Senua’s Saga: Hellblade II Review

Watching Senua emerge from a shipwreck onto the shoreline bruised, bloodied, and struggling to breathe immediately drags us back into the depths of desperation and despair of Senua’s Saga: Hellblade II’s psychosis-affected lead from the outset. What follows is a supremely taut, six-hour tour across the human realm of Midgard that’s conveyed through staggeringly vivid action sequences, stunning Nordic-inspired locations, and intense encounters with towering terrors intimidating enough to make a Viking mess their furs. Hellblade II serves up another satisfyingly brutal and consistently enthralling heroine’s journey, even if its streamlined swordfighting favours cinematic spectacle over substantial gameplay depth.

Although it’s been some seven years since Hellblade: Senua’s Sacrifice, the events of Hellblade II take place shortly after the original’s vengeful highway to Helheim, with Hel’s belle now feeling empowered by her psychosis rather than encumbered with it. (Suffice it to say, if you’re jumping into Senua’s story here then the included story recap is mandatory viewing.) However, after the Icelandic slave ship she stows away on is wrecked during a severe storm, survivor’s guilt sees her prior struggles with self doubt reemerge to clash with her own stoic sense of justice, setting her down another gripping and tortured path towards battling both her own inner demons and the bloodthirsty monsters roaming Midgard as they take human and mythical forms.

Senua is joined along the way by a handful of human companions, including a shackled slave master who begrudgingly accompanies her on her path and a settler she saves from a sacrificial altar. None of these supporting characters are given enough screen time to really develop much of a personality beyond the surface, but I appreciated having them along for various parts of the quest since their incidental conversation felt like a far more organic method to process exposition than the superimposed live action vignettes of the first game.

I completely bought into her determination to battle through the fear and self-loathing.

It’s the battle-scarred Senua herself who is the star, though, portrayed to stirring effect by Melina Juergens, returning from the still gorgeous original game now in near-photorealistic form. Juergens is a truly courageous and compassionate presence, and I completely bought into her determination to battle through the fear and self-loathing, from moments where she’s paralysed by anxiety through to shocking outward bursts of blood-boiling rage.

Hellblade II once again takes Senua to some dark and disturbing places, but the sequel’s environments have been painted from a broader colour palette than the mostly bleak backdrops of the original. Sure, you’re still forced to hold your breath during crawls through heinous pits of blood and gristle and infiltrate marauder camps decorated with gruesome bouquets made out of human bones, but these darker moments are contrasted with peaceful mountain treks beneath beautiful coral-coloured skies and jaw-dropping glimpses of aurora borealis so vivid you can almost smell the steamed hams cooking in Principal Skinner’s kitchen. The impressive lighting and fog effects employed throughout bring added depth to each destination, making for a journey that feels grounded even as it shifts between reality and the haunting altered states that spill out of Senua’s psyche. The tradeoff is that Hellblade II runs capped at 30 frames per second on Series X, but I felt its visual design was gobsmacking enough to justify that limit.

Playing with headphones on is an absolute must.

These immaculate visuals are once again reinforced by first-class binaural audio design, and playing with headphones on is an absolute must in order to really appreciate the detailed environmental touches like flies buzzing around mutilated corpses and drops of water echoing in underground caverns. More importantly, the swirling voices in Senua’s head seem so close you can almost feel their breath on the back of your neck. This time around not only do these disembodied backseat drivers serve as the bickering angel and devil on Senua’s shoulders casting confusion over every decision she makes, but they also cleverly sow suspicion about the supporting characters around her, making it tough to know who to trust along the way to the story’s thoroughly cathartic conclusion.

En Garde in Midgard

Whereas much of Senua’s war in the original Hellblade was waged against demonic manifestations of the Northmen who raided her village and murdered her lover, in Hellblade II the majority of her foes are flesh and bone human warriors. This means that every attack you land feels all the more brutal, with Senua’s sword splitting surface wounds in her opponents’ skin that continue to bleed for the duration of battle, and enemy encounters can be brought to a viciously abrupt end by jamming Senua’s blade so far down their Nordic necks that they’d need to perform a Helheim-lich maneuver to cough it back up again.

Enemy encounters can be brought to a viciously abrupt end.

The combat camera is so tight on each conflict that every weighted blow lands with concussive force, and I was acutely aware of Senua’s knees buckling under her as I blocked an incoming series of powerful slashes. Dodging feels far more physical too, lurching you out of harm’s way but leaving you open to a followup attack in the brief moment it takes Senua to regain her footing, if you don’t manage to time it just right. Timing is also now more key to performing successful parries relative to the original, and the window in which to do so has been shortened to the point where I wasn’t able to just calmly deflect each and every enemy assault with Jedi-like consistency anymore. That made each fight feel like a little less of a foregone conclusion.

