Lil Gator Game Developer Interview: Make Your Own Fun With Adorable Sandbox Exploration

Lil Gator Game is a charming sandbox adventure from MegaWobble. It’s available for $19.99 on Steam, but it’s this month’s IGN Plus game and Plus members can get a Steam key as an IGN Reward and jump in right now.

Plus members – get your key for Lil Gator Game here on its IGN Rewards page. Not a Plus member? Learn more here. You can also follow the devs on Twitter.

Lil Gator Game Developer Interview

I sat down with Lil Gator Game devs Scott Slucher (Lead Developer) and Connor Quothe (Lead Writer) to talk about their inspiration, as well as what players can expect when they jump into this fun, lighthearted game.

The titular Lil Gator has a recognizable hat, tunic, and left-handed sword swing that will immediately look familiar to any Zelda fans, and Lil Gator Game wastes no time before making its love for that series explicit. When I asked why the main character was an alligator, Scott laughed and said, “because alligator is green and Link is green,” and although that isn’t the whole story, Scott was inspired by The Legend of Zelda: Oracle of Ages and Oracle of Seasons, a fantastic duo from the Game Boy Color generation.

With such classic inspiration, it would be easy to mistake Lil Gator Game for a one-trick pony, but that’s far from the truth. Filling out the world and giving it life are myriad characters, each with fun personalities that make meeting and talking to them breezy and delightful.

The writing was inspired by Frog Detective’s conversational tone, as well as cartoons like Spongebob Squarepants, Fairly Odd Parents, and Foster’s Home For Imaginary Friends. Connor’s own theater and Dungeon Master background meant he had experience giving substance and personality to multiple characters, which Lil Gator Game’s broad cast of characters greatly benefits from.

Fueling the lighthearted and comedic side of the game (and leaning into the strength of the side characters) the side quests are inspired by the Yakuza series. “[They are] just weird little things you stumble into,” Scott said, “with a joke or moral message at the end, and then you move on.” Side quests are also incredibly short. There are tons of them, and they can generally be completed in under a minute, creating refreshing gameplay loops of exploration and levity.

The warm, welcoming tone of the game reminds me of A Short Hike, and Scott confirmed some other inspiration for Lil Gator Game was drawn from Kirby’s Air Ride and Tony Hawk’s Pro Skater, which is reflected in Lil Gator’s focus on discovery and undirected play.

When asked about the team’s favorite elements, Connor said his were some Easter Egg items the player will find, and Robin (who was primarily responsible for creating the music) loves the game’s humor. Scott, who was inspired by long hikes near his Kentucky home, is most attached to the trees (which he reworked four times during development).

Scott had one final note to players. “I encourage people to look for ways to find their own fun… I have the concept of a “toy box” with this game. I tried to put in as many toys as I could, in the hopes that they’d be inspired by one of them and would play with it.”

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Brian Barnett writes reviews, guides, features, & more for IGN & GameSpot. You can get your fix of his antics on Twitter (@Ribnax) and Twitch (Ribnax) or check out his fantastic video game talk show, The Platformers, on Twitch & Apple Podcasts.

The Mandalorian Xbox Consoles Come With a Special Grogu Controller and Cloak

In a bundle just as rare as little Grogu, Microsoft announced two sweepstakes for The Mandalorian-themed Xbox Series S|X consoles and accessories.

An Xbox Wire blog post announced Xbox’s Lucasfilm collaboration featuring a package of Grogu goodies celebrating The Mandalorian’s Season 3 debut. The Star Wars gaming gear is an extra-limited edition set, only available by entering the sweepstakes on Twitter, with more Mandalorian-themed accessories up for grabs through Microsoft Rewards.

Beginning today and wrapping up on May 11, The Mandalorian fans can enter through a retweet with #TheMandalorianXboxSweepstakes of the Xbox official contest post. The custom Xbox Series X and Series S consoles feature the show’s beloved Star Wars dad, Din Djardin, and the adorable Baby Yoda – or Grogu. Sticking to the theme, Xbox is also offering a tiny hoodie for the consoles’ bright green controller, complete with Grogu’s fluffy trim and all.

Anyone in Xbox-supported locations can enter the Twitter sweepstakes, but the Xbox Wire post notes its hosting an additional drawing for a human-sized Pram bundle open to US account holders only. The prize includes the same consoles, but they’re packaged with the giant Grogu pod that features all sorts of bells and whistles with flashy lights, cupholders, and massage cushions.

