: The Game review, we said, “is as silly and entertaining as the movie that spawned it, and that makes for a surprisingly compelling asymmetrical multiplayer game to boot.”

Alongside the previously mentioned games, IllFonic has also developed and supported such games as Ghostbusters: Spirits Unleashed, Arcadegeddon, Dead Alliance, Star Citizen, Armored Warfare, and Evolve.

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

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Anime Last Stand Tournament Update Adds New Game Mode and a Wave of New Features

Roblox tower defense strategy game Anime Last Stand’s new Tournament game mode is here alongside a quality-of-life update that adds a seamless retry feature, bug fixes, and more.

There’s a lot to go over when it comes to this latest update, but its new mode is the centerpiece. Developer Boss Studio says the mode asks players to deal as much damage as possible over a 20-minute period. The team says leaderboards reset every week, confirming that brackets will be added “soon.” With Tournaments also comes a Tournament Shop, which allows players to spend currency called Tournament trophies on items and new units.

Two new units also arrive with the Tournament update – Pirate King (Celestial) and Soul King (Shiny) (Exotic) – as well as seven new Evolutions: Pirate Lord, Fused Warrior (Blue), Idol (Pop-Star), Flame Breather (Demonic), Noble Caption (Blood War), World’s Strongest (Prime), Kon (Rage). Some of the more substantial changes involve new features, such as seamless retry, which allows players to restart stage instantly. Evolving now increases a unit’s stats, too, with a 5% chance to increase stats twice.

As for those quality-of-life changes, rerolling stats has been tweaked to make it harder to accidentally skip a stat you want. Boss Studio says it has also implemented “some lag fixes” while buffing out a number of other bugs.

In other Roblox news, there are a variety of other popular experiences that have received updates big and small in the last few weeks. The recent Fisch Ancient Isles update added new fish, mechanics, and a megalodon event, bringing some of the game’s biggest changes so far. Anime Vanguards Update 1.5, meanwhile, came with additions such as Familiars and new Units when it dropped on November 23.

Anime Last Stand will celebrate its two-year anniversary come March, but there’s no telling how exactly the team at Boss Studio plans to celebrate. Until then, you can see our list of all up-to-date codes here, and check out the full patch notes for the Tournament and Quality-of-Life update below.

Anime Last Stand Tournament + Quality of Life Update Patch Notes

Additions

  • Tournaments!
    • Tournaments have been added to ALS. Survive for 20 minutes and deal the most damage possible. The leaderboard for the tournament is global and resets every week.
    • These tournaments have a traitless and traits leaderboard which rotate every week. 2 elements [a primary and a secondary] will have a raw damage boost and a new map will be chosen each week.
    • Brackets coming soon.
  • New Tournament Shop
    • Playing the new tournaments gamemode rewards you with “Tournament trophies”. These trophies can be used to purchase items (and tournament units) from the new tournaments shop.
  • 2 New Units
    • Pirate King (Celestial) [ Tournament Unit ]
    • Soul King (Shiny) (Exotic) [ Shiny Soul Capsule ]
  • 7 New Evolutions
    • Pirate Lord
    • Fused Warrior (Blue)
    • Idol (Pop-Star)
    • Flame Breather (Demonic)
    • Noble Caption (Blood War)
    • World’s Strongest (Prime)
    • Kon (Rage)

Abilities

  • “I’ll use EVERYTHING” [ Kon (Rage) ]
    • During his ability “Kon (Rage)” has a -50% SPA reduction and a 100% DMG increase to boss type enemies. Lasts for 100 seconds.
  • “Final Kamehameha” [ Fused Warrior (Blue) ]
    • Line attack that applies 10 electricify ticks, each doing 10x his Damage (100x Total).
  • “Concert” [ Idol (Pop Star) ]
    • Range and damage of all units in her range are increased by 20%. Her ability lasts for 35 seconds.
  • “Demon Bout” [ Flame Breather (Demon) ]
    • “Flame Breather (Demon)” transforms and increases his DoT damage multiplier to 500% [ 5x ] (This doesn’t stack with the initial 300%)
  • “Bankai” [ Noble Captain (Blood War) ]
    • Using this ability applies an extended hemorrhage and does damage equal to 3x his current damage.
  • “Sea Quake” [ World’s Strongest (Prime) ]
    • Using this ability does a larger version of his 3rd attack that does an initial 200m DMG. Afterwards he starts summoning smaller waves every 10 seconds for a period of 5 minutes. These waves deal 40% of his current damage.

