EA Sports Details Boom Tech, the One Big Gameplay Feature Debuting in Madden NFL 25.

Madden NFL 25’s cover athlete was revealed earlier this week, and today, EA has provided new details on what fans can expect from this year’s Madden, including Boom Tech, this year’s one big feature.

In a press release, EA revealed that Boom Tech is a new “dynamic physics-based” tackling system and the newest iteration of Maddens FieldSense technology that “unlocks the re-engineered Hit Stick” and should provide better ball carrier control. With Christian McCaffrey as this year’s cover athlete, the description of Boom Tech aligns with EA’s theme of trying to pick cover athletes that best fit the new editions coming to Madden in a given year.

Additional upgrades to FieldSense, thanks to Boom Tech, are needed to “deliver increased authenticity” in offense, defense, and special teams. This includes a reloaded hit stick that will now be a skill-based mechanic, with playing ratings influencing the impact of the hit stick.

To increase offensive immersion, EA notes that Ball Carrier will introduce new jukes, spins, and hesi releases. The new NFL kickoff rules will be added when the game is released this August. In addition to new branching catches, there will be new pass block strategy mechanics.

“It’s been incredibly rewarding to grow with the Maden NFL experience alongside our players the past two years, and we’re excited to deliver even more of the control, depth, and immersion they’re looking for in Madden NFL 25,” Madden NFL Senior Production Director Mike Mahar wrote in a press release. “Boom Tech has been multiple years in the making and represents the most impactful FieldSense improvement yet, and combined with a new audio and visual experience across the game, plus deepened modes and increased customization, Madden NFL 25 will look, feel, and sound different.”

Madden NFL 25 is out on August 16th and is now available for pre-order. Those who buy the $100 Deluxe Edition get access to Madden NFL 25 three days early. Those planning to buy Madden NFL 25 and College Football 25 could also buy the MVP Bundle, which retails for $150 and includes the Deluxe Editions for both games.

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

The Alters: Branching Narrative Explained – IGN First

We are our choices. It may be a cliche, but it’s true. Our choices define us: where we go, what we do, who we meet, how we handle problems, and why we are, ultimately, who we are. Imagine all the key decisions of your life laid out before you. How many would have to change to turn you into a different person? Two? Three? Or just one, in the right place, at the right time? What choice would that be for you? And who would you have become if you’d chosen differently?

Those are the questions at the core of The Alters, a narrative survival game from 11 bit Studios, the team behind This War of Mine. In The Alters, you take on the role of Jan Dolski, a simple worker on a mining mission gone horribly wrong. Stranded and alone on a strange planet after his ship crashes, Jan must figure out a way home. But he can’t do it by himself. He’ll need the help of alters, alternative versions of himself who made different choices in life and have the skills and expertise Jan needs. But alters aren’t just another body and set of skills; they’re entirely different people with unique personalities, hopes, dreams, traumas, and ambitions. To get home, Jan will need to not only get along with his alters, but make some hard choices – and come to terms with some of the choices he made in the past.

To better understand The Alters and how this unique set-up affects the many branching story paths you’ll encounter as you play, we sat down with game director Tomasz Kisilewicz and lead designer Rafał Włosek. The interview that follows has been lightly edited and condensed for clarity.

IGN: One of the most interesting things about The Alters is, well, the alters themselves, and the branching narratives that are going to come out of the possible lives of Jan Dolski, but to understand the branches, I think we have to start with the tree. Can you tell us a little about Jan, and this predicament he finds himself in?

Tomasz Kisilewicz: So Jan, the main character of our game, he’s got many regrets in his life, and he tends to ask himself this question, “what if?” “What if I’d made some different choices in the past? Where would I be right now?” So he’s using this space mining mission that he’s on as a chance to put his life on a different track, but unfortunately, things go south and he ends up all alone on this distant, desolate planet where, in order to survive and go back home, he needs to face even more tough choices, including the creation of the alters. But from that point on, the decisions he will have to make are entirely up to the players.

IGN: The idea of basing The Alters on different outcomes of decisions Jan regrets is really interesting. Can you talk about where that idea came from, a few of those decisions, and the alters they lead to? Are there any decisions Jan doesn’t regret that become an integral part of the game’s story?

Kisilewicz: When we were creating the life path of Jan and designing different decisions that shaped him into who he is in the game, we really wanted this to feel relatable. So we were gathering our own experiences internally in the team, asking ourselves, what is your what-if question, what is the thing maybe you regret in your life? And they can come from different places. It can be career-related or maybe relationship-related. Things like, “what if I didn’t leave my hometown? Or what if I fought harder to save this relationship I had,” things like that. In the end, we really want every player to find something relatable to them. At least one of the choices that Jan had in his past, I hope will be something the players can relate to.

“We were gathering our own experiences internally in the team, asking ourselves, what is your what-if question, what is the thing maybe you regret in your life?”