The Mandalorian Season 3 kicks off today on Disney+ with the first of eight episodes, and we’ve already got a list of burning questions from the debut’s biggest reveals. After comments on cameos from some Star Wars characters we thought long-perished, The Mandalorian co-creator Jon Favreau only adds to those rampant fan theories and speculation.

Grogu and Mando’s latest adventure should be available to Disney+ subscribers now, with new episodes airing on Wednesdays. As for The Mandalorian’s premiere, the 8/10 IGN review summarized:
“The show goes back to the beginning to demonstrate how much has changed even if its core dynamic remains the same, laying solid groundwork for a host of new conflicts for the Mandalorian and his foundling to face together.”

Andrea Shearon is a freelance contributor for IGN covering games and entertainment. She’s worn several hats over her seven-year career in the games industry, with bylines over at Fanbyte, USA Today’s FTW, TheGamer, VG247, and RPG Site. Find her on Twitter (@Maajora) or the Materia Possessions podcast chatting about FFXIV, RPGs, and any series involving giant robots.

Star Wars Jedi: Survivor Director Wants to Make Cal’s Saga a Trilogy

Star Wars: Jedi Survivor director Stig Asmussen wants to make Cal Kestis’s story a trilogy, meaning a third and final game could be coming from Respawn Entertainment in the future.

Speaking on IGN Unfiltered, Asmusssen suggested that a third Star Wars: Jedi game is likely if the upcoming Jedi: Survivor performs well.

Sequel discussions were happening even before Jedi: Fallen Order was released in 2019. “We were already talking about the second game,” said Asmussen. “I mean, frankly, we were talking beyond. And these are conversations that, when we’re breaking this story with Lucasfilm, it’s like: ‘Well, where are we going with the second game?’

“I always wanted to see this as a trilogy,” he continued. “How can we take Cal and the crew to new places beyond what we were doing in the first game?

“We had a pretty decent idea of timeframe where we wanted Survivor to take place, what the stakes were going to be, what the tone o the game was going to be, what Cal was going to be up against, and how the crew was going to factor into that. And there’s ideas of what we could do beyond that as well.”

Asmussen spoke about progress beyond just the story and gameplay too, saying that a third game most likely be built using Unreal Engine 5 instead of Survivor’s Unreal Engine 4. “I think it’s a pretty safe assumption,” he said.

“I’m not going to say it’s going to be easy. I mean, we have a lot of proprietary things that we’ve warped the engine into doing what it does for Jedi right now, and we would have to retool some of that to get it to work on any new engine.”

Jedi: Survivor will need to launch first, of course, with fans finally able to get their hands on the sequel on April 28. Respawn is certainly looking to improve upon the original, having added much requested features including fast travel.

In our preview of the game, IGN said: “Jedi: Survivor feels grander without ever letting the burgeoning scope compromise the exploration and sense of discovery that serves as its heart.”

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

The Wolf Among Us 2 Pushed to Next Year in Effort to Avoid Crunch

Today, Telltale Games has announced that its long-awaited sequel to The Wolf Among Us is being pushed out of 2023 in an effort to avoid crunch and team burnout, as well as accommodate a move from Unreal Engine 4 to 5.

Speaking to IGN, Telltale Games CEO Jamie Ottilie explained that the team made the choice for a number of reasons, but primarily to avoid burnout or shipping an unfinished game.

“Making games is difficult and they need time to be right,” he said. “And it doesn’t do any of us any good to ship something that’s not ready.”

Ottilie explains that like many other studios, the re-established Telltale Games had struggled with the challenges inherent to building a studio during the COVID-19 pandemic. After being resurrected by LCG Entertainment in 2019 following the shutdown of the original Telltale, Telltale unveiled The Wolf Among Us 2 at The Game Awards the following December. But the studio was still in its very early stages, with the game in pre-production (and explicitly not using any previously-developed material), and the new studio roughly two years away from being fully staffed. While at the time it made sense to announce early to help secure funding and support for the new initiative, Ottilie admits that had he known then about other coming factors like the pandemic, he may not have made the same decision.

Making games is difficult and they need time to be right. And it doesn’t do any of us any good to ship something that’s not ready.

“The best game we could have made”

Since then, he continues, The Wolf Among Us 2 has been proceeding well. But recently, Telltale made the decision to switch from Unreal Engine 4 to Unreal 5. It’s a move that Ottilie says happened because Unreal 5 has a number of interesting features that many on his team, specifically engineers and artists, feel are worth the effort. But he admits that means redoing “quite a bit of work” that was already done in Unreal 4.

