Crafting the Painterly Art Style in Eternal Strands – IGN First

Next up in our IGN First coverage of Eternal Strands, we’re diving into the unique and colorful art in the land of the Enclave. We sat down with art director Sebastien Primeau and lead character artist Stephanie Chafe to ask them all about it.

IGN: Let’s talk about Eternal Strands’ distinctive art style. What were some of the guiding principles behind the art direction?

Primeau: I think what was guiding the art direction at the beginning of the project was to find the scale of the game, because we knew that we were having those gigantic 25-meter tall creatures and monsters. So we really wanted to have the architectural elements of the game – the vegetation, the trees – to reflect that kind of size.

So one of my inspirations was coming from an architect called Hugh Ferriss, and I was very impressed by his work, and it was very inspiring for me too. So just the scale of his work. So he was a real influence for Metropolis, Gotham, so I was really inspired by his work.

Chafe: I think one of the things that, just as artists and as creators, we were interested in as well was going for a color palette that can be very bright. And something that can really challenge us too as artists, and going into a bit more of at-hand painterly work, and getting our hands really into it, into the clay, so to speak, and trying to go for something bright and colorful.

IGN: That’s not the first time I’ve heard your team describe the art style as “painterly.” What does that mean?

Primeau: Painterly is just a word that can give so much room to different types of interpretation. I think where we started was Impressionist painters. So I really enjoy looking at many painters, and they have different types of styles. But we wanted to have something that was fresh, colorful, and unique.

And also, I remember when we were starting the project there was that word. “It’s going to be stylized,” but stylized is just a word that gives so much room to different kinds of style. And since we were a small team, we had to figure out a way to create those rough brushstrokes. If it was painted very quickly by an artist, like Bob Ross would say, “Accident is normal.” So I think we wanted to embrace that. And because we’re all artists, it’s hard too, at some point, to disconnect from what you’re doing. It’s like, “Oh, I can maybe add some more details over there.” But I was always the- “Guys, oh, Steph, that’s enough. Let’s stop it right there. I think it looks cool.”

IGN: So, when you create an asset for Eternal Strands, is somebody actually painting something?

Chafe: I can speak more on the character side. For us, we do a lot of that hand painting, a lot of those strokes by hand. And we try to embrace, not the mistakes, but the non-realistic part of it having an extra splotch here and there.

We’ve got brushes that we made that can help us as artists to get the texture we’re looking for. It really is a texture that gives to it. But a lot of the time it’s not just something generated in a substance painter, or getting these things that will layer these things for you, making it quick and procedural. Sometimes we have those as helpers, but more often than not we just go in and paint.

IGN: Eternal Strands is a fair bit more colorful than lots of games today. Why was it important to the team to have lots of bright colors?

Primeau: You need to be careful, actually, with colors. Because with too many colors you can create that kind of pizza of color.

We wanted to balance the color per level, because we’re not making an open-world game. I really wanted each level to have their own color palette identity. So we’re playing a lot with the lighting. The lighting for me is key. It’s very important. You can have gorgeous textures, props, characters, but if your lighting is not that great, it’s like… So lighting is key. And especially with Unreal Five, we have now, access to Lumen. It brought so much richness to the color, how the color is balancing with the entirety of the level. It definitely changed the way we were looking at the game.

We’re using the technology, but in a way to create something that feels like if you were looking at a painting. I think we have achieved that goal.

Chafe: I’m very happy with it.

IGN: What were your inspirations from other games or other media when developing the art style?

Primeau: I have many. I’ll start with graphic novels, European graphic novels. I really wanted to stay away from DC comics, Marvels comics, those kinds of classics.

Before I started Eternal Strand, I saw a video. It was one of the League of Legends short films for a competition. It’s “RISE.” I don’t know if you remember that one, but it was made by Fortiche Studio who did Arcane, and I’m a huge fan of Arcane. When I saw that short film, it was way before Arcane was announced, I was like, “oh gosh, this is freaking cool. This is so amazing. I wish I would be able to work on a game that has that kind of look.”

Chafe: For me, when we started the project, one of the things that I wanted to challenge myself a lot was in concept and drawing and stuff like that and doing more, learning more about color as well, which is something I find super fascinating and also kicks my butt all the time because of just color theory in general.

But with the [character] portraits specifically, I think, I mean, growing up I played a lot of games, a lot of JRPGs too. I played just seeing basic portraits in something like Golden Sun or eventually also Persona and of course Hades, which is a fantastic game. I played way too much of that, early access included. But I really liked that part. Visual novels too, just that kind of thing. You can get an emotion from a 2D image as well when it’s well done, especially if you have voices on top of it.

IGN: Were there any really influential pieces of concept art that served as a guiding document the team would reference later on?

Chafe: I have one personal: It’s really Maxime Desmettre’s stuff because it was so saturated. Blue, blue, blue sky. Maxim Desmettre is our concept artist that we have who works from Korea. When I joined the project, seeing that was just like… and seeing that as a challenge too, like ‘how are we going to get there?’

The one that I’m thinking of that hopefully we could find after, just in general with the work that always speaks so much to me is this blue, blue sky and the saturation of the grass. But also when he gets into his architecture and stuff like that, there’s just a warmth to everything. The warmth to the stone that just makes it look inviting and mysterious at the same time. And I think that really speaks a lot to it.