Features

  • Seamless retry
    • Retrying a stage now does NOT teleport you to a different game place and instead restarts the game almost seamlessly.
    • This also applies to the “Next” button.
  • Stats increasement on evolving.
    • Evolving a unit now increases their stats.
      • A -> A+,
      • SS -> SSS.
    • And there’s also a 5% chance for that stat to increase twice.
  • Potions
    • ALS is now introducing Drop and Banner luck potions. The drop potion increases your drop chance of evolution items and more. Banner luck potion increased the odds of pulling rarer units from banners.
  • Clan Enhancements
    • Your clan’s name and clan image are now displayed above the player’s name.
    • Leaving a clan now requires you to click “Leave” twice (To prevent accidental leaving from your clan)
  • Visual Updates
    • Trait Animations have been reworked and look much nicer!
    • Added new icons and colours to the UI.
    • Teleport photos have finally been updated up to date as well!
  • New Bundles
    • Three new bundles have introduced:
      • Luck Bundle
      • Drop Bundle
      • Tournaments Bundle

QoL

  • Stat changes
    • Rerolling stats now gives you a confirmation so you don’t accidentally skip a good stat!
    • Stats now have a different % buff for every stat.
  • Lag and Bug fixes
    • Some lag fixes have been put in place. (Focusing on lag purely for next update).
    • A bunch of bug fixes regarding units and other MISC bugs.

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.

Kingdom Come: Deliverance 2 In-Depth Hands-On: It Has the Potential to Be a Medieval Masterpiece

This Henry guy just can’t seem to catch a break. When we last left the blacksmith’s son-turned-knight at the end of the original Kingdom Come: Deliverance, things were finally starting to look up for him. But the sequel, in true video game sequel fashion, starts by knocking him down a peg or two and dumping him into a new, larger open world to regain his dignity, one side quest at a time. And to be honest, that’s refreshing.

The story of Kingdom Come: Deliverance II picks up almost immediately where the first one left off, but it’s certainly not essential to have played it to follow what’s going on, thanks to an extended intro that brings you up to speed on the broader strokes. The year is 1403. Henry is a village boy from Bohemia (modern day Czech Republic) who saw his home burned to the ground due to a civil war for the crown taking place between two half-brothers. He ended up in the service of the frustratingly good-looking nepo baby Sir Hans Capon to try and help out the supporters of the royal brother who isn’t going around burning down villages, and that plan got… a little sidetracked.

It’s not exactly a start back from square one, though. Henry began the first game as that kind of old-school RPG protagonist who is really just some random guy with no skills to speak of. He could barely hold a sword, and the unforgiving combat really made you feel that until you put in the time to master it. But Henry’s a seasoned adventurer now. He knows how to read, which is practically a superpower in medieval Europe. And while you were out partying, he studied the blade.

Taste My Blade

This is reflected in the changes to combat in KCD2, which the developers described as lowering both the skill floor required to play competently and raising the skill ceiling for the most devoted warriors. There are only four attack directions now instead of five. Thrust attacks are no longer a separate attack button, and have instead been folded into the combo system for weapons that make sense with them only. Parries are a bit easier to pull off, and much to my delight, blocking can now defend you from multiple attackers – as long as they’re all in front of you.

Basically, whether you mastered KCD1’s combat or not, the lower skill requirement at the very beginning models the fact that Henry is simply a better fighter by now. But careful stamina management is still the core of every scrap, and button-mashing is one of the quickest ways to die. I came across plenty of challenging encounters even as someone with more than 100 hours across two playthroughs in KCD1, and it’s not as easy to spam your way through them by getting a couple of powerful combo moves down to muscle memory.

Hill and Dale

The world of Kingdom Come: Deliverance 2 is quite a bit larger as well, with two distinct maps about the size of the first game’s that you can travel back and forth between once both are unlocked. The terrain feels fairly familiar, for the most part. We’re still in the Central Bohemian woodlands, basically just over the hill from where KCD1 left off. But the level of detail on the terrain and vegetation is a noticeable step up. And better yet, it’s way more optimized. My RTX 4070 Super still can’t run KCD1 – a six-year-old game – on max settings. But what I played of KCD2 rarely had any performance problems.

The centerpiece of this new world is the city of Kuttenberg, which is quite a bit larger, denser, and more vibrant than anything we saw in KCD1. It’s certainly no Paris or Prague, but navigating its crowded streets and markets, taking shortcuts through back gardens, and admiring its grand Gothic architecture is a complete change of pace from wandering around muddy woodland trails. It’s big enough to get lost in, built on a realistic scale that makes towns in a lot of other RPGs feel like tiny dioramas.

Tricks of the Trade

The side quests I got to play were also very open-ended and complex. The most notable example of this was an arc involving two rival sword schools in Kuttenberg, with the older and more established one (who just happened to support the wrong king) trying to force out the newcomers (who were loyal to our boy, the rightful heir). It fell on my shoulders to steal a ceremonial sword from the established school and display it on the walls of the town hall, which would be seen as an open call for challengers.

The quest doesn’t much care how you get the sword. I took a sneaky approach, picking a lock to the guild’s side entrance. But often you’ll be able to choose violence, or even diplomacy to solve your problems. What it does care about is whether or not you get caught carrying out this little false flag operation, as it can affect how the tournament between the two schools plays out. I, of course, maintained plausible deniability and won the competition for my school. But there are a variety of other ways it could have progressed, some of which having long-term consequences. Another quest gave me the option of killing or talking my way past some “bandits,” and I was told that if I didn’t kill them, they might show up later and present me with new opportunities.