IGN: Creating alternate versions of yourself to get more manpower and access to different skillsets is a neat idea, but these are also different people with different hopes, dreams, fears, and regrets. Can you talk about how those things affect these different versions of Jan, and how they might behave as a result?

Kisilewicz: We are bringing new alters to the base in order to solve the problems that Jan, the main Jan, wouldn’t be able to solve on his own. So for example, we can bring the scientist Jan, who will be able to conduct research and create a technology that will allow us to move our base, and run away from the sun. And he solves our problem. But at the same time, we are bringing a new person to the crew with an entirely new personality. Jan’s scientist is a very career-driven, ambitious alter. Soon he might start undermining our decisions as a leader. So while solving one problem, we are creating new ones. And in order to effectively manage our crew and find solutions for everything, we have to really understand who they are, what is their personality, what affects them, and successfully manage them.

IGN: Jan is obviously going to have to manage the relationships between himself and his alters, and probably going to have to intervene when problems arise. Can you talk about what that looks like? What are some of the things we’re going to have to manage here, and how do those decisions affect the outcome of the narrative?

Rafał Włosek: In order to get along with the alters well, we’ll have to understand the emotions that they have and what people they become because of their life decisions. And the emotions are handled by a pretty sophisticated emotional system that is more complex than just they’re feeling good or bad, and a single bar. And because of that, we can have emotions like frustration or rebellion. They may be amused by something or maybe stressed by something or saddened by something. And all those different emotions allow us to create different alters who act differently in different situations because then those emotions translate to the things they do. So they may rebel against the player or may help the player somehow, or maybe boost the morale of the crew. Or on the other hand, they may be so sad that they don’t want to work anymore.

IGN: Clearly, keeping all of these different versions of Jan happy is going to be a big challenge. What happens when some of the alters aren’t happy or don’t have a good relationship with our Jan or the other alters? Can you talk about how that affects the narrative? What about when they are happy, or we’ve managed to build a productive relationship?

Włosek: If the alters are not happy, they’re angry, sad, afraid, or they’re in conflict with Jan or the other alters, they may influence the game on many different levels. They may try to rebel against the player. They will lower their efficiency. They will not want to work for the mission, but they will also influence the story of themselves, of their own storylines or the stories of the other alters.

Also, there’s a lot of things going on on the emergent storytelling level. So if they’re in a bad shape, they may start some narrative bits that will create a different gameplay experience. But let’s not forget about the fact that if the alters are in good shape and they’re happy and highly motivated, they will on the other hand help the player. They will help him in achieving his goals. It’ll be easier for them to fix their problems, but they can also help the other alters with fixing their problems and dealing with their past and decisions.

IGN: One of the things that fascinates me about The Alters is the base itself, and it seems the decisions you make regarding how it is managed have the potential to have just as much impact on what can happen in the story as the other Jans do. Can you talk about that, and maybe give us some examples of how the base itself plays into what happens in the story?

Włosek: Base management is very important for many aspects of the game. First, it influences the economy part. Of course, this is pretty obvious, but also has to be maintained. If you don’t maintain your base well, it’ll deteriorate. There will be accidents. Those accidents will create emergent stories and will influence the general alter storylines or the main story. And finally, the bigger the base is, the more rapidly we can bring back home. And this is very important for Jan, for the people back on earth. So this is another way you can influence the narrative.

Base management is very important for many aspects of the game.

IGN: The root of any good story is conflict, and there are a lot of conflicts in The Alters. We’ve got to manage our relationships with the other Jans and we have to manage the base, but it also seems like we’re in a race against time because of how the star that the planet we’re on orbits. Does the amount of time we spend on this world affect the ways the narrative can play out? If we progress very quickly, do we get access to branches in the story we wouldn’t otherwise see? If we’re struggling and taking a long time to make progress, do certain paths become closed to us?

Kisilewicz: We want to spend time with our Alters. We need to invest time in our relationship because only then we will be able to uncover their stories and understand them fully, and with this crew that we understand, and that we know how to manage, we will be able to succeed in the mission.

Time is a very important resource in our game. Everything we do requires some time, whether it’s excavating the resources, or crafting stuff, or conducting the research, all of the tasks require some time. And that’s why we need the alters on board, because Jan won’t be able to make everything in time. He’s being chased by a giant rising star, so he’s got this ticking clock behind his back, but at the same time, we don’t want to rush things too much.

IGN: In the past, you’ve said that The Alters is “using a mix of classic and emergent” narrative and reflects how splitting the life of the main character opens up new paths for the story. Can you talk more about what that means, and how we’ll see that mix in the game specifically?

Kisilewicz: From the very beginning, we wanted to tell the story of Jan in a classic manner, but also create a game that is more open-ended and allows players more freedom in creating their own stories. So the narrative structure in our game consists of different layers. On top, we have this more classic narrative structure, which is a branching story of Jan landing on the planet and finding his way home. And it is a branching story with multiple different endings.

