The Future of Apex Legends

This week’s Unlocked column is a little different. As a seasoned Apex Legends player, I’ve been playing the game ever since it was released. With its biggest update ever on the horizon, I spoke with the developers to see what’s in store.

Apex Legends turns four this year and ever since it hot-dropped on February 4th 2019, it’s held its ground as one of the best battle royales in the market. It set the bar for mechanics every battle royale should have, such as the intricate ping system, resurrection for eliminated teammates, and Evo armor that evolves into higher tiered protection as you do more damage. But Apex has had its ups and downs since launch.

In recent seasons it’s been very apparent that Apex needed an overhaul to its game to keep up with the four years of Legends, weapons, and map updates poured into it. The community called for a season health update for Apex to match the seasonal updates applied to Fortnite, where the game would be taken offline over a few days to have massive quality of life changes implemented before being restored.

While Apex Season 16 Revelry isn’t forcing the game offline for a few days, it is providing a huge overhaul to how it’s played, most notably with the rework of Legend Classes that now give different exclusive gameplay perks to each one. This completely changes how you play as specific Legends, as any Control Legend can now scan the Ring Console to see the next circle location on the map as opposed to giving that ability to Recon Legends.

Season 16 will almost be like learning a new game of Apex. Not only does it feature the Class System rework but Revelry also brings in new Legend balancing and weapon changes. While Legend and Weapon tweaks usually happen between season launches, Revelry’s system is being retouched to reflect just how big Apex has gotten over the years.

In light of the new season, I spoke with Apex Legends’ Game Director Steven Ferreira and Design Director Evan Nikolich to discuss the future of the game.

Stella Chung: Did you ever expect Apex would be what it is now after Respawn shadow dropped it four years ago?

Steven Ferreira: Well you always hope, but we definitely didn’t know what we were in store for. I think that was definitely a learning curve. It still is today, honestly. I wouldn’t say that we know exactly what we’re going to do and how we’re going to do it all the time.

We make plans, but really it’s influenced by players and what’s happening in the live game. That is really what steers the ship to a certain extent. We have goals and things that we set out for, and there’s obviously lead times to getting content out in the game, but generally a big part of a live game is reacting to how players are playing the game. And so we can’t make a plan that sees out into the future too far because we always have to have some wiggle room to be able to adapt to how players are playing the game.

One of the things I enjoy about a live game is we get to surprise players on a regular basis

So it’s been a great ride. Super exciting and fun. And that’s one of the best things, is there’s just been surprises along the way. And it’s one of the things that I really enjoy about a live game is that we get to try and surprise players on a regular basis and vice versa, we get surprised by how players react to the content and what they do with the game.

Stella Chung: Apex is having a huge rework after four years. How did you come about this decision?

Evan Nikolich: When I joined the team just over a year ago, we were taking a look holistically at the game. And some of the most immediate feedback I got, particularly from the Legends team, is that there was this constant pace of adding a new legend, new legend, new legend…

They recognized all these old legends had opportunities to improve and grow, but weren’t given the chance because of the cadence of delivering new legends. My proposal was, “Why can’t we pause adding a new legend for one season? And if you got that opportunity, what would you do?” Then we came back with the pitch of ‘rework all the legend classes’. We’d add a new class and would make them actually live a class fantasy instead of just being an icon on the portrait, which is what it basically became.

We’re leaning into this philosophy about evolving the game and building this everlasting hobby people can play for years to come

So we worked through multiple prototypes, multiple pitches, to take the things people already know and love about Apex and level them up. We’re leaning into this philosophy about evolving the game and building this everlasting hobby people can play for years to come. And yes, part of that is adding new content.

We’ll have more content coming season after season, but it’s also bringing existing content up to date, to how players are playing with it; meeting that challenge and then driving players to play in new, interesting ways.

Steven Ferreira: Part of it came from the players and a lot of the feedback we’ve been getting from the community is that the game has been getting harder and harder. And obviously, adding new content to the game isn’t going to generally fix that.