That said, while I remained consistently engaged in each ferocious and remarkably fluid fight to the death, I do wish the team at Ninja Theory had done a little more to build upon the fairly modest combat template established in the original Hellblade with what they’ve served up here. Admittedly, Hellblade II’s swift six-hour run time leaves little room to cram in a skill tree to flesh out or additional attack combos to unlock, but it does feel a touch familiar to play through another campaign with the same basic two-button mix of light and heavy sword slashes, as superbly animated as they may be.

If anything, Hellblade II’s fighting feels even further streamlined than the original, where Senua also has a guard-breaking melee attack. That’s been dropped entirely, with nothing to replace it. Meanwhile, her slow-motion focus ability, which was unlocked midway through the original Hellblade, is made available in this sequel virtually from the outset, with no further attack-altering abilities to be found for the remainder of the story. Hellblade II’s combat encounters are consistently menacing and muscular as new enemy types like flame-spitting cultists and nimble ghouls are introduced, but without any additional charged attacks or alternative weapons to wield my basic methods for overcoming each marauding mob remained mostly unchanged from start to finish – even on the hardest difficulty setting.

Hellblade II’s combat encounters are consistently menacing and muscular.

One combat change that I did appreciate, however, is the way Hellblade II limits each duel to one-on-one encounters. With no HUD to indicate incoming attacks and the whispers of warning from the voices in Senua’s head easily missed during the heat of battle, in the original Hellblade I often found myself getting stabbed in the back by an unseen offscreen assailant whenever I found myself outnumbered. Thankfully that’s no longer an issue here, and the way Hellblade II’s energetic direction brings new opponents seamlessly barrelling into frame the second another foe is violently dispatched successfully sells the illusion that Senua is stuck amidst a proper rough and tumble free-for-all, rather than the carefully choreographed turn-taking brawls of a Bruce Lee movie.

Speaking of direction, there are some exceptionally well executed sequences that revolve around murderous giants who have crossed over into Midgard from another realm and are hoovering up sacrificed slaves like they’re human-shaped snack bars. These encounters are urgent, desperate scenarios that put Senua through rigorous physical trials, and although they don’t ever actually put her in head-to-gigantic head conflict with one of the man-hungry monoliths, they still deliver some blood-pumping story peaks to Senua’s Saga that fill the void left by the absence of any traditional boss battles.

Norse Code

Hellblade II isn’t all life and death fighting, though, and as was the case with the original game there’s an equal amount of environmental puzzles to tease your brain as there are combat challenges to test your reflexes. At regular junctions the path forward will be blocked by a swirling, kaleidoscopic gate made of fractalized body parts – one of the most disconcerting images to be found in a journey packed to the brim with startling sights – and the only way to progress past it is by carefully lining up elements of the environment around you and resolving them into the shape of a specific symbol. I was a big fan of these perspective-based puzzles in the original Hellblade, and was happy to see them return here.

One mid-game stretch felt like something straight out of the PlayStation 2 classic, Ico.

In addition to a bit of Midgard Magic Eye, Hellblade II sprinkles in the use of torchlit braziers and bubble switches that each transform the terrain around you and open up new paths towards your goal. They’re effectively new spins on the landscape-altering portals from the previous adventure, and although they might not be quite as brain-bending to behold they’re still just as satisfying to solve. None of these environmental riddles are particularly taxing, though, and for the most part Hellblade II’s puzzles have seemingly been designed to momentarily stall Senua’s forward march rather than ever truly stump you, but there are still some stand-out sequences. One mid-game stretch that involved sharing Senua’s puzzle-solving torch with an unnamed spectral assistant on the opposing side of the arena was particularly inventive, and felt like something straight out of the PlayStation 2 classic, Ico.

Despite the wide-open appearance of its world, Hellblade II is every bit as much a linear adventure as the original. However, the lorestones that were hidden off the beaten path in the first Hellblade make their return here, triggering further teachings about the Northmen from Senua’s friend Druth, delivered with earnest gravitas by returning voice actor Nicholas Boulton. Supplementing the lorestones is a second new string of secrets: hidden trees of Nordic knowledge that can be stumbled upon by focusing on faces found in the world that then dissolve into hidden paths like one of the false walls in Jim Henson’s Labyrinth. Neither give you any gameplay benefit but I still felt compelled to collect them, and unlike its predecessor, Hellblade II unlocks a welcome chapter select feature upon completion so that you can go back for anything you may have missed without having to replay the entire story from start to finish.

Kingdom Hearts Series Coming to Steam Next Month

Square Enix has confirmed multiple Kingdom Hearts games will be available for the first time on Steam from June 13, 2024.

The games in question include Kingdom Hearts HD 1.5 + 2.5 ReMIX, Kingdom Hearts HD 2.8 Final Chapter Prologue, Kingdom Hearts III + Re Mind DLC, and Kingdom Hearts Integrum Masterpiece (which is a bundle pack that contains all the games just listed). In Kingdom Hearts parlance, this is known as the “Dark Seeker Saga.”

Square Enix notes that Kingdom Hearts HD 1.5 + 2.5 ReMIX will feature “textural updates to its graphics”, and that purchasing Kingdom Hearts III + ReMind DLC or the Integrum Masterpiece bundle will give players a new platform-exclusive Keyblade called “Dead of Night.”