With all that in mind, Ottilie says there would have been only two ways to meet the 2023 release window. One option would have been to ship something unfinished, which is (perhaps obviously) off the table:

“If we put this game out and it’s not ready, we’re going to get torn to shreds,” he says. “The expectations are pretty high, and we want time to meet those and we want to be proud of it and know that, ‘Hey, this is the best game we could have made.’ Let the world say what they will [once] it’s done, but at least we know that in these times, in these conditions, this is the best game that we could make.”

The other option would be to crunch — a problem that reportedly plagued the original Telltale Games before its shuttering. Ottilie is adamant that their version of Telltale simply won’t do it.

“I’ve done [crunch], and I don’t want to do it again, and it’s not fair to ask it,” he says. “You can’t plan a business around it. So yeah, part of it is about maintaining a healthy work culture. We don’t want to burn out our good people. It has been incredibly difficult to recruit the last two years between COVID and the labor markets and the growth in the games industry. So certainly, burning people out or grinding them down is the wrong thing to do long-term. It’s not how you build a business. And as an industry, we’re terrible about it. We burn our people out. We burn our best people out faster. And as an industry, if we’re going to continue to grow, we have to stop it. We just have to stop doing it and make better choices.”

The Wolf Among Us 2 will be an episodic release as its predecessor was, but unlike many former Telltale titles, it’s being developed all at once — so when episode one hits, all other episodes will already be completed. It’s now on the docket for 2024, but Telltale does have one major release this year: The Expanse: A Telltale Series, which it’s making in partnership with Deck Nine Games. Telltale also has a third, unknown title in very early development.

In the meantime, it’s certainly worth going back and checking out the original The Wolf Among Us, especially as its sequel will pick up where Bigby Wolf and Snow White left off. We praised the first episode for its “well-written adventure” with “an added dose of stylish noir presentation” when it released way back in 2013, and had plenty of nice things to say about the four subsequent episodes, too.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

In Like a Dragon: Ishin Kazuma Kiryu Returns to His Samurai Roots

Like a Dragon: Ishin! takes Kazuma Kiryu back to the late Edo period as the imperial loyalist Sakamoto Ryōma. But the Dragon of Dojima has always been a samurai at heart.

The real-life yakuza make a show of their connection to the samurai’s feudal attitudes and bushido code as proof of their connection to Japan’s ancient warriors. But in truth, it’s Kiryu’s kindness and determination to protect the weak which set the Yakuza series apart since the very beginning. That makes him the true descendent of a long line of samurai kyōkyaku (which translates to ‘chivalrous commoner’) characters who fought oppression and injustice in Japanese cinema and drama for centuries.

With series creator Toshihiro Nagoshi’s background, that’s no accident – his illustrious SEGA career was a fallback after he failed to find work in movie production ­­­– and the emotional core of one of gaming’s most endearing characters has a lot in common with cinema’s Robin-Hood style figures.

Kazuma Kiryu, the Chivalrous Commoner

Sakamoto Ryōma was a low-ranked but formidable samurai who played an important role in toppling the Tokugawa Shogunate before his assassination aged 31. The figure was adapted on screen numerous times and had become so mythologized, anyone could see themselves in him, according to actor Masaharu Fukuyama who played Sakamoto in 2010. Ishin! plays out in a similar fashion, letting Kazuma Kiryu loose on a highly embellished retelling of Japanese history. But while they definitely share similarities, Kiryu would have been better cast as a kyōkyaku.

Kyōkyaku were popular heroes in the Jidaigeki period dramas set in the same Edo period as Ishin! These films, set in early-modern Japan, depicted the gambling criminals who preceded the yakuza as outcast samurai with strong moral codes, often based on real Edo criminals in films like A Diary of Chuji’s Travels (1927) or Jirocho Sangokushi (1965). Naoto Mori, a film critic from Kanagawa Prefecture who wrote the Japan Film Festival’s introduction to Yakuza movies, spoke to IGN about the samurai origins of kyōkyaku.

“The heroic samurai image is a classic in Japanese fiction. Even though he is a samurai, he does not belong to any organization, he is a wandering character who travels alone […] a kind-hearted outlaw full of loyalty and humanity, with the creed of destroying the strong and helping the weak.”

Kiryu constantly meddles in strangers’ lives for the better in hundreds of colorful side quests the series has become fondly known for. As much the Angel of Kamarucho as he is Dragon of Dojima, he’s a gruff, sensitive but ultimately willing friend to those in need, never passing a moment without bailing out film directors, overthrowing cults and helping countless relationships to blossom — all while navigating the simmering yakuza clan tensions and the day-to-day drama of running an orphanage.