IGN: How did you go about designing Eternal Strand’s protagonist: Brynn?

Primeau: I think that Mike also, when he pitched me the character, he was using Indiana Jones as an example. So courageous, adventurer guy, cool guy. Also, when you’re looking at Indiana Jones, he’s a cool guy. And we wanted to create that kind of coolness also out of our main protagonist. And I remember it took time. We did many iterations.

Chafe: It was a lot of iterations for sure. Well, I think I had done a bunch of sketches because it’s what’s going to be the face of the player, and also to have her own personality as well in the story, and her history as well. And the mantle was a really big one too. What gives her one of sets of her powers and stuff, figuring that out was actually one of the longest processes. It’s just a cape, but at the same time, it’s getting that to work with gameplay and all that kind of stuff. But yeah, all of Brynn’s personality and her vibe really comes from a lot of good work from the narrative team. So, mostly collaboration there.

IGN: What’s the deal with Brynn’s mentor: Oria? How did you settle on a giant bird?

Chafe: Populating the world of the enclave was, “it’s free real estate.” You get to just throw things on the wall and see what sticks. And, “Oh, that’s really cool. Oh, that’s nice.” At some point I’d done a big sketch of a big bird lady with a claymore, and Seb said, “That’s cool.” And then kind of ran with it.

IGN: What’s the toughest part about the art style you’ve chosen for Eternal Strands?

Primeau: The toughest part was…A lot of people in the team have experience making games, so it was to get outside of that mold that we’ve been to.

For me, working on games that were more realistic in terms of look, I think it was really tough just to think differently, to change our mindset, especially that we knew that we would be a small team, so we had to do the art differently, find recipes, especially when we were talking about textures, for example. So having a good mix.

Chafe: One of the things too is also as we’re all a bunch of artists, and every artist has their own style that they just suddenly have ingrained in them, and that’s what makes us all unique as artists as well. But when you’re on a project, you have to coalesce together. You can’t kind of have one look different from the other. When you’re doing something more realistic, you have your North Star, which is a giant load of references that are real. And you can say “it has to look like that, as close to that as possible.”

When you have a style in mind and you’re developing at the same time, you kind of look at it and you review it and you have a feeling more than anything else.

You’re training each other with your styles as you kind of merge together in the end. And that kind of is how the style happened through, like you mentioned, like finding easy recipes, through just actually creating assets and seeing what comes out and, “Oh, that’s really cool. Okay, we can now use that as kind of our North Star.”

For more on Eternal Strands, check out our preview of the Ark of the Forge boss fight, or read our interview with the founders of Yellow Brick Games on going from AAA studios to their own indie shop, and for everything else stick with IGN.

Helldivers 2’s Latest Major Order Is to Kill 2 Billion Terminids — and the Community Is Already Well on Its Way

The next step in Helldivers 2’s ongoing Galactic War is here, and it’s just about the most straightforward yet: kill bugs. Lots of bugs.

Two billion to be exact. After the PC and PlayStation 5 co-op shooter’s community successfully completed a Major Order to slow a significant Automaton invasion, Game Master Joel has turned players’ attention to the Terminid front with the biggest kill order since the game’s explosive launch in February.

Helldivers 2 players now have just under six days to kill two billion Terminids. That sounds like a lot, but at the time of this article’s publication, with five days and 20 hours left to complete the major order, players had already hit 19.6% completion. That is, over 391 million bugs had already bit the dust.

Based on this initial progress, it seems the community will complete the Major Order sooner rather than later. Has Joel underestimated the community’s willingness to come together to blow up bugs? That seems unlikely. Perhaps Joel had decided to let the Helldivers 2 community blow off some steam with an easygoing Major Order after what was a somewhat grueling battle against the Automatons and those pesky Factory Striders.

Or perhaps Joel will pull a level and surprise us all by increasing the kill count in response to our rapid progress. With Helldivers 2’s meta narrative, you never can tell what’s next.

Speaking of the meta narrative, the in-universe explanation for this major order is worth highlighting. Super Earth has said the Automaton invasion has slowed, and that it must now take this chance to refill its E-710 reserves in order to stage a counter offensive. What’s Element-710? A precious resource Super Earth farms the bugs for. Perhaps read E-710 upside down if you’re wondering what Arrowhead is getting at here.

As Arrowhead maintains the Galactic War and adds new content to the game, it’s also battling bugs of a different kind. This push and pull was a topic discussed by CEO Johan Pilestedt recently as part of a fascinating insight into Arrowhead’s live service philosophy. If you’re looking for more on Helldivers 2, check out IGN’s feature on the Let Me Solo Her of Helldivers 2, a player who has answered over 100 SOS Beacons as part of a mission to help others.

Helldivers 2 has become one of the surprise hits of 2024 since launching in February, topping the charts on Steam and reportedly selling around three million copies. According to at least one analyst, it’s still growing. Check out IGN’s Helldivers 2 review to find out why it’s going down so well.

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.