Debuting as a PlayStation 2 game back in 2002, the long-running Kingdom Hearts is currently already available on PC via the Epic Games Store, as well as PS4, Xbox One, and Switch (via cloud gaming).

Luke is a Senior Editor on the IGN reviews team. You can chat to him on Twitter @MrLukeReilly.

Nintendo Acquires Hogwarts Legacy Port Studio From Embracer Group

Nintendo announced today that it’s acquiring Shiver Entertainment, the company behind the Nintendo Switch ports of Hogwarts Legacy, Mortal Kombat 1, and more.

The company said in a press release that it’s entered an agreement with Embracer to buy 100% of the outstanding shares of the Miami-based Shiver, making it a wholly owned subsidiary. Shiver was founded in 2012 and since then, Nintendo notes, “has partnered with publishers and developers through commissions for large scale title developments.” It was acquired by Embracer Group in 2021.

“By welcoming Shiver’s experienced and accomplished development team, Nintendo aims to secure high-level resources for porting and developing software titles,” the announcement reads. “Going forward, even after it becomes a part of the Nintendo group, Shiver’s focus will remain the same, continuing commissions that port and develop software for multiple platforms including Nintendo Switch.”

The announcement comes a couple of weeks after Nintendo confirmed that it’ll reveal its Switch successor console “within this fiscal year” – so, sometime before March 31, 2025. There’s no mention of the Switch successor (what’s largely been referred to as the Switch 2) in today’s announcement, but it’s still a potentially telling announcement as Nintendo gears up to unveil its future plans.

As mentioned, Shiver’s known for ports like Hogwarts Legacy, Mortal Kombat 11, and Mortal Kombat 1, as well as developing Scribblenauts Showdown. Some of its ports, like Hogwarts Legacy and Mortal Kombat 11, have gone over well enough, although its Mortal Kombat 1 port was widely criticized.

Financial terms were not disclosed in the announcement, but Nintendo noted that the acquisition “will have only a minor effect on Nintendo’s results for this fiscal year.”

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

Wingspan: Board Game Buying Guide

Wingspan has quickly ascended in recent years to become one of the most popular board games. Not only has the delightful card-based engine builder made a home in the collections of more serious hobbyists, but Wingspan has also been found nesting in the board game aisles of major retailers like Target and Walmart. Wingspan isn’t just a financial success either; it’s also a critical darling. The base package is the recipient of numerous Game of the Year awards and is widely considered one of the best board games on the market.

For those who have yet to play a round of Wingspan, it might seem odd that a board game essentially centered around the somewhat niche hobby of birdwatching has captivated millions of players. Simply upon opening the box, however, it’s apparent how much love and attention has been paid to its construction. The passion of first-time game designer Elizabeth Hargrave is soaked into every component, from the hand-painted cards to the moss-covered dice tray designed to look like a bird feeder. Not to mention, but most importantly, the act of playing is simply fun. It’s perhaps cliché to refer to a board game as an accessible title that is difficult to master, but Wingspan perfectly embodies the sentiment with its mostly straightforward ruleset and wealth of advanced strategies.

Soaring sales numbers and a laundry list of accolades have led to several expansions and various iterations, adding more and more tabletop enthusiasts to the list of budding ornithologists. Wingspan’s expansions build upon existing strategies by adding even more birds from around the world with new mechanisms and abilities, but before exploring new habitats, players should first set their sights on the base game.

The Base Game

Wingspan

MSRP: $65.00

  • Age: 10+
  • Players: 1-5
  • Play Time: 40-70 mins

The Wingspan base game was released in 2019, and it remains a fantastic experience for solo playthroughs as well as get-togethers with friends and family. As noted in our Wingspan review, the box is stuffed with unique components such as hand-painted cards, a bird feeder-style dice tray, and pastel-colored eggs, as well as themed tokens, dice, and player boards. Everything needed for hours of single and multiplayer fun is included in this beautifully constructed package. The base game is also required for several of the expansions, making this an ideal starting point. Many of the birds included in this iteration of Wingspan are based on Hargrave’s real-life observations in Maryland, but the various expansions add species from around the globe.

The Expansions

Wingspan: European Expansion

MSRP: $30.00 USD

Components (REQUIRES BASE GAME)

  • 90 cards (81 new bird cards, 5 bonus cards, 4 Automa cards)
  • New colorful scorecard for single and multiplayer scoring
  • 15 purple egg miniatures
  • 38 added food tokens
  • Custom storage tray
  • 5 goal tiles and 1 reference tile
  • Rulebook

As you might have already guessed, the European Expansion adds birds from the continent of Europe to the Wingspan series. The 81 new bird cards are designed to shuffle directly into the original deck present in the Wingspan base game. The appeal isn’t simply just adding beautiful new cards to the deck, however. The birds within the European Expansion introduce new abilities to the game, many of which are designed to increase player interaction. To house and accommodate the stunning new components, the expansion also includes a new custom tray, extra food tokens, additional egg miniatures, and a colorful new scorecard.