What we have to do is look at the game holistically and look back at what we’ve released over the last four years and think about how we can change the systems, to both increase the level of competition and increase the ceiling for players who have been with us for the last four years and have gotten better and better. At the same time, there’s a ton of new players joining all the time and we want to make sure they have as fun an experience onboarding and getting into that level of competition as everyone else had over the last four years.

Stella Chung: So how long has this overhaul been in development for?

Steven Ferreira: We really kicked it off in earnest last year, working in different pieces. You’re seeing a lot of those [updates] now in the upcoming season of Revelry, but you’re going to see more over the next few seasons this year.

There’s a long tail on some of it and it takes time for us to develop, and some is dependent on many pieces. The legend classes is an example of that. The changes were not something we really wanted to drip feed to the legends themselves. We wanted to make sure we had those changes ready to go as a package, so that when we put it into the game, it actually had an impact on the experience.

That’s really a key part of how we’re looking at a lot of these changes over this coming year of seasons – we’re going to be putting stuff into the game we feel has an impact, which means that sometimes the formula and the expectations of a given season won’t be the same. I hope that, like I said earlier, we’ll be able to surprise players throughout the year.

Stella Chung: This is Respawn’s first live service game. I know in the beginning it was very overwhelming, so how has the team learned to evolve a live service game over the last four years now?

Evan Nikolich: Part of the reason I was hired is I had a lot of live service experience coming from working on Destiny and Destiny 2. So I took a lot of lessons from there. One of the big lessons was focusing on evolving the core, evolving the hobby, evolving the systems. For me, I was excited to jump onto a competitive game like Apex because at its core it was so solid, so it was all about ‘now how do we build out that core?’

The biggest lessons I’ve learned over the last year is how do we talk to the community? How do we listen to them, find out their needs? The community says a lot about what it wants but really it’s picking apart what they need. And part of that response is evolving the legend classes and the onboarding systems and things of that nature.

The community says a lot about what it wants but really it’s picking apart what they need. 

Those are some of the big lessons we’ve focussed on and we’re finally displaying them now in this coming season. It’s been hard, particularly last season when people were like, “Ah, there’s no meta changes…” And I was like, “It’s coming! We’re almost there and now’s the time.”

Steven Ferreira: As Evan just said, that’s the core that’s driving the way we’re looking at this. At the end of the day it’s a balancing act of making sure the team remains having fun making the game, and that means we have to balance how much content we put out and that we’re working on things the team actually wants to work on.

One example was the class system. The team was saying, “We love making new legends and want to continue to do that, but we’re also really invested in the content we’ve already made and want to be working on that.” So we listen to what the team’s excited and passionate about, and what the community’s excited and passionate about, and find a balance. How much can we do in a given season and make sure the team is doing that in a healthy way, and in a way that keeps them engaged and passionate about the game and having fun, because at the end of the day I think that’s how Apex came to be.

That means that sometimes it’s a challenge to find the balance. That’s an ongoing thing we do day after day and we’ll continue to grow in order to accomplish all the things we want to do. The team has so many things it wants to work on. We can’t get to it all and we can’t do it in the timeframes we have season over season, so we look at the long game. Like I said, we can’t look too far ahead because the nature of the live experience will end up steering that on its own, but we do need to look ahead nonetheless.

Stella Chung: You speak about these challenges. What would you say is the biggest challenge with keeping up with the live service game?

Steven Ferreira: The cadence of release is a challenge. With most, let’s say ‘traditional non live games’, there’s anywhere from a year to a couple of years of development, in which you go through pre-production and start to figure everything out. Then the game starts to gel and you begin play testing, and start getting some early views from the community. Then, around release, there’s an intense peak of development before you have a break after the end. We don’t have the luxury of those peaks and valleys, and everything is condensed into a very short amount of time. We’re effectively releasing every six weeks, putting something out into the live game.