14 Things We’d Love To See in Fallout Season 2

The Fallout TV show is stim-packed full of easter eggs and treats for fans of the games. From obvious crowd-pleasers like the Brotherhood of Steel’s T60 armour and the New Vegas skyline to smaller blink-and-you-’ll-miss-it glimpses of Radaway and Fancy Lads Snack Cakes, there was plenty plucked from the long-running RPG series to get excited about. Bethesda has crafted such dense and plentiful worlds, though, that there’s still a plethora of characters, creatures, quests, and locations left to be brought to life in the Prime Video series. So here are 14 things we’d love to see from the games in Fallout season 2.

Deathclaws

Let’s kick off with one of the last images of season one – a lonesome Deathclaw skull. This tease was sure to titillate like the ruins of New Vegas it faced, but just think how much more exciting it would be to see one of the wasteland’s most fearsome creatures brought to life in season two. I’m already envisioning a beleaguered Kyle MacLachlan getting into a scrap with one, which considering his limited experience with his newfound power armour could well end up with him being gone in T60 seconds.

The iconic, snarling, slashing Deathclaw is a long-time staple of the Fallout bestiary, having appeared in every game in the series to date. It was wise for Jonathan Nolan and team to hold off on giving us one in its glory during this first run of episodes, but it would be a hell of a way to kick off season two.

Super Mutants

Another creature we got a sneak peek of in season one is Super Mutants, courtesy of a dangling hand at the beginning of episode two. At least we think it was one, unless the Enclave is secretly experimenting on Shrek. These hulking beasts are humans who have been exposed to the Forced Evolutionary Virus and are typically presented in the games as battle-hardened enemies, but that isn’t always the case. I’d personally love to see a friendlier variant accompany Lucy on her season two adventures, and a character along the lines of Fallout 3’s softly-spoken Fawkes would be a great addition.

Securitrons

One of the staples of Fallout’s Mojave Desert is the Securitrons. The PDQ-88b is fully armed with a Gatling laser, submachine gun, and both grenade and missile launchers, meaning they aren’t a robot you want to get on the wrong side of. Largely found patrolling the New Vegas strip, they’re an essential part of setting the area apart from Boston, Washington, or anywhere else the Fallout games have taken us. I can already imagine their surly projected faces scrunching up in some hilarious interactions akin to Lucy’s run-in with Matt Berry’s Mr Handy in season one.

Plasma Weapons

We saw a Plasma Rifle hanging from the wall of Filly’s general store in episode two but sadly never got to see one in action. These turbocharged, high-tech weapons blast out piping hot bolts of plasma at anyone unfortunate to find themselves within its sights. If you’re lucky you’ll be left with severe burns or some light melting, but you’ll end up as a pool of green liquid if you’re hit with its full force. Bullets just make a bloody mess, let’s get some disintegration going on in season two.

Fat Man

Alternatively, if you’re looking to make as big a mess as possible, look no further than the Fat Man. The mini-nuke launcher failed to make an appearance in season one (we got enough full-sized nukes to be fair), so maybe it’s something we can expect next time around. Normally reserved for the biggest of battles, we can see it being used to end season two with a bang.

Shishkebab

A more up close and personal approach calls for a melee weapon, and few are as seared in the brain from the Fallout games like the Shishkebab. It’s a flaming blade that’s both hot and sharp to the touch, and is the sort of makeshift weaponry synonymous with the wasteland as scraps, chemicals, and materials combine to create new means of survival. Lucy could even use it to par-cook her enemies if, for example, she was looking to take part in….

Beyond the Beef (Cannibalism)

Cannibalism! It just wouldn’t be a post-apocalypse without it. Beyond the Beef is one of Fallout New Vegas’ most memorable quests as a run-in with the mysterious White Glove Society leads down a path of human meat consumption. It’s unclear whether the society would still be around in the show given it takes place 15 years after New Vegas, but I’m pretty confident the appetite for cannibalism will still be held by someone out there.

Vault 22

If meat of any origin isn’t your thing, maybe something a bit greener will do. I’m not saying the entire storyline of Vault 22 from New Vegas should make its way to season two, but an out-of-the-ordinary Vault excursion is surely a must for an episode. Nicknamed ‘The Vault of the Future’, 22’s unique twist is it has become overrun by plants and fungi, giving it a feel altogether much more suited to another hit post-apocalyptic video game adaptation.

Full of menacing flora and fauna, it could deliver a standout horror chapter of season two as Lucy attempts to navigate its depths. Plus it would serve as a fun, palette-cleansing visual contrast to the warm oranges and browns of the Mojave Desert.

Novac

Bearing in mind season one’s ending, it’s fair to assume we’ll be spending a fair amount of time in New Vegas’ surrounding desert when season two arrives. Dotted around in the sand are several settlements that could pop up in the show, but my pick has to be Novac and its giant T-Rex, ironically named Dinky the Dinosaur. The town could serve as an excellent stopover point for Lucy as she takes in the (questionable) luxury of the Dino Dee-lite motel and whatever other easter eggs may be lurking in the Dino Bite gift shop. Plus, who wouldn’t want to visit the World’s Second Largest Thermometer?

Mr. New Vegas

The sights of post-apocalyptic Nevada are one thing but the sounds stir up just as many memories. Much like how Three Dog served as the voice of Fallout 3’s fallen Capital, Mr. New Vegas is Sin City’s resident radio DJ, spinning the hits and reporting news of your exploits. New Vegas just wouldn’t be the same without him. Here’s hoping he’s still broadcasting over the airwaves when season two arrives. I mean he’s an AI that’s already been doing the job for 200 years so what’s another 15?