But underneath there is this second layer of the alter storylines, and it’s up to the players what alters they create. It’s not possible to have all the alters in a single playthrough. So when you replay the game, you will be able to create different alters and also within their storylines make different choices to shape their story in your own way. And underneath all of this, we have this giant layer of the emergent narrative that comes from the decisions you make. Economical decisions, strategic decisions, the way you handle your base, the way you treat your alters. It all affects them and can result in some unexpected outcomes, different reactions, different events, different mini-scenarios that can happen. In the end, we hope it all adds up to this unique experience of each player having their own unique playthrough.

IGN: You’ve talked about how The Alters is a spiritual successor to This War of Mine, which is really interesting given the drastic change in setting and genre. Can you talk about what you learned from This War of Mine, and the impact that had on The Alters in how the story plays out, or anywhere else?

Włosek: And there’s also the topic of emergent gameplay. This is also something that showed up in our games for the first time in This War of Mine. In The Alters, we do the same thing. We use a lot of emergent narration, but in this game, we also connect that with a more classic approach to the narration, where we have a single storyline that is branching and we enforce this storyline with those emergent systems that make this story richer.

IGN: Is there any aspect of The Alters that players can’t see or isn’t immediately obvious that you’re particularly proud of, and hope players get something out of?

Włosek: There are a couple of mechanics in-game that I am proud of, but they’re not easily visible at first glance. One of them is the emotional mechanic, which is pretty complicated. It consists of many different variables, and we don’t show them as values or numbers, but more like adjectives that are floating around the alters. They have different sizes and those variables connect into even more sophisticated emotions.

And all of this makes it very hard for our analytical brain to process. But it’s quite easy if you try to use your empathy to process. So the idea behind making this so complicated is not only to create different personalities for the alters that are very nuanced, but also to make the player use this proper part of the brain when they’re trying to cope with alters.

The other thing would be the way we use the exploration. Of course, it is a tool to get a gameplay loop. You’re going to go explore, look for the resources, go back to base, and face the problems with the alters, and so on. But it is quite important that we also wanted to use this exploration part to create a special environment for the player to actually think about all those decisions that the alters made and ultimately maybe create a space for them to think about their own decisions.

IGN: What are you most excited for players to experience in The Alters? Is there anything we haven’t covered that you’d like folks to know about?

Kisilewicz: We can’t wait for the players to meet the alters, learn their different stories, and, understand what made them who they are. In the end, we just hope that everyone will find something, and learn something about themselves through the alters.

Wishlist The Alters on Steam if you’re interested to learn more.

Prepare For Shadow of the Erdtree With Our Elden Ring Interactive Map

IGN’s Elden Ring map is here to help you prepare for Shadow of the Erdtree on June 21, 2024! Our interactive map tracks collectibles and locations across the Lands Between, so you know exactly where to go to clean up before the Elden Ring DLC.

Before you can access Shadow of the Erdtree in your game, you must defeat Mohg, Lord of Blood and Starscourge Radahn. It’s not as simple as just finding them on the map and beating them, though – there are several things you must do first before you can get to them. Our How to Prepare for the Shadow of the Erdtree DLC guide lists everything you need, which you can then cross-reference with our Elden Ring interactive map so you can get to where you need to go with ease.

Elden Ring Interactive Map

Our Elden Ring interactive map filters include:

  • Locations, including all Site of Grace locations, Dungeons, Imp Seal Statues, and Portals.
  • Key Items, such as Bell Bearings, Map Fragments, and Cracked Pots.
  • Items, including Golden Seeds, Larval Tears, and Deathroot.
  • Equipment, such as Armor and Weapon locations so you know exactly where to go to kit out the build you want.
  • Enemies, including Invasions and Bosses (such as Mohg, Lord of Blood and Starscourge Radahn, who you must defeat to access the Shadow of the Erdtree DLC).
  • Other noteable map markers, such as quests, materials, and NPC locations.

Preparing Your Elden Ring Character

Before you jump into Shadow of the Erdtree, there are several things you can do to prep your Elden Ring character. We highly recommend collecting Golden Seeds to upgrade your HP and FP Flask charges so that you can last as long as possible before dying. Our Elden Ring interactive map includes every single Golden Seed location so you can farm them in no time.

Sacred Tears are also vital, as they increase the potency of your Flasks – AKA how much your Flasks will replenish your HP and FP. Again, our Elden Ring interactive map includes all Sacred Tear locations so you know exactly where to go. Don’t forget to check off your progress as you go!

Outside of your Flasks, we’d advise equipping different Talismans, as they give you powerful buffs that will help you survive on your journey across the Lands Between. Every Talisman location can be found on our interactive map – here’s a handful we recommend grabbing:

Meg Koepp is a Guides Editor on the IGN Guides Team, with a focus on trends. When playing Elden Ring, she spends hours exploring the map and grabbing every possible collectible.

Why Metal Gear Solid 3 is the Best Prequel Ever Made

Warning: This article contains spoilers for Metal Gear Solid 3 and Metal Gear Solid 4.