It’s clear to Mori that Kiryu Kazuma shares a common, selfless heritage with kyōkyaku heroes. “The character Kazuma Kiryu is a modern, yet classic, ‘heroic yakuza’ descendant. As an ally of the socially vulnerable and orphans he is exactly in line with the tradition of heroic icons in period dramas and yakuza movies.”

The popularity of these figures on the side of the common people rose in times of drastic change, so it’s no surprise it spiked in Ishin’s setting. In this period — known as the Bakumatsu, when both the Tokugawa shogunate and 265 years of Japan’s isolation policy approach their end — disruptive behavior was celebrated for sticking it to the oppressive shogunate.

Even though he is a samurai, he does not belong to any organization, he is a wandering character who travels alone […] a kind-hearted outlaw full of loyalty and humanity, with the creed of destroying the strong and helping the weak.”

And the kyōkyaku was destined to return in another time of seismic change, namely post-war Japan. Internationally, Toei may be known for franchises like One Piece and Dragon Ball Z, but they made their name modernizing the kyōkyaku to play the starring role in a conveyor belt of ninkyo, or chilvalrous, movies.

Mori tells us how the ninkyo genre, including American influenced films like A Gambler’s Life (1963) about honorable outlaws, fused traditional and modern values. “Ninkyo is the spirit of self-sacrifice, which is directed to defeat the strong and help the weak. […] The origins of “Ninkyo Eiga” is from the Meiji era to the early Showa era (late 19th century to early 20th century)… In other words, it is modern Japan before the war, where new and old values collide. He is a yakuza who inherited both the spirit of “toseinin” [gamblers linked to the underworld] and “kyōkyaku” from the age of samurai.”

It’s an influence which feels alive as ever when you see Ryōma Sakamoto in Ishin! fighting for notions of equality and industrialism with his katana and pistol in hand. The Ninkyo films converted the American lone gunman for Japanese audiences. Despite their 1900s setting, these characters usually resolved disputes with exhilarating katana duels. In Brutal Tales of Chivalry (1965), Ken Takakura struggles to uphold a pacifist oath against rival gangs threatening market traders in the ruins of post-war Kanto — culminating in a sword versus pistol duel.

Hiroyuki Sakamoto on Kiryu, Samurai and Sakamoto Ryōma

We asked Hiroyuki Sakamoto, Chief Producer of Like a Dragon: Ishin! and RGG Studio, if samurai fiction fed into the creation of Kazuma Kiryu. After all, over the years he’s proven to be no stranger to a katana or even wearing a hakama on occasion. According to Sakamoto, there was no deliberate influence but he definitely sees a connection through Kiryu’s moral conviction. “We didn’t exactly look to samurai when creating Kazuma Kiryu, but the strong belief of not succumbing to anyone is, in a way, a common trait with the samurai spirit.”

Sakamoto has worked on the series since Yakuza 2 in 2006, and the exhaustive depth of Yakuza media he’s explored in that time makes it difficult to identify a primary influence. “I think I’ve seen pretty much all pieces, classic or contemporary, major or minor, among Japanese, Hong Kong, Korean and Hollywood films that are based on the yakuza or the mafia, so it’s hard to mention names.” However he is conscious of how the genre developed over the years. “Films about yakuza or mafia evolve their storytelling methods and presentations with time, I am continuously inspired by them,” he said.

Hiroyuki Sakamoto added that they made full use of Sakamoto Ryōma’s changing personality across adaptations — even if RGG Studio flourishes like squeezing oranges into bandit’s eyes definitely go several steps further than most. “There are many novels, dramas and films based on Sakamoto Ryōma in Japan, and his character differs in all of them. We thought, if we were to use Sakamoto Ryōma, we wanted to tell a story where someone with strong beliefs like Kazuma Kiryu would strive to change Japan. I think this is why he was a good match.”

Yakuza’s Cinematic Inspirations

Yakuza cinema didn’t end after the 1960s ninkyo, but it did change significantly. The cinematic influence of the genre’s evolution on the Yakuza games couldn’t be plainer, Kiryu’s often quite literally wearing those influences on his sleeve through his outfits. His trademark gray suit and plum shirt combo is a perfect match for Shozo Hirono’s outfit in 1974’s New Battles Without Honor and Humanity, the series which marked a transition from idealistic ninkyo films to a gritty, true crime style. If Kiryu is a kyōkyaku hero straight out of Toei’s ninkyo films, the world surrounding him has more in common with what came after.