That itself is a challenge, but it’s also part of the ingredients of making the game great. I wouldn’t change that for the world, and I think we have a sweet spot of seasonal releases that allows us just enough time to build the things we want to build. It also allows us to stay connected to the community on a regular enough basis that we’re getting live feedback and adapting the game. So I don’t see us changing that cadence anytime soon and I’m excited to continue evolving the game over the long term using that model.

We want Apex to last for 20 years, like Counter-strike. It has to be self-sufficient and stand on its own

Stella Chung: Do you think there will ever come a point where Apex will stop releasing new legends or weapons? Because that legend screen is getting pretty crowded.

Evan Nikolich: There definitely is a point. We’re not close to it, I don’t think, but there is a point where you reach a point of saturation when new legends don’t add anything. You can see that in some of the big MOBAs like League and Dota. Every time they add a hero, it dilutes the pool. They don’t get played as much.

We want Apex to last for 20 years, like Counter-strike. It has to be self-sufficient and stand on its own. The systems have to be strong and interesting and good for players to play season over season, even if we’re not adding new, bespoke content. But there’ll always be some attending there in terms of creating interesting choices, creating interesting challenges and shifting the rule set to build the healthiest game.

If you look at some of the most established sports in the world, they’ve been around for 100-plus years. Basketball is my favorite game and it has evolved a lot in just 100 years. With Apex, we’re in the early, first five years of basketball where there’s no shot clock, no three-point line, all that stuff. And we’re slowly moving to what we know in the NBA game today.

Stella Chung: Is that still something Apex is trying to do, to expand outside of the battle royale? Or is the focus now back on battle royale?

Steven Ferreira: The focus is definitely on Battle Royale. We believe Apex, as a core experience, has a lot of potential within the battle royale, and that’s what you saw with some of the bigger modes we’ve done as LTMs leading up to this season. Things like Control, things like Gun Run, like Team Deathmatch… then packaging all of that together into a mixtape players can play all the time. That’s how we were looking at that.

We continue to experiment with things and look at different opportunities, but the key to Apex – and a lot of the design around what Apex is and why it works – is built around that Battle Royale experience. So that’ll always be at the heart of Apex, but we will continue to explore and have other Apex experiences outside of the Battle Royal, but they’ll always funnel back into the BR. They’ll be there as a way of either onboarding players or allowing people to get better at a certain element of the game, but it’s always in service of the BR.

Genshin Impact Developer: ‘We Deeply Regret the Harm’ After Voice Actor Accused of Sexual Abuse

The English voice actor for Genshin Impact character Tighnari, Elliot Gindi, has been accused of grooming underage fans, transphobic behavior, and emotional abuse by moderators of his Twitch and Discord server. Gindi has since admitted that numerous screenshotted chatlogs demonstrating him engaging in such behavior are real, and both he and Genshin developer HoYoverse have issued statements.

The chatlogs were posted to Twitter by FretCore and phiotan, two of Gindi’s moderators. FretCore shared a 21-page Google Doc containing screenshots that show multiple victims coming forward to mods about Gindi’s behavior, which included asking for inappropriate photos and videos, pursuing relationships with underage individuals, sending sexual content, and making diminishing or invalidating remarks toward multiple individuals for being transgender or asexual, including refusing to acknowledge their pronouns. He was also accused of streaming in his underwear repeatedly, allegedly standing up and stretching on camera while in this state in one situation.

In a Twitlonger apology post, Gindi has acknowledged that all of the screenshots were real, and affirmed that he also engaged in emotional manipulation by threatening suicide if victims came forward. He admits to streaming in his underwear, though he denies it had a sexual intent. Gindi also denies “knowingly” engaging in inappropriate behavior with those who were underage, or disrespecting pronouns changes. Gindi has since stepped away from social media.

Genshin Impact developer HoYoverse has issued a statement to GamesRadar+:

We deeply regret the harm and damage that happened to our fans, gamers, community and anyone affected. Both our internal teams and external partners including our voice acting studio have been working together on an urgent solution. And we will keep you posted on the progress.