While the European Expansion is the first add-on to be released, it isn’t necessarily recommended as the next package to pick up after Wingspan. It is certainly a worthwhile addition, but it doesn’t add as much new content or mechanics to the experience as more recent expansions. Completionists and those simply looking to add more bird cards to their decks certainly won’t be disappointed by the European Expansion, but due to the sheer amount of new game-changing content in subsequent releases, it might be wise to revisit this update after incorporating either the Oceania Expansion or Wingspan Asia… or both.

Wingspan: Oceania Expansion

MSRP: $35.00 USD

Components (REQUIRES BASE GAME)

  • 107 cards (95 new bird cards, 5 bonus cards, 7 Automa cards)
  • 69 nectar tokens (a new food type introduced in the expansion)
  • 15 yellow egg miniatures
  • 5 new player mats and 5 new dice
  • 4 goal tiles and 1 reference tile
  • Rulebooks and scorepad

The Oceania Expansion, Wingspan’s second add-on, primarily introduces new birds from Australia and New Zealand. Like the European Expansion, the Oceania cards are designed to shuffle right into the deck of the base game. Unlike the European Expansion, however, Oceania introduces a new food source and board to Wingspan that significantly changes the gameplay. Nectar, the aforementioned new food source, is unique as it serves as a sort of wild card that can be played in place of other food types. Another added twist is that unused nectar tokens are returned to the supply at the end of each round.

The Oceania Expansion also includes a new game board that not only incorporates nectar but also alters bonuses and requirements for playing cards in certain areas, resulting in even more eventful turns and a change to traditional strategy. These components, along with the new dice, essentially replace the original pieces in the base game when abiding by the expansion’s rules. Largely due to these gameplay updates, it is recommended to pick up the Oceania Expansion before the European Expansion as the cards in the latter will fold right into the deck and updated mechanics. That being said, there is still one additional expansion to check out.

Wingspan Asia

MSRP: $45.00 USD

  • Age: 10+
  • Players: 1-2 standalone or 6-7 when combined with base game
  • Play Time: 40-70 mins

Components (DOES NOT REQUIRE BASE GAME)

  • 122 cards (90 new bird cards, 14 bonus cards, 18 Automa cards)
  • A Deut game board for 2-player mode
  • A turn-order dial for Flock mode which allows for 6-7 players
  • 2 double-sided player mats for standard and Oceania rules
  • 81 food tokens, 5 dice, and a birdfeeder board
  • An appendix, scorecard, and rulebooks for multiplayer and Automa play
  • Components for Duet and Flock modes such as tokens, goal tiles, swift-start guides

Wingspan Asia sets itself apart from the Oceania and European Expansions by serving as both an expansion and a standalone experience. The two-player Duet mode does not require the base game. It also plays a little bit differently than two-player Wingspan, adding a new map with bonus objectives to track throughout the game. Of course, like the other expansions, this Duet mode along with the additional bird cards can be tacked onto the base game, shuffling right into the core entry. As Duet mode adds a bit of unique strategy without further complicating the rules, it’s a welcome wrinkle for two-player games for those who are already enjoying Wingspan.

Flock mode, on the other hand, can get a bit messy and does require the base game. Without diving too deep into the rulebook, Flock mode basically makes it so two games of Wingspan are occurring at once. Honestly, it’s not the ideal way to experience the series, but that doesn’t mean Winspan Asia isn’t worth buying.

The Duet mode and new cards introduced in Wingspan Asia are well worth the investment by themselves. Not to mention, for those looking to solely experience Wingspan as a one or two-person game, there is an argument that this is an ideal starting point. That said, most will still likely want to start with the base game as it has the ability to play up to five. If you can manage to wrangle in more players, Wingspan is one of the best four-player board games, and it also plays exceptionally well at three players. As an expansion, the decision between Oceania and Asia depends on what you’re looking for and how much you’re willing to spend. Players who want the ultimate two-player experience and a standalone version may want to check out Wingspan Asia first, while other players looking to enhance the original game will likely want to plot a course directly toward the Oceania Expansion.

Other Versions

Wyrmspan

MSRP: $65

  • Age: 14+
  • Players: 1-5
  • Play Time: 90 mins

If birds still aren’t your thing, Wyrmspan offers many of the same mechanics as Wingspan, but with dragons instead. Those familiar with Wingspan will quickly catch onto Wyrmspan, but that’s not to say it’s simply a fantasy-themed reskin. For example, the introduction of the Dragon Guild card serves as an entirely unique idea that offers players who trigger the mechanic various bonuses. It’s a simple yet rewarding tweak that packs even more fun into turns without adding too many complicated rules to the core gameplay inspired by Wingspan.