Mysterious Stranger

Fallout is full of mysterious characters but there’s only one true Mysterious Stranger. It might be tough to integrate a figure so strongly linked to gameplay into the show, but even a short interaction with him would be fantastic. That spine-tingling guitar riff, followed by the sight of that sharp trench coat and fedora combo, finished off with a blast from his signature .44 Magnum would be a fantastic way to introduce even more of the Western genre into the wasteland.

Benny

We already got a look at New Vegas’ big bad, Mr House, at the end of season one, so it wouldn’t be a huge shock to see him return in some shape or form in season two. Instead, let’s focus on Benny, the secondary antagonist of Obsidian’s RPG. Known for his scheming and dapper black-and-white chequered suit, Benny is an untrustworthy wild card of a character who could drive the potential plotline of season two.

Of course, this would rely on Bethesda committing to him not dying canonically in New Vegas, a difficult option that the player can choose to take in the game if they’re up for the challenge. It’s just a shame that the late Matthew Perry, who originally voiced Benny, sadly wouldn’t be able to reprise the role.

Bobby Pins

From Benny to Bobby now, with the introduction of Fallout’s signature lock-picking minigame. I’m quite frankly amazed we didn’t see a single character whip out a bobby pin in season one and give a door a little wiggle. Yes, we got a comprehensive representation of computer terminal hacking, but it’s sad that its analog cousin was left behind. It may be a small thing in the grand context of this world, but I’ll still let out a small-to-medium-sized cheer if someone cracks open a lock using a small piece of metal in season two.

Aliens

Aliens have long made themselves known in the wasteland. Their ships, weaponry, and even lifeforms have been spotted over the years, providing some of the games’ most powerful guns in the form of the Alien Blaster. We’d be a little surprised if the show went full-in on the existence of extraterrestrial life in season two, but a fun little nod here and there would be great. And hey, with Area 51 not a million miles away from the lights of the New Vegas strip, it would be as good a place as any for a little green man to poke his head out.

So there are 14 things we’d love to see make their way from the games into the Fallout TV show in season two. What would you like to see most? Let us know in the comments!

Helldivers 2 CEO Says Arrowhead Must Fix the Game and Add to It at the Same Time ‘To Stay Relevant’

The boss of Helldivers 2 developer Arrowhead has addressed player concern about bugs (not those bugs) as the studio continues to release new content and new premium warbonds.

Since Helldivers 2’s explosive release on PlayStation 5 and PC in February, Arrowhead has maintained a monthly release schedule for new premium warbonds. They’re essentially new battle passes that players work through to unlock new content, such as new weapons, new armor, and new cosmetics. Premium warbonds are unlocked via an in-game currency that can be obtained through gameplay, but can also be bought with real-world money.

Meanwhile, Arrowhead maintains the Galactic War, Helldivers 2’s meta narrative that has captivated the community since launch. Game Master Joel is pulling the strings from behind the scenes, issuing major orders that focus the player base on certain active fronts, lending Helldivers 2 an ongoing storyline even though no single-player campaign exists.

And then, on top of all that, Arrowhead adds new enemies, weapons, and even ship upgrades to the game, sometimes without announcement so players can discover them for themselves.

But Helldivers 2 is not without its bugs. In fact, Arrowhead itself publishes a list of known issues it’s currently working on even as it works on new content for the game. Some of these are particularly problematic, such as those affecting how weapons and some stratagems work, and players’ ability to play with the friends.

It’s this push and pull between fixing bugs and releasing new content that has sparked a debate within the Helldivers 2 community, with some calling on Arrowhead to down tools on things like premium warbonds in order to focus on bugs. Some have even suggested Arrowhead is under pressure from publisher Sony or other investors to release premium warbonds in order to hit revenue targets.

Enter Arrowhead CEO Johan Pilestedt, who addressed one redditor’s post with an explanation for how the studio is approaching ongoing development of the Helldivers 2 live service. From the comments, it’s clear Pilestedt believes it’s important to release a steady stream of content in order for Helldivers 2 to remain relevant in what is an ultra competitive business for live service games, but also rejects the idea that Arrowhead is too small to do fix the game at the same time.

It’s easy to say ‘just fix, don’t add’, but the reality of the competitiveness in this industry is that we have to do both to stay relevant.

“Let me add some context,” Pilestedt began. “Arrowhead is independently owned by people working at the studio and not swayed by shareholders in the traditional sense. Of course we are in a great partnership with Sony where we agree on targets to hit etc. But there isn’t a forcing function or requirement per se.

“We want to deliver the best in the industry and we are calibrating our efforts of fixing vs new stuff. It’s easy to say ‘just fix, don’t add’, but the reality of the competitiveness in this industry is that we have to do both to stay relevant.

“We are figuring it out, the demands and expectations on the studio is high, all eyes are on us, and we have a sole purpose – to make this the best live game you’ve ever played. We just need to find our stride and balance.

“It’s a hot topic at the studio, and I’m sorry for the sloppy mistakes we’ve made as of recent.”

“The expectations from our friends at PlayStation are pretty simple: ‘make great game for players. We trust you.’