Since the accusations came to light, a number of Genshin Impact voice actors have come forward to denounce Gindi’s behavior and support victims, including Aether voice actor Zach Aguilar, Hu Tao actor Brianna Knickerbocker, Raiden Shogun actor Anne Yatco, Xiangling actor Jackie Lastra, Cyno actor Alejandro Saab, and Kaeya actor Josey Montana McCoy.

“Disappointed and angry,” said Aguilar. “I have removed the stream with Elliot and will no longer be associating with him. I refuse to give someone like this a platform in any way. To use your power this way over fans is disgusting and shameful. My heart goes out for the victims of this situation.”

Tighnari was added to Genshin Impact in the most recent major patch 3.0, which added the continent of Sumaru, the Dendro element and featured Tighnari as one of the first playable characters to use Dendro. It is unclear at this time whether or not he will be recast.

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

A Division 2 Fix Accidentally Made Updates Impossible

The Division 2 development team has notified players that a recent update has caused an error that is now preventing the team from updating the game at all.

The Division 2 development team took to Twitter to explain the unfortunate situation, saying it was caused when they were trying to deal with a localization issue. While they were fixing that particular problem, another one popped up that “brought down the build generation system for The Division 2.” This, in turn, broke the whole updating system.

“Dear Agents, last week, we shared news that the season would be delayed due to a localization issue,” The Division 2 development team wrote. “This past Saturday, in the process of creating the update which would resolve the issue, we encountered an error that brought down the build generation system for The Division 2. As a result, we cannot update the game until this system has been rebuilt.”

In the past, when a season was delayed, the team had been able to extend activities from the previous season. However, they are unable to do this as they can, once again, make no updates to the game until “the build generation system is restored.”

“We are working to resolve the situation as quickly as possible,” the team wrote. “We have made good progress over the last 96 hours and have been able to restore critical aspects of the system and will share the timeline for resolution when available. We deeply appreciate your understanding and patience and will share our in-game compensation plan details soon.”

The Division 2 was getting ready to begin Season 11: Reign of Fire on February 7, and hopefully it won’t be too long to wait for its actual launch. The team promised another update will arrive tomorrow, February 10, so stay tuned The Division 2’s Twitter account and IGN for the latest updates.

For more, check out the latest details on the free-to-play The Division Heartland and why Ubisoft changed its mind and began planning more content for The Division 2 in 2021.

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

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Team Fortress 2 Is Getting Its First Major Update in Years

After years of smaller updates, Team Fortress 2 is set to get a major update this summer that will add items, maps, taunts, Steam Workshop Creators’ content, and much more.

The Team Fortress 2 team shared the update in a blog, and addressed it mainly to Steam Workshop Creators.

“Steam Workshop Creators, can we have your attention please,” The blog reads. “The following message is so urgent, so time-sensitive, we made the executive decision to skip TikTok and Twitter entirely and break the glass on the most bleeding-edge communication technology available. Welcome to the future. Welcome… to a ‘blog-post.'”

After the funny intro, it went on to confirm that, while “the last few Team Fortress summer events have only been item updates,” there are much bigger plans in store for this year.

“We’re planning on shipping a full-on update-sized update — with items, maps, taunts, unusual effects, war paints and who knows what else?! Which means we need Steam Workshop content! YOUR Steam Workshop content,” The TF2 team said.

For those interested, be sure to get your submissions into the Steam Workshop by May 1 so they can be “considered for this as-yet-unnamed, un-themed, but still very exciting summer-situated (but not summer-themed) (unless you wanted to develop summer-themed stuff) update.”

As previously mentioned, Team Fortress 2 has been getting small updates over the past few years, and it got a bigger Jungle Inferno update in 2017 that added a new official map, five community maps, new taunts, war paint, contracts, and more.

The smaller updates have been important, however, as Team Fortress 2 was dealing with a botting problem that rendered the game actually unplayable in 2022.

Team Fortress 2 was first released in 2007 and, in our review, we said, “With its powerful artistic style and blazingly quick, yet accessible gameplay, it’s enough to melt the icy cynicism imprisoning the hearts of even the most jaded among us.”