It’s been a long time coming but Metal Gear fans finally have something concrete to look forward to. Although series creator Hideo Kojima has moved on to other projects, his long-beloved stealth action franchise is making a grand return to the forefront of gaming with Metal Gear Solid Delta: Snake Eater. Now that we have our first look at Delta’s gameplay from the new trailer shown at the Xbox Games Showcase, we’re even more excited to get our hands on it. But for now, we want to take a look back at the original Metal Gear Solid 3, which will celebrate its 20th anniversary this year on November 17th, 2004.

Specifically, we’re going to talk about how MGS3 tells a more vital prequel narrative than most other franchises can match. What was at the time seen as a course correction from Metal Gear Solid 2’s lack of Solid Snake playtime and perhaps even a delaying action of paying off 2’s narrative threads to the eventual Metal Gear Solid 4, the benefit of hindsight has shown that MGS3 is a critical installment in the series’ mythology. Sure, it received great reviews on release, but why does the story not really work if you just played MGS1, 2 and 4 as a trilogy when they happen in chronological order? Let’s take a look at what makes MGS3 so essential.

A New Mission

After two games set in a “few years in the future” sci-fi setting, Kojima went in an entirely new direction with Metal Gear Solid 3. The mechanics and systems he used to create such iconic stealth action gameplay in MGS1 and 2 could have been iterated on to even greater success, but 3 made the bold leap of developing new ways to engage with the genre. From the camo index system where players had to adjust their disguise to match their surroundings, needing to hunt for food in the wild to keep up stamina, curing serious injuries in the field, and depriving players of many of the futuristic gadgets that were so helpful in previous games, MGS3 forced fans to rethink their strategies as they explored the Soviet jungle in pursuit of objectives.

The mission took players through a variety of exotic locations and exciting sequences, with the Shagohod chase in particular being one of the best action set pieces on the PlayStation 2. Yet if the Metal Gear franchise is known for anything gameplay wise besides stealth, it’s a penchant for creative boss fights against bizarre villains, and MGS3 has one of the best rogue’s galleries in the franchise. The Cobra Unit were incredibly expressive both in visual design and how they let the ways they fought give players an insight into their personalities instead of each one telling an elaborate backstory as they died. The bosses interacted with the new gameplay systems, such being able to use camo to hide from The Fury, or tricky players giving The Fear food poisoning using rotten food to quickly drain his stamina. The crown jewel of the Cobra fights was The End, which used a massive environment and all the game’s stealth mechanics to create a proper sniper’s duel that for some players went on for over an hour.

Kojima’s talent for merging story and gameplay reaches its peak in the game’s final encounter: the battle between Snake and The Boss. With only 10 minutes before the arena is bombed to smithereens, all of the skills players developed over the course of the journey, especially in regards to sneaking and CQC, are tested as they try to defeat Snake’s old mentor. The white flowers and trees of the arena matching The Boss’ outfit, the slow build up of the Snake Eater theme song as the timer winds down, and forcing the player to push the button to deliver the final shot during what appears to be a cutscene all coalesce to form one of the most artistically resonant final battles in game history. The design template Kojima used in previous games is expanded and refined into its purest form in MGS3, making the game a fitting prequel not just in story, but also in gameplay.

In Love and (Cold) War

Set in 1964, Metal Gear Solid 3: Snake Eater is, at first glance, a back to basics take on the Metal Gear series. Snake is back in the lead role, albeit technically not the same one as previous games, with the protagonist instead being the original Snake, aka Big Boss, whose DNA was used to create the clones Solid, Liquid and Solidus. The setup is essentially classic MGS action but in the jungle, and with a 007-style spy thriller/romance angle added on top. The complicated philosophical concepts and labyrinthine bad guy plans from MGS2 are dropped for a more straightforward Cold War story about Snake trying to stop a nuclear war from breaking out, while also dealing with his relationships with his apparently traitorous mentor, The Boss, and his budding maybe-maybe-not romance with his spy companion EVA.

What some likely took as an artistic retreat from Kojima into less controversial territory has instead revealed itself over the years to be a conscious addition of key emotional context to what had become a sprawling multi-decade saga. Trying to connect all the various threads of MGS lore and the political machinations of dozens of characters and factions can be a dizzying prospect, but MGS3 cuts through the chaff and reminds the audience that these are stories not just about nations and lofty ideas but about characters, ones who MGS3’s script mines for a surprising amount of depth. At the center of it all is Snake, a man and soldier still holding onto the last of his ideals, only to lose all of it as he “succeeds” in the mission that would break both him and his hope in his country.

His battles with The Boss, who is revealed to not be a traitor but instead a patriot allowing her reputation to be destroyed in order to preserve world peace, shatter Snake’s faith in everything he’d ever been led to believe in. Meanwhile, his romance with EVA turning out to be a ruse to pilfer him of the Philosopher’s Legacy ruins his ability to put trust in anyone besides his fellow soldiers. These two relationships crumbling not only gives an answer as to why he eventually becomes Big Boss, the villain of the original two Metal Gear games on the MSX2, but also establishes that the recurring theme of soldiers being betrayed by their governments and wanting to build nations of their own that had been one of the central running motifs of the series, has a foundation that goes beyond the conflict fans were already familiar with. Even before Solid Snake was born, this was just a fact of this world, and cementing that world is what makes MGS3 so crucial to its immediate successor.