The 90s straight to video boom gave filmmakers like Takashi Miike and Takeshi Kitano their start, and the broader Yakuza setting owes a huge debt to their outrageous sensibilities, one partly repaid by Miike directing the Yakuza adaptation and Takeshi Kitano’s Yakuza 6 cameo. Sonatine isn’t just the source of Kiryu’s beachwear outfit, Yakuza’s goofy “guys being dudes” approach to character moments may well have been born from Kitano’s relaxed yet eccentric scenes of bored criminals staging wrestling matches and catching frisbees on the beach while hiding out on sandy Okinawa beaches.

It’s a fascinating blend of influences. Yakuza places a ninkyo hero in a VHS world. The series’ charismatically eccentric figures like Goro Majima or Ryuji Goda owe a debt to the VHS era’s exaggerated characters; Kiryu’s memorable sewer fight against Daisaku Kuze in Yakuza 0 calls back to yakuza biker Sato in Ridley Scott’s Black Rain. In a strange way, the games show an alternative path to that taken by contemporary yakuza cinema since the 2000s.

“Films about yakuza or mafia evolve their storytelling methods and presentations with time, I am continuously inspired by them.”

Dishonorable Outlaws

Many of the latest yakuza films don’t show gangs openly strolling the streets and operating the district’s most prominent landmark as they do in the Yakuza series. The reason why is the 1991 Anti-Boryokudan Act. This was a huge moment which completely changed how yakuza were seen and treated by society, subjecting them to sweeping reforms that gave them a new pariah status — the honorable outlaws of the 1960s were honorable no more.

By 2016, the documentary Yakuza and Constitution argued the ever-shrinking Yakuza were in fact victims of a grave human rights violation deserving the public’s sympathy. Under The Open Sky (2020) continues in the same vein, featuring a middle-aged yakuza freed after serving a murder sentence. Unlike Kiryu, whose story began the same way (as many of these films do), he doesn’t end up joyfully running hostess bars and reluctantly stumbling into Clan leadership. Instead, Masao Mikami’s story is that of the painful reunion of a deeply fractured family, and the challenges of reintegration into regular society.

Mori notes that this shift could mean glamourized depictions of the yakuza do better abroad than in his home country. “I think it’s true that a movie with a yakuza as the main character is morally difficult to portray in Japan today.” However, he places it as a healthy exchange of cultural fantasies — as established between the spaghetti western and the Jidaigeki — and believes the genre still has a place in the hearts of many devoted fans in Japan. “Just as Japanese people enjoy and consume American and Italian gangster movies as a kind of fantasy, Western audiences may enjoy yakuza movies as pure entertainment.”

The Yakuza games and films like The Blood of Wolves (2018) proves there’s still demand for new films and games in the genre behaving like the 90s reforms never happened. These honorable gangsters have endured for centuries across Noh plays, novels, cinema and now games. With Ichiban following in Kiryu’s footsteps as a new version of the “classic, but modern” yakuza hero, even if the kyōkyaku feels out of step with modern times, their virtuous appeal guarantees these gruff but virtuous heroes will be fighting injustice on-screen for a long time to come.

Francisco Dominguez is a freelance writer for IGN.

The Best PS5 SSD Deals for 2023: New Price Drops on WD Black SN850X and Corsair MP600 Pro

2023 might finally be the year where 2TB PS5 SSDs might actually be worth the upgrade. Last year, prices for 1TB PS5 SSDs averaged around $150, whereas 2TB SSDs hovered closer to $300. This year, we’re seeing 1TB SSDs trickle below the $100 price point and 2TB SSDs are under $200. The reason PS5 SSD upgrades are pricey is that you can’t use any old SSD and expect it to perform well on the PS5 console. You’ll want to pick up an PCIe Gen4 x4 M.2 solid state drive with a rated 5,500MB/s read speed to match the PS5’s internal drive. That means, for better or for worse, picking a top-shelf SSD.

Note that Sony recommends a heatsink attached to your SSD. Not all SSDs listed here have pre-installed heatsinks. For the ones that do, we’ll be sure to mention it. For the ones that don’t, all you have to do is purchase your own heatsink (we recommend this one for $10) and install it yourself. It’s very easy.