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

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Star Wars Jedi: Survivor – Meet 8 of Cal’s Enemies | IGN First

A good action game lives and dies by the strength of its combat, true, but combat mechanics are just one part of the equation. Equally important are the enemies that put those combat mechanics to the test. And so one of the things that I was most curious about during my visit to Respawn was the enemy design of Star Wars Jedi: Survivor. Fortunately, I had Design Director Jason de Heras and Production Director Kasumi Shishido to walk me through a handful of new enemy types that are determined to stand in the way of Cal Kestis.

Droids

Early on the team at Respawn knew that they wanted to incorporate more droids into the fold as far as enemies go. And true enough, there are tons of droids to fight against in Jedi Survivor, from the weak fodder-like “Roger, Roger” B1 Battle Droids, to the formidable Droideka’s (also known as those cool roller droids from the prequel movies). According to Shishido, Droids give the team much more freedom when it comes to what they can do and what types of weapons they’re able to use. Let’s individually check a handful of these droids and talk about what went into their design.

B1 Droids

The B1 Droids cover the role of the “fodder” enemy archetype on the planet Koboh. They’re as weak as can be, falling to just a single saber slash or reflected blaster shot, but they’re usually found in large groups and can still be a dangerous threat thanks to their range and their tendency for hitting Cal while they’re off screen. Most notably though, their banter is hilarious. Respawn has really upped their game in Jedi Survivor when it comes to amusing enemy conversations, so while it may be tempting to just wipe them out with a single force push, exercise some restraint for a few moments to let the dialogue play out and you’ll be rewarded with a good laugh.

B2 Droids

The B2 Droids are the bruisers of the droid family. They take a fair amount of hits to bring down and can pack a heavy melee punch, while also being armed with both a blaster and a missile launcher to deal damage from afar. They’re certainly no pushover, but fall in this really nice spot where once you learn to time parries on their melee attacks, reflect their blaster shots, and always be on the lookout to force pull their missiles, they become much less of a threat.

BX Droids

BX Droids are among the more agile droids and will surely put your melee combat skills to the test, as they will regularly parry your attacks and execute multi-hitting spin techniques, while also leaping around the battlefield and being an elusive target. These droids have canonically been shown to use Vibro Swords and go up against Jedi, which according to the team, really gave them a perfect mid-level enemy that can go toe-to-toe against Cal without feeling too fragile.

Droideka

You may know them more colloquially as “destroyer droids” or “those rolling droids from the prequels,” but they’re actually called Droidekas. I didn’t get a chance to face off against these in my own playtime, but from what I was told by design director Jason de Heras, fans should expect them to behave as you’d expect from the movies and shows. “They’ve got the bubble shield. That’s classic to the IP, so you know, we have to use that. We have to find a way to make that into the design. So they’ve got the bubble shield, they roll, and they actually incorporate that into their melee, so you can’t just stun-lock it forever,” he said.

IG-100 Magna Guard

The IG-100 Magna Guards are highly formidable enemies that anyone who’s a big fan of the Clone Wars series should immediately recognize. These are General Grievous’s elite bodyguards, and as such, they are highly skilled melee warriors that can give a Jedi a run for their money. De Heras describes the Magna Guards as a “superior elite” type of enemy that can be offensive, defensive, counter you, and attack in weird rhythms to try and throw your own counters off.

Shield Trooper

The Shield Trooper was born from a simple need: The team wanted a Scout Trooper that survived a little bit longer. But as with just about every enemy in Star Wars Jedi: Survivor, there are several ways to bring them down. You could hack away at their shield with your lightsaber and eventually knock it away, but that would make you vulnerable to the other enemies surrounding you. You could try to maneuver around it and slash its back, but they’re generally pretty good at tracking you and you’d have to find some way to distract them. The ideal way to deal with them, though, is to hold down your force pull to yank their shield away, and then Captain America it right back at them. Star Wars Jedi: Survivor is full of moments like this where you can use your force abilities in ways that make sense to gain an advantage in combat, without explicitly being told to do so.