A Solid Circle

Besides telling its own story, MGS3 also adds important definition to the world of Metal Gear that helps solidify (hah) the plot threads that MGS4 would conclude. Sure, in timeline order, MGS4 is technically a sequel to MGS2. But when looking at the actual meat of plot and world-building, MGS3 is the game that most informs MGS4. We’re talking about more than basic stuff like learning about the Shagohod, which was the genesis from which Metal Gear technology would later develop, or introducing the character of Big Boss to series fans who never played the original two MSX games (which, let’s be honest, is most of them). MGS4 only works as an ending to the saga because of how it builds off of MGS3’s themes and characters.

Nothing that happens in MGS3 is a “bonus”; it is the beating heart of a saga Kojima had been telling across numerous games since 1987

The idea that the conflicts between soldiers and their governments that led Big Boss and other Metal Gear villains into wanting to establish some version of Outer Heaven are cyclical across history only sells if we’ve actually seen that conflict, well, across history. The reveal that EVA is the one who gave birth to Solid and Liquid and truly did love Big Boss despite her betrayal would come out of nowhere without us becoming invested in her in MGS3. And without getting to know them when they were young and charismatic, the twist that the Patriots, the ultimate villains of the entire Metal Gear saga, were in fact the mission support team who helped the original Snake (and by extension, the player) in the 1960s wouldn’t register as such a tragic gut-punch.

Sure, there are worthwhile prequels that fill in lore gaps or recontextualize aspects of plot or character: Rogue One, Andor, Better Call Saul, House of the Dragon, and Furiosa to name a recent few. But what makes MGS3 stand out from the pack is that in most other cases, later stories in the timeline work perfectly well on their own without the prequel material. Metal Gear stories set after MGS3, such as MGS4, MGS5 or Peace Walker, don’t really function dramatically without knowing the story from MGS3. Nothing that happens in MGS3 is a “bonus”; it is the beating heart of a saga Kojima had been telling across numerous games since 1987. It is the connective tissue that brings the original MSX games, the early Solid series, and the final entries together into a single whole. That it’s also an excellent title on its own terms, full of some of the series’ most exciting action set pieces and strongest character work, only further cements its status as the greatest prequel ever made.

Carlos Morales writes novels, articles and Mass Effect essays. You can follow his fixations on Twitter.

Elden Ring: Shadow of the Erdtree Collector’s Edition Gets a Significant Discount in the UK

Scalpers can get in the bin, as Elden Ring’s Shadow of the Erdtree Collector’s Edition is back in stock and on sale right now at trusted UK retailer The Game Collection. These are still incredibly popular, meaning this is extremely time-sensitive as they could sell out. but we couldn’t just sit by and not shout about it. The Collector’s Edition is down to £203.96 at the moment for PS5 and Xbox using code DAYLIGHT15. This is the best preorder deal in the UK right now, and over £26 off the list price of £229.99.

This promo code is applicable across the whole of eBay, but preorders for one of the most anticipated DLC expansions of all time certainly caught our eye, especially as it’s for the Collector’s Edition. But, the DAYLIGHT15 code will expire by June 17 at 11:59 PM, so there’s a limited time left to secure this offer. If they are out of stock by the time you’re reading this again, make sure you’re following @IGNUKDeals on Twitter/X for immediate updates for when they come back.

So what’s included? Elden Ring Shadow of the Erdtree (base game not included), a Figurine of Mesmer the Impaler (46cm), an exclusive hardcover artbook (English), and a Digital Soundtrack. This sounds perfect for any big fans or collectors out there, so there’s no like the present to get your order in. Plus, we likely won’t see a better deal than this before the release on June 21.

In case you slept on this game when it first came out, we liked it rather a lot. In our review, the first ever 10 we’ve given a FromSoftware game, we said: “Throughout it all, while the fundamentals of combat haven’t changed much from what we’ve seen before, the enormous variety of viciously designed enemies and the brutal but surmountable bosses have brought its battles to a new level. Even with all the threads I didn’t manage to tug on my first playthrough (of what I’m sure will be several), what I was treated to can easily be held amongst the best open-world games I’ve ever played.”

It was also recently announced that Elden Ring has sold 25 million units ahead of Shadow of the Erdtree. In a post on X/Twitter, the colossal 25 million units sold milestone was revealed alongside a thank you to fans who have purchased the game. Elden Ring publisher Bandai Namco announced the game crossed 23 million units sold in March 2024, meaning it’s grown another two million in less than three months. This all comes ahead of what will likely be another sales boost for the game too when its only expansion Shadow of the Erdtree launches.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Lollipop Chainsaw RePop Reemerges With New Trailer, September Release

After being delayed for over a year, Lollipop Chainsaw RePop, the remake of the 2012 hack-and-slash game, will release on September 25 for PlayStation 5, Xbox Series X/S, Nintendo Switch, and PC.