Corsair MP600 PRO LPX 2TB “Optimized for PS5” SSD with Heatsink for Only $159.99

Corsair is a very well known brand for DIY PC builders. Corsair makes some of the best gaming products on the market, and that includes solid-state memory like RAM and SSDs. The MP600 Pro is the same super-fast M.2 NVMe PCIe x4 Gen4 SSD that’s marketed for enthusiast gaming PC builds. This one is “optimized for PS5” because it includes a rugged preinstalled heatsink that is slim enough to fit in the PS5 bay without any issues. Performance wise, the MP600 Pro matches the best SSDs out there with its 7,100MB/sec sequential read and 6,800MB/sec sequential write speeds.

2-Pack WD 2TB PS5 SSD with Heatsink for $299.99

Western Digital has the 2TB WD Black Series SN850X M.2 PCIe 4.0 SSD for only $179.99 but when you add two to your cart, price drops to $299.99 (or $150 each). The SN850X is the successor to the SN850 SSD. It has newer flash chips (BiCS5 vs BiCS4) and an updated firmware, which combined offer improved sequential and random read/write speeds. For PC gamers, there’s also an updated Game Mode 2.0 utility that’s designed to tune the SSD for better performance during gaming sessions.

Patriot Viper VP4300 2TB PS5 SSD for $149.99

Amazon is offering the Patriot Viper VP4300 2TB M.2 2280 PCIe Gen4 x 4 Internal Gaming Solid State Drive, which is compatible with the PS5 console, for only $149.99. This makes it definitely the lowest price we’ve seen for a brand name 2TB PS5 SSD, especially since this one even includes a slim aluminum heatshield. The VP4300 is an M.2 2280 PCIe Gen4 x4 solid state drive with rated transfer speeds of 7,400MB/s read and 6,800MB/s write. That makes it well above the PS5’s recommended 5,600MB/s speed requirement.

Crucial P5 Plus 2TB PS5 SSD for PS5 for $131.99

Constantly going in and out of stock

Crucial’s newest M.2 SSD meets all the requirements for your PS5 SSD upgrade. It supports transfer speeds of up to 6,660MB/s which is well above the 5,500MB/s minimum threshold. Yes there are faster SSDs out there, but if your intention is to put this in your PS5, then that extra speed is worthless because you’re bottlenecked by the original PS5 SSD. If you’re worried about opening up your PS5 case, don’t worry it’s very easy. Crucial has an official YouTube PS5 SSD install guide to see you through the process.

Samsung 2TB PS5 SSD with Heatsink for $179.99

Samsung SSDs need no introduction. They’ve made some of the most popular and reliable PS5 SSDs on the market. The 980 Pro has been out for a while now, but it’s still one of Samsung’s fastest M.2 PCIe SSD, with only the newly released 990 Pro being faster. It is fully PS5 compatible in terms of form factor and performance, with blistering speeds of up to 7,100MB/s. It goes toe to toe with other well-known options like the WD Black SN850 and the Seagate Firecuda 530.

More PS5 SSD Deals

There may be other SSD deals out there, but these are the PS5 SSDs we’ve tried ourselves and highly recommend. They also double up as outstanding boot drives for your gaming PC, in case you don’t need additional storage for your PS5 console.

How easy is it to install the SSD?

It’s extremely easy! Removing the case cover is completely toolless. In fact, the only screw you have to remove is the one that keeps the cover for the SSD bay in place. You don’t even put it back when you’re done. Sony has a quick and easy YouTube video guide.

What if the SSD I bought doesn’t have a heatsink?

Sony recommends you install an SSD that has an attached heatsink. If the SSD you purchase doesn’t include one, it’s simple enough to buy one for about $10 on Amazon and add it yourself. Most of these heatsinks are just attached using an adhesive like thermal tape.

For more deals, take a look at our daily deals for today.

Forspoken Developer Will Be Folded Back Into Square Enix

Forspoken developer Luminous Productions will be absorbed back into Square Enix to continue working on AAA games, the company announced.

On Twitter, Luminous Productions revealed that the change will go into effect at the beginning of May.

“Beginning on May 1, our talented team will join Square Enix to deliver new, innovative gaming experiences to players across the globe,” Luminous’ statement reads.

“Betwen now and then we remain entirely focused on Forspoken. We are currently working on the previously announced patch to address overall game performance (we will deliver an update soon) and the DLC, In Tanta We Trust, is on track for release this summer. Thank you again for your patience and support!”

Square Enix also released a statement, saying in part, “The merger is part of the Company’s efforts to further bolster the competitive prowess of the Group’s development studios,” and that “Luminous Productions Co., Ltd. is meanwhile equipped not only with AAA title development capabilities but also technical expertise in areas such as game engine development. Combining the two entities will further enhance the Group’s ability to develop HD games.”