DT Sentry Droid

The impetus for the DT Sentry Droid was that the team needed a big brute enemy. And so Respawn turned to Star Wars Rebels and found this guy. One of the things that was really appealing about the DT Sentry Droid as an enemy was that they could have different loadouts, and so there are three variations of this enemy that you’ll do battle with. One might have a staff and a missile, another might have a hammer, and another might come equipped with a blaster. Shishido said that fans of Rebels and The Bad Batch should understand how menacing these droids are, and that the first moment you encounter them will be a real “oh shit” kind of moment. De Heras also added that these are one of the few droids where you could hack off one of its limbs and it’d still come at you, with its combat capabilities impacted by the loss of a limb.

KX Security Droid Enforcer

The KX Security Droid enforcer appeared in Fallen Order, famously, as that droid that likes to grab and choke slam you. This particular variant, however, will not be doing any choke slams as they now come equipped with a stun baton – the weapon of the Scout Troopers. The story behind that is that these droids were used as the trainers of Scout Troopers, and thus are basically three times as dangerous as a scout trooper would be. De Heras said that they wanted to make the KX Droid in Survivor a brawler type of enemy that could block and counter, and that they had thought about making it a hybrid style of enemy that could also grab you, but that mixing archetypes like that often muddies that design.

This is but a small sample size of the enemies that players can expect to encounter over the course of their journey in Star Wars Jedi: Survivor. There are still all sorts of hostile wildlife that you’ll encounter on the various planets, plus imperialists and other human factions like the Bedlam Raiders found on Koboh. It’s also just a small part of our continuing coverage of Star Wars Jedi: Survivor, so keep on checking IGN all throughout the month of February for more.

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

Zelda: Tears of the Kingdom Has the Largest File Size of Any First Party Nintendo Switch Game

The Legend of Zelda: Tears of the Kingdom has the largest file size of any first party Nintendo Switch game, even coming in larger than its predecessor Breath of the Wild.

As spotted by Reddit user Bob (below) and confirmed on the Nintendo eShop, the base file size of Tears of the Kingdom comes in at 18.2 GB.

While this is still a small number in comparison to PlayStation 5 and Xbox Series games, which can often use upwards of 100 GB of storage, it’s enough to put Tears of the Kingdom atop the list of first party Switch games.

Breath of the Wild was once the largest first party Switch game by a long shot at 14.4 GB, though other Nintendo first party titles have since brushed shoulders with it such as Xenoblade Chronicles 3 at 14.38 GB and Fire Emblem Engage at 12.68 GB.

The larger file size certainly indicates that Tears of the Kingdom will be a bigger game than Breath of the Wild and other first party Switch titles, evidenced further by Nintendo giving it a $69.99 price tag.

The company is beginning to share more on the highly anticipated sequel as we inch closer to its May 12 release date, with a new trailer revealing that a classic Ocarina of Time enemy may be making a return. Nintendo also revealed Tears of the Kingdom’s collector’s edition and a new Amiibo launching alongside the game at its February 8 Nintendo Direct.

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

Pikmin 4 Is Up for Preorder

Pikmin 4 is set to release exclusively for Nintendo Switch on July 21, 2023. The latest entry in this series about tiny plant-like aliens exploring a strange planet introduces several new elements, including Ice Pikmin and a roly-poly dog named Oatchi. Pikmin 4 is now available for preorder (see it at Best Buy).

Preorder Pikmin 4

No special, deluxe, or collectors editions have been announced for Pikmin 4, so the standard edition is your only option.

Pikmin 4 Trailer

What is Pikmin 4?

Pikmin is a series of real-time strategy games that date back to 2001, when the original title appeared on the Nintendo GameCube. This fourth entry has been a long time coming, with Shigeru Miyamoto saying back in 2015 that it was “very close to completion.” Seven years later, it’s finally set to release in July.