Developed by Dragami Games, Lollipop Chainsaw RePop follows Juliet Starling, a high school cheerleader and descendant of a family of zombie hunters, as she and the disembodied head of her boyfriend fight off the zombie apocalypse with her trusty chainsaw. While RePop won’t see the return of its original director and writer duo, Goichi “Suda51” Suda and James Gunn, Dragami Games CEO Yoshimi Yasuda assures fans that the remake will live up to fans’ expectations.

“RePOP is a definitive version of the game which leaves the story unchanged, with the focus on quality-of-life improvements and additional gameplay content,” Yasuda wrote in a tweet.

Key among RePop’s updates from the original are shortened load times and heightened resolution and frame rates. More specifically, the PlayStation 5, Xbox Series X/S, and PC versions of RePoop will support 4K resolution and 60 fps, while the Switch will support full HD resolution and 30 fps. Other quality-of-life updates include an auto-quick time event feature, improved camera responses, and a streamer mode for music.

Lollipop Chainsaw Repop was first announced back in 2022 before being delayed from summer 2023 to summer 2024. In a follow-up tweet to the game’s release date and trailer, Yasuda revealed that players will have over 30 outfits to fashion Juliet in RePop. While all of the original game’s costumes will be available in RePop, Juliet’s copyrighted ensembles – like her Deadman Wonderland and Highschool of the Dead anime costumes – won’t be coming along for the ride.

In our original review of Lollipop Chainsaw, we gave the game a 5 out of 10, saying, “Lollipop Chainsaw doesn’t even attempt to differentiate itself from the genre, and most of what it does try new in the realm of its characters and writing ultimately ends up taking away from an incredible-on-paper action game.”

Despite our reservations about Lollipop Chainsaw, the game has garnered cult classic status among gamers with an affinity for the hack-and-slash genre. Hopefully, RePop will resonate with players the same way the original game did.

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Akimbot Preview: Straight Out of the PS2 Era of Platformers in All the Best Ways

Nostalgia is one of the most powerful, over-weaponized forces in the video game industry. But it also opens up avenues for cool takes on classic ideas. Hearkening back to PS2-era action platformers, Akimbot already seems like a great example of nostalgia done right. Full of homage to classics from that era like Ratchet and Clank, I had so much fun jumping, shooting, and air-dashing through an early version of Akimbot’s first level.

As it turns out, action-platformers are French indie studio Evil Raptor’s bread and butter. 2021’s Pumpkin Jack was a cult hit among platforming fans when it hit back in 2020, and if my half-hour demo with Akimbot is any indication, it seems like it’s poised to scratch the same itch with a charming world, responsive platforming controls, interesting character designs, and well-designed levels. I just wish my demo was longer.

You’ll play as Exe, a tacit, mysterious robot with some platforming and combat chops. Shipset, your considerably more talkative, floating companion, used to work as an accounting bot who grew tired of his job and broke out, seemingly throwing a grenade behind him and angering all the wrong people. Starting in a spaceship, imprisoned by intergalactic mobsters, our lead duo breaks out after their traveling prison crash-lands on a tropical beach planet.

This opening cutscene did a great job of setting up both the odd couple-like dynamic between the leads and Akimbot’s overall tone. The quippy and charming cutscenes felt like watching a favorite Saturday morning cartoon that never was. Exe and Shipset continued chatting after I set out, continuing to flesh out the characters. Thankfully, their bickering evolved quickly enough that it never got annoying.

While Akimbot nails the look and aesthetic of the PS2 era, it is undoubtedly a modern game. Gorgeous lighting and particle effects paint the beach planet with ray-traced warm, chill, inviting vibes. From what I could tell, the quality of life is all there too; I didn’t find any of the occasionally frustrating clunkiness that so often keeps platformers from that era from aging well.

Exe, meanwhile, controls like a dream. He deftly jumped from platform to platform, with movement options that felt immediately natural to me as a big fan of 3D platformers. I had so much fun just messing around with his moveset – like the double jump and air dash he’s got from the get go – as I learned how to make the most of a jump. His air dash ends with a little extra air time and height, and once I figured out how to perfectly time my second jump at the apex of that dash, I started really cooking with Exe’s moveset. Soon, I was clearing multiple platforms at a time with relative ease.

Even his melee abilities give some extra oomph to his movement. While using his slashing melee attack on the ground is satisfying enough in its own right, doing it midair lets him perform a spinning, rising attack that adds yet another means of catching some extra height. The movement was far and away my favorite and the most exciting part of Akimbot. In fact, based on what I’ve played so far, I have a feeling Evil Raptor is going to really stretch what’s possible with Exe’s moveset as the game progresses. Even in Akimbot’s first level, which is pretty easy by most standards, I found ways to have fun and push my own abilities. To me, that’s the hallmark of a good 3D platformer.