Luminous Productions was originally created largely from developers who worked at Square Enix on Final Fantasy XV. The studio was tasked with crreating new games in the Luminous Engine, the same engine used for Final Fantasy XV. Forspoken was the only game the studio shipped during its existence.

Forspoken released in January to mixed critical reception. In our review, we said, “Forspoken is the sort of game you’ve probably seen before – from its stereotypical fish-out-of-water fantasy story to its giant open-world map full of repetitive optional tasks.”

The game has been criticized for uneven performance, prompting Luminous Productions to work on a patch for performance, graphics, playability, and other fixes.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over six years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

How Star Wars Jedi: Survivor Evolves the Metroidvania Roots of Jedi Fallen Order | IGN First

One of the big departures in Star Wars Jedi: Survivor compared to Fallen Order is that you’re going to have this home away from home in the Planet Koboh. Sure, you’d revisit Bogano and Dathomir a couple of times, but it was always in service of progressing the story and following the mainline plot. In Jedi Survivor, Koboh will almost take on a kind of Metroidvania-like identity with tons of optional areas to explore locked by progression, and each return trip to the planet opening up many new pathways and discoveries. This came out of one of the lessons Respawn learned from feedback of Fallen Order: That players really enjoyed the optional content, like the Crashed Venator and the legendary beasts like Oggdo Bogdo.

“For Survivor, we knew that we wanted to add more optional areas for players to discover and explore. To do this, we knew that we needed to give better rewards for exploration,” said Design Director Jeff Magers.

And sure enough, one of my own big takeaways from my five hours with a preview build of Jedi Survivor was that rewards for taking a detour away from the mainline quest path was always sufficiently rewarding. I’d regularly find tough battles that rewarded skill points, hidden traversal paths that led to new customizable options for Cal, or a shortcut that made traversal through the area much faster.

We knew that we wanted to add more optional areas for players to discover and explore.

“We put a lot of work and focus into our customization system for this game so that our cosmetics would be more exciting to find, while also adding more gameplay rewards for exploration. By exploring the worlds, players will both make Cal more their own through customization, and more powerful and equipped to take on the challenges ahead with Skills, Upgrades, and Perks found in optional areas,” said Magers.

Speaking specifically about the design goals of Koboh, Lead Level Designer Martin Badowsky said that Respawn wanted to create a planet with a dense central area that players would have fun gradually opening up more and more. While playing through Koboh during my preview time, I got the sense that it was almost like a mixture between Firelink Shrine from Dark Souls, and a world straight out of Metroid. Like Firelink Shrine, the cantina and Rambler’s Reach served as a central hub that NPCs would congregate at, with multiple areas within the cantina that would open up as I progressed through the campaign, and then outside of that, there was this giant Metroid-like world to explore with several paths that I could not access with my current slate of upgrades.

Every time the player revisits one of these regions, there would be lots of new things to discover using their newly acquired toolset.

The Metroid vibes are not an accident. “Metroid-inspired games at their core are about discovering new abilities and then using those abilities to pass obstacles, unlock more regions, and eventually develop a sort of intimacy, understanding, and dominance over the game world,” Magers said. “We wanted to make sure we evoked these same feelings from the player in our open spaces, and to do that we made sure that every time the player revisits one of these regions there would be lots of new things to discover using their newly acquired toolkit.”

He also added that the team wanted to address a couple of pain points that players had while exploring the worlds of Fallen Order. They moved the Mantis landing pads to more central locations on planets so that players would have easier access to all of the different regions that the planet has to offer, and most substantially, they added fast travel.

As you’d imagine, fast travel in Jedi Survivor works by finding meditation points and resting at them. When you rest at a meditation point, you’re able to select fast travel, and quickly warp to any other meditation point you’ve discovered on the planet. According to Magers, the team took great care to ensure that the player never needs to use fast travel to complete their journey, but that it’s a valuable tool for those who want to explore every inch of the expanded game world.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Final Fantasy 16 Is Probably Getting a PC Version, But Not for a Long Time

Despite lots of back and forth messaging, it looks like Final Fantasy 16 is probably getting a PC version after all — though likely not for a long time.

Speaking on the Japanese PlayStation Blog (and translated by industry insider Wario64 on Twitter, below), Final Fantasy 16 producer Naoki Yoshida said he would “like to release a PC version at some point”.