Wyrmspan is a standalone game not at all compatible with Wingspan. That said, many of the components that make the original title great are also present here. Like Wingspan, Wyrmspan features incredible artwork, beautiful components, accessible rules, and deep strategy. Games run slightly longer than its predecessor and the added mechanics ever-so-slightly steepen the learning curve, but those interested in dragons—pretty much everyone, I assume—are encouraged to check out Wyrmspan. Read our Wyrmspan review for more information.

Wingspan: Digital Edition

Digital versions of Wingspan as well as its Oceania and European Expansions are available on PC, Switch, and Xbox. On PC and console, the base game retails for $19.99 USD, while the Oceana and European Expansions go for $11.99 and $9.99 respectively. There are also mobile versions of Wingspan available on iOS and Android for $9.99 USD, with the European Expansion offered as an in-app purchase for an additional $9.99.

Additionally, Wingspan is available to play on Board Game Arena with a Premium Membership. For those unfamiliar with the site, Board Game Arena is a massive platform for playing board games online. While Board Game Arena does offer many titles for free, games like Wingspan are only accessible at the Premium tier. At just $3.00 per month (billed at $36.00 yearly), it’s a relatively inexpensive way to play hundreds of board games right from your computer. Of course, digital versions miss out on some of the social aspects of board games like Wingspan, but they’re great options for those who want to save a little bit of money and for nights when it’s difficult to get people together.

Bottom Line

Wingspan is a fantastic game for any collection. The various expansions each offer something unique, along with a ton of beautifully illustrated bird cards. For those who simply cannot get into the bird-watching theme, Wyrmspan offers a similarly fun time, but with dragons. Luckily, many of these titles can be purchased well under MSRP, especially the base version of Wingspan which can often be found on sale at various retailers like Target, Walmart, and Amazon, as well as your local board game shop. Make sure to stay up to date with our board game deals coverage to potentially help secure a great deal on Wingspan, its various expansions, and countless other great board games.

For those looking for some great recommendations, be sure to check out our lists of the best two-player board games as well as the best board games for adults.

Call of Duty: Modern Warfare 3 and Warzone Season 4 Roadmap and Trailer Revealed

The Call of Duty: Modern Warfare III and Warzone roadmaps are officially here, with Activision promising a “huge selection of free content along with events, challenges, and Camos to unlock.” You can watch the launch trailer below and read the full overview right here.

The new roadmap includes additional info on the previously-teased Gundam collaboration, which will feature the original RX-78-2, Char’s Zaku, and Witch From Mercury’s Aerial. In addition, Activision is teasing a special secret collaboration, which already has fans speculating on the possibilities.

But the real headliner is Soap, who (sort of) returns in what Activision is calling an attempt to “honor his legacy.” Along with two new Operators named Hammer and Void, the Season 4 Battle Pass will include two separate Soap skins, one of which will be available immediately at purchase.

While Soap is a beloved character, some fans have mixed feelings about his inclusiion in the Season 4 Battle Pass.

“Once again, Call of Duty resurrect an objectively dead character purely so they can sell skins for him,” wrote YouTuber HiddenXperia. “Soap was literally shot in the head in MWIII’s (awful) Campaign, now he’s magically alive. I’m so happy I grew up playing CoD before it was ruined by aggressive live service.”

In the meantime, there will be plenty of new content to wade through with Modern Warfare III getting three brand-new core 6v6 maps, including one set in Tokyo. The new season will also feature Demolition, Hyper Cranked, and Havoc, new Killstreakers, and other additions.

On the Warzone side of things, Season 4 includes updates to the Urzikstan Bunker and the Gulag along with a new vehicle in the Polaris RZR. The Tactical Sprint Boots have caused some buzz among fans, offering an “unlimited increase in your Tactical Spring Speed, and a reduction in fall damage.”

Call of Duty: Modern Warfare III and Warzone are currently slated to release May 29.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Ninja Theory Studio Head Sends Heartfelt Message to Hellblade 2 Fans

With less than a day until Senua’s Saga: Hellblade 2 releases, Ninja Theory studio head Dom Matthews has issued a heartfelt statement to fans.

Posted on the official Ninja Theory X account, Matthews shared a touching message to fans, expressing gratitude for their support, along with the development team for working on Senua’s Saga: Hellblade 2.

“From the very beginning of Senua’s Saga: Hellblade 2, we have had you in mind,” Matthews wrote. “And I truly hope that when you play the 2nd chapter of Senua’s story, you will find that familiar connection once again, and so many more people will find their way to Senua and her world too.”

Matthews’ message points out how many fans have reached out to Ninja Theory to express how important Senua means to them and how much their faith has inspired Ninja Theory to continue her story. Ninja Theory’s first chapter in the series, Hellblade: Senua’s Sacrifice, was released in 2017, and both fans and critics praised it for its visuals, story, and depiction of psychosis, which many have said was the most remarkable thing about the original Hellblade.

“Its incredibly smart use of audio and visual distortion and trickery to convey the frightening effects of psychosis, hallucinations, and delusion, are married with the gameplay elements for an experience that rarely ever grapples over whether it’s a game or a story,” we wrote in our review of Hellblade: Senua’s Sacrifice.