Then, in a subsequent post, Pilestedt explained further: “… please do not see this as a defensive post. I know we can do better as a studio. Also, my intention was just to say that the games industry is a complicated beast. We need to stay relevant and keep everyone entertained while fixing stuff. The expectations from our friends at PlayStation are pretty simple: ‘make great game for players. We trust you.’

“Nobody is forcing us. But at the same time, the pressure is real 🤔 😅 it’s very abstract. All love 💝”

Pilestedt had previously opened up about the size of Arrowhead, insisting that while it’s small compared to some triple-A studios, it shouldn’t be considered small. Arrowhead has around 100 people working on Helldivers 2, which is 20 times more than it had working on Magicka, its previous game, and 7.5 times larger than the Helldivers 1 team.

“We are optimizing our processes and hiring devs to boost the team,” Pilestedt added. “But 100 is still a decent size for a development team, and we aware of the issues in the releases – we will do better in the future.”

Arrowhead recently released Helldivers 2’s third premium warbond, dubbed Democratic Detonation, and added the terrifying Factory Striders to the Automaton front. If you’re looking for more on Helldivers 2, check out IGN’s feature on the Let Me Solo Her of Helldivers 2, a player who has answered over 100 SOS Beacons as part of a mission to help others.

Helldivers 2 has become one of the surprise hits of 2024 since launching in February, topping the charts on Steam and reportedly selling around three million copies. According to at least one analyst, it’s still growing. Check out IGN’s Helldivers 2 review to find out why it’s going down so well.

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.

These PlayStation Games Have Dropped to Just $20 at Walmart – Best PS5 Deals

There are some amazing PS5 deals to check out right now, including a selection of PlayStation games that have dropped to just $20 at Walmart. Now, just to prefix this with a ‘YMMV’ — as some of these offers are location-dependent, but if you can secure them you’re sure to bag an incredible offer.

For starters, God of War Ragnarok (PS4) is down to $20 (which can be digitally upgraded to PS5 for $10 after purchase). Diablo 4 is also down to $20 on PS5, which is a massive $50 off the MSRP and a huge deal. Be sure to check the Walmart listings to see if you can get some of the best PS5 games for just twenty bucks. Below, you can also find other deals on everything from consoles to SSDs and even information on where to buy a PS5 now.

TL;DR – Best PS5 Deals Right Now

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Best PS5 Game Deals: $20 Games at Walmart and More

While the God of War deal works out at $30 for PS5 (after the $10 digital upgrade from PS4), it’s still $10 cheaper via this deal compared to any other retailer currently, and a massive $40 off the MSRP. In any case, you’re still securing the best possible price for God of War Ragnarok on PS5.

$20 games is a huge deal, with the only issue being that Walmart offers free delivery for baskets of $35 or more. But, we can assist there as well. If you sign up for a Walmart+ account with a 30-day free trial, you can get free fast delivery (alongside a slew of other benefits right now like three months of YouTube Premium for free). Otherwise, you can also check to see if your local store has stock, and pick it up from there instead.

More PS5 Video Game Deals (Physical):

WD_BLACK PS5 4TB SSD for $309.99 at Amazon

Looking to completely maximize your PS5 storage capabilities? Then this is the deal for you. For a limited time only, this PS5 4TB SSD is available at Amazon for just $309.99 (see here). It has an MSRP of $699.99 which is rather dramatic, but in reality, this and many other 4TB SSDs have been sitting around $280-$300 recently.

Note that Sony recommends a heatsink attached to your SSD and 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 (like this one for $9) and install it yourself. You can also check out the best PS5 2TB SSD deals here, or see more of our favorite deals below.

More PS5 SSD Deals:

Best PS5 Headset Deals: 22% Off the Turtle Beach Stealth 600 Gen 2 & More Headset Deals

There’s no shortage of PS5-compatible headsets. If you’re constantly having to turn down the volume when you play, you might want to pick up one of these, then you can listen to your games as loud as you darn well please. And if you’d like to see even more options that are worth buying, check out our collection of the best gaming headsets.

More PS5 Gaming Headset Deals:

PlayStation Deals: Budget to Best

It doesn’t need to have a massive discount to be a good deal, so we thought it would be a great idea to pick out our absolute favorite PS5 and PlayStation offerings that would be relevant to buy no matter the time of year, or the sales going on. From the latest DualSense controllers, to the very best PS5 SSDs on the market, we’ve got it all right here.

More PS5 Budget to Best Picks

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Best Time to Buy a PS5

Generally, the best time to buy a PS5 console is during major yearly shopping events such as Black Friday, Cyber Monday, and the various Amazon Prime Day sales. Although PlayStation consoles rarely go on sale, you can often scoop up limited-time bundles that include additional an additional game or two, and more.

How to Trade in Your Old PlayStation Consoles

If you’re looking to trade in your old PlayStation consoles, you can do so at select retailers in-store and online. Often, the most widely available retailers are GameStop and Best Buy. However, you can also trade your used devices online at retailers such as Amazon and Microsoft.

Some retailers will offer you cash for your used goods, while others may provide you with a gift card that can be used in-store and online. This is a great way to offload your old gaming gear and get some money that you can put towards a newer console and games.