Yoshida said: “It is true that Final Fantasy 16 is a six-month limited time exclusive on the PS5 platform. However, it is a completely different story that the PC version will be released in half a year. I will make it clear: the PC version will not come out in half a year.

“This is because we spent a lot of time and money optimising the PS5 platform to deliver the best gaming experience. Of course, I would like to release a PC version at some point so that everyone can play as many games as possible.

“However, even if we start optimising the PC version after the PS5 version comes out, we won’t be able to optimise it in half a year, so it won’t come out in a short span of half a year. I would like to release it eventually, and I think I will, but I am not at the stage where I can say when.”

Publisher Square Enix has not yet confirmed what other platforms will receive Final Fantasy 16 once the six-month exclusivity ends (whether it be Xbox, Nintendo Switch, or something else), though Yoshida has at least now confirmed that it won’t be PC.

Final Fantasy 16’s platform availability has been an unusually complex topic since the game was announced. The original reveal trailer claimed blatantly that it is “also available on PC”, and while Square Enix mysteriously scrapped this claim soon after, the PS5 exclusivity was brought into question again in November 2022.

An advertisement for the PS5’s DualSense controller said Final Fantasy 16 would only be a “PS5 exclusive for six months”, implying that it would arrive on another platform in December 2023 — six months after its June 22 launch.

Yoshida then denied that a PC version existed at all. “Nobody said a word about a PC version releasing,” he said, wrongly. “Why is it like a PC version is releasing six months later? Don’t worry about that, buy a PS5. Sorry, I went overboard. We did our best, so please look forward to it.”

Alongside this PC version clarification, we just learned a ton of new information about the long-awaited RPG, including about its massive maps, approach to diversity, accessibility items, and why it’s only on the PS5 generation.

We also had a chance to play the game, and in our full preview, said: “Playing through three very different boss fights, as well as carving [our] way through dozens of regular soldiers, has left [us] with a lot of hope for Final Fantasy 16.”

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Final Fantasy 16’s World Has Large Maps, But No Optional Dungeons

Square Enix has already made it clear that Final Fantasy 16 will not have an open world. But in a recent interview attended by IGN the developer has explained how its segmented map works, revealing that the world of Valisthea is made up of a number of variously sized zones that will provide opportunities for non-linear exploration.

Talking as part of a roundtable discussion with the press, Final Fantasy 16 director Hiroshi Takai explained that the world is constructed from multiple maps; some small, others large. Commenting on the larger scale ones, Takai said “We have – I think – four zones that are about two kilometers by two kilometers.”

Producer Naoki Yoshida elaborated on the way players will navigate and explore these zones, which collectively make up the landscape of Valisthea. “On the world map you have the areas that you can travel to and you select that area and then you jump to that area seamlessly. And then you follow the main quest there. And then once you finish that, you’ll go back to this hub area […] called the Hideaway.”

Takai describes the Hideaway as a location from which to start both main missions and optional side quests, the latter of which includes monster hunts among other activities. Yoshida also notes that the Hideaway is where players will find the item shop, as well as a blacksmith who can craft and upgrade weapons.

Much of this set-up will be somewhat familiar to series veterans; even back in the days when Final Fantasy had an ‘open world’, the overworld was more a home for a variety of zones (or ‘field maps’) rather than what we’d consider an open world today. But unlike many of the series’ beloved classics, Final Fantasy 16 will not feature any hidden dungeons or areas.

“We didn’t create any [hidden dungeons or maps] because we wanted players to focus more on the main scenario and not have this feeling that you have to go to this area and clear this area,” said Takai. “We wanted them to focus on this and we wanted to focus our development more on the main areas. So we didn’t go out of our way to create maps that didn’t need to be visited.”

“However, there are areas that I guess players could consider dungeons,” he continued. “They’re off the field and you go deep down, but those are all connected in some way to the story. And they’re all expertly crafted dungeons. We created these as great places, we want players to go there and so we’re going to give reasons for players to go there. We didn’t want to create something that most players may not even find.”

Despite this, Yoshida wished to assure players that there’s still much to see and do within Final Fantasy 16’s world. “The one thing is that as you hear this answer and you’re thinking, oh, and so there’s not many places you can explore,” he said. “There are a lot of areas that you can explore. So don’t worry about that.”

For more about Final Fantasy 16, take a look at how it was only possible to make it for PS5 hardware, its novel approach to accessibility, as well as our hands-on preview. You can also read Yoshida’s comments on Final Fantasy 16’s approach to the diversity of its characters and cultures.

Matt Purslow is IGN’s UK News and Features Editor.