The movement was far and away my favorite and the most exciting part of Akimbot.

Don’t get me wrong, though, the shooting also feels really good. Once you get a hang of Exe’s movement, Akimbot presents you with a choice between four different guns. I went with the all-around option: a pair of semi-automatic pistols that crack with just the right amount of punch as their bullets connected with my mechanical foes. I also picked up a more traditional machine gun along the way, which also felt great as I dispatched far-off foes during an on-rails sequence. I also found options to upgrade and level up each of these special starting weapons. I didn’t get to dive too deep into that, unfortunately, but it’s nice to see that there’s going to be some tangible progression for each gun.

Akimbot’s movement and shooting both get high marks based on the demo I played. Now we just need to see what Evil Raptor manages to accomplish with the moveset it’s created. But if the first level is any indication, Akimbot’s sure to be a hit with 3D platforming fans.

Jackbox Finally Announces a Free ‘Megapicker’ to Unify All its Games

WIth over 50 party games split between developer Jackbox Games’ 10 different Jackbox Party Packs, players have increasingly requested a more unified way to switch between their Jackbox games. If these games are in different packs, players often need to remember which pack a game is in, close their current pack, and launch the next one. Now, after years of player requests, Jackbox Games is finally developing a way to see all of its games in one place.

Today in a post on its website, Jackbox Games announced the Jackbox Megapicker, a game library that lets players view, sort, and launch their games from different Party Packs in one location.

“With over 50 games, more and more you are saying that it takes a lot of effort to switch between packs to find all of the different games you want to play,” the post reads. “Enter The Jackbox Megapicker: a free product exclusive to Steam, where you can view your game library, sort and filter the games you love, and quickly launch an evening of fun.”

The Jackbox Megapicker is headed to Steam as an exclusive this July.

Jackbox Games mentioned that more details will be revealed on its website and in an upcoming Reddit AMA. The team also encouraged players to request features for the Jackbox Megapicker via social media.

Years after the first Party Pack was released in 2014, Jackbox Games saw a spike in popularity after its party games became a social distancing staple in 2020. Jackbox’s next Party Pack is Jackbox: Naughty Pack, its first adult-focused Party Pack (despite most people’s use of… already naughty answers in text-based games like Quiplash) that it announced at ID@Xbox in April. While it doesn’t yet have a release date, it’s due out this year.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun, and they’re currently developing a game called Garage Sale. Find them on Twitter: @ameliazollner.

The Best Board Games Based on Video Games (2024)

When it’s time to unplug, shut off the TV and reduce screen time, board games always have your back when it comes to scratching that lingering escapist itch and drive to continue playing. Luckily, there exist countless board game tie-ins to some of the most popular video games around, and we’ve collected some of our favorites here. Whether you’re looking for a long-term campaign or a quick to setup party game, these board games will let you continue living in these worlds when you need a break from technology.

TL;DR Video Game Board Games

Fallout

  • Players: 1-4
  • Age Range: 14+
  • Play Time: 2-3 hours

Fresh off the release of Amazon’s Fallout series, now is the perfect time to explore the Wasteland right at your own kitchen table. To start, you’ll choose from various scenarios which will determine the map setup. Similar to the beloved open-world RPGs by Bethesda, tabletop players will uncover the map, build upon numerous skills, fight irradiated enemies, interact with different factions, and complete quests, all while battling for influence over the Wasteland. Very immersive and detail-oriented, this game is great for long-term sessions.

Slay the Spire

  • Players: 1-4
  • Age Range: 12+
  • Play Time: 45 minutes

Probably the one video game on this list most deserving of a board game tie-in, Slay the Spire takes after its digital roots by having players take on the role of one of the provided heroes and go on a Roguelike deck-building climb through the Spire. Like the video game, players will choose from a number of different rooms each with their own characteristics that will affect their game; encounters, where you’ll fight regular enemies, elites, where you’ll fight even stronger ones, events, campfires, treasure, the merchant, and finally the boss. By the nature of Roguelikes, Slay the Spire is sure to give players hours of enjoyment as they try different characters, builds, and items each time.

Bloodborne

  • Players: 2-4
  • Age Range: 14+
  • Play Time: 60-90 minutes

The Bloodborne board game sees players take on the role of Hunter as they fight to vanquish the evil stirring within Yharnam. As a campaign board game, Bloodborne offers players endless replay value, as no two sessions should be too alike with its modular map tiles. Featuring hundreds of various cards, tokens, and game pieces, this macabre adventure will test players’ skill and decision making as they uncover the secret to the unyielding plague and fight to stop it. Immersion is at the forefront here, and the game’s highly detailed miniatures ensure that you truly feel in their shoes.