Almost everything in Kingdom Come: Deliverance II has to offer feels like a careful refinement of its predecessor.

Skills and perks have also been expanded upon, and the perks themselves are generally more powerful. Some of the ones in the first game offered a boon and a penalty, which made them feel more like side-grades. Perks in KCD2 are more straightforward upgrades – which they should be, if I’m going to spend my scarce, hard-won progression points on them.

Sharp and Shiny

Almost everything else Kingdom Come: Deliverance II has to offer feels like a careful refinement of its predecessor. Warhorse isn’t reinventing the wagon wheel here. Diplomacy still takes into account factors like what clothing you have on and how clean you are – with a new system of saved favorite outfits so you can quickly switch between combat gear and something more suited to a soiree. But this time, there’s more emphasis on picking the right thing to say for the situation, instead of just the option you have the best stats for.

Alchemy is back, allowing you to craft various potions and concoctions, and it’s been made less fiddly. There’s a new blacksmithing minigame for forging your own gear and making a bit of coin, following in Henry’s father’s footsteps. The reading skill has been replaced by Scholarship, which is gained by reading books and can provide boons like opening up new dialogue options. Henry’s still crap at reading Latin, though, and I’m not sure if that can be fixed.

And in addition to new, more diverse move sets for all kinds of melee fighting, Henry can finally get his hands on some guns. This is the early 1400s, so we’re talking about extremely primitive firearms. The kind that had the tendency to blow up in your hands. So don’t expect to be medieval John Wick. But if you point them the right direction from close enough range, there’s really no amount of armor that will save your foes from the blast. Then you probably want to grab a sword, because the remaining foes will not stand there and wait for the subjective eternity it takes you to reload.

On the Road Again

In just about every sense, Kingdom Come: Deliverance 2 is shaping up as simply a smoother, prettier, more refined continuation of the things I liked about the original. The core mechanics are mostly the same, but sharper and with deeper progression. The world looks familiar, but broader and more grandiose. I had two whole days to play it and it felt like far too little. When I was first turned loose from the stocks to pick my own path to glory, I felt that tingly feeling you get the first time you play Skyrim or The Witcher 3, of a massive world full of diverse adventures that aren’t just clearing icons off of a map. I look forward to spending dozens of hours exploring, gearing up with authentic medieval weapons and armor, and progressing through the improved perk system. Maybe Hans will stop being a huge bag of dicks, too! You know, anything is theoretically possible. I’m just glad I won’t have to wait much longer.

For more, stay tuned all December long as our exclusive IGN First coverage of Kingdom Come: Deliverance 2 continues.

Indiana Jones and the Great Circle PC System Requirements Revealed

Bethesda has revealed the PC system requirements for Indiana Jones and the Great Circle ahead of its December 6 launch.

A blog post revealed an array of different settings including Minimum, Recommended, and Ultra, plus Ray Tracing requirements too. Bethesda also confirmed an SSD is required to run Indiana Jones and the Great Circle on any settings.

To run the game at Minimum settings, meaning at low graphics presets, 1080p resolution, and targeting 60 frames per second, players will need an NVIDIA GeForce RTX 2060, SUPER 8GB or AMD Radeon RX, or 6600 8GB or Intel Arc A580 graphics card. As for the processor, players will need an Intel Core i7-10700K at 3.8 GHz or an AMD Ryzen 5 3600 at 3.6 GHz, alongside 16GB of RAM.

Recommended settings require an NVIDIA GeForce RTX 3080Ti 12GB or AMD Radeon RX 7700XT 12GB graphics card, plus an Intel Core i7-12700K at 3.6GHz or an AMD Ryzen 7 7700 at 3.8 GHz processor, and 32GB of RAM.

As for the best of the best, players looking to run Indiana Jones and the Great Circle with ray tracing and at Ultra settings, with upscaled 4K resolution and targeting 60 frames per second, will need an NVIDIA GeForce RTX 4090 24GB graphics card. This comes alongside an Intel Core i7-13900K at 3.0 GHz or an AMD Ryzen 7 7900X at 4.7 GHz processor and 32GB of RAM.

Indiana Jones and the Great Circle is the highly anticipated release from Wolfenstein developer MachineGames and is Indy’s first proper foray into the video game space. Players are tasked with uncovering one of history’s greatest mysteries in the first person single player adventure.

“Generations of gamers both new and old should care [about this game],” IGN said in our preview. “Because as good as the studio’s recent Wolfenstein reboots were, The Great Circle might be even better.”

Those looking to play on the December 6 release date must pay $99.99 to do so, however, as Bethesda and Microsoft are deploying the faux early access period strategy that the likes of Ubisoft has already given up on.

Those only willing to spend $69.99 on Indiana Jones and the Great Circle, or play it at no extra cost on Game Pass, must wait until December 9 to play.

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