This installment introduces a new Ice Pikmin that can free enemies and the environment to help your alien flora navigate the strange planet they find themselves on. The plants aren’t alone this time around, either, as they get help from a rotund dog called Oatchi, who can smash through barriers and carry Pikmin on its back while swimming across ponds and puddles.

Overall, it looks like good fun for fans of the series or anyone interested in picking up a colorful, cartoonish strategy game.

Other Preorder Guides

Chris Reed is a deals expert and commerce editor for IGN. You can follow him on Twitter @_chrislreed or on Mastodon @chrislreed.

Zelda: Tears of the Kingdom Seemingly Includes a Classic Ocarina of Time Enemy

While the latest trailer for The Legend of Zelda: Tears of the Kingdom gave fans plenty of new things to get excited about, it also appeared to show a classic enemy from the N64’s Ocarina of Time.

The infamous ReDead monster can be seen nestled between a Lizalfos and what appears to be a giant Bokoblin in a gameplay trailer shared during February 8’s Nintendo Direct.

The trailer only showed the ReDead for a couple of seconds, but those familiar with previous Zelda games will understand how it fits into a darker version of Hyrule.

While they’ve also appeared in Majora’s Mask and The Wind Waker, ReDeads are arguably most known from Ocarina of Time, where they haunt Castle Town’s ruined market place following the time jump.

Appearing as zombie-like creatures with spooky wooden masks, ReDeads would release a terrifying scream that paralyses Link before they skulk over and attack.

While ReDeads’ appearance have changed a little over the years to suit each game’s art style, their attacking behaviour has remained the same, meaning Tears of the Kingdom players will likely have to come face to face with one of the Zelda series’ scariest enemies once again.

The ReDead is just one of several surprises features in the new trailer for Tears of the Kingdom, but IGN has you covered with a list of the more interesting inclusions here. Nintendo shared plenty more itself about the Breath of the Wild sequel, of course, including its $70 price tag, its collector’s edition, and new Amiibo.

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

The Legend of Zelda: Tears of the Kingdom Trailer’s Biggest Surprises

It’s been four months since we last saw The Legend of Zelda: Tears of the Kingdom, but with less than a hundred days to go until we get the sequel to The Legend of Zelda: Breath of the Wild, Nintendo couldn’t help but give us another look at the game.

Despite two new trailers within months, we’re still not any closer to learning more about what is happening in Hyrule during the events of Tears of the Kingdom. We do, however, get a better glimpse of some of the new gameplay mechanics we’re sure to see when we dive back in.

Here are the biggest surprises we saw in the new Tears of the Kingdom trailer.

Vehicular Fun

Do you remember how weeks after Breath of the Wild released players began sharing videos of themselves creating homebrewed airplanes and cars made from barrels and baskets? It seems like Nintendo thought those were pretty good ideas and decided to integrate vehicles directly into the sequel, Tears of the Kingdom.

The ancient Master Cycle Zero was obviously added to Breath of the Wild as part of the Champions’ Ballad expansion, but the trailer highlights many more new vehicles players can ride, including some kind of hovercraft, a land rover, and a hot air balloon.

However, these vehicles might not just be items you come across fully built in the world. At the 1-minute 39-second mark, you can see Link pull out what looks like a wheel from a swamp. Moments later, he’s riding a vehicle that uses that exact same wheel. Furthermore, the hovercraft looks to be held together by some kind of green glue substance, which might be a crafting item found in the world. One thing’s for sure, the DIY ethos from the first game is returning and with even more toys to play around with, it’s exciting to imagine what else players can create in Nintendo’s sandbox.

Darker World, Darker Story?

The trailer for Tears of the Kingdom has all been quite grim, and now we know that the Kingdom of Hyrule is in an especially bad place right now. There’s a menacing red moon hovering in the sky, the Bokoblins have free rein over the land, and everything is shrouded in dark, miserable gloom.