While trading devices in at retailers will often net you the lowest amount for your used consoles, there are also online marketplaces such as eBay, Craigslist, and OfferUp that may fetch higher prices, but you’ll often be responsible for packing and shipping costs, or be required to meet someone in person for the transaction, the latter of which poses its own risks.

With how expensive gaming is getting in 2024, we’re trying to save you as much money as possible on the games and other tech you actually want to buy. We’ve got great deal roundups available for all major platforms such as Switch and Xbox, and keep these updated daily with brand new offers. If you’re trying to keep costs down while maintaining your favorite hobby, stay tuned for more incredible discounts.

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

Sea of Thieves Sails Past 40 Million Players Ahead of PS5 Launch

As Sea of Thieves prepares to set sail for PlayStation 5, developer Rare has announced it has seen 40 million players since launching in 2018.

In a blog post, executive producer Joe Neate said Sea of Thieves’ 40 million player milestone comes from users across Xbox, Windows 10, and Steam. Since launching on Xbox One and PC six years ago, Rare has released over 100 free updates. Season 12 launches soon, and with it brings new additions like throwing knives and the Bone Caller.

Sea of Thieves launches on PS5 on April 30, with the premium edition offering five days of early access from April 25. Progress and items transfer from the Xbox version to the PS5 version, and there are PlayStation-only servers with the ability to disable crossplay. Performance options match the Xbox Series X version, and the PS5 version has 60 base Trophies and a Platinum Trophy called Pirate Perfectionist.

When Sea of Thieves launched it was seen as a make or break game for Rare, which had made a couple of Kinect Sports games before Microsoft moved on from the motion-tracking add-on. But Sea of Thieves is a success for the studio, becoming one of its most-played games ever. As for the future, Rare is still working on Everwild, announced in 2019 but without a release window.

Sea of Thieves is the latest Xbox game to make the jump to rival platforms, joining Obsidian’s Grounded and Pentiment, and Tango Gameworks’ Hi-Fi Rush. Microsoft is testing the multiplatform waters with this quartet, and may release more of its first-party games on non-Xbox consoles in the future. In an interview with IGN, former Xbox chief Peter Moore offered his thoughts on why Microsoft was making this move now.

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.

Diablo 4 Has Dropped to Just $20 at Walmart

Diablo 4 is now available on Xbox Game Pass, but there’s some good news for those who have yet to play the game but want to own a physical copy. Diablo 4 is down to just $20 at Walmart right now (see here), which is a huge saving for a critically acclaimed game that only came out last year and a discount we’re unlikely to see again for a while. Also, it’s worth noting that this price could be based on your location, so fair warning as YMMV!

Diablo 4 launched with a $69.99 MSRP, so a $50 reduction is pretty substantial, and well worth considering if you want to own the game to play whenever you want. Even when the Prime Day sales eventually roll back around this summer, we’d be increasingly surprised if the deal comes anywhere close to this. Your only barrier to entry now — stock levels. This is such a good deal, that it’s highly likely to sell out fast.

The only other issue we can identify is Walmart only offers free delivery for baskets of $35 or more. But, we can assist there as well. If you sign up for a Walmart+ account with a 30-day free trial, you can get free fast delivery (alongside a slew of other benefits right now like three months of YouTube Premium for free). Otherwise, you can also check to see if your local store has stock, and pick it up from there instead.

In our review of the game, we said: “Diablo 4 is a stunning sequel with near-perfect endgame and progression design that makes it absolutely excruciating to put down. The story is a pretty big disappointment despite still being a noticeable improvement over Diablo 3 and there are some annoying bugs that need squashing, but the combat, the loot game, and both the sights and sounds of this world are impressive enough to smooth over those rough edges.”

“Diablo 4 takes the strategy of refining things the series already did so well rather than giving it a more substantial overhaul, and that careful and reverent path has shaped this massive sequel into one of the most polished ARPGs ever created, which makes slicing through the legions of the damned a hell of a good time.”

This is one of the best PS5 deals available right now, but there are a couple of decent Nintendo deals going on at the moment that are worth checking out, too. Mainly, you can pick up a select few Nintendo games for just $39.99 right now, including The Legend of Zelda: Breath of the Wild and Kirby and the Forgotten Land. To see even more Nintendo deals, check out our roundup of the best Nintendo Switch deals right now. And if you’re curious about what’s on sale on other platforms, have a look at our roundups of the best Xbox deals and the best PC video game deals this week.

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

Bethesda Quietly Removes Denuvo DRM from Ghostwire: Tokyo

Bethesda and Tango Gameworks have quietly removed Denuvo DRM technology from Ghostwire: Tokyo on PC as part of a recent update.

The controversial anti-piracy measure was removed (via SteamDB) as part of an unscheduled update that arrived earlier today. This comes more than two years after Ghostwire: Tokyo originally launched, and with no comment or patch notes from the developers, it’s unclear why the move was made.

Although Bethesda hasn’t officially commented on Denuvo’s removal, there are many who will no doubt be pleased to hear it’s gone. The software’s primary use allows it to keep associated games from being tampered with, with plenty of developers using it as a roadblock against those looking to pirate their games. Many players, meanwhile, have reported that Denuvo negatively impacts in-game performance and the overall user experience regardless of whether a game was pirated or purchased legitimately.