During the 2019 Game Awards, Ninja Theory announced that it was working on Hellblade 2. Some fans were disappointed with a few revelations ahead of its release, such as Hellblade 2 not receiving a physical release and the console version being locked at 30 frames per second (FPS).

Senua’s Saga: Hellblade 2 is out tomorrow on PC and Xbox. For more information, check out IGN’s Hellblade 2 preview and our piece on how Ninja Theory has leveraged technology, such as Epic Games’ MetaHuman animator technology, to take immersion to the next level.

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

How to Watch the 2024 tinyBuild Connect

TinyBuild, the publisher behind popular indie titles like Graveyard Keeper, Potion Craft, Streets of Rogue, and Punch Club, will give gamers a look at some of their upcoming titles in this year’s tinyBuild Connect showcase. It’ll be a 20-minute show jam-packed with exclusive trailers, announcements, and new details — no fluff, just games.

TinyBuild Connect Date, Time, and How to Watch

The showcase will be livestreamed on Tuesday, May 21. Things will start with a countdown at 9:30 a.m. PT, and the show will begin promptly at 10 a.m. PT. That’s 1 p.m. for viewers on the East Coast, noon Central, and 11 a.m. Mountain. IGN will stream the event, and you can watch live on any of these channels:

IGN.com (our homepage)

IGN’s Facebook

IGN’s Twitter

IGN’s Twitch

IGN’s YouTube

Make sure to be there for the start of the show — the trailers and info will start immediately.

What to Expect from This Year’s Connect

Expect this to be a dense show featuring many games, including new info on announced titles, brand-new announcements, teasers, demos, and new content for already-released indie games, including a big content update for I Am Future as well as DLCs for Punch Club 2 and Not For Broadcast.

Duckside, which recently announced the launch of a Steam beta, figures to be part of the fun. It’s a multiplayer survival game with PVP, PVE, crafting, and base building. Oh, also: You and everyone else are hat-wearing ducks. Not cartoony, anthropomorphic ducks. Regular, everyday ducks. Wearing hats. A trailer in April showed off some gameplay, followed by an open beta, and it’s as fun as it sounds. Here’s hoping we get to see even more.

Speaking of wanting to see more, there’s Sand, an upcoming multiplayer extraction shooter. It’s a PvPvE game where players operate mechanical walkers called Tramplers to explore the remnants of a once prosperous planet, now left in ruin. Explore a massive, procedurally generated world, survive encounters with rival scavengers, engage in Trampler battles, and make it off the planet with any valuables found throughout the world. A reveal trailer last summer gave us a glimpse of Sand’s world, and now feels like the perfect time to see some gameplay.

Among the key titles to be highlighted is Astor: Blade of the Monolith, an action RPG closing in on its May 30 release date on PC and console. It stars Astor, a young warrior determined to unveil the secrets behind his creators’ unforeseen demise. A recent trailer showed us several vibrant, colorful environments and its fluid, fast-paced combat.

That’s only a taste of what could be featured in this show. TinyBuild has several other games coming up, including the gothic hack-and-slash RPG Voin, the multiplayer tactical horror FPS Level Zero: Extraction, and the open-world sandbox RPG Streets of Rogue 2. Viewers can also expect a new look at Kingmakers, an over-the-top medieval mix of action and RTS that was announced in February. And there’s bound to be some unexpected new game reveals and announcements. Tune in May 21 to see it all.

MultiVersus Trailer Reveals First Look at Jason Voorhees From Friday the 13th and Agent Smith From the Matrix

MultiVersus has a new cinematic launch trailer that has revealed two new playable characters: Jason Voorhees from Friday the 13th and Agent Smith from The Matrix.

MultiVersus, which launches on May 28, is a free-to-play platform fighter similar in vein to Nintendo’s Smash Bros. series, but with characters from across Warner Bros.-owned properties.

Jason Voorhees and Agent Smith join the MultiVersus roster alongside DC Super-Villain The Joker (voiced by Mark Hamill) as part of Season 1: Puns & Villainy. Jason Voorhees will be available at launch, while Agent Smith will release later in the season.

Other characters we see in the trailer include Wonder Woman and The Joker (DC), Velma (Scooby-Doo), Bugs Bunny and Marvin the Martian (Looney Tunes), Iron Giant (The Iron Giant), Rick Sanchez (Rick and Morty), Stripe (Gremlins), and Finn the Human and Cake the Cat, a variant of Jake the Dog (Adventure Time).

Developed by Player First Games, MultiVersus will be available on May 28 as a free download for PlayStation 5 and PlayStation 4 consoles, Xbox Series X|S, Xbox One consoles, and PC (Steam and Epic Games Store), with full cross-play and cross-progression support.