The darker tone follows a not-rare trend of Nintendo following up one of their Zelda games with a darker sequel. Think Majora’s Mask versus Ocarina of Time, or Twilight Princess after Wind Waker. The main imagery of the game so far — Link’s corrupted arm and the mummified Ganon — all paint a much darker sequel

There’s Gotta Be Two Worlds

I’ve seen Link jump from some sky plateau enough times that I’m fully convinced we’re going to get two worlds to explore, a sky world and a land world just like Skyward Sword. There’s just no way Link is shooting off into the sky, especially now that he can build himself a hover plane, just for a one-off dungeon.

Having dual worlds, especially one layered on top of each other, could effectively double the size of Hyrule, assuming that the base map stays the same (although Tears of the Kingdom’s version of Hyrule certainly has differences compared to Breath of the Wild).

There is reason to believe this might not be the case, however. The various areas shown so far appear to be broken in some ways, and the final scene of the new trailer shows some kind of terrible fracture happening across Hyrule, which could hint at cavernous areas underground (A third area? In this economy?). So whether Hyrule is intact during the events of Tears of the Kingdom remains to be seen.

Everything’s Bigger in Hyrule

The primary takeaway from the new Tears of the Kingdom trailer for me is “more.” There’s just more of everything players loved from Breath of the Wild in Tears of the Kingdom based on the two trailers we’ve received so far. From more kinds of enemies (from flying lizards that carry Bokoblins to fire-breathing dragons to what I’m pretty sure was a ReDead), more tools like heat-seeking arrows and some kind of bomb-thrower, and more ground (sky?) to cover thanks to the new hovercraft and hot air balloon technology.

While we’ll have to wait until May to see what Tears of the Kingdom truly has in store, the driving ethos behind the sequel appears to be give players more of what they want, and that’s exactly what the trailer promised.

Where to Preorder The Legend of Zelda: Tears of the Kingdom Link Amiibo

If you haven’t already seen, The Legend of Zelda: Tears of the Kingdom is now available to preorder at its new price of $69.99 from various retailers. You can see our full preorder guide for all the details, alongside news on the Collector’s Edition preorders. But, some of us may just be after the new Link – Tears of the Kingdom amiibo. If you are, you’re in luck, as we’ve got all the current preorder details for the brand-new amiibo figure in one easy-to-access article.

Preorder Link – Tears of the Kingdom Amiibo Right Now

The new amiibo featuring Link in his new Tears of the Kingdom look will grant access to materials, weapons, and a special fabric for Link’s paraglider when scanned. It will cost $15.99, and releases the same day as the new game on May 12. It is currently only available to preorder from Best Buy, but we’ll update this article when we get any more news, or you can follow @IGNDeals on Twitter for instant updates.

  • Preorder at Best Buy $15.99
  • Preorder in the UK – Register Your Interest
  • Preorder at Amazon – Not Live
  • Preorder at GameStop – Not Live
  • Preorder at Target – Not Live
  • Preorder at Walmart – Not Live

Other Zelda Amiibo Will Also Work in Tears of the Kingdom

Scanning other amiibo from The Legend of Zelda series will unlock different designs for your glider, including one that looks like Majora’s Mask. According to Nintendo, other amiibo can help you receive helpful materials, weapons or a paraglider fabric based on the amiibo you scanned. Unforutently, the only one that’s widely available still is the Zelda and Loftwig amiibo, so I’ve left a quick link to that just below as well.

The Legend of Zelda: Tears of the Kingdom is launching on May 12, 2023 for $69.99. This confirms the rumored $10 price increase from previous Nintendo Switch first-party titles. Nintendo also showed off a look at Tears of the Kingdom’s Collector’s Edition alongside the brand new amiibo figure.

The Collector’s Edition will retail for $129.99 and include a physical version of the game, an artbook, a Steelbook case, a steel poster, and four pin badges. An amiibo featuring Link in his new Tears of the Kingdom look will grant access to materials, weapons, and a special fabric for Link’s paraglider when scanned. Scanning other amiibo from The Legend of Zelda series will unlock different designs for your glider, including one that looks like Majora’s Mask.

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