Bethesda and Tango launched Ghostwire: Tokyo in 2022, but the creative action-adventure game didn’t originally come with Denuvo. As reported by PC Gamer, the DRM technology was added more than a year after the base game was released. That update brought along a plethora of other features as part of a content drop called Spider’s Thread. It’s unclear how else today’s update affected the overall experience past Denuvo’s removal.

IGN has reached out to Bethesda for comment.

Bethesda moved to take Denuvo away from Doom Eternal, a game that launched in 2020, last September. Last month, Denuvo announced new technology that would allow game developers to track down potential leakers.

For more on Ghostwire: Tokyo be sure to read out 7/10 review. We loved the game’s detailed, neon-lit world but came away a bit unsatisfied, saying, “With superb visual design and an incredibly well-realised rendition of Tokyo, Ghostwire gets a lot right, but just doesn’t quite have the gameplay chops to push it over the top.”

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

EA’s Black Panther Appears to be an Open World Sandbox Based on Job Posting

EA’s upcoming Black Panther game will be an “open world experience,” according to a new job listing from the company.

The job post calls to fill a Senior Sandbox Designer II role for the recently-established Cliffhanger Games. Most details about its mysterious Black Panther project have been kept secret since its announcement last year. However, the listing teases that applicants should expect to be “instrumental in designing and populating encounters, systems, and gameplay within a dynamic and evolving open world” should they land the position.

It’s a role that will help Cliffhanger, which includes talent from Middle-earth: Shadow of Mordor, expand on the Marvel hero by creating an open-world experience. The listing says that successful applicants will help create sandbox elements that mix with the narrative and gameplay objectives without compromising immersion. Additional details promise potential features like “urban crowds” and “wildlife” in what is described as “a living, breathing game world.”

One bullet point teases how Cliffhanger will implement linear missions within the open world: “Partner with the design team to integrate sandbox dynamics into the mission design, facilitating seamless transitions between structured missions and open-world exploration.”

EA declined to comment.

Cliffhanger revealed its superhero game just last year but has still been busy behind the scenes. While job listings seek to help the game grow, the studio will be overseen by former PlayStation executive Connie Booth. She’s joining EA as its Group General Manager, meaning her portfolio includes Black Panther as well as EA Motive’s Iron Man game. Both titles are part of a deal between EA and Marvel that will see the former developing three action-adventure projects. The third game remains a mystery.

EA’s Black Panther promises a new perspective on Wakanda’s protector, but it’s not the only game based on the hero in the works. Amy Hennig’s Marvel 1943: Rise of Hydra, which we got a close look at last month, features both the Black Panther as well as comic books’ star-spangled hero, Captain America. That project is set to arrive sometime in 2025, but it’s unclear when we can expect to see EA’s game hit store shelves.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Best Escape Room Board Games (2024)

Escape room board games have exploded in popularity in the past few years, and it’s not hard to see why. Escape rooms involve mystery, puzzle solving, and, often, teamwork – many attributes that directly correlate to some of the best board games on the market today. While the genre only included a handful of titles not long ago, escape room board games have since blossomed into an incredibly deep category.

Perhaps one of the reasons for the genre’s boom in recent years has to do with its accessibility. While escape room board games offer challenging puzzles that tabletop veterans are looking for, these cooperative titles aren’t bogged down in complicated rules and mechanics – making them some of the best beginner board games as well. Not to mention, a night in with a mysterious puzzle box can be perfect for a date at home or a dinner party with friends. It can be quite the cost-saver too when compared to an evening at the movie theater.

TL;DR The Best Escape Room Board Games

For those who just want to check out some titles and go, this TL;DR list is for you, but as many games are entries within larger series, there will often be even more recommendations below along with added details about the specific games.

Exit: The Game – The Abandoned Cabin

  • Age: 12+
  • Players: 1-6
  • Play Time: 60-120 mins

Perhaps the biggest name in escape room board games is Exit: The Room. Exit: The Room has been a staple in the genre for years with arguably its best entry being The Abandoned Cabin. With nothing more than a code dial and a strange book, players are tasked with escaping through a cabin door secured by a combination lock. As with traditional escape rooms, players must find clues and solve puzzles to leave.

While The Abandoned Cabin is a fan-favorite, the series as a whole maintains a high level of quality throughout. Some players might gravitate toward some themes over others, but Dead Man on the Orient Express, The Pharaoh’s Tomb, and The Secret Lab are just a few other recommendations to check out as well. Not to mention, The Lord of the Rings – Shadows Over Middle-earth is another iteration that might appeal to franchise fans. Additionally, each box contains a difficulty rating on the cover, so players can pick their next adventure based on how challenging they want it to be.

Unlock: Timeless Adventures

  • Age: 10+
  • Players: 1-6
  • Play Time: 60-90 mins

Like Exit: The Game, the Unlock series has made quite the name for itself in the escape room genre thanks to dozens of high-quality titles. There are a number of recommendations that could go in this spot, but Unlock: Timeless Adventures proves to be a fan-favorite time and time again with its three scenarios: The Noside Show, Arsène Lupin and the Great White Diamond, and Lost in the ChronoWarp. While scenarios differ from box to box, each Unlock game plays out as a cooperative card game with puzzles and a themed narrative. Fans of the Unlock gameplay loop will also likely enjoy Epic Adventures, Game Adventures, Heroic Adventures, Mythic Adventures, and for those looking for a great option for kids, Unlock Kids: Detective Stories. That said, as all boxes come with three unique scenarios, chances are good that at least one theme will speak to you in each package.