Resident Evil 2

  • Players: 1-4
  • Age Range: 12+
  • Play Time: 90-120 minutes

The success of the Resident Evil 2 tabletop adaptation paved the way for Steamforged Games to create similar experiences covering both the original Resident Evil and Resident Evil 3: Nemesis’ stories. However, much like the video games, Resident Evil 2 is arguably its best entry. Faithful to the source material, the game has players work cooperatively as they take control of either Leon S. Kennedy or Claire Redfield as they fight their way through hordes of zombies to make their escape in multiple available scenarios. Collect weapons, healing items, and keys as you navigate the environment, evade the undead, and solve puzzles. You can even use the iconic ink ribbons and typewriters to affect your sessions!

PAC-MAN

  • Players: 2-5
  • Age Range: 10+
  • Play Time: 30 minutes

From Buffalo Games, the arcade classic makes its triumphant tabletop return. Enjoyed in both cooperative or competitive modes, the player in control of Pac-Man aims to navigate the maze, chow down on pellets, and collect fruit while the players controlling the ghosts do their best to avoid or catch Pac-Man. Played on four metal tiles that make up the game board, it requires some initial assembly and setup, but repeat games are quick and easy to get started. The electronic Pac-Man figure even makes his iconic “waka waka” sound!

Tetris

  • Players: 2-4
  • Age Range: 8+
  • Play Time: 20-30 minutes

Also made by Buffalo Games, Tetris is a competitive head-to-head game where players maneuver, rotate, and drop their tetriminos to get the highest score. Just like the video game, the next up piece is on full display, represented by a card, so players can plan their strategy accordingly. You earn points by completing lines, matching pieces to symbols on their tower, and completing specific achievements. Quick setup and play time makes this a great pick for parties and younger players.

Dark Souls: The Board Game – Tomb of Giants

  • Players: 1-3
  • Age Range: 14+
  • Play Time: 90-120 minutes

Originally envisioned as content for the original Dark Souls board game Kickstarter campaign, the Tomb of Giants core set is a standalone adventure that’s great for newer players, and got its namesake from the infamous location familiar to players of the video games. Each player starts the game by choosing a class and gear, then starts navigating the catacombs, taking on skeleton archers, or resting at the bonfire. Actions are limited, so choose wisely. This game is very faithful to its source material, with its punishing combat and RPG elements that shine from the level up system. Tomb of Giants also features new playable characters and over a hundred new cards, all compatible with existing Dark Souls board game products.

Cuphead: Fast-Rolling Dice Game

  • Players: 1-4
  • Age Range: 8+
  • Play Time: 30-45 minutes

Much like its digital counterpart, Cuphead: Fast Rolling Dice Game is an extremely fast-paced cooperative game where the object is to take out all the bosses using dice-heavy mechanics to deal damage. Setup is a breeze, as the structure of the boss deck never changes. The game begins with each player picking one of the four available characters: Cuphead, Mugman, Ms. Chalice, or Elder Kettle, and is then played through multiple rounds consisting of five phases, where players will set up their attacks and take on the boss. Rounds are timed, so pick your dice rolls carefully! Cuphead sports high replay value in that you can reup to beat your score and upgrade your abilities that carry over to future runs. See our Cuphead: Fast Rolling Dice Game review for more info.

The Oregon Trail

  • Players: 2-6
  • Age Range: 12+
  • Play Time: 30-45 minutes

Dying of dysentery has never been so fun. In this quick to setup and play card game, players work together to make it to Oregon without perishing. Sessions are relatively quick, as you will die hard and fast from the various Calamity cards waiting to spell your doom. Oddly challenging and very luck based, you win by making it to the end of the Trail by playing fifty trail cards. One downside is that if a player dies on the first turn (which is more common than you’d think), they have to sit out that entire session until the party either wins or all die. Regardless, it’s a great recreation of the source material and is sure to steal a few laughs.

For deeper dives into specific board games, check out our Aeon’s End buying guide, as well as our surprisingly huge buing guide for Carcassonne, one of the earlier board games to bring serious gaming depth to the populace.

PS5 Owners Will Soon Be Able to Join Discord Calls Directly From Their Console

Discord integration on PS5 is about to improve, as Sony announced today that it is rolling out an update allowing PS5 users to join a Discord call directly on their console.

Sony and Discord announced PS5 integration for the app last year, but before today’s announcement, users who wanted to join a Discord call from their PS5 had to manually transfer the call to their console via the Discord app on a mobile device or computer. This new update now streamlines the process, requiring just your PS5 rather than two devices.

A new PlayStation Blog post notes that the update will “gradually roll out over the coming weeks,” with Japan/Asia PS5 owners getting access to the features first, and Europe, Australia/New Zealand, the Middle East, and the Americas to receive the update in that order.

Beyond PS5 integration, Discord has also partnered with Microsoft to offer Discord in various ways on Xbox gaming hardware. The partnership first started in 2022. More recently, in August 2023, Microsoft announced that the partnership expanded to allow Xbox users to stream Xbox games directly to Discord.

Discord enhancing the PS5 experience comes less than a month after the company announced it wanted to pivot its focus from being the all-purpose messaging app to doubling down on its gaming-centric roots, whether it is players using it as a form of communication or developers leveraging the app as an supplemental communication tool with players.

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