Announced characters currently include Batman, Superman, Wonder Woman, Harley Quinn, Black Adam, and The Joker (DC); Shaggy and Velma (Scooby-Doo); Bugs Bunny, Tasmanian Devil a.k.a. Taz, and Marvin the Martian (Looney Tunes); Arya Stark (Game of Thrones); Tom & Jerry (Tom and Jerry); Finn the Human, Jake the Dog, and Banana Guard (Adventure Time); Steven Universe and Garnet (Steven Universe); Iron Giant (The Iron Giant), LeBron James (Space Jam: A New Legacy); Rick Sanchez and Morty Smith (Rick and Morty); Gizmo and Stripe (Gremlins); Jason Voorhees (Friday the 13th); Agent Smith (The Matrix); and an “extraordinary original creature” named Reindog.

In March, Warner Bros. re-announced MultiVersus with a new release date after Player First Games rebuilt the game from the ground up to improve online play and, with a move to Unreal Engine 5, improve visuals. MultiVersus officially shut down in June last year after launching with a battle pass, microtransactions, and DLC characters. This release was considered an open beta, but some expressed frustration at MultiVersus going dark after spending real money on it.

In our 8/10 review of the open beta, IGN said: “MultiVersus may not be a must-play at social gatherings, but its refreshing team-based battles make it a great platform fighter online.”

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.

Microsoft Destroyed Arkane Austin but the Studio’s Soul Is Indestructible

15 minutes into Prey, the 2017 sci-fi thriller crafted by Arkane Austin, protagonist Morgan Yu shatters their apartment window with a wrench. As hundreds of glass shards fall away, a newly revealed truth changes Morgan’s life forever. This genuinely shocking, perspective-pivoting opening is one of the most incredible introductions to a game world ever made.

Seven days into May 2024, Microsoft took up its own metaphorical wrench and shattered Arkane Austin. A veteran of immersive sims – those first-person, highly interactive games where RPG, simulation, and action systems interlock – it was one of the casualties of Xbox’s brutal dismemberment of Bethesda Softworks.

This is a heartbreaking situation. Staff laid off from Arkane Austin have been thrown into the toughest conditions the games industry has ever seen. But, if you’ll permit me to search for the light in this darkness, the soul of the studio has already proven itself incredibly resilient. This is not the first time that financials and parent companies have dictated the course of the immersive sim in Austin, Texas. Despite multiple hardships, the genre always finds a way to survive in this city.

First, let’s reflect on what has been taken. The messy and misguided co-op shooter Redfall may be Arkane Austin’s most recent release, but the studio is built on a rich history of single-player innovation. It crafted two timeless classics: the eldritch stealth sim Dishonored (built cooperatively with Arkane’s surviving Lyon studio) and Prey, a modern day reinterpretation of the brilliant System Shock. And according to Bloomberg, before Microsoft’s guillotine fell, Arkane Austin was already drawing up the blueprints for a new single-player game that drew on the team’s proven skills.

It’s impossible to know what that game would be, but if Dishonored and Prey are evidence of anything, then we’ve lost something with incredible potential. Dishonored demonstrates Arkane Austin’s talent for deeply interactive game worlds that respect and reflect player experimentation. Prey’s sprawling space station, meanwhile, is testament to the team’s vision when it comes to environment and campaign structure. Its roguelike DLC Mooncrash, with its overlapping stories of five protagonists, allows for inspired use of a single space depending on both who you play as and the order that you play their stories in. Both games also showcase Arkane’s unrivalled art design and fierce, anti-injustice narrative prowess – strengths even Redfall benefits from.

Arkane Austin’s soul is a community; a growing collective of immersive sim designers that have endured success and hardship in the city of Austin for three decades.

Arkane Austin’s approach to game design was genuinely beautiful – an elegance matched by few other studios. And, in a drive for soulless corporate number counting, Microsoft has destroyed it.

In Microsoft’s own multi-part documentary Power On: The Story of Xbox, a segment discussing the company’s woeful mistreatment of Lionhead Studios saw Phil Spencer say “You acquire a studio for what they’re great at now, and your job is to help them accelerate how they do what they do, not them accelerate what you do.”

You’d assume, then, that Xbox would want to foster Arkane Austin. To help it overcome the failure of Redfall and resume – to quote Xbox’s own Matt Booty – “making impactful and innovative games”. But if a highly profitable corporation worth over $3 trillion has no interest in absorbing one mistake and finding a way to shepherd its artists to success, then one thing is clear: that promise to help studios “accelerate” what they’re good at is empty.

Arkane Austin may be gone, but the people still remain. And that brings me back to the studio’s soul. That soul is a community; a growing collective of immersive sim designers that have endured success and hardship in the city of Austin for close to three decades.

The city’s link to immersive sims began in 1995. Looking Glass Studios, the East coast-based creator of the genre’s formative trio – Ultima Underworld, System Shock, and Thief – tasked System Shock producer Warren Spector with opening a new office in Austin, Texas. But while Looking Glass’ games proved critical hits, financial difficulties eventually saw the company collapse in 2000. The design language it established proved indestructible, though, and had already fled the nest.