Box One

  • Age: 14+
  • Players: 1
  • Play Time: 180-240 mins

Box One is unique in the escape room board game space for several reasons. First, it’s a one-off board game designed by Neil Patrick Harris. Not to mention, this title is made for just one player. It should be noted that Box One can be played with more than one person, but it can also be replayed if you want to hand it to a friend to play through and talk about it afterward – and you will probably want to talk about it.

Box One is an experience that evolves as you play it, and while the puzzles aren’t incredibly challenging, they’re immensely satisfying and fun. This would be an ideal title for those new to the genre, but seasoned veterans will likely find enjoyment here as well. Unfortunately, to say too much about Box One would spoil the experience, as it is truly a unique puzzle-solving game. However, what you need to know is that Box One does require access to the internet and a few hours to complete.

Scooby-Doo: Escape from the Haunted Mansion

  • Age: 12+
  • Players: 1+
  • Play Time: 60-120 mins

For fans of both escape room board games and Scooby-Doo, Escape from the Haunted Mansion is a no-brainer. For those who need a bit more convincing, however, this adventure from Scooby and friends actually offers some unique ideas. As with the show, each character has their own strengths that factor into the gameplay. Scooby can smell things, Velma can research, Fred can investigate, Daphne can use tools, and Shaggy can eat things. Different items in each room can be observed by the various characters using their unique booklets that feel written in their voice. Escape from the Haunted Mansion essentially plays out as a point-and-click adventure meets an episode of the cartoon. The thematic element of the escape room board game is exceptionally strong, however, some might take exception to the fact that eating Scooby Snacks in Escape from the Haunted Mansion is somehow a punishment.

Escape Room in a Box: The Werewolf Experiment

  • Age: 13+
  • Players: 2-8
  • Play Time: 30-90 mins

Escape Room in a Box: The Werewolf Experiment brings itself closer to the true escape room experience by offering tangible components in the form of physical locks. Each of the three locks requires some puzzle solving and unique mechanics most have probably never experienced in a board game before. Also true to real-life escape rooms, The Werewolf Experiment lets players work on different aspects of the game at the same time, so each person feels as though they are constantly contributing. For those who want to check more in the series, Escape Room in a Box: Flashback and The Walking Dead are a couple of other worthwhile options.

Escape Room: The Game

  • Age: 16+
  • Players: 3-5
  • Play Time: 60 mins

While many escape room board games are one-and-dones, Escape Room: The Game offers three different 60-minute puzzles with Nuclear Countdown, Prison Break, and Virus. Escape Room: The Game is notable due to its quality components such as a countdown timer box known as the Chrono Decoder that helps add to the immersion. Even after completing the four scenarios in the base game, there is more fun to be had through the various expansions. However, the Chrono Decoder present in this initial iteration is required to play each of the expansions, so make sure not to skip Escape Room: The Game before checking out other titles in the series like Jumanji, Murder Mystery, Virtual Reality, Space Station, or many others.

Escape the Room: Mystery at Stargazer’s Manor

  • Age: 10+
  • Players: 3-8
  • Play Time: 90 min

While not specifically designed for kids, Mystery at Stargazer’s Manor is arguably best for a family game night for those with preteens or early teenagers. The story of a missing astronomer in 1869 might not be the most intriguing premise for younger players, but the easy-to-grasp yet still enjoyable puzzles should be enough to wrangle them in for a fun evening at home. Mystery at Stargazer’s Manor isn’t unlike other escape room board games – solve puzzles, uncover clues, and escape the room. However, while some escape rooms are specifically designed for children or adults, this title offers something for the whole family between its solid writing and various observational challenges. For even more recommendations for all ages, visit our list of the best family board games.

The Curious Elevator of Mr. Hincks

  • Age: 14+
  • Players: 1-4
  • Play Time: 120-240 mins

Simply not enough tabletop enthusiasts are talking about The Curious Elevator of Mr. Hincks, and that’s a shame because it offers some of the most well-crafted puzzles within the genre. Rarely, if ever, do players feel frustrated by the puzzles, but rather, it’s the type of game where aha moments follow just about every mystery. The story behind The Curious Elevator is that Mr. Hincks, an eccentric puzzle maker, has opened his elevator to the public. Getting on the elevator is easy, but getting off is another story entirely.

The Mr. Hincks series isn’t dark like other titles in the genre; instead, these mystery games offer a bit of whimsical fun rather than tense drama. The Curious Elevator features some online aspects, but most of the game is played with the physical components provided in the box. Those who enjoy The Curious Elevator may want to check out the game’s prequel, The Curious Stairs of Mr. Hincks.

The escape room drama is full of co-op experiences, but check out our collection of the best cooperative board games for even more great suggestions.

Bobby Anhalt is a contributing freelancer for IGN covering board games and LEGO. He has more than 8 years of experience writing about the gaming industry with bylines at Game Rant, Screen Rant, TheXboxHub, and Ranker. You can follow him on Twitter @BobbyAnhalt.