Spector had been coaxed away by John Romero, the rockstar designer of Doom. Recently fired by id Software, Romero had set up his own studio, Ion Storm, and he wanted Spector to take charge of the Austin office to make, well, pretty much whatever he wanted. That project was the landmark immersive sim Deus Ex. Hired to help Spector craft this conspiracy thriller were designers Harvey Smith, Steve Powers, Monte Martinez, and Ricardo Bare.

This new Austin studio didn’t just keep the immersive sim recipe alive. When Looking Glass collapsed, Ion Storm’s parent company, Eidos Interactive, secured the rights to Thief and helped Spector relocate many former Looking Glass staff to his Austin studio to continue work on the franchise. But this second home for the immersive sim wasn’t to last. In 2005, financial struggles at Eidos doomed Ion Storm to the same fate as its spiritual predecessor.

Good art transcends board room statistics. And against all odds, the immersive sim has always found a way to bloom in Austin.

The demise of Ion Storm could have been the end of the road for the immersive sim community in Austin. Even worse, the genre was endangered. Few other studios were interested in making this style of game. One that was, however, was Arkane. A French studio founded by Raphaël Colantonio, its first title, Arx Fatalis, was a love letter to Ultima Underworld. And in 2006 Arkane expanded into the US. Austin was an obvious choice.

Arkane Austin became a rally point to reunite key members of the Ion Storm team. Colantonio hired Harvey Smith as co-creative director, and he was soon followed by Powers, Martinez, and Bare. Once again, the city of Austin had another studio in which to foster and grow the creativity and ingenuity that began at Looking Glass Studios.

Thanks to Arkane’s two-studio system, the immersive sim mindset that made its home in Austin now extends across continents. Over at the thankfully unscathed Arkane Lyon, visionaries such as Dinga Bakaba, Sébastien Mitton, and Dana Nightingale are keeping the genre’s values alive, despite many of them not having direct ties back to Ion Storm or Looking Glass. Meanwhile, Raphaël Colantonio’s new company, WolfEye Studios (set up in 2019 following his departure from Arkane after directing Prey) is staffed by a variety of immersive sim veterans, including Monte Martinez, as well as enthusiastic newcomers. And beyond these headline developers, a multitude of indie games inspired by Arkane’s lineage, such as Gloomwood and Ctrl Alt Ego, are adding new voices to the fold. The genre endures because good art transcends board room statistics.

But what of Austin and its long-surviving immersive sim community? Harvey Smith, Steve Powers, and Ricardo Bare, creatives who have seen the city’s studios live and die, were all at Arkane Austin the day that Microsoft’s destruction order came through. Things are, admittedly, different this time. Arkane Austin’s shuttering wasn’t because of the so-called “immersive sim curse” of the genre being doomed to commercial failure. When a $3 trillion corporation won’t even support a studio whose game is a success “in all key measurements and expectations”, then it’s not about money. It’s sadly just cultural vandalism by capitalism, which is something of a new hurdle for immersive sims to navigate.

But, as I said earlier, good art transcends board room statistics. And against all odds, the immersive sim has always found a way to bloom in Austin. In a thread of thoughts on X/Twitter, Harvey Smith wrote “part of me is also wondering about team size, the role of certain types of creative groups, the role of bigger companies, etc. Maybe there is a sweet spot for the types of games I am driven to make in terms of team size?” Finding that sweet spot might be the first step to whatever comes next.

We can’t ignore that 2024 is the worst time for video game creatives in history, and Arkane Austin’s former staff face an uphill battle that can’t be solved with simple faith in the genre’s resilience. Nonetheless, the soul of Arkane Austin has roots that have been proven to be seemingly indestructible. And history does have a knack of repeating itself.

Matt Purslow is IGN’s Senior Features Editor.
Header art: Fred Augis, Arkane Studios / Bethesda

Call of Duty Modern Warfare 3 and Warzone Season 4 Gundam Crossover Confirmed

Activision has confirmed a Gundam crossover is coming to Call of Duty Modern Warfare 3 and Warzone with the launch of Season 4.

Season 4, due to start on May 29, will feature Bandai Namco’s famous sci-fi franchise in some shape or form, as confirmed by the Call of Duty teaser tweet below.

The Gundam crossover comes as no surprise given dataminers found reference to it while digging into Call of Duty Modern Warfare 3’s Season 3 Reloaded update. But Gundam wasn’t the only eye-catching crossover suggested in the files — dataminers also found reference to Fallout and The Crow crossovers for Season 4.

The Fallout crossover is clearly timed to coincide with the breakout Prime Video TV show, which itself has boosted interest in all things Fallout in recent weeks. Indeed, Fortnite is set for a Fallout crossover of its own.

Meanwhile, The Crow crossover is clearly designed to coincide with the upcoming The Crow movie, starring Bill Skarsgard. This is a reboot and a remake of the cult classic 1994 original, and is set to hit theaters in August.

Activision is yet to fully unveil Season 4, but we do know it’s bringing back the popular Kar98k bolt-action rifle. There are also rumors of yet another crossover event with Prime Video’s The Boys, this time to coincide with Season 